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Humans

Having by far, the greater numbers in the world, Humans. Humans come in every shape and size as they do today. An make up a vast majority of the worlds population along side that of the Preternaturals.

That beings aid, humans don't posses supernatural strength or the ability to shape shift, but what they do have, is strength in numbers. This has kept some of the Preternatural species at bay as some humans, though it is Illegal, hunt some species for fun or because they were paid to.

Strength: Numbers. 

Witches

Beyond humans there are a variable of not-quite humans. One of these are Witches. Witches, through demonic pact, being born with the ability, or some other method can bend reality to their whim. There are several powers Witches have. An are able to draw upon Two schools of magic, a major school; which they have studied their entire life and are able to cast from at ease and a minor school of magic, one they are studied in but not as well versed as their Major.

Witches can combine their powers to perform greater deeds of magic, this is done through a Coven Pact. This is done by swapping of blood or magical contract during any midnight hour. 

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The Schools of Magick

Abjuration: The abjurer uses magic against itself, and masters the art of defensive and warding magics.

Conjuration: The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.

Divination: Diviners are masters of remote viewing, prophecies, and using magic to explore the world.

Enchantment: The enchanter uses magic to control and manipulate the minds of his victims.

Evocation: Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Illusion: Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.

Transmutation: Transmuters use magic to change the world around them.

Necromancy: The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies. (This school is only allowed at admin discretion on character creation.)

The Cost of Power

A witch draw upon several elements of power to harness that which alters the world. As such, doing these feats causes exhaustion. Beyond that a very exhausted witch cant really cast spells. As such when a witch wishes to harness a spell the following rules apply;

  1. Any spell cast must be an attempt on another person.

  2. Any spell cast must take two posts to go off at minimum, one post to draw the energies in, another to cast. There are some exceptions, and this is interns of Defensive measures, but it is still taxing. IE: A player attacks you, you instinctivly cast an Abjuration shield to defend yourself from that one attack.

  3. Spells that are powerful or affect multiple people should take longer to manifest, at minimum an extra post to draw energy per extra person.

  4. Any spell that is world changing or altering, such as spells that alter the weather, create or move bodies of land, raise an undead hoard, ect. Will need a Ritual, and are unable to be cast by a lone witch, it will also need admin oversight and approval.

  5. Remember that your Minor school will take more energy to cast than your major, please roleplay this correctly.

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Psionic's 

Unlike Witches, Psionicists are able to bend reality with their mind instead of study. The down side to this is that when one awakens, it is almost always during a high stress situation. There are times where a Human goes their entire life without unlocking this potential. But under the right circumstances, such as great stress or an end of life incident, they suddenly and most of the time catastrophically manifest their powers.

In life a Psionic will master a One form of power and beable to learn another from a teacher. So much like Witches they will have one major power and one minor power. The powers are listed below.

Psionic Powers

Clairsentience: Clairsentience powers enable you to learn secrets long forgotten, to glimpse the immediate future and predict the far future, to find hidden objects, and to know what is normally unknowable.

Metacreativity: Metacreativity powers create objects, creatures, or some form of matter. Creatures you create usually, but not always, obey your commands. An doesn't tend to last more than twenty four hours.
Psychokinesis: Psychokinesis powers manipulate energy or tap the power of the mind to produce a desired end. This could include manifesting a particular element (Earth, Wind, Fire, Water).

Psychometabolism: Psychometabolism powers change the physical properties of some creature, thing, or condition.

Telekinesis:  Telekinesis is the ability to move and manipulate objects or people with the mind, including but not limited to levitating them.

Telepathy: Telepathy powers can spy on and affect the minds of others, influencing or controlling their behavior.

The Cost of Power

When a Psionic draws upon the powers of the mind it can be taxing, please remember to get permission before attempting psionic abilities on anyone. The tax this takes on the mind is up to the player however the following rules apply;

  1. Any ability must be an attempt on another person.

  2. Any Ability manifested must take Two posts, one to harness the mental energies the other to release it. There are some exceptions, and this is interns of Defensive measures, but it is still taxing. IE: A player attacks you, you throw up a Telekenetic barrier as part of your post to defend. 

  3. Abilities that are powerful or affect multiple people should take longer to manifest, at minimum an extra post to draw energy per extra person.

  4. Any use of clairsentience to look into the immediate or far future involving sim plots must be done with a Story Teller present. Anything else must be done with explicit documented permission.

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