Consumables!
Power Type
 Item
Power Levels
(Weakest) 1-2-3-4 (Strongest)
Power Variants
 Swiftness, Amplification, Immunity, Weakness, Degrade, and Time Rewind
Description 
Various items that have a one time use, If these are accepted I would like to also add something else to character description, obviously called "Consumables" or "Temporary Items". As to how to use each will be described later.
Power Variant Description
 Swiftness
This potion speeds up your actions for several seconds allowing you to get at least one hit in on your opponent if they do not counter your potion with a Time Rewind potion.
Amplification
Amplification powers up your abilities for a few seconds, allowing you to use a stronger variant of your power once. Can be reversed if a Degrade potion is poured onto the battleground.
Immunity
Immunity comes in three different forms, to match all of the regular abilities, Physionic, Psionic, and Shenomonic. Depending on the type of potion it grants you resistance to those types of abilities for a short amount of time. If a Weakness potion is poured onto the ground of the arena it will counter act an Immunity potion.
Weakness
This potion comes in three different forms just like Immunity. These three are Physionic, Psionic, and Shenomonic. Depending on what potion the enemy becomes weak to this type of ability, making them twice as effective against them. Weakness is counteracted by Immunity.
Degrade
Degrade weakens the enemies powers for a few seconds, making them less effective against you for a few moments. Degrade is countered by Amplification.
Time Rewind
Time Rewind does the opposite of Swiftness, it slows down your enemy to a turtles pace, making them easier to hit. Depending on how strong the potion is, it will slow them for one second to a few seconds at the most. Swiftness counteracts Time Rewind.
Power Level Description
Depending on the power level, the effects of each potion lasts longer, here is a chart as to how it is decided.
Level 1Level 1, the weakest of all consumables, only lasts for a couple of seconds. They are not very strong and are counteracted easily. Has a label that is easy to read so the enemy can prepare for what is to come. (They last for 1 post after using)
Level 2A slightly stronger variant, the more intricate design shows that it is of higher quality, no large label is available for these, but the color can give off it's true nature if one is familiar with the consumable types. (Lasts for 2 posts after usage)
Level 3This elaborate designed consumable shows how expensive it is. There is no visible label on it, though its owner can easily summon one to remind themselves of what the potion does. You cannot tell what potion type it is by color either, for all potions of this tier are a clear color, much like water, though slightly cloudier. (Lasts for 3 posts after usage)
Level 4These cleverly designed consumable can be made to look like any of the previous tiers with a simple thought. You may also make the color of the potion any color so as to further confuse your opponent. The most powerful, these potions last the longest, though they also cost the most and are limited to one per person at a time for balance purposes. (Effective immediately and lasts for 4 turns)
Balancing Points
1) Each tier costs a certain amount of consumable slots. Tier 1 costs 1 slot per consumable. Tier 2 costs 2 slots per consumable, Tier 3 costs 3 slots per consumable, and Tier 4 costs 3 slots per consumable.
2) All Tiers except for Tier 4 become active on your next post!
Example: Larry's Post <(Tier 4 activates here)
.............. Bob's Post <(Nothing happens)
.............. Larry's Post <(Tier 1-3 Activate here)
3) A tier 1 potion does not fully counteract a tier 4 potion. I will provide an example below by what I mean.
Example: Larry's Post <(Tier 3 potion is used)
.............. Bob's Post <(Activates a Tier 2 potion that counteracts Larry's potion)
.............. Larry's Post <(Potion activates but takes a -2 on how many posts it affects. 3-2= 1 so it affects this post and then the affect disappears)
Q&A
Q: Why do you say 'potions'? This isn't a fantasy roleplay!
A: I use the term 'potions' loosely and merely as an example. Most people no what a potion is, a liquid inside a strange little bottle that they consume or throw to get the effects out of. It simply makes explaining what exactly happens easier.
Q: Why do Tier 3 and Tier 4 have the same slot costs?
A: Obviously Tier 4 will cost more than Tier 3, but instead of it having a slot cost of 4, since it is so powerful, I decided that it should cost one less consumable slot. It is supposed to be the pinnacle of the consumables in this post so it should have some advantages over the other tiers.
Q: Why are there no Admonic Immunity and Weakness potions?
A: For balance purposes in my head. The Admins are the elite's they shouldn't be able to be countered with a simple item that you can buy. I will also have later on where and when you can use potions to make some of the more sneaky players not gain an advantage over their unknowing opponent.
Q: Okay, but aren't the Admin's tough? Why shouldn't I be able to buy an item to help me out?
A: Because it detracts from the purpose of the challenge of beating an Admin. Your character should truly be able to overcome the odds if he wishes to become an admin. They shouldn't just be able to buy there way to power, they must train and go through the painstaking process of defeat and success before gaining such powerful abilities.
Q:So do consumables carry over from match to match? Like lets say I use one at the end of a fight. Do I gain its advantages the next time I fight at the start?
A: NO! ABSOLUTELY NOT! I hate it when people do this kind of crap. These advantages only last for a certain period of time! If you go over that time period then you lose those effects, end of story. Oh and for those who say "I'm still within my posting limit when I jump from one fight to another." I say this: "I don't care. My creation, my rules."
Where and When You Can and Cannot Use Potions
- A consumable can be used any time during a battle. They appear on your person at the start of a fight. If it is an official fight I would suspect you would allow your opponent to prepare. This means you allow them to activate potions before you actually start fighting. Once you are engaged in combat however, don't expect them to break off and wait for you to use the potion before continuing to beat on you, that's just silly talk.
- Consumables cannot be used in Admin stages, ever. Admin's cannot use them when someone is going for admin rights, and neither can the person. If you are in an admin zone, consumables are a no no, the whole purpose of these zone's is that the Admin has the advantage.
- Consumables cannot be used outside of combat situations. In other words, you can't spike someone's food or drink with the stuff and then jump at them to fight. My excuse is that the system will not allow it, simple as that.
- You can trade consumables with another person for a small fee. (The charge rate will be decided by Stealth, though he may say no need for one). This fee simply goes back into the system, the credits disappearing. Technically the Upgrade Shop gets the credits, but that's run by an NPC, so yeah.
Extra Info & Charge Rates
-Consumables cannot be broken by attacks or abilities, they are indestructible objects within this virtual realm.
-If this is accepted, then everyone by default will start with three consumable slots. I will work with StealthNeko to see if we can also add an option for more capacity so overtime you can become a potion flinger if you like. (Though I am sure it will cost a lot of points to do so)
-Costs will be decided at a later date
((Everything within this post is subject to change at any time as StealthNeko sees fit, check in regularly to see what has changed. I will update this whenever he wants something tweaked. If the consumable idea is accepted and well received by everyone, I might create more. We will see. thank you for your time))