Mechanics, or Why You're Awesome
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Mechanics, or Why You're Awesome
Primary Statistics:
Size
- Statistics:
5 of the 6 Primary statistics have scores ranging from -3 to +3, with a potential for -5 to +5, the exception being Magic Might, which is covered in its section. A score of +0 indicates average ability, with +2 being the limit for the average human, but your Hunter training has allowed you to increase them to +3. You have 7 points to spend on your abilities at character creation, but can purchase negative scores to gain points to spend.
Strength:
Determines: Melee Damage, Wounds, Health
Melee Damage: You deal an additional amount of melee damage equal to your STR.
Wounds: You add your STR to your DR to determine the damage necessary to reduce your health.
Health: You gain one additional Health point per STR (minimum 0)
Dexterity:
Determines: Ranged Damage, Dodge, Initiative
Ranged Damage: You deal an additional amount of ranged damage equal to your DEX.
Dodge: Your DEX score is added to your Damage Reduction in any situation where you could reasonably dodge the attack (eg. It doesn't apply when you're tied up, unconscious, etc. . .)
Initiative: Your Initiative is equal to (DEX + INT)
Willpower:
Determines: Magic Resistance, Fatigue, Sanity
Magic Resistance: You add your WP as a bonus to avoid the effects of enemy spells. (Minimum 0)
Fatigue: You gain one additional Fatigue point per WP (minimum 0)
Sanity: Your sanity score is (50 + (|WP| x 10)) (That is to say, the numerical value of your WP (ie nonnegative) times 100, + 50. So -1 and +1 WP have the same sanity)
Intelligence:
Determines: Social Defense, Initiative, Lore
Social Defense: Add your INT to the difficulty score for Social Combat attempts. (eg. If your INT is +3, the difficulty to affect you in social combat is increased by 3)
Initiative: See DEX
Lore: You automatically know any info with a Lore Level of one-half your INT or lower, and can gain understanding from any books written for your INT Lore Level subjects. (Lore Level is a game construct given to supernatural information, based on a combination of how rare/difficult it is to find/understand. Common information on trivial subjects has a lore level of 0, whereas the true shape and abilities of Mephistopheles would be LL 6 or higher, meaning only deific level characters, or those with truly extraordinary intelligence could even comprehend them.)
Charisma:
Determines: Social Offense, Appearance, Leadership
Social Offense: For Social Combat, check your CHA against (difficulty + opposing INT)
Appearance: Appearance is equal to (1/2 x CHA), it applies as a bonus to SO for people who are sexually attracted to your gender.
Leadership: At the beginning of each combat, the character with the highest leadership score chooses 1 derived statistic from the list: initiative, dodge, fatigue, melee damage, ranged damage. All of that character's allies receive a +1 bonus to that statistic, as long as it doesn't bring their score higher than the character's Leadership (or leadership + 5 for health and fatigue.)
Magic Might:
Magic Might scales from 0 (for average humans) up to 10 (for deities) with a score of 15 given to the Prime Deity of each Pantheon (The Christian God, Rod, etc. . .). Players begin with a Magic Might score equal to 3-their size, so it can be between 2 and 4. Magic Might is the only score which cannot be increased at character generation, except for the +1 virtue "Magick-Tainted".
Determines: Casting Frequency, Casting Ability
Increasing Magic Might costs a number of points equal to 2 x its current score.
- Ability Cost:
The cost to move an ability from the below to each listed value is here.
-3 = -6 points
-2 = -3 points
-1 = -1 point
0 = 0 points
+1 = 1 point
+2 = 3 points
+3 = 6 points
Size
- Size:
A character can be either size 0, which is the average human or size -1 or +1, representing smaller and larger than average size, respectively.
A character whose size is -1 has a strength range of -4 to +2, and a dexterity range of -2 to +4
A character of size +1 has a strength range of -2 to +4, and a dexterity range of -4 to +2
Last edited by Mister Lamp on Sat Apr 06, 2013 5:26 pm; edited 14 times in total
Mister Lamp- Posts : 27
Join date : 2012-11-28
Location : Helping Kaalia train Charizard
Combat, or How Jon Kills Things
Combat
- Combat:
Combat order is determined by Initiative, with the highest initiative going first and on down. In each round of combat, a player may take two actions, as well as one "free action" (Some spells, dropping an item, etc. . .). Characters with an Initiative of 5 or higher gain an extra Action per round for every round after the first.
