Professional Documents
Culture Documents
https://fiction.live/stories/How-To-Be-A-Vampire/FQzwiQAFdWK6u2Ztc/Power-List-What-you-
Can-and-Could-do/4wnjdrDrjyNENnWN6
Note: Anything on this list is highly in flux and may not necessarily be up-
to-date. Refer to current story or chat in case of confusion.
Cross-Species Vampirism
Turns you from a mockery of humanity into a mockery of all living beings,
letting powers such as Soul Palace, Thrall and similar work on nonhuman
prey, as well as allowing you to turn intelligent humanoids into vampires.
"Sometimes... Sometimes nothing is safe."
The Mage
Archetype Power. Take on the archetype of the Mage, and control the
entirety of reality with your mighty magics. Lowers BP costs of certain
powers. May have other effects.
The Rogue
Archetype Power. Take on the archetype of the Rogue, and walk through life
with trickery and stealth, manipulating all into doing your bidding. Lowers
BP costs of certain powers. May have other effects.
Undead Vigor
"I have evolved so far beyond mortality, explaining it to you would take longer
than arranging your death."
Demons and similar beings cannot take your soul as payment for contracts of
any kind.
"And though the spirit is sacred, it must be washed with sin; and though it must
be washed with sin, it is sacred. But the spirit of the Divine is filled with sin and
yet sacred all the same..."
Improved Biology: Or what passes for biology for you, at any rate. +20 to
any physical roll (where you do something).
Improved Biology 2: Bonus grows to +30.
"Talk shit, get hit. Except sometimes you get hit anyway..."
"The scariest part about them isn't how powerful and dangerous they are...
It's how easily they can talk people around."
Mental Boost: Your mind is improved in all respects, giving you +20 to all
mental rolls.
Invisibility
Allows the user to turn their body and worn clothes invisible upon standing
still for a minimum of five seconds, effectively increasing stealth rolls by
+100 and concealing themselves from all visual senses. Also blocks thermal
vision. Any noticeable movement immediately undoes this effect. Once
undone, this power remains unavailable for the next five minutes.
"If you ever find a perfectly preserved corpse, you're either about to make a
discovery or you should back away slowly and carefully." -Archeologist Folk
Wisdom
Sleeping Beauty: Prevents decay and dehydration from affecting you
while hibernating, preserving your looks in the period between going to
sleep and awakening again (300/300), COMPLETE
Sleeping Beauty +: Prevents the ravages of time from affecting the place
of your hibernation, keeping it clean from dust and making any rot
impossible; does not apply to weather effects or the like (600/600),
COMPLETE
Thralling Beauty (Hibernation+Thrall): Keeps not only yourself, but
also any separate blood you have shed supernaturally fresh while
hibernating, additionally allowing any thralls you have created to
consume it as though performing the thralling ritual (400/400),
COMPLETE
Targeted Aura: Lets you exude your intimidating aura towards a single
direction rather than every direction at once (300/300), COMPLETE
Supernatural Senses: All senses are improved. +15 to any attempt to use
your senses to gather information about your environment.
"In nature, many predators have finely tuned senses to find prey and, indeed,
many animals in general possess them. Yet few can measure up to the
downright supernatural level of these..."
"Keeping your flashlight off is far from enough to hide from one of them."
Bloodsight: See blood, whether inside bodies or outside and through any
obstructions, such as bodies or walls
Boogeyman Eyes: Allows you to see surface fears and phobias of anyone
you can establish eye contact with
"Never lock eyes with them. They'll know what you feel and what you're
afraid of, how to twist and deform you until you're a hollow shell of a man, all
with one glance."
Deepened Eyes: Allows you to see existential fears and trauma gnawing
at the roots of a person (???/???)
Swifter Eyes: Reduces requirements for triggering the effect, such that
you only need to see someone's eyes, rather than establish eye contact,
to trigger it (400/400), COMPLETE
Swifter Eyes +: Requirements are loosened to the point you merely need
to see someone's face (800/800), COMPLETE
Levitation: Lets you completely shut down gravity's hold over you,
rendering you floating as if in 0g.
Partial Levitation: Lets you only reduce gravity on yourself rather than
remove it entirely, mostly to dramatically float down rather than drift
off in the breeze. (300/300), COMPLETE
Reflexive Levitation: Lets you automatically use Levitation whenever
you would have taken falling damage otherwise. (600/600), COMPLETE
Levitation Jump: Lets you 'jump' off of thin air up to once per jump
(need to land to reset). (400/400), COMPLETE
Levitation Jump +: Allows you to 'jump' off of this air up to two times
before needing to land somewhere again (800/800), COMPLETE
"People never look up. It's a weakness you may as well take advantage of."
