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Post by Prof. Marcus Weatherby VIII on Oct 24, 2009 21:00:33 GMT -5
General Information
Everyone at the Marcus Weatherby Institute is born with the latent ability to perform magic, but not everyone will blossom into it. Some people with magic won't be strong enough to have real abilities, but it's not weak enough to dismiss. Those people will become guardians. For everyone else, those who come into their magic on their eighteenth birthday, there are these general guidelines. It is not necessary for you to pick a specific ability; in fact, creativity is very encouraged. Mix and match, pull different elements. Just be careful--anything too powerful will be denied unless you have special permission or an excellent reason.
SIDE EFFECTS Before magic blooms, there are side effects. For instance, Rose the pyrokinetic has always had problems lighting matches and candles because the flames are twice as large as they would be for a normal human. Lily the aerokinetic always has breezes setting her off balance, so she's always been clumsy. Things get worse, then, as it gets closer to the 18th birthday and the week before, it is a mess. Please be creative and do not take ideas from other people, but remember to think about this as you choose your powers. ;]
ACQUIRING POWERS All powers bloom on a person's eighteenth birthday. However, most people don't know what's going on when that happens, and so they just think something strange is happening. That's what the administration of the school is for. They keep a close monitor on everyone's birthday and age and make sure that, on the special day, someone is there to inform the student what is happening and what will happen. And, of course, implore them to keep it a secret from those who are not yet in the know.
Energy Powers
Energy Beams The ability to generate or transform various forms of energy into a "solid" or concussive beam of energy.
Energy Manipulation The ability to control and generate various forms of energy.
Force Fields Energy shields, often invisible or translucent, produced as a form of protection.
Kinetic abilities
Aerokinesis Ability to control or generate air and wind.
Atmokinesis Ability to control and mentally affect the weather.
Chlorokinesis Ability to accelerate the growth of, control or animate plant life.
Chronokinesis* Ability to affect the flow of time, slowing, accelerating or even stopping it.
Cryokinesis Ability to control or generate ice.
Electrokinesis Ability to control, generate, or absorb electricity.
Gravitakinesis Ability to manipulate and/or generate gravitons and gravitational interactions.
Geokinesis Ability to control the classic element of earth; sand, stone, rock, lava, and/or dirt.
Hydrokinesis Ability to control, generate, and/or absorb water.
Magnetokinesis Ability to control and/or generate magnetic fields.
Photokinesis Ability to control, generate, or absorb photons (particles of light).
Pyrokinesis Ability to control the kinetic energy of atoms to generate, control and/or absorb fire.
Sonokinesis Ability to mentally manipulate sound waves.
Telekinesis* Ability to manipulate and control objects with the mind. An extremely powerful telekinetic might be able to control individual atoms.
Mental
Animation* Power to bring inanimate objects to life or to free a person from petrification.
Animal Ken The ability to talk with/understand/read thoughts of animals. Ranges in abilities.
Astral Projection Ability to separate and control one's astral body. Sometimes a form of telepathy or magic.
Danger Sense Ability to sense personal danger.
Empathy Ability to feel, sense and/or [control*] the emotions and/or feelings of others.
Illusion Ability to alter or deceive the perceptions of another. Usually visual, may be caused by mental powers or holograms and other lightbased illusions.
Mediumship* Ability to see and communicate with the dead (ghosts).
Mind Blast* Ability to overload another's mind causing pain, memory loss, loss of consciousness, vegetative state and/or death.
Mind Control* Power to control the actions or reasoning of another. Character must pick a specific medium: Through writing, the mind, song, art, etc.
Omnilingualism Ability to decipher any language.
Photographic Memory Ability to recall the past with great accuracy and in seemingly unlimited volume.
Possession* Ability to control of another person’s body via astral projection or mind transfer. A specialized form of Mind Control.
Precognition Ability to perceive the future. Sometimes it is only expressed in vague dreams while asleep, other times it is clear and occurs at will and when awake.
Probability Manipulation Ability to alter probability, causing unlikely things to happen or likely things to not happen.
Psychometry Ability to relate details about the past condition of an object, person or location, usually by being in close contact with it.
Telepathy* Ability to read the thoughts of, and to mentally communicate with others.
Physical
Accelerated Healing* Ability to heal rapidly from any injury; the rate of recovery varies from character to character.
Echolocation Ability to determine location of items in the environment by use of reflected sound waves, whether generated by the character or ambient sound.
Elasticity Ability to stretch and contract one's body. Often seen as form of shapeshifting.
Elemental Transmutation* Ability to alter chemical elements, changing them from one substance to another. May be limited to selftransmutation.
Enhanced Senses Enhancements of sight, smell, taste, touch, and/or hearing.
Healing The ability to heal others, using own energy.
Levitation Ability to use the mind or another gravitational repulsion/negation method to lift off the ground.
Teleportation Ability to move from one place to another without occupying the space in between.
*indicates that permission must be sought for these specific abilities.
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Post by Prof. Marcus Weatherby VIII on Jun 18, 2010 17:02:24 GMT -5
INFORMATION ON GUARDIANSA guardian is a person whose latent magic is extremely weak, but not enough to dismiss them as nonmagical. Guardians are usually very difficult to injure and heal rapidly, probably due to genetic evolvement from...guarding people who get hurt. They have no specific magical talents and are usually trained in combat and strategy as well as magic theories. A guardian will bond with one magical person and that bond will last forever [unless broken]. Not everyone finds their guardian at school, of course, and some people never find theirs. To become a guardian, indicate so in the magical category section of your application. In the powers section, detail their specific strengths and weaknesses in their guardian duties. If you have a pre-planned guardee, include that in the powers section as well. When signing up for a dorm, please indicate the magical category of the guardee. If the guardee is unknown, say so and you will be randomized. You are allowed to wait for dorm signing up for one week in order to find a guardee. Remember, though, as much as not all people find their guardians, not all guardians find their people.
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