|
|
|
|
|
|
Posted: Thu Mar 21, 2013 5:48 pm
Types/Elements [Abjuration][Air][Conjuration][Electric/Light][Emotion/Enchantment] [Fighting][Fire][Grass/Plant][Ground/Rock/Metal][Healing][Illusions/Dark] [Necromancy][Poison][Psychic][Sonic/Sound/Force][Water/Ice] [Miscellaneous Powers][Unique Powers]
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Mar 21, 2013 5:49 pm
Level explanation for Powers
Unlocked at Toddler stage Level 1 - Equivalent to small instrument/tool
Unlocked at Child stage Level 2 - Advanced of above Level 3 - Equivalent to common, natural occurrence
Unlocked at Teen stage Level 4 - Advanced stage of above Level 5 - Equivalent to weapon
Unlocked at Adult stage Level 6 - Advanced of above Level 7 - Equivalent to unnatural weapon or superheroic power
Unlocked at Elder stage Level 8 - Advanced of above Level 9 - Equivalent to natural disaster Level 10 - Equivalent to mythical force, God-like power
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Mar 21, 2013 5:54 pm
Level explanation for Resistances
Unlocked at Toddler stage Level 1 - No real resistance
Unlocked at Child stage Level 2 - Minor resistance, takes less damage from level 1 powers Level 3 - Less damage taken from naturally occurring phenomenons
Unlocked at Teen stage Level 4 - Advanced stage of above Level 5 - Immune to level 3 powers, less damage from level 4 powers
Unlocked at Adult stage Level 6 - Advanced of above Level 7 - Immune to level 5 powers, less damage from level 6.
Unlocked at Elder stage Level 8 - Advanced of above Level 9 - Immune to level 6 powers, less damage from level 8. Level 10 - Immune to level 8 powers, less damage from level 9.
Resistances are easier to figure out when your Meta has a standard element, for example fire elemented Metas would be resistant to their own element. Depending on other aspects of the item they might have, they could gain other resistances.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Mar 21, 2013 5:55 pm
Info about Weaknesses
Weaknesses tend to not have tiers, instead its generally just assumed that a weakness is a weakness no matter how strong the Meta gets. The fewer weaknesses a Meta has, the more devastating the weakness should be. It's unfair to have over powered Metas with no way to stop them.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Mar 21, 2013 5:59 pm
Abjuration Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Mar 21, 2013 6:00 pm
Air The user psychically directs air molecules. Can compose bursts of winds, spawn tornadoes, and even siphon the air out of others lungs. Can generate breezes, squalls, gusts, whirlwinds, zephyrs, gales, tempests, and hurricanes.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Mar 21, 2013 8:57 pm
Conjuration Each conjuration spell belongs to one of the subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Mar 21, 2013 8:59 pm
Electric/Light Users are able to absorb, conduct, generate and manipulate a form of energy resulting from the existence of charged particles (such as electrons or protons) which give the user control over electric fields, electric charges, electric currents, electronics, and electromagnetism. Users can control light: electromagnetic radiation that is visible to the human eye and which is emitted and absorbed in tiny "packets" called photons. They can generate, bend, shift, focus, scatter and/or generally manipulate light to various decrees and effects.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Mar 21, 2013 9:04 pm
Emotion/Enchantment Enchantment spells affect the minds of others, influencing or controlling their behavior. All enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature. Note: These should be used with caution as to not promote godmodding seeing as these types of powers play with free will.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Mar 21, 2013 9:06 pm
Fighting Users have incredible ability to defy what normal beings consider the norm of limitations.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Mar 21, 2013 9:08 pm
Fire Users can excite or speed up an object's atoms, increasing their thermal energy until they ignite, not necessarily objects, but also air particles. They can control and move the flames, including the shape, heat and even color; that said, pretty much everything with this power comes down to burning.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Mar 21, 2013 9:11 pm
Grass/Plant Users can create, control, shape and manipulate plants, including wood, vines, plants, fruits and flowers, even moss and (for practical reasons) fungus. The user can cause plants grow, move/attack or even rise from the soil and "walk", mutate plants by rearranging DNA structure, and revive withered or dead plants.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Mar 21, 2013 9:11 pm
Ground/Rock/Metal User can move, shape and otherwise manipulate any "Earthen" elements including most solid objects, specifically all minerals and mineral compositions regardless of their state (mountain, boulder, sand or dust), dirt and soil as well as bones although most wont be able to manipulate bones of living beings. Some users may have fine enough control to create/shape complicated objects.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Mar 21, 2013 9:13 pm
Healing User can cure broken or withered plants, wounds, broken bones, low vitality, and even diseases. Typically the user can’t raise the dead, however some can revive people if they have very recently died. Small wounds will regenerate new tissue, large wounds like missing limbs and broken bones need to be put back together if the injury is fresh, or they can be regenerated by advanced healers.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Mar 21, 2013 9:14 pm
Illusions/Dark Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. The user can create, control, manipulate, materialize and summon darkness. By itself, darkness is mostly used to cloud everything into total darkness, but by accessing a dimension of dark energy it can be channeled to a variety of effects, both as an absence of light and a solid substance: one can also control and manipulate the beings that exist there, create and dispel shields and areas of total darkness, create a variety of constructs and weapons and, teleport one's self through massive distances via shadows.
|
 |
 |
|
|
|
|
|
|
 |
|
|
|
|
|