"Look, it's not a matter of training. If I physically move too fast for you to
even react, I can beat you down regardless of how good you are at swinging a
stick around."
Greater Reach: Allows you to move faster over a longer distance, going
from about a room's worth to about a building's floor's worth in a
straight line (400/400), COMPLETE
Greater Reach +: Increases your reach to several hundred meters with
every flash step (800/800), COMPLETE
More Control: Allows you to move in ways other than a straight line,
curving your path at a decent angle once moving (300/300), COMPLETE
Greater Force: Increases the damage of attacks made using Flash Step,
adding a DC60 throwback effect that may destroy inanimate objects
(300/300), COMPLETE
Forceful Teleport
"Nani?!"
Bloodseeker (???/???)
Unnatural Claws: Gain the ability to grow claws on demand, may be used
to better attack, grapple, parry and/or climb (initially unarmed attack
becomes 1d6 from 1d4, +10 bonus to physical usage)
"These things are just disgustingly sharp and durable at the same time. No,
really, the claws themselves are unnatural in the first place; no material
found in nature has these properties and you'd be hard pressed to synthesize
something like this..."
Skilled Claws: When using your claws, you may increase your bonus to
using them by another +10 (500/500), COMPLETE
Skilled Claws +: Another +10 bonus to claw usage is added for a total of
+30 (1000/1000), COMPLETE
Hardened Claws: Your claws become more durable, reducing the risk of
breakage and allowing further improvements (200/200), COMPLETE
Hardened Claws +: Like Hardened Claws, just better (400/400),
COMPLETE
Toughen Claws: Puts your claws clearly above the strength of steel
(600/600), COMPLETE
Claw Coverage +: Your claws now also form on your toes, if you want
them to (600/600), training completed
Claw Protectors: The material of your claws spreads along the outside
of your lower arms and shins (900/900), training completed
More Claws +: Your claws can grow in size, giving you longer reach and
making it that much easier to disembowel your enemies with a casual
gesture (800/800), COMPLETE
True Claws: Lets your claws damage creatures that should be immune
to damage; this does not ignore armor or damage resistance, but if
categorical immunity applies that would render something immune
against you, such as some power effects or fundamental factors of
reality, they are ignored (1000/1000), COMPLETE
Unnatural Armor: The power to grow more of the substance your claws
are made of inside of and all over your body, granting you +1 Armor (DR)
against all physical attacks passively and stacking with other sources
thereof; extension of Unnatural Claws
"If you see one growing this exoskeleton out of their skin? Run. Just run and
hope you can get away fast enough."
Armor Coverage +: Protects now most your body with your natural
armor, increasing your passive stacking Armor by +1 to a total of +3
(800/800), COMPLETE
"Whether it's a little kid or the elderly, nobody ever suspects them."
Increase Changing Speed +: You now can change your age at a speed of
one year per ten seconds (400/400), COMPLETE
Resize Clothing: Lets you ensure your clothes stay fitting as you change
on demand; note that you may suspend this for shenanigans (200/200),
COMPLETE
Control Voltage: Lets you better control just how much damage you do.
(400/400), COMPLETE
Drain Voltage: Lets you drain electricity from other sources and store it
(400/400), COMPLETE
"And the Lord made it rain for one year and one day, flooding Creation and all
upon it that the unbelievers may drown and only the pious may prosper atop
the arch; and as they were fruitful and prospered, they placated the Lord's
anger and were led into a new paradise..."
"And the unbelievers and the heretics were struck down by the Lord wherever
they walked and talked and stood, not knowing safety nor peace until the
slate was wiped clean by the blood and the pain..."
Domination: Force anyone to obey your commands (at start DC 65, 5 words
max)
"Look them in the eyes and you're powerless to resist. Always make sure you
aren't."
With Many Voices: Lets you perfectly mimic any voice you have heard
before. May be used to create new voices, though results may vary.
"And the Lord spoke in a hundred voices, commanding his followers to erect a
paradise in the image of Heaven; and when the Lord was enraged by the
audacity of those that did not understand his vision and sought to tear it
down, His voice was a booming thunder that sundered walls and
mountains..."
