Please remember
that "The Dark" is
NOT the force in any way, shape, or form.
It is a completly
seperate concept.
DW = Dark Wielder
Infection = This
means that an individual either has a Dark Bracelet of Bondage attached
to their wrist
or have been
"embraced" through a physical touch (bitten, deep scratch, etc) from a
Dark Wielder.
Molecular Reconstruction
Barrier
Projection/Shield Generation
Self Healing/Regeneration
Return
Another to Consciousness
Life Bond
Projective
Telepathy
Telekinesis
Sense
Light/Dark
Life Sense
Danger Sense
Control Pain
Remain Conscious
Mind Manipulation
Shroud of Illusion
Surrender of
Wills
Wall of Silence
Levitation
Teleportation
Dark Lightning
Absorb/Dissipate
Energy
Dark Chains
Dark Bracelet
of Bondage
Hellfire Pyrotechnics
Energy Spheres/Bursts
Channel
of Daggers
Channel
of Winds
Channel
of Thorns
Vengence
"Ray of Devistation"
"Flames
of Vengence"
Sadistic Revival
Difficulty: Very Easy to Difficult
Effect: Allows a Dark Wielder to call upon untapped molecules in the air around them, or in objects. This in turn creates a stabalized crimson field of light, within the light this allows the Wielder to reshape/form the matter into whatever they wish, but the bigger the object the more the drain on their body. This can range from a few seconds to a several minutes. This varies from a glass to drink from to more violent phenomenon like lightning, fog, rain, thorns, etc etc. One limitation is that the DW cannot create complex machinery nor living species beyond repairs to a body structure (no dragons, birds, etc).
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Barrier Projection/Shield Generation
Difficulty: Easy to Difficult
Effect: Allows the Dark Wielder to create a solid, shimmering barrier or shield of energy used to repel incoming physical/energy based attacks, the ability to maintain the barrier/shield, depends on the strength of the attack inflicted upon it.
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Difficulty: Moderate to Difficult, depending on the damage inflicted upon the Wielder and their skill level.
Effect: This power gives the Dark Wielder the ability to reform damaged muscle tissue, limbs, as well as repair damages resulting from amputation, lacerations, scraps and shattered bone structures.
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Return Another to Consciousness
Difficulty: Very Easy to Moderate
Effect:This power allows a Dark Wielder to return a fallen ally, from unconsciousness. This power takes little cost to perfom, but increases with more serious injuries inflicted upon the victim, it is used upon.
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Difficulty: Easy to Difficult
This power may be kept "up."
Effect: A Dark Wielder character may choose the life bond power to permanently form a mental link with one other individual, normally a mate or a enslaved being. (although sometimes siblings, parent and child, or even very close friends choose to life bond) Once the bond is made, the two characters can sense when eachother are in distress and follow the signature to their locations. The distance is limitless. The control over the indivudual who resists is varied upon levels.
As an added benefit, the two characters can have premonitions about each other: for example, if one character is severely injured, his other life bond partner will sense that something bad has happened.
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Difficulty: Very Easy to Moderate
Effect: If
the DW successfully projects his thoughts, the target "hears" his thoughts
and "feels" his emotions. The target understands that the thoughts and
feelings he is experiencing are not his own and that they belong to the
user of the power. If the DW doesn't "verbally" identify himself, the target
doesn't know who is projecting thoughts to him. This power can only be
used to communicate with other minds, not control them.
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Difficulty: Very Easy to Moderate.
This power may be kept "up."
Effect: This power allows a Dark Wielder the ability to control objects around him, be it to hurl them at an opponent, to flipping on switches, or picking objects up. This also aids in the creation of light based attacks such as fire, lightning, etc. The drain on the user depends on the size of the task summoned.
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Difficulty: None
This power may be kept "up."
Effect: This power allows a Dark Wielder to sense a Light Wielder, whom may be hidden from their view, but not limited to line of sight. This can sense the presence of "The Dark" or "The Light" within a 100 mile radius providing the signature is not masked by a higher level user..
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Difficulty: Easy
Effect: This power allows the user to detect live sentient beings who might otherwise remain hidden from their normal senses. When the power is activated, the Dark Wielder knows the location of all sentience within 10 meters-if the power is kept up, the user may know whenever a sentient approaches within 10 meters of them or vice versa.