An action can be either a move, where the player moves up to 30', or an attack, or a spell, or anything else within reason. All attacks are treated as hits, with the damage from them going into a 'wounds' pool. The 'wounds' pool represents the ability of Hunters and supernatural creatures to shrug off damage to keep fighting beyond human limits. At the end of each of your turns, your 'wounds' pool empties, for every {Str+DR} points removed this way, you lose 1 health.- Wounds Example:
Johnny (HP: 2) is struck by Mephistopheles (damage: 15). Johnny, thanks to his +3 dodge, adds 12 to his wound pool. At the end of his next turn, the 12 is removed from his pool, and compared to his DR, 4. Johnny loses 3 Health and drops dead from the blow.
Healing
Outside of combat, Hunter's return to full health after 8 hours of sleep. In combat, natural healing is too slow to affect anything.
Supernatural healing first refills Health, and then removes 5 wounds from the pool per point of additional healing.- Healing Example:
Before the end of Johnny's turn, (HP 2, Wounds 12, DR 4), Alessa casts a Restore spell on him, healing 7. His Hp is first increased to his maximum, 5, and then the additional 4 healing removes 20 from his wounds, allowing him to live.
- Weapons:
Each character begins with one weapon of his or her choice. If a character wishes to dual wield, they instead receive two weapons of types appropriate for dual wielding.- Melee Weapons:
Melee weapons fall into three categories, from light to one-handed to two-handed. Light weapons are small, usually bladed weapons, like daggers. When wielding a light weapon, you use half of your dexterity bonus to determine damage instead of strength. One-handed weapons are the standard for melee, from the simple longsword up to maces and flails. When wielding a one-handed weapon, damage is equal to your strength modifier. In addition, if your dexterity is at least a +3, you may wield a one-handed weapon and a light weapon, or two light weapons. While dual-wielding, determine damage as normal, but you may not add your dodge bonus to your damage resistance. Two-handed weapons are the top of the melee food chain. From the massive longspear, to a beastly great sword, these weapons deal tremendous damage, but at the cost of easy mobility. While wielding a two-handed weapon, you deal your strength modifier as damage, like the one-handed, but you always deal at least 1 point of damage, unless their damage reduction is more than twice the damage you would deal, however, you may only apply half of your dexterity score as a dodge bonus.
- Ranged Weapons:
Ranged weapons also fall into three categories. Physical, bows and slings and the like, deal damage equal to your dexterity score, with an extra +1 if the wielder has a positive strength score, or -1 one if it is negative. Handguns are mostly pistols and revolvers, but any one handed weapon that fires on its own power counts (including a hand crossbow). For handguns, you get your dexterity score as damage. At the top end of Ranged weapons are Rifles, rifles in this case are any self-propelled two-handed ranged weapon, from a crossbow to an assault rifle (Explosive ordinance such as a mortar or rocket launcher or RPG falls into its own category, and is not readily available to a starting character without special permission). Rifles deal your dexterity score as damage, but you always deal at least 1 damage, unless their damage reduction is more than twice the damage you would deal, however, while wielding a rifle, you may only apply half of your dexterity score as a dodge bonus. You may dual wield ranged weapons with the same rules as melee, except you can only dual wield two handguns.
- Armor:
What exactly constitutes armor varies from person to person, but for most anything that provides some sort of protection is classified as armor, from a thick leather jacket up to a bulletproof vest. Each character is allowed one "suit" of armor, which generally doesn't constitute a full suit. Armor is designed to protect from ranged attacks or melee, not both, so a bulletproof vest provides little protection from the battleaxe crashing down on your skull. Unless you have acquired a very impressive suit of armor (such as plate mail for melee), wearing armor provides a +1 bonus to your damage reduction against attacks of the type it is designed to protect from, but reduces your damage reduction by 1 against the other type (minimum 0). Other than armor, the most common sources of damage reduction are dodge bonuses, spells, and supernatural abilities.