Hemokinesis: Gain the ability to control blood (starts out very crude and
only on spilled blood, may be trained to improve this)
"And the blood was the power of the Lord, for it is life; for life is the power of
the Lord and all that lives is under his domain..."
Control More: Increases the amount of blood you can control at once
from a few litres to several litres (300/300), COMPLETE
Control More +: Allows you to exert your control onto about a full
room's worth of blood at once (this is deliberately vague, btw) (600/600),
COMPLETE
Control Mass: Allows you to control enough blood to fill up an average
building (again, vague on purpose) (900/900), COMPLETE
Control Flood: Allows you to control enough blood to cover entire city
blocks at a time (1500/1500), COMPLETE
Control Flood +: Allows you to flood a small city's streets in their entirety
with blood (assuming you have both enough blood and the requisite
range) (???/???)
More Control: Allows you finer control over blood, turning it from
'move everything from here towards here' to simple shapes (300/300)
More Control +: Gain improved control, letting you direct the flow of
blood in a rudimentary manner rather than just moving it around
(600/600), COMPLETE
Fine Control: Your control over blood improves to the point of letting
you split the blood you control into several parts and use them
independently (900/900), COMPLETE
Fine Control +: Your control over blood allows you to form it into
somewhat elaborate shapes while independently maintaining control
over several distinct parts (1200/1200), COMPLETE
Precise Control: Your control over blood allows you to form it into
elaborate shapes (such as articulated weapons) while maintaining
control over several distinct groups of such (1500/1500), COMPLETE
Precise Control +: Increases the range of your control beyond your
immediate line of sight, though this does not inherently allow you to
sense its surroundings (1800/1800), COMPLETE
Advanced Control: Allows you to form blood under your control into
advanced shapes beyond the immediately possible, such as razor-sharp
edges and spikes or basic mechanisms you know how to create
(2100/2100), COMPLETE
Advanced Control +: An unlimited number of precise shapes may be
created and 'set' into their forms until changed again, allowing for less
divided attention. Up to razor-thin wire may be freely created out of blood.
(???/???)
Enforce Control: Increasees the amount of force you can put into the
blood you control, making it significantly more combat viable (total
force at any one time scales with mass of blood controlled and put into
the effort) (400/400), COMPLETE
Compel Blood +: Allows you to move blood with enough force to sweep
humans off their feet as long as it has enough volume, battering down
even solid barriers with relative ease (1600/1600), COMPLETE
Freezing Blood: The power to freeze blood on touch; can be used to cripple
or kill victims easily. Can freeze the equivalent of about one human limb
per turn. An extension of Hemokinesis.
Freeze Faster: Increases the rate of your blood freezing to about two
human limbs per turn (???/???)
Shape Blood-Ice: Allows you to freely use Hemokinesis on blood that
has been frozen (1000/1000), COMPLETE
"Vile stuff, that. Just touching the blood can kill you or worse."
Increase Curse: Increases the debuff to all actions your blood can apply
from -10 to -20 (200/200), COMPLETE
Increase Curse +: Increases the debuff to -30 (400/400), COMPLETE
Blood Boost: You may expend Sustenance to gain a boost to a physical roll
of your choice; this enables you to do things you wouldn't be able to
otherwise. Examples: Punch through an obstacle, lift an object usually too
heavy, etc., conversion rate of 1 Sustenance for +10 to a given roll.
"And yet one of the most dangerous things about them is their sheer strength;
when they exert themselves, they can tear through walls and people in equal
measure with impunity and that's not even counting the older and stronger
ones..."
Pleasant Bite: Allows you to cause pleasure instead of pain as you bite
someone, potentially getting your victims addicted to being fed on.
"Sometimes the insidious pleasure is so much worse than any pain you can
imagine."
Soul Palace: Upon feeding on a mortal, you also 'eat' their soul, depositing
it within an internal repository of souls in the form of an internal castle.
"Heaven. Hell. Limbo. I've heard many words for where we are, but in the end,
we're here all the same. You can look for a way out, but at some point
everyone that tries gives up."
