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Magi
Jan 13, 2016 1:21:05 GMT
Post by Rinny on Jan 13, 2016 1:21:05 GMT
Magi Basics Magi were once seen as demigods in the Olden times. However, this is the Technological Era now. The Magi are now fighting for their basic "human" rights, culture, and simply surviving to the next generation. They are a proud race with a strong heritage and customs. Those that follow the Olden tenants have a strong respect of the natural world and thus tend to have friction with the other two races due to their drive to expand at the Earth's expense.
Magi genetics is understood to share many similar strands of DNA with Humanity. However the magical potential within each member of this race is what causes them to not be considered Human. Some might appear far more animal in appearance than others; horns, wings, hooved feet, scales, feathers, etc. The combinations are endless. There is not a single Magi with magic that appears 100% Human looking or, as rudely termed by bigots, "normal looking". The staff will be looking for 3-4 Magi traits at least per app.
NOTE WORTHY For the purpose of greatly reducing OP with Magi we've chosen that elemental magic (fire, water, air, earth) cannot originate within a living person's actual being. What do I mean by that? You can't raise someone's body temperature alone until their brain melts. You can't freeze someone's blood in their veins. You cannot grow a pumpkin seed someone ate to obliterate their organs. You cannot suck out the air in someone's lungs to suffocate them. Pretty much a magical effect originating within a living person's skin is a no no. The universe explanation for this that we came up with was that Arithelia especially, but overall all the gods made it impossible. Not very detailed? Yeah, I know. But we don't want to deal with the OP nonsense that could come about so please just go with it.
NO-MAJ Short for "No Magic" and coined by a famous author long ago. It is a very rare birth defect in Magi where they are born without the use of magic and without any "abnormalities". Humans can live for years until they realize that they still don't age at the same rate. Some cases have magi go through their entire lives without any magic in them at all, others say that in a time of extreme duress, Arithelia grants them their magic and their Magi features in an explosively painful package. Without their magic, a No-Maj is the only way a Magi can look 100% human.
General Facts Life Span Up to 200 years
| Universal Weakness Downers Overexertion It can lead to coma or death
| Default Abilities Slow Aging Process
| Note Worthy Extremely Low Birth Rate Racial Discrimination Prey of Hunter Guild Body Parts are Valuable Cannot look 100% Human |
MAGI TYPES Fire Magi Earth Magi Air Magi Water Magi Zero Magi
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Rinny
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Magi
Jan 13, 2016 1:23:04 GMT
Post by Rinny on Jan 13, 2016 1:23:04 GMT
FIRE Magi Basics Perhaps having the worst stigma of all the Magi, humans are known to assume that if you are a Fire Magi that you must obviously be a terrorist and can only ever be a delinquent. A recent study showed that arrested Fire Magi, regardless of the charge, are 86% more likely to see prison time than a Human with the same charge under similar circumstances, and 33% more likely than any other kind of Magi. Good luck with the racism and all that ~
Facts
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| Weaknesses
Climate below 0ºC or 32ºF | Note Worthy Increased Fire Immunity Able to control body heat at climates above 1ºC or 33ºF
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STARTER Abilities Weaponry Starter Abilities: found hereAmbiguity: The ability to change into both male and female, as well as an in-between at will. However, males born with this ability still have a 15% chance of becoming pregnant and are forced into a female or split gender until term. Higher Resistance to Downers: Takes double the amount to bring down. Flame I: Just as most Magi Magic, the flames must already exist. So be prepared to carry around matches and lighters with you. You are able to grow fire from your immediate person to double your arms length. Heat: The ability to cause at least one appendage of your body to warm up at a time (arm, leg, etc). Your skin can get to the point of burning someone upon contact if you wish or remain at a comforting warmth. Judging your own character's level of experience and practice, they may be able to heat up their entire body at once. Mood Ring: Depending on what emotions the Magi is feeling their produced flames will reflect them through color. All hues from vibrant pink to sickly green have been recorded to date. Though performers back in the day have been admired for their art it can also betray the user's emotions and feelings at inopportune times. Smoke: You are capable of producing smoke at a quick rate. Because this is a continuous process the user will be winded afterwards. Note: Just as a fire needs oxygen to live, so do you. A wise magi would be wary to not knock themselves out. Infrared Sense: Your eyes have become sensitive to heat. You can now see thermal signatures, however you cannot see through walls. Ash: You can call ash and make it dance like any flame. The more powerful your Flame ability, the more ash you can summon and control (Following the same restrictions as your Flame ability). This can be used to create screens, flung at foes, or for other creative uses. Intermediate ABILITIES Magi Trait Enhancement: The time spent nurturing the magic inside of you has manifested in a new or stronger animal trait. Trait Enhancement can allow scales to be bullet proof, ability to produce venom, poisonous flowers to be grown, etc. However these traits must be a continuation of the magi theme your character already possesses.