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Mister Lamp- Posts : 27
Join date : 2012-11-28
Location : Helping Kaalia train Charizard
reserved for social combat
reserved
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Mister Lamp- Posts : 27
Join date : 2012-11-28
Location : Helping Kaalia train Charizard
Virtues, or What Makes You Special
Virtues are an optional way to customize your character, and come in 3 varieties. +1 virtues, +0 virtues, and -1 Flaws.
A character can have, at most, 1 of each type, and they cannot have a +1 without a -1.
You may take a -1 flaw without a virtue, in which case you gain 2 points to spend on stats.
A note on names/descriptions: The names assigned to these virtues are just what seems cool to me, feel free to change the name and/or descriptive text to fit your character, as long as the mechanical benefit remains the same.
+0 Virtues
A character can have, at most, 1 of each type, and they cannot have a +1 without a -1.
You may take a -1 flaw without a virtue, in which case you gain 2 points to spend on stats.
A note on names/descriptions: The names assigned to these virtues are just what seems cool to me, feel free to change the name and/or descriptive text to fit your character, as long as the mechanical benefit remains the same.
+0 Virtues
- +0 Virtues:
Emphatic Disbelief: You are so firm in your nonacceptance of the supernatural that it has begun to bleed into the world. Your beginning Magic Might score is reduced by 1, but you treat your Willpower as 2 higher for Magic Resistance.
Flawed Immortality: Your soul is forever bonded to the world of the living, for better or for worse. Whenever you are killed, you return to life a day later, with your health point maximum decreased by 1. When your health point maximum becomes 0, you permanently become a Demon under GM control with Magic Might equal to your original Hit Point maximum. Whenever you return to life, there is a 25% chance that the resurrection was imperfect, in which your Health Point maximum is reduced by an additional 1, and you gain an additional -1 Flaw for the duration of that rebirth.
Focused: Choose 2 derived statistics from the same primary statistic. Your effective score in that statistic is increased by 1 for one and decreased by 1 for the other.
Minor Mutation: Somewhere along the road, your body adapted differently than other's. Choose two scores, increase the cap by 1 for one (So from -3, +3 to -2,+4) and decrease the cap by one for the other.
Studied Hunter: Choose one belief system, you deal 1 additional point of damage to creatures of that belief system, and 1 fewer damage to all other creatures.
Unique: You may take 2 additional -1 Flaws in order to take an extra +1 Virtue.
Werewolf: You have been afflicted with the curse of the hunt. Every night of the full moon, you transform into a werewolf. While in werewolf form, you have no control over your actions, breaking out of any bonds placed on you before charging from the building you are in and savagely attacking the first living thing you come across. In all forms, your Strength cap is increased by 1, and you take double damage from silvered weapons. Your Magic Might score is increased by 1 for the purpose of your Pool, but decreased by 1 for the purpose of casting spells. At any time, you may spend 30 Magicka to force a transformation, in which case you will immediately turn into werewolf form and begin attacking the enemies you were engaged in for the next 10 minutes, if you run out of enemies before then, you begin attacking the nearest living creature instead.
- +1 Virtues:
Altoviti Man: You gain an additional point of Strength. Additionally, you cannot be killed by guns, except Silver or Gold bullets.
Ambidextrous: You may dual wield weapons of the same type even if you don't have the appropriate dexterity score. Additionally, you suffer no penalty to spell casting as long as at least one hand is free.
Magick Tainted: Increase your starting Magic Might score by 1
Premonitions: Once per campaign, you can spend a minute in meditation to determine if the outcome of an action (out to a full week) will be good or bad for you and your party.
Prophecy of Doom: You have received a prophecy on behalf of some supernatural agency as to the circumstances of death. While the information is very general and open-ended, you cannot be killed unless the criterion is met. (ie. If the prophecy was "It will come by boat", you would need to be wary of seafaring vessels, men from overseas who arrive by water, and the area around boat dealerships.)
Saint: You have been recognized by the Catholic Church for your exceptional devotion, any members of the Church automatically treat you with respect, and will provide you with lodgings for the night if you request it. In addition, you are capable of performing Exorcisms, to do so, compare your Magic Might score with the demon's, if yours is higher, it is forced out of the world. If the demon has the higher score, you are unable to remove it, and if your scores are tied, the demon is only forced to abandon its host, usually engaging you in combat.