Soul Switch: Allows you to substitute one soul you have summoned
with another you are summoning, switching them out over the course of
about one second (1000/1000), COMPLETE
Summon Guardian: Allows you to bring a single guardian from the soul
palace's various facilities forth, using five soul slots at once to do so
(2500/2500), COMPLETE
Summon Soul Palace: Parts of the Soul Palace may now be summoned,
either along with their guardian or else as their own advanced
summoning obeying the same rules as they do (3500/3500), COMPLETE
Summon Soul Palace +: All Soul Palace facilities are now fully unlocked
for summoning, with their own abilities and guardian-level strengths
(4000/4000)
Internal Viewing: Allows you to look inside your castle while still
remaining cognizant of your surroundings. Somewhat. (200/200),
COMPLETE
Soul Hivemind: Allows you to become a hivemind of sorts with all the
souls you have eaten, while remaining in full control over them and
using them to take care of minor actions as required (1500/1500),
COMPLETE
Soul Hivemind +: Allows you to define any number of your eaten souls
as 'leader' souls directly subordinate to you, controlling their actions
and through them those of all other souls as appropriate, mainly to
reduce the amount of attention required of you in doing this (1800/1800)
Soul Refinement: Allows you to 'refine' a soul, pushing its morality
either up or down. (IMPORTANT NOTE: Artificial changes to morality do
not affect the soul's statistics or morality as such. Only useful for using it
as crafting material or creating artificial true souls with true soul
powers weaker than natural true soul powers). (800/800), COMPLETE
Soul Expulsion: Allows you to expulse souls from your soul, spewing
them out and leaving them to proceed on to whatever afterlive is
available and appropriate (500/500), COMPLETE
Soul Expulsion +: As per Soul Expulsion, but if there are several eligible
afterlives or soul repositories the soul(s) may be sent to, you may choose
where it/they go (1000/1000), COMPLETE
External Soul Storage: Allows you to store souls inside external storage
spaces, such as created through Soul Magic or Alchemy (1500/1500),
COMPLETE
Palace Expansion: Places and facilities within your soul palace are
expanded, allowing you to add more souls to some of them and making
its insides more luxurious (500/500), COMPLETE
Palace Expansion +: Individual facilities inside your soul palace, once
unlocked, grow several sizes without taking up more space (1000/1000),
COMPLETE
Palace Enhancement: Soul Palace facilities may automatically adjust to
whatever purposes they are used for, granting increased convenience
and adaptability when accompanying a Guardian (1500/1500),
COMPLETE
Palace Enhancement +: Soul Palace facilities may spontaneously self-
animate when summoned along a Guardian, actively attacking enemies
and performing active roles both on the battlefield and otherwise
(2000/2000), COMPLETE
Soul Fusion Deluxe: Skills contained within fused souls are no longer
reduced by half unless present in both souls, but instead kept as they are
(1000/1000), COMPLETE
Soul Fusion Deluxe +: Allows you a measure of control over the end
result of soul fusions, such as gender shifts, appearance, personality
meshing and similar (2000/2000), COMPLETE
Soul Fuel: By using up 1 BP, you may increase or lower a soul's morality
by up to 10 points into either direction at any time, instantaneously
(1000/1000), COMPLETE
Soul Fuel +: You may also use 5 BP to empower a true soul, artificial or
natural, and enhance their power permanently in some way
corresponding to its initial use (2000/2000), COMPLETE
Soul Overcharge: You may exchange BP for Soul Tree Fruit at a rate of 3
BP/Fruit at any time (1500/1500), COMPLETE
Soul Overcharge +: You may exchange BP for Soul Tree Fruit at a rate of
2 BP/Fruit at any time (3000/3000)
Overdrive Summoning: While having incurring a summoning cooldown
from summoning Soul Guardians, you may sacrifice 100 Sustenance or 3
BP in quick succession (in up to two minutes maximum) to allow yourself
to summon another Guardian despite the cooldown, up to once per
cooldown (the original cooldown remains in effect and ends as it would
normally, you may just ignore it once) (5000/5000), COMPLETE
Overdrive Monster Form: Allows you to utilize the effects of Overdrive
Summoning for the purposes of Monstrous Transformations as per the
Shapeshifter's Almanac, partially ignoring cooldowns by investing the
same resources (5000/5000), COMPLETE
Mind Eater: Lets you gain 5xskill level skill xp from any victim you eat; this
process is automatic.
"A balanced diet goes a long way, being undead doesn't really change that."