Flame II: (Upgrade of Flame I) Can control a higher amount of flames that can reach up to 12 feet away from its origin.
Grenade: As you may have guessed those fiery projectiles aren't just burning someone now if they land. Upon making first contact with whatever it does it will explode with the approximate same strength as a military grenade.
Fiery Aura: (Upgrade of Heat) With enough concentration and practice you will see a layer of magical flames dancing over (up to) the entirety of your body, making each punch or kick that much more spicy. This will cause issues to anyone sparring with you since the flames can in fact exist apart from your touch and may spread if they come into contact with something flammable. Note: Whereas your body will not burn your clothes most likely will. I hope you're comfortable naked~
Ash Cloud: (Upgrade of Ash) Your ash control has gotten to the point where you can quickly scald the area and create a cloud of burning ash around you. Creating a dangerous area to fight or cover for a quick escape.
Smog: (Upgrade of Smoke) You can produce billows of smoke at an even faster rate. However now the smoke can be much more poisonous than just Carbon Dioxide if the magi wishes. The smog will immediately make the victim's skin burn, eyes water, etc upon contact. It is deadly if the person breaths in enough. Best case scenario the victim will most likely need to be hospitalized a short while to recover.
Hotspot: You can delay a flame by turning it into a low smolder. The flame will smolder until a rough designated time (up to an hour), or until disturbed (by being stepped on, for example). Once the time is up or the fire is disturbed, the flames will shoot up to their full strength as before. Larger flames and longer delays are more draining for the user.
Flame Propulsion: Need an extra boost of speed? You are now capable of using your hands, feet, or all four as thrusters to shoot yourself forward at a much faster rate. It might take some time for the noobs to be able to keep up coordination with the speeds you're going at.
Advanced ABILITIES Flame III: (Upgrade of Flame II) Your flames can grow or be shot out to a distance that varies from individual to individual. At the extreme most one mile away. With Master level monks these fiery projectiles have been known to border the speeds of bullets.
Combustion: (Upgrade of Fiery Aura) You can now heat up an object from a distance until they burst into flame. What you're capable of performing with these fires is dependent upon the Flame level you are at. Note: this is not an explosion, just a birthing of flames.
Lava: You are capable of heating a certain type of rock (Rhyolite if you want to get specifically technical) to the point of becoming lava that you are then capable of manipulating as well. Note: yes, this is hot but not hot enough to melt metal which requires the heat to be at least 848º's hotter.
Hotspot II: (Upgrade of Hotspot) You can now designate the flames to smolder for up to 6 hours instead of one, and when triggered, the flames will not just rekindle immediately, but will explode first, the strength determined by the size of the original flame. You can now maintain several hotspots.
Pilot: (Upgrade of Flame Propulsion) You are now capable of flight using the same thrusters as mentioned above. Rather self explanatory but if you need a reference look up how Iron Man gets around~
Master ABILITIES
Ability Mastery: This special ability is only once per character. It also requires 5 purchased magic upgrades and sufficient in character justification. With time, practice, and natural aptitude, you have reached a step above the normal in a specific area within your magic abilities. This amplifies the power of one ability of your choice. This must be magic (No weaponry or human abilities).