<Monster> Sensing: Choose a belief system. For creatures of the chosen system, you automatically know whenever they approach within 25' of you. Additionally, you can track them through even the most difficult terrain.
Vampire Hunter: Years of Hunting have given you experience. Unless completely searched, you always have a wooden stake hidden on your body. By spending an hour at a time conversing with someone, you can determine whether or not they are a vampire. In addition, if you kill a vampire and bring its head to a local authority, they will reward you accordingly.
- -1 Flaws:
Alcoholic: Your use of Alcohol to stabilize your mind has left you addicted. Each day in which you consume less than 3 bottles of beer (or its equivalent) gives you a cumulative -1 penalty to all stats for the next day.
Berserk: At the beginning of each round of combat, you have a 10% chance to go berserk. When berserk, you immediately attack the nearest living thing within your range. If nothing is within range, you must move towards the closest living thing, if you reach a point where it is within range, you then must attack.
Crippled Legs: Your initiative score is halved, and you can only move 3/4ths your speed in one action.
Haunted: You are stalked by a malevolent spirit. He is capable of manipulating objects around you, and generally does his best to get you in trouble. (Stealing from people and framing you, things of that nature.) He is incapable of causing you direct harm, but will do whatever he can to insure harm befalls you.
Mute: You are incapable of speech. You must speak with sign language, and have a 20% chance of failure when you attempt to cast a spell, unless it is specifically nonverbal. It is impossible for you to use Social Offense, unless its very simple and your Appearance alone would succeed.
Obsessed: Your contacts with the supernatural have unhinged you, causing you to hold onto anything you know to be real. Out of combat, this manifests as OCD (The severity of which depends on your preference.) In combat, whenever all of your actions have a definite, physical effect on the world (dealing damage, moving the enemy, etc), you have a 25% chance to spend the next round repeating as many of the previous actions are applicable.
Poor eyesight: Your dodge score is halved, and your attacks and targeted spells have a 10% chance to miss (within reason, Knock won't).
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Mister Lamp- Posts : 27
Join date : 2012-11-28
Location : Helping Kaalia train Charizard
Beliefs, or Your Comfort through the Nights in Hell
Every Hunter has some belief system, even when it is the lack there of. Belief systems are often mostly based on where you were raised, but it is possible that it changed later in life. In THG, all belief systems are true, and the deities of any system can have an impact on the world. However, deities other than the prime deity of a pantheon can only affect the world with their normal Magic Might score or (Number of believers/100 sq. miles) of the country they are in. So minor pagan deities vary rarely impact the world outside of their home countries, and some are unable to function at all. The gods of grecoroman mythology, with their followings being basically nonexistent are no longer able to directly affect the world, although they and the gods of other dead religions can be contacted by those with the knowhow.
- beliefs:
Spellcraft- Is the belief and ability to cast and work spells. It is often used to describe the rituals performed by witches, Mages and Wizards Such instances of spellcraft can require the use of various gems, herbs, incense, candles, colours, meditation, chanting, astrology, and numerology.
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Mister Lamp- Posts : 27
Join date : 2012-11-28
Location : Helping Kaalia train Charizard
Magic, or How to survive against the Hordes
Every creature has a Magical Might score. For most, like normal humans, as well as most animals, the score is 0, denoting a complete lack of ability to deal in Spells and other Supernatural Abilities. The average Hunter has a Magic Might score of 3, with some legendary Hunters reaching up towards Deity level. Fae creatures average Magic Might 5, ghosts have a score equal to their score in life + 1, and demons vary in scores, usually between 2 and 6.
Magic use:
Every creature with a Magic Might score has a Magicka Pool of 10 x their Magic Might score. Each use of a Spell or activated Supernatural Ability reduces the pool by a certain amount, which differs between different abilities, as well as reducing your effective Magic Might score by 1, your Might score returns to normal after 1 minute per spell level, and you may refill your pool twice per day, as long as you are outside of combat for 6 minutes. Sustained Supernatural Abilities instead reduce the size of your pool for as long as they remain active.