Selective Eating: Lets you decide which skill you gain xp from rather
than leave it at random (400/400), COMPLETE
Hungry Eater: Double the xp rewarded to 10xskill level (600/600),
COMPLETE
Hungry Boy: Lets you take from two skills instead of one (400/400),
COMPLETE
Hungry Boy +: Lets you gain xp from up to three skills (1200/1200)
Thought Eater (Mind Eater+Soul Palace): Gives you an immediate
impression of what your victims were thinking about the moment you
ate them (400/400), COMPLETE
Thought Eater +: Gives you an imprint of the body language of any
victims you happen to eat, automatically gaining a +30 to rolls to act like
them (800/800), COMPLETE
"They can regenerate just about anything. The older ones can shrug off even
decapitation if they have enough blood."
Increase Healing: Allows you to heal for 2d6 per Sustenance fueling
your healing instead (300/300), COMPLETE
Increase Healing +: Allows you to heal for 3d6 for every sustenance
fueling your healing instead (600/600)
Rapid Healing: Allows you to heal for 4d6 for every point of sustenance
fueling your healing (900/900), COMPLETE
Rapid Healing +: Allows you to heal for 5d6 for every point of sustenance
fueling your healing (???/???)
Auto-Hemophagia: Allows you to consume your current Sustenance to
heal (???/???)
Morbid Regeneration: Allows you to store up to one charge of Vampiric
Healing for later use (400/400)
"Fluffy, nooo!"
Thrall: Allows you to conduct a ritual upon which you feed a mortal a little
of your blood over the course of several hours in order to turn them into a
loyal thrall
"Look, having servants around that don't suffer any of your weaknesses and
are entirely unaffected by the sun is just good sense. They can protect you
during the day, infiltrate communities on your behalf and generally do odd
jobs for you, what's not to love?"
"Sometimes, it seems like they all act as as one single being. They all know
what any one of them knows, act in unison and so on. It's really creepy."
Increase Control: Lets you apply more control over any entities you
bind, allowing you to apply up to three orders in addition to the basic
command of protecting their charge (400/400), COMPLETE
Increase Control +: Lets you modify the purpose of the souls you bind
to others, changing it from protecting them to automatically being
forced to sabotage, aid in specific ways, give advice only etc. (800/800),
COMPLETE
Twinned Control: Lets you bind up to two souls or similar to a single
person (1200/1200), COMPLETE
Surrender Control: Let the person you bind the entity to directly
control it in the same manner you would have done while it was under
your control (800/800), COMPLETE
Vampiric Control (Soul Bound Guardian+Vampire Dominion): Allows
a bound soul access to the bloodline power of the vampire it is bound to,
where appropriate; note this only applies to souls, not spectres or
similar (600/600), COMPLETE
Assimilating Control: Mentally fuse a soul to the person you bind it to,
turning them into a low-level hivemind and leaving the beneficiary in
full mental control of the soul, as well as retain and continue natural
growth of True Soul abilities and powers (800/800), COMPLETE
Power Through Age: Your sheer age itself actually grants you power,
giving you additional BP every now and then.
The Birds and the Bees (Beast Speech): Talk to animals, they don't have to
obey anything you say, though they might be convinced to help you
"I am conflicted."
Sun Resistance 1: Reduces the damage you take from the sun. Plain and
simple. Not enough to be immune against it, however. Takes one dice out of
sun damage calculation (from 2d10 per round to 1d10 per round),
Inscribe Scroll: Allows you to turn an 'empty' piece of paper into a magical
scroll, a one-time use of any spell you are capable of casting. Using it
requires the user to read its full chant aloud from where it is written on it,
chant-shortening trainings are ignored. Crafting them takes time dependent
on the strength of the spell.
Transmit Training: Allows you to grant scrolls you create all spell
trainings belonging to the relevant spell (???/???)
Write Grimoire
"The pen is mightier than the sword. Quite literally in this case, I assure you."
Transmit Spells
(???/???)
(Write Grimoire+Inscribe Scroll)
Scrapbook
(???/???)
(Write Grimoire+Art (Painted World))
Demonic Grimoire
(???/???)
(Write Grimoire+Demonology+Art (Sealed In Ink))
Doublecast
Allows the casting of two separate magical spells as a single one, combining
their chants into a singular whole as well. To do so, combined chant length
can be a maximum of two words. When used, both chants are temporarily
modified to fit together, potentially adding more syllables or words as
required.
"You thought you knew what I was doing, but it is I! Magic Vampire Man!"
Silent Word
(???/???)
(Doublecast+Silent Cast)
Silent Cast
Allows the reduction of chants for magical spells by up to one word of choice.
Does not allow for more than one spell to be cast per turn.
"… Hah."
"I know everything you could tell me already, so what other use could you
have?"