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Rinny
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Magi
Jan 13, 2016 1:25:04 GMT
Post by Rinny on Jan 13, 2016 1:25:04 GMT
EARTH Magi Basics There are two main stereotypes of this species: 1) The tough and stubborn rock thrower and 2) The daisy necklaced green-peace hippie. Obviously, these are not 100% accurate especially in considering that most Earth Magi actually can bend both earth and plant life, not just one or the other. Able to communicate with the forestry, grow food at faster rates, and even have a better chance of calming angered Spirits, you will be greatly appreciated with fellow Magi in the Arecia Forest's safe haven. Facts Default Abilities
| Note Worthy | Higher chance of Spirits being friendly towards them | Only Magi that can have horticultural features |
STARTER Abilities Weaponry Starter Abilities: found hereAmbiguity: The ability to change into both male and female, as well as an in-between at will. However, males born with this ability still have a 15% chance of becoming pregnant and are forced into a female or split gender until term. Higher Resistance to Downers: Takes double the amount to bring down. Earth I: You are able to geokinetically animate 500 lbs (reference) of earth one time. And when I say earth, I mean anything the earth has birthed naturally. Rocks, sand, dirt, etc. The material must be of 100% natural to be animated. For instance, metals cannot be at this stage. Green Thumb I: At this stage you're more of a plant whisperer than anything else. You can inquire of plants to grow at double the rate, wish them to birth more fruit, ask them to lift a root up to trip a chasing hunter. But that is the extent at this level. You're asking a living thing for assistance, of the which they can refuse. Might I suggest politeness? Photosynthesis: By allowing the sun's rays to dance upon your skin, or a UV light of some kind, physical food is optional. Your body will produce its own sustenance through photosynthesis. Immune: Poisons, tranquilizers or drugs that are plant based will have no affect on the Earth Magi. Downers and Uppers are discluded. Radar I: You are so intune with the earth that in stillness you can accomplish feeling sonic waves through the ground up to 50 feet in perimeter of you. Magnetism: Ability to make your limbs magnetized so that you might be able to, say, wall climb. Earthquake I: You are capable of creating up to a level 5 earthquake on the Ricther scale. They can last for a short time (less than one minute) and are strong enough to cause someone to be uneasy on their feet. Intermediate ABILITIES Magi Trait Enhancement: The time spent nurturing the magic inside of you has manifested in a new or stronger animal trait. Trait Enhancement can allow scales to be bullet proof, ability to produce venom, poisonous flowers to be grown, etc. However these traits must be a continuation of the magi theme your character already possesses. Earth II: You are able to manipulate 6,000 lbs of earth at one time ( reference). Can now shift one raw material into another. Green Thumb II: Now able to synchronize yourself with plants instantly by touch you are not needing to ask verbal permission anymore. Your wished for actions are theirs now willingly. Actions performed by these trees (etc)can be more elaborate and powerful. They can even grow further through out the duration of the synchronization. Seedlings: A common practice for those that practice fighting styles, a person will commonly carry around seeds with them of whatever plant they prefer. Within seconds seeds can burst forth in the magi's hand. A vine could be twenty feet in a matter of seconds for instance. This is Green Magic at its most impressive. Bound: The ability to make the ground beneath you act as a springboard thus allowing you a boost to jump further distances. Or even simply use multiple smaller ones repeatedly to give you a boost of speed. Radar II: You can now sense sonic waves caused by movement up to two hundred feet in perimeter of you. However it's straining on the brain if done for too long. Armor: Depending on what level of Earth you are, you can weave together an armor from whatever materials are at your disposal. Quicksand I: As the name insinuates you can now shift any natural flooring into a dangerous area of quicksand. Six feet width in diameter is allowed. Transmute: Through focus you can convert one type of ore into another. Rocks can shift into precious stones or even lesser metals to better protect someone for instance. Rejuvenation: (Requires Photosynthesis) You absorb sunlight more efficiently, which gives you a small amount of extra energy; you have better stamina in the sunlight, and recover faster when resting in it. This means you can hold an earthquake for a critical few seconds longer, run that extra hundred yards, or make one last Bound before you’re exhausted- it does NOT allow you to maintain energy endlessly in the sun. Earthquake II: You are capable of creating up to a level 6.5 earthquake on the Ricther scale. They can now last up to ten minutes. Obviously this is energy draining. Advanced ABILITIES Earth III: You are able to manipulate 20,000 lbs of earth at one time ( reference). Metal can be weakly manipulated, perhaps to slow an oncoming cyborg. Green Thumb III: Constant touch is no longer required. Merely through a telekinetic connection an Earth Magi can control multiple plants at once. Venomous Seedlings: (Upgrade of Seedlings, “Immune” required) The