Magic use:
Every creature with a Magic Might score has a Magicka Pool of 10 x their Magic Might score. Each use of a Spell or activated Supernatural Ability reduces the pool by a certain amount, which differs between different abilities, as well as reducing your effective Magic Might score by 1, your Might score returns to normal after 1 minute per spell level, and you may refill your pool twice per day, as long as you are outside of combat for 6 minutes. Sustained Supernatural Abilities instead reduce the size of your pool for as long as they remain active.
- Spells and Info:
Starting Spells:
Each Hunter begins play with a number of spells equal to 1/2 their Magic Might, all of which they must have the prerequisites to cast. Although they will begin with knowledge of some spells, Hunters are unable to cast any until their "Defining Moment" at the end of their introduction. The starting spells are learned either as part of or after that moment, which is the same time as when they gain their Supernatural Ability.
Learning Magic:
You can only gain Supernatural Abilities through special events or being born with them, but anyone with a Magic Might score can learn spells.
To learn a spell, you must have a Magic Might score equal to or higher than its level, and a Magicka Pool large enough to cast it.
The process for learning a spell is as follows:
1.) Find a tutor for the spell, or a scroll or tome detailing the formulae necessary for its casting.
2.) For a number of days equal to the spell's level squared, you must spend 2 hours studying the scroll or tome or, if you found a tutor, you may spend a number of days equal to the spell's level x 2 training with him.
3.) For the entire day after learning a new spell, your effective Magic Might score is reduced by 1, potentially preventing you from casting the new spell that day.
Spells:
Each spell has a level, a casting time, and a cost, most spells also have a target, a range, and a duration, and some spells have additional costs (fatigue or health points, material components, etc)
In order to cast a spell, you must have an effective Magic Might score equal to its level, and enough points in your pool to pay its cost.
Overload: Some spells have an overload level and cost. If your Magic Might is of the correct level, you may pay the cost to gain a greater effect from the spell.- Sample Spells:
- Level 1:
Night Vision:
Your eyes glow like a cat's, allowing you to see in everything except complete darkness as if it were daylight.
Level: 1
Casting Time: Free
Cost: 10 points
Target: Personal
Duration: 1 min
Overload: Level 5, cost 30.
O Effect: You instead can see even in total darkness, and are able to use infrared vision for the duration of the spell.
- Level 2:
Fireball:
The offensive spell of choice for most versed in Wizardry, you cause a small explosion anywhere you can see, dealing 3 damage to anything caught in the blast
Level: 2
Casting Time: 1 action
Cost: 20 points
Target: 5' diameter sphere (enough to hit a single -1 or larger creature, or two -2 or smaller ones.)
Range: Sight
Knock:
You pull on the strings of fate, creating an alternate timeline where that door was, in fact, left open.
Level: 2
Casting time: 1 min
Cost: 10 points
Target: One nonmagically locked door that is not blocked by anything other than a door bar or the like
Range: Touch
Overload: Level 5, Cost 50
O Effect: You reach through fate in order to strangle it until it does what you want, you are the wizard after all. Fate agrees with you that the door was never locked, and it never got blocked by anything, In fact, Fate says that those traps on the door weren't set up right. Lucky you.
Name:Pain
Description: You inflict massive pain on one target in sight, dealing one damage to them for each action they take for the duration.
Level: 2
Casting Time: Concentration (1 Action)
Cost: 10 points per Concentration
Target: 1 living target in sight
Range: Sight
- Level 3:
Healing
You channel energy into the wounds of an ally, removing the scars of battle. You heal him for 1 health point per 10 points spent on this spell.
Level: 3
Casting Time: 1 min
Cost: Variable
Target: 1 Living Creature
Range: Touch
Name: Protect
Description: You are covered in a protective layer of ectoplasm that prevents all damage that would be dealt to you by 1 hit.
Level: 3
Casting Time: Immediate
Cost: 10 to cast, plus 10 per point of damage prevented
Target: You
Duration: 1 round
- Level 4:
Name: Magic Mist
Description: A dense fog rolls over the arena, blinding everyone who isn't you. It's good to be you.
Level: 4
Casting Time: 1 Round
Cost: 40
Target: 15ft radius area around you.
Duration: 3 rounds, or until you cast another spell
- Level 5:
Burst of Strength
You use your magic to call upon the strength of your ancestors, temporarily giving you the strength of the gods. Your Strength score becomes +5, or your existing Strength +2 (even if this brings you above the cap), whichever is higher.