Broad Context: Get a closer idea on the history and past influences of
any new dimension you visit (400/400), COMPLETE
Broad Context +: Get a complete overview of the recent history of a
new dimension you visit (800/800)
Diffuse Context: Get an idea about undercurrents and less widely known
parts of a new dimension's history the first time you visit (1200/1200),
COMPLETE
Diffuse Context +: Get an accurate understanding of a modern
perspective on history whenever you first visit a new dimension (???/???)
"There's a reason I'm so much stronger than the last time you saw me."
Take Spawn: Lets you take along up to one spawned vampire with you
(400/400), COMPLETE
Take Spawn +: Take up to two spawned vampires along (800/800),
COMPLETE
Invite Spawn: Third spawn slot when world jumping (1200/1200),
COMPLETE
Kids Under X Ride For Free: Children born between two (or more,
whatever) vampires may be taken along for free when jumping
dimensions once (2000/2000), COMPLETE
Take Companion: Lets you take along up to one living companion with
you (400/400)
Take Companion +: Take up to two living companions! (800/800),
COMPLETE
Invite Companion: Third companion slot when world juping
(1200/1200), COMPLETE
Increased Duration: Lets you stay at the destination for two weeks
instead of one (200/200), COMPLETE
Increased Duration+: Increases duration to a month (1000/1000),
COMPLETE
Improved Targeting: Allows you to choose between three possible
realities (600/600), COMPLETE
Repeat Targeting: Allows you to designate the last reaility you accessed
as a guaranteed target designation (800/800), COMPLETE
Repeat Targeting +: Same as Repeat Targeting, just for any world you
have previously visited (1200/1200), COMPLETE
Plasmids:
Increase Force: Increases the force with which you may move an
object, increasing added damage dice by one (3d4) (300/300), COMPLETE
Increase Force +: Further increases the force with which an object may
be moved telekinetically, increasing the number of damage dice added
(4d4) and allowing the usage of heavier objects as projectiles (???/???)
Increase Reach: Increases reach from 'in one's surroundings' to 'within
line of sight' (400/400), COMPLETE
Electrified Trap: Allows you to put up to three charges into a single trap
(???/???)
Gravity Well 3: Allows the user to create and throw a polyp that, upon
impact with a living being or after a few moments, bursts into a
miniaturized gravity well, pulling medium-weight objects towards itself
and forcing baseline humanoids to make a DC80 roll to avoid being knocked
prone, inflicting 4d4 damage to any enemies caught inside it without
considering damage due to objects
Tonics:
Sportsboost 3: Adds +30 to any physical rolls, immunity to stamina loss due
to physical activity
Charisma Booster 3: Adds +30 to any social action rolls, automatic success
for gauging someone's mood
Semblance: Creative Insanity: Using your aura, you may create any
minions you can imagine, with the aura expenditure dependent on their
abilities and strength. At base, allows you to create minions of medium size
with a maximum cost of 20 aura and grant them up to two different special
abilities. Baseline stats are that of an average human being in size and
strength, costing 10 aura.
Efficiency: Allows you to use less aura for the same result, reducing
baseline costs to 8 aura (400/400), COMPLETED
Efficiency +: Further decreases aura costs for all creations, reducing
baseline cost to 7 aura (800/800), COMPLETED
Efficiency Increase: Reduces baseline aura cost to 6 aura (1200/1200),
COMPLETED
Current Level: 4
Area Of Effect:
May affect a wide area of space (up to the approximate scale of a city
block in a modern city)
May target equivalent space in several smaller areas
Effect:
May increase or decrease the effect of gravity in affected area by up to 4
times (Or any fraction thereof with precision)
May decrease gravity until only trace amounts thereof remain relative
to a specific target
May make different ad varying changes to the gravity of various areas
or objects
May redirect the force exerted by gravity wholesale ito any given
direction
May sense spatial positioning of objects through their mass independent
of other senses within own vicinity, this sense extending into the
distance but growing increasingly imprecise the further out it goes
Shutoff: Through selectively negating gravity, electromagnetic repulsion
may tear targets apart on a molecular level unless reinforced through
non-natural means, dealing 3d10 damage per turn to any creatures or
objects affected
Alternative Uses:
Decrease Gravity: You may now also reverse the basic gravity increase
you are capable of, instead decreasing its effect (500/500), COMPLETE
Increase Gravity: Increases the basic gravity increase you are capable
of to up to doubling the effect of gravity (400/400), COMPLETE