seedlings you carry around can now grow into weapons that are laced with non-fatal toxins. Skin contact causes rashes and blisters. Wounds now feel much more painful (a cut feels like a gunshot) and are harder to heal. Other side-effects of being wounded with these weapons include sweating, fever, nausea, and other various ill effect, that can persist anywhere from a day to several, depending on how much was applied and how well the person takes care of themselves. Radar III: You can now sense sonic waves caused by movement up to one mile in perimeter of you. It is very easily possible to become nauseated or gain a migraine by doing this for too long. Quicksand II: You now have complete control of this ability. If a victim gets stuck in this trap you are able to sink them down at a horrifying speed and solidify the ground again, in a matter of seconds. Twenty feet diameter at most. Rejuvenation II: Wounds begin to heal as they remain under the sun. Small cuts heal within an hour, while deeper ones take a couple of hours if you don't bleed out first. At this level, a two-hour nap in the sun gives you as much energy as a full night of sleep. Earthquake III: You are capable of creating up to a level 8 earthquake on the Richter scale. They can last up to thirty minutes. Obviously this is extremely draining. Master ABILITIES Ability Mastery: This special ability is only once per character. It also requires 5 purchased magic upgrades and sufficient in character justification. With time, practice, and natural aptitude, you have reached a step above the normal in a specific area within your magic abilities. This amplifies the power of one ability of your choice. This must be magic (No weaponry or human abilities).
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PLAYED BY OOC NAME
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Rinny
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Magi
Jan 13, 2016 1:25:46 GMT
Post by Rinny on Jan 13, 2016 1:25:46 GMT
AIR Magi Basics Known for their ability to manipulate the weather, humans have taken to blaming Air Magi for every single weather-induced disaster going so far as to term them "premeditated murders" or "terrorist attacks". Every single tornado, blizzard, hurricane, drought, etc. Be prepared to be blamed for a whole bunch of stuff you didn't do ..... or did you? Facts Default Abilities | Noteworthy | Lungs are averagely larger and "hardier" | Only Magi that can have wings |
STARTER Abilities Weaponry Starter Abilities: found hereAmbiguity: The ability to change into both male and female, as well as an in-between at will. However, males born with this ability still have a 15% chance of becoming pregnant and are forced into a female or split gender until term. Higher Resistance to Downers: Takes double the amount to bring down. Wind I: The user has the ability to create a temporary gust of wind strong enough to lead to a hefty push. On the Beaufort Scale it can be as strong as level six ( reference). Cloud Buddy I: You have the ability to create a small personal cloud buddy. At the most it can be two feet in diameter and will follow any target that you sick it on. This small cloud has the ability to house a realistic amount of water within it thus allowing it to rain, snow, or hail once full. Fog: You are capable of producing fog at a quick rate. Because this is a continuous process the user will be winded after this. Flight: This ability enables a person to fly. Wither that be through the use of wings or utilizing wind magic. Cymatics I: Is able to sing in such a calming manner where the melody has the potential to lull a living being to sleep. Though in lore such a powerful song has also been written to calm angry vengeful souls temporarily or even spirits. Lightning I: You are now able to shoot off a single bolt of lightning (a projectile) at a time. You are not yet able to make one powerful enough to overcharge a cyborg or android. Intermediate ABILITIES Magi Trait Enhancement: The time spent nurturing the magic inside of you has manifested in a new or stronger animal trait. Trait Enhancement can allow scales to be bullet proof, ability to produce venom, poisonous flowers to be grown, etc. However these traits must be a continuation of the magi theme your character already possesses. Wind II: (Upgrade of Wind I) Winds created can now last longer than just a mere spurt. On the Beaufort Scale a gust can be up to level eight ( reference). Cloud Buddy II: (Upgrade of Cloud Buddy I) Not only can you create larger cloud buddies but now you can conjure up to five at a time. Which also allows the weather from your buddies to be more potent and extreme. Cymatics II: (Upgrade of Cymatics I) By producing certain multiple contradicting pitches at once those who hear can grow disoriented and even physically ill. The closer the hearers are the more likely they are to be induced to vomiting. Silence: Due to manipulating the air you are able to hush smaller actions that would normally make sound. Foot steps, a phone ringing, etc. Lightning II: (Upgrade of Lightning I) Now you are able to shoot off multiple bolts of lightning at one time. Now one is able to temporarily put a single cyborg's limb (along with any weaponry that is built into that one limb) out of commission for a small amount of time. You are not yet powerful enough to halt an android in a similar fashion. Electric Aura I: You are now able to set the entirety of your body aflame in sparks, making you a much more intense