Level: 5
Casting Time: 1 action
Cost: 50 points
Target: Personal
Duration: 1 minute
- Level 8:
Name: Baleful Polymorph
Description: Your mightiest foe is now a harmless(we'll let the DM get creative) kill them quick!
Level: 8
Casting Time: 1 round
Cost: 80
Target: 1 corporal creature of roughly humanoid shape
Range: sight (60')
Duration: 1 minute
Overload: Level 10, Cost 80
O Effect: The spell instead affects any corporal creature.
Shortcut: Cost 20, Casting Time: 1 action
The target is unable to take offensive actions against you for 1 round
- Level 9:
Name: Timey Wimey
Description: You grab time and make it your bitch. After the spell finishes, you immediately take an extra round's worth of actions, during which no one else is able to cast immediate spells.
Level: 9
Casting Time: 1 Action
Cost: 100
Target: You
Shortcut: Cost 50, Casting Time: free
S Effect: You instead move normally through time, but no one is able to cast immediate spells until your next turn.
- Variable Level Spells:
Banishment
You force a demon or spirit from this world through magic, locking it in Pandemonium for a year and a day.
Level: Special (You may cast this spell at any level you could cast, it only affects demons and spirits with a Magic Might score lower than the spell's level.)
Casting Time: 5 mins
Cost: Level x 5
Target: one possessed person or object
Range: Touch
- Supernatural Abilities:
Supernatural Abilities fall into two categories, Activated and Sustained. To learn a supernatural ability, you're Magicka pool must be large enough to use it. Each player begins play with a single supernatural ability, although if you wish otherwise, message me and we will work out the details.
Activated
An activated supernatural ability functions nearly identically to a spell, save that they lack a level. The only limiting factor in being able to use an activated supernatural ability is the size of your magicka pool.
Sustained
Sustained supernatural abilities function more like virtues, they provide a long term bonus in exchange for reducing the size of your Magicka pool. Some stronger sustained supernatural abilities reduce other statistics as well.
Last edited by Mister Lamp on Sat Apr 06, 2013 5:17 pm; edited 18 times in total
Mister Lamp- Posts : 27
Join date : 2012-11-28
Location : Helping Kaalia train Charizard
reserved just in case
Shatashi's idea list.
- Spoiler:
- Umbrakinesis is the power of controling darkness with the mind. The user can make dark object soild for combat and it can make the user pure dark energy.It can also be used to control shadows and darken places that are bright like a light room,this involves negative energy
(for Angles maybe)Photokinesis-the psi Power to control light with the mind. To the greater extent, one could make themself invisible, concentrate light
Bright light particles/waves into lasers and manipulate any part of the light spectrum (ultra violet, microwaves, gamma rays, etc); making Photokinesis the "father" of Autokinesis, Lumokinesis, Optikinesis, Magnetokinesis, etc. Can be used to create illusions. This can be used to generate light shields/force fields, and project an healing energy too. One could create a blast of light which impales enemies, or even create a ball or shape of light to blast. A theory to this power is that you could group together photons into a powerful solid blast.
Optikinesis or Ophthalmokinesis is the obscure power to control eyesight with the mind. One with this power can cause illusions by changing what people see, cause themselves/others to see in different aspects, or change optic temporality so their sight is ahead or behind actual time. Vision can even be distorted so things look like they were moving opposite of their actual direction (called the Parallax Effect). One with this power may even be able to control the eye itself, with practice. One with this power can even project his sight to others or selectively see what others see, as he can control the entirety of motor and sensory functions used by the eyes of others.
Typhokinesis is the psi power allows the user to generate and manipulate smoke with the mind. One with this power can breathe smoke, pollute air by turning it into smoke or even converting immense amounts of it to poison to harm foes or as a means of cover or stealth. This can also be used to help people. If they are trapped in a burning building, you could thin out the smoke and go in to save them, if you have pyrokinesis (the control of fire). One with this power could even breathe in smoky air and possiblity have a smokey form.