Increase Gravity +: Increases your ability to modify gravity to up to 2.5
times its normal effect (800/800), COMPLETE
Raise Gravity: Increases your ability to modify gravity to up to 3 times
its normal effect (1200/1200), COMPLETE
Raise Gravity +: Increases your ability to modify gravity to up to 3.5
times its normal effect (1600/1600), COMPLETE
Enhance Gravity: Increases your ability to modify gravity to up to 4
times its normal effect (2000/2000), COMPLETE
Redirect Gravity: You may choose to shift the direction of the force
gravity would normally exert in an area you are affecting by up to 90
degrees in any direction (500/500), COMPLETE
Redirect Gravity +: You may freely shift the direction of the force
gravity would normally exert in an area you are affecting (1000/1000),
COMPLETE
Shutoff: Deal 3d10 blanket damage by making objects fall apart due to
lack of gravity keeping them together (1000/1000), COMPLETE
Widen Effect +: Increase the area you may affect at once to a large
building (rough estimate) (1200/1200), COMPLETE
Widen Range: Increase the area you may affect at once to two large
buildings (rough estimate) (1800/1800), COMPLETE
Widen Range +: Increase the area you may affect at once to half a city
block (rough estimate) (2400/2400), COMPLETE
Enhance Range: Increase the area you may affect at once to a city block
(rough estimate) (3000/3000), COMPLETE
Enhance Range +: Increase the area you may affect at once to about two
city blocks (rough estimate) (???/???)
Increase Precision: You may now target several smaller areas of space
by dividing your whole area of effect or, alternatively, single objects you
can perceive (500/500), COMPLETE
Increase Precision +: You may now make differing changes to various
areas or objects you are affecting at once (1000/1000), COMPLETE
Density Empowering: You may add several objects' density together and
treat them as a single entity for the purposes of your power, allowing you
to 'stack' their physical characteristics for all intents and purposes
(1500/1500), COMPLETE
Density Empowering +: May focus the weight and density of air and
fluids together with that of objects surrounded by them to further enhance
the total density and effective mass involved (???/???)
Charging Fall: You may propel yourself as a projectile to attack enemies
harder, dealing damage dependent on both your gravity factor and weight
(400/400), COMPLETE
Charging Fall +: Adds an area of effect to your Charging Fall ability,
causing damage to nearby objects and creatures as you use it and forcing
strength checks to remain standing in the vicinity of its use (800/800),
COMPLETE
Massive Fall: Applies the effect of your Charging Fall action like a solid
wall of force projected from your body, allowing you to directly target and
destroy more area at once (???/???)
Power Synergies:
Harder, Better, Faster, Stronger: Due to being such a tryhard and getting
all +30 powers, all your active rolls are enhanced by +30, even those that
would normally not fall under any single category. Furthermore, you gain
several additional advantages:
Genius of Konoha
The Nara who tried, the caged bird that broke free and the Senju who
should have been, one genius to stand atop the golden generation to shape
Konoha...
Ashardalon's Legacy
[Live during Tuesday & Thursday from roughly 9:00 AM to 5:00PM]You are
Meepo, a throwaway NPC that through author fiat and the power of Chat is
going places and experiencing things that he never would have in canon.
Good luck!
Dungeon Renascence
A nameless being awakens within the forgotten dungeon of Drune, and
their explorations of it, and the world outside, will shape the future of all
three.
Jonathan Lovecraft and a Study in Secrets
A young, fresh Auror gets thrown into the events of the Harry Potter
series.Typically runs 4:00PM Pacific / 11:00PM GMT on Mondays for about
16 hours or longer.
W.I.T.C.H.E.D. Away
Some people got an idea in my head, Continued in discussion, and ending
up with this.
White imperium
A down-on-his-luck young man finds a mysterious app on his phone one
day, using the carnal power it gives him he will reap his way through the
men and women of his neighbourhood, showing them their proper place.
Below him.
No good ending
In the story we tell ourself they are a few Common that being that the good
guy always win, the couple must get together and that they must be a happy
ending. However Reality is not as far as this fiction, so I ask of you my
fellow peers, to gauge nihilistic debauchery with me as we show the truth
of Reality that being that no good deed goes on punished and no active
charity goes unresented. Or in in simpler terms:No good ending Ever
"Lewd Chat"
A place where horny anons and namefags can let out their frustrations on
each other. It's in quotation marks because I don't want to get in trouble.