hand to hand combatant. Temperature: You are able to gradually adjust the ambient air temperature in a small radius around you. You can warm or chill it, but only small changes, around 10-20 degrees Fahrenheit of deviation. Maintaining this temperature takes energy, and can be stopped at any time. Advanced ABILITIES Wind III: An air magi is capable of withholding their stronger gusts of air until they pass out from exhaustion; it varies from person to person. On the Beaufort Scale you can now get to a level ten ( reference). Twisters can be created at this level. Be realistic and have fun blowing certain sized people away, literally ~ Cloud Buddy III: Congratulations, you have hit the big time on weather control. Your clouds are larger and you can have up to ten at a time. Larger groups allow the weather to go to the extreme, such as monsoon-level winds and rain, heavy thunderstorms, and, if cold enough outside, blizzards. This does not allow for hurricanes or tornadoes (See Wind III for that type of wind-based natural disaster.) Cymatics III: Now you can create such a powerfully loud crash of sound that hearers will more than likely double over in extreme pain. If victims are not wearing audible protection ears will bleed and have been known to cause at least temporary deafness. Blacking out isn't uncommon either. Ventriloquism: (Upgrade of Silence) You are now able to shift the source of the sound to a location within 100 meters. In addition, you may mute louder sounds, such as shattering glass or car engines; the louder the sound, the more draining it is to maintain silence. Lightning III: Now able to overcharge resulting in temporarily putting even an android on the fritz for a small amount of time. Electric Aura II: (Upgrade of Electric Aura I) Upon releasing contact with your target (example being withdrawing your sparking fist from an opponent's cheek) the sparks can now remain even without constant contact. This causes waves of shocks to shoot through the target for a limited time after. Temperature II: You can now change the temperature in a wider area, such as an entire room. You can now shift the temperature to a difference of 20-30 degrees Fahrenheit. The larger the shift and the wider the area, the more exhausting it is to maintain Master ABILITIES Ability Mastery: This special ability is only once per character. It also requires 5 purchased magic upgrades and sufficient in character justification. With time, practice, and natural aptitude, you have reached a step above the normal in a specific area within your magic abilities. This amplifies the power of one ability of your choice. This must be magic (No weaponry or human abilities).
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PLAYED BY OOC NAME
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Rinny
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Magi
Jan 13, 2016 1:26:28 GMT
Post by Rinny on Jan 13, 2016 1:26:28 GMT
WATER Magi Basics Exceptionally beloved in the neighboring Western deserted country of Suraja Water Magi mostly have a very positive reputation. There are many historical records, ancient and modern, of them supplying clean water to locals in need, assisting in bringing down fevers, and being the most efficient Coast Guard. Facts
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| Default Abilities Underwater Breathing Resistant to cold | Note Worthy Only Magi that can have gills Unable to manipulate the bodily fluids of a living person or animal. |
STARTER Abilities Weaponry Starter Abilities: found hereAmbiguity: The ability to change into both male and female, as well as an in-between at will. However, males born with this ability still have a 15% chance of becoming pregnant and are forced into a female or split gender until term. Higher Resistance to Downers: Takes double the amount to bring down. Water I: This allows you to manipulate fifty gallons worth of water ( reference) that is already clearly in existence to the naked eye. You cannot change its temperature. Nor can you produce a projectile yet. Purification: You are capable of purifying even the dirtiest of waters of dirt, other natural unpleasantness, toxic pollutants and even poisons. It's quite literally having the pinpoint focus of separating the pure water from the ingredients that are not wished for. Fog: You are capable of producing fog at a quick rate. Because this is a continuous process the user will be winded after this. Dowsing Rod: Your magic draws you towards the nearest water source (pond, stream, lake, etc). You are able to sense water up to a one mile radius. Water Walking: Self Explanatory. You can decide whether or not you sink. Ice: Frost, snow, ice. This is the raw ability where water chills at your touch up to turning into ice. Distinguish: Though unable to manipulate blood within a living person you can still focus upon it. One can pinpoint a cyborg for instance through searching a person's blood thus detecting nanobots in the blood stream. One can also tell a real limb from a prosthetic limb by sensing a lack of blood flowing through it. Dissipate: You are able to evaporate an amount of water without the need of intense heat equal to your Water skill level. The larger the body of water, the longer it takes (and the more tiring it is). The water will still be present in the air, making the nearby area more humid. Intermediate ABILITIES Magi Trait Enhancement: The time spent nurturing the magic inside of you has manifested in a new or stronger animal