Technokinesis is an advanced form of Technopathy, where the bond between the user and machines is increased and developed so well, the user can actually work through the machines by psychically animating them or controlling them like puppets. Certain aspects, because indeed most machines today are run by electricity, of the technokinetic talent may involve necessary electrokinetic assistance. Technokinesis is also known as Technology Manipulation or Technopath. Some Technokinetics may use hands to manipulate technology or just stare at it.
Shielding, in psychic terms, is a form of protection from outside influences such as psychic attack and empathic overload. A shield is a layer of energy that you surround yourself with and that allows you to regulate what energy will affect you and how.
Sinol's idea list.
- Spoiler:
- Aggressive – Naturally meant to fight, anyone who’s aggressive cannot turn down a good fight. Due to this many others tend to shy away from these types of people.
Ambitious – Those ambitious are known as the foundation and bane of many communities. Those who have the ambitious trait would only do acts of charity and the such if it serves their own interests. Other that, they self-serving, and somewhat selfish.
Brave – Not entirely fearless, but still made of sterner stuff. Those brave aren’t entirely all for heading in for a face to face conflict with two packs of mikes, but they might still stand their own against a farmer or two.
Cruel – The Cruel is exactly what it says on the tin. The character has an affinity for inflicting harm to others and will rarely do any acts of charity or kindness.
Cowardly – Naturally unattracted to danger or combat, cowards often run at the first sign of combat, due to their ‘fight or flight’ training kicking in. Though not really a jumbling wreck, they’d often run to fight another day than die standing.
Cynical – Bitter and jaded from experience, those few characters who’ve survived through countless fuck-ups can be filled with contempt. Cynical characters can be skeptical of the motives of others, as well as being generally distrustful. It’s because of their usual attitude that many tend to avoid these characters.
Determined – Determined people often use all their power to accomplish their goals. No matter how many times a determined man gets pushed down, he would always get up. While often useful, this can also cause tunnel-vision, heading only towards said goal.
Driven – People who are driven usually hold their beliefs to their hearts. They are usually harder to sway than most, can be very determined, but also narrow-minded. They often follow their beliefs and hold it up above all else no matter the cost. At times, however, if one is not careful, the cost can prove to be dear.
Frank – A frank man’s an honest man. He doesn’t lie; he’s straight to the point. Though this trait is taught to be a good policy, there’s nothing more painful than the blunt truth smacked at you.
Fearless – Like Brave, a fearless man would jump into the fray without any thought for safety or stealth. Though it does impress the ladies, it can’t stop 7.62 rounds from ripping you apart.
Hard-headed- Hard-Headed characters are willful and stubborn. Often times, they are similar to those driven and determined; focusing on their goals, taking a stand on their beliefs; though at some point, they can easily become uncooperative and useless.
Instinctive – An instinctive character is quick-witted, allowing him to deal with surprises quickly, with little thought or consideration. Though this trait is obviously useful, it can however impede the character’s tactical mindset and drive him into impatience.
Loner – A loner isn’t one for the crowd. They tend to shy away from huge groups and rather have a small web contacts or simply keep to themselves. It’s because of this attitude most think of them as weirdoes and other names.
Quiet – Usually similar to the Loner, the quiet ones often are silent in everything they do. They hardly speak unless absolutely necessary, and often use simple gesture to speak their mind.
Stoic – A Stoic Character never shows his true emotions, never complaining about any trials he’s been through. Rather, he accepts them and drives on with life. Though a Stoic Character would easily cope with a loss, others would see him as insensitive and indifferent.
Vigilant – Alert and attentive, a Vigilant person never lets a threat get past him. Vigilant characters often observe their surroundings with great care for any danger. Though, because of their vigilance and defensive nature, they can become slow to trust and paranoid aswell as twitchy.
Wise – Wise characters are an anomaly in the new generation. Few care to think about the lessons humanity has learnt from their mistakes, and even fewer apply to their life. Many are quick to action, fighting mindlessly without any thought of the outcome, but a wise character is different. Wise characters use their wisdom to help them travel and survive without compromising their beliefs and way of life. Though this useful, if not maintained carefully, a wise character can easily be a prideful, arrogant character, where all his wisdom will be for naught.
Mister Lamp- Posts : 27
Join date : 2012-11-28
Location : Helping Kaalia train Charizard
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