trait. Trait Enhancement can allow scales to be bullet proof, ability to produce venom, poisonous flowers to be grown, etc. However these traits must be a continuation of the magi theme your character already possesses. Water II: (Upgrade of Water I) You can now manipulate five hundred gallons worth ( reference). Ice II: You can now be a few meters from the water source to turn it to ice. Ice Sculptor: (Upgrade of Ice) This has become a refined art for you. Ice spears, discus, hooks, gauntlets. Bloody Deed: Upon cutting yourself (or being cut) you can now manipulate your own blood. What you are capable of doing with said blood is up to what level of Water you're at. However, the more blood you're using, the weaker you'll be physically and more likely to pass out. Bubbles I: Magi can create hardier bubbles that do not burst the same way non-magical fragile bubbles do. At this level, welcome to the concept of landmines! A water magi can have up to 30 of these at one time and have them stay within a certain vicinity. If, say, a hunter were to bump into one or brush against one, it would create a small explosion. Enough to take off a limb? No. But enough to create a nasty looking scar and pain. Aqua Surfer: (Upgrade to Water Walking) You can now move water (or ice if you'e purchased that ability) forcefully behind your feet to speed yourself across the water's surface. Allowing you to cross massive lakes in a matter of seconds for high speed water battles or Skate along paths of ice for air combat. Detox: (Upgrade of Purification) You are now able to remove certain toxins within your blood stream, such as alcohol, poisons and Uppers (hence lessening the chance for addiction). This process takes around five minutes for a full cleansing. Heavy Fog: (Upgrade of Fog) The fog you’ve created isn’t just obscuring; it’s literally heavy. Anyone except water magi will feel heavy resistance when inside of it. This does not effect breathing. Armor: Depending on what level of Ice you are, you can weave together an armor to better assist you in defense. Boil: You are able to adjust the water’s temperature to heat rather than cool. At this level, you can boil the same amount of water that you can control with Water I, and must be touching (your hand will not be harmed, but the rest of your body would feel the heat). Materialize: You can form water in an area where there, to the naked eye, was once none. At this level you can collect from the water molecules in the air, clouds, plants and bodily fluids from corpses of animals or people. What you are capable of accomplishing with this gained water is based upon your level of Manipulation. Advanced ABILITIES Water III: (Upgrade of Water II) You can now manipulate five thousand gallons worth at one time ( reference). Any watery projectiles are going their fastest and most efficient here. Ice III: You can now be much farther from the water source to turn it to ice. Ice created can now be manipulated to the temperature of dry ice. Bubbles II: (Upgrade of Bubbles I) You are capable of creating big enough bubbles to actually encompass a person or thing for temporary defensive purposes. It acts as almost a rubbery defensive sphere, causing kicking feet, knives, even bullets if the magi is talented enough to bounce right off of it. Blood Augmentation (Power): (Upgrade of Bloody Deed) You've gotten so used to controlling your blood that you can control the blood within your own body. In this instance, You can slam the blood against your veins at such a strength that it increases the strength of your strikes. giving you incredible power equal to a professional weight lifter. However, Such practice will damage your veins if used too often. Blood Augmentation (Speed): (Upgrade of Bloody Deed) You've gotten so used to controlling your blood that you can control the blood within your own body. In this instance, You've learned to increase the flow of blood to a point where you can transport oxygen to your muscles far faster than usual. With an increase of oxygen and blood flow your muscles and move far faster than normal, giving you incredible speed. With this a regular magi can run at the speed of an Olympic sprinter. However such practice can give you oxygen poisoning if used too much. Blood Augmentation (Dexterity): (Upgrade of Bloody Deed) You've gotten so used to controlling your blood that you can control the blood within your own body. In this instance, your manipulation has achieved finesse. Rather than forcing blood to move your body, you coax it nicely. Now you can achieve stretches and flexibility that were originally impossible. This can also improve your ability to dodge incoming attacks full martix style. This is the safest out of all the Blood augmentations but you have a high chance of pulling a muscle. Boil II: (Upgrade of Boil) You may now boil water up to your Water level (I, II, or III). You can be up to a few meters from the source, and the boiling water you create will no longer scald or burn you (This does not affect water that was boiling before your influence). Have fun throwing it at enemies! Purchasable ABILITIES Ability Mastery: This special ability is only once per character. It also requires 5 purchased magic upgrades and sufficient in character justification. With time, practice, and natural aptitude, you have reached a step above the normal in a specific area within your magic abilities. This amplifies the power of one ability of your choice. This must be magic (No weaponry or human abilities).
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PLAYED BY OOC NAME
PLAYED BY god
Rinny
Administrator IS OFFLINE
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Magi
Jan 13, 2016 1:27:28 GMT
Post by Rinny on Jan 13, 2016 1:27:28 GMT
ZERO Magi Basics This breed of Magi is literally either beloved or loathed. Healers and Empathy users used to be revered as upstanding citizens; However Illusion and Telekinetic terrorists have unfortunately ruined any reputation your race used to have. Plus there's that fun bit about not much being known about your breed of Magi specifically. So, you know, there's the extra fear factor of the unknown for Humans to dislike even more ... Woo hoo! Facts Default Abilities Naturally heals at a faster rate than the average Human or Magi | Note Worthy Only Magi that can self regenerate |
STARTER Abilities Weaponry Starter Abilities: found hereAmbiguity: The ability to change into both male and female, as well as an in-between at will. However, males born with this ability still have a 15% chance of becoming pregnant and are forced into a female or split gender until term. Higher Resistance to Downers: Takes double the amount to bring down. Empathy I: Grants the user the ability to sense emotions and physical pain of one other person or animal through touching them. At this stage, the emotion or pain that you sense in another will then become your own. This is accomplished through touch. Sympathy I: Allows an individual to effect one other person or animal's current emotions and pain to exactly what the user is feeling at the moment. This is triggered through touch at this stage. Note: you cannot sense what another is feeling, you can only manipulate. Telepathy I: Enables the individual to speak directly into a single other person's mind. One must have visual contact with the person one wishes to "speak" to. Healer I: A person is able to heal their own minor wounds in a matter of a blink of an eye. Minor wounds consist of shallow flesh wounds. If the wound is upon themselves, it does not take much energy. However if they are healing another, the task wears on them. Illusion I: Able to create minor illusions to manipulate one person's perception. At this stage you can only create illusions that manipulate your own physical appearance. And yes, the category of minor illusions includes being able to hide the non-human physical traits your magi may have. However, these do not effect a camera's point of view or the one that may be watching those monitors. Telekinesis I: The user is able to move one item with their mind fifty pounds or less at one time. Levitation: This is not necessarily "flight". By far the slowest form of midair travel in comparison to the other races the action is more of a hover. Intermediate ABILITIES Magi Trait Enhancement: The time spent nurturing the magic inside of you has manifested in a new or stronger animal trait. Trait Enhancement can allow scales to be bullet proof, ability to produce venom, poisonous flowers to be grown, etc. However these traits must be a continuation of the magi theme your character already possesses.
Empathy II: (Upgrade of Empathy I) Touch aka contact with the other person involved is not necessary anymore though you do need to have visual of them. Although the emotions and pain you sense still effect your own, you can now sense a max of five people at once. Though I'd be wise in what certain circumstances you do so in, especially when pain is involved...
Sympathy II: (Upgrade of Sympathy I) Touch aka contact with the other person involved is not necessary anymore though you do need to have visual of them. Although the emotions you are projecting still have to sincerely be felt by yourself, you can now affect a max of five people at once.
Telepathy II: (Upgrade of Telepathy I) Enables the individual to speak the same phrases directly into the minds of up to five people at once. One must have visual of the targets wished to "speak" to.
Healer II: (Upgrade of Healer I) A person is able to heal sprains, non-life-threatening flesh wounds, pulled muscles, and lessen sickly symptoms and even cure minor bugs (such as the cold and strep throat) for themselves as well as others. These do not take mere seconds to perform. Bump up the time allotment to at least a few solid minutes. Just as before, to do this for another takes energy.
Illusion II: (Upgrade of Illusion I) Able to create more elaborate illusions with the furthest perimeter away from the spell caster being ten feet. Yes, at this stage you can now create mirages that do not necessarily have to do with adjusting your own appearance. These illusions may now also be seen by five to ten people. However, these still do not effect a camera's point of view or the one that may be watching those monitors.
Telekinesis II: (Upgrade of Telekinesis I) The user is able to move more than one item at a time. However all together the items cannot be more than three hundred pounds.
Memory Hole I: Requires touch. You are capable of erasing specific memories relating to a single factor (yourself, an event, coffee, etc). The factor has to have occurred within the last hour. This short term memory is forgotten however, if something triggers a remembrance it can be recalled through a déjà vu-like feeling.
Memory Recall: Your skill in sifting through people's memories have granted you the ability to bring back buried memories long forgotten. Even if it was affected by a Zero Magi's Memory Hole or Memory Change, you can dig these original memories back again.
Advanced ABILITIES Empathy III: (Upgrade of Empathy II) Not only have you conquered the ability meaning you can sense another's emotions and pain without experiencing it yourself (their emotions and pain do not cripple you anymore) but you can also sense a max of twenty people at once.
Sympathy III: (Upgrade of Sympathy II) Not only have you conquered the ability meaning you can manipulate another's emotions without losing your own demeanor (example: you can cause a person to feel fear without being fearful yourself) but you can also effect a max of twenty people at once.
Telepathy III: (Upgrade of Telepathy II) With one person at a time you are now able to "speak" to another without visual contact or even being in the general facility with them. The target can be literally miles away but as long as the user mentally focuses on the target he/she can accomplish this. However, this is a person you need to have deep emotional attachment to in the positive sense aka you can't do this to freak out an enemy.
Healer III: (Upgrade of Healer II) A person is able to heal torn muscles, broken bones, life threatening wounds, and over the time span of years can even completely heal someone of severe diseases. In ancient texts Zeroes have been told to have even healed disabilities such as blindness and paralysis but this has not been heard of in modern history. Be sure to pace yourself so you don't black out or possibly go into a coma.
Illusion III: (Upgrade of Illusion II) Able to create fantastically elaborate illusions up to one hundred feet away from the magi imagining them. They are so realistic that all who view them will most likely believe they're real. This includes video surveillance and those who are watching the monitors. You have evolved from putting these images directly into another's mind to actually materializing your imaginings into reality. Note: These are still intangible so if someone were to attempt to touch your illusioned flames they would not be burned or if they attempt to touch the illusioned wall their hand will go through it.
Telekinesis III: (Upgrade of Telekinesis II) The user is able to move multiple items with their mind alone. The max weight all together is one thousand pounds however this is strenuous and the user will need to rest afterward if they push their limits. If the individual attempts to go beyond these parameters, wither conscious of it or not, they will black out. Magi that have pushed themselves too far have ended up in comas before so please be wary.
Memory Hole II: (Upgrade Memory Hole I) Touch is no longer required, but close proximity is. You can simultaneously affect up to three people in this way. The person(s) affected forget up to all memories from a time period of 24 hours. If the magi is skilled enough the victim will have semi-permanently forgotten all that was erased. Memory recovery can occur without magic although it is rare and will require proof regarding happenstances during that time lapse.
Memory Change: (Requires Illusion and Memory Hole) Combining your illusory abilities with your control over the mind, Rather than Forgetting specific moments, you can now manipulate these memories into something different. However you should make sure that these new memories are believable. If the subject doesn't believe their own memories the original ones may return.
Purchasable ABILITIES Ability Mastery: This special ability is only once per character. It also requires 5 purchased magic upgrades and sufficient in character justification. With time, practice, and natural aptitude, you have reached a step above the normal in a specific area within your magic abilities. This amplifies the power of one ability of your choice. This must be magic (No weaponry or human abilities).
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