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Difficulty:Very Easy to Difficult
Effect: Simular to "Life Sense" and "Sense Light/Dark Wielder", this power allows the user to detect danger in their immediate vacinity, be it a flying dagger thrown towards them, to a bolt of energy being primed for release and react to avoid/defend it.
This power however must be pre-prepped, as in entering a room before hand of the sneak attack.
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Difficulty: Moderate to Difficult, depending on injury.
Effect: A wounded Dark Wielder who controls pain can act as if he has not been wounded. The wound is not healed, but the character doesn't suffer the penalties of being wounded: A wounded DW doesn't lose all actions; an incapacitated character can still act normally, as can a mortally wounded character. This power can also be used to shrug off any stun results. However if the Dark Wielder is wounded, with a attack that causes paraylisis, they CANNOT assume they can walk again, for such a thing is only possible if they are healed to allow this. This power can also prolong the effects of energy based attacks, if their body is able to sustain the power inflicted upon it, causing them to resist slipping into unconsciousness.
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Difficulty: Moderate to Difficult
This power may be kept "up."
Effect: Remain conscious allows a DW to remain conscious even when he has suffered injuries which would knock him unconscious. When in this state however you cannot use The Dark for attack, nor can you engage in physical combat. (typically used after a stun has been successful on victim)
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Mind Manipulation
Difficulty: Easy to Difficult
This power may be kept "up."
Effect: This power allows a Dark Wielder the ability to control an "embraced" or infected individual whom has been exposed to the control of a Dark Wielder either by being bitten, under the confinds of a "dark bracelet" or otherwise infected with direct physical contact. The Dark Wielder then can control their actions such as preventing them from harming their masters to making them surrender theirselves to direct summons. Basically a unwilling slave becomes a individual who has little control over their own actions.
HOWEVER - The Dark Wielder cannot cause an infected slave/individual to do things that would put their lives in danger.
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Shroud of Illusion
Difficulty: Easy to Difficult
This power may be kept "up."
Effect: This
power allows a Dark Wielder to create various illusions in a central area,
around one or more characters. Infected individuals are far more vulnerble
to believe them then those who are not under a Dark Wielder's influence.
Other non-infected individuals will have a hard time notseeing through
the illusions but are not as easy to decieve, and thus are likely to believe
things that are not there, such as injuries, the false image of a death,
or various mirage based phenomenon.
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Surrender of Wills
Difficulty: Moderate to Difficult
This power may be kept "up."
Effect: This power allows a Dark Wielder the ability to cause a target to lower their defenses, both physical and emotional. Those infected by a Dark Wielder are more vulnerble to this then a person who is not. The range of difficulty depends on the willpower and characteristics of the character this is being focused upon. This can only be used twice in a 24 hour period on a infected target, and once on a non-infected target.
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Wall of Silence
Difficulty: Moderate to Difficult
This power may be kept "up."
Effect: This power allows a Dark Wielder the ability to erect a mental "wall", this allows the DW to block an event that has occured, limited memory of friendships and relationships, or even decieve one into thinking something has occured in detail that has not, from an infected individual's mind, This does not work on those who are not under the influence of a Dark Wielder.
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Levitation
Difficulty: Easy to Difficult
This power may be kept "up."
Effect: This power allows a Dark Wielder to levitate themselves above attacks, and various hazards such as trap-doors, lava, and the like. It also allows them to transcend stairways, and elevator shafts to reach new levels, the amount a person can use this power, depends on the level they have attained, also this takes the activation of concentration and “telekinesis” to fully invoke.
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Difficulty: Moderate to Difficult, depending on proximity
Effect: Dark Wielders use great concentration to focus on a previously visited area, then mentally send their molecular structures from one place to another at the speed of light which can travel through solid matter, energy shields, typically appearing in a flash of crimson fire, they emerge from within it fully reconstituted. The drain on the user depends on the distance traveled, if one were to teleport from one room to another, the drain would be minimal, if one where to travel from one planet to another the drain could be severe. The maximum distance one can travel is 3 millon square miles. This ability increases in difficulty if the DW chooses to teleport another being within them, the being must be willing, and is teleported in WHOLE, used as a rescue method or defense, NOT an attack. The result of the extra person's structure causes a drain 3 times that of a single teleportation.
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Difficulty: Moderate to Difficult
This power may be kept "up."
Effect: This power allows a Dark Wielder to produce bolts of crimson red energy bolts that fly from the user’s fingertips or body like sorcerer’s lightning. These bolts tear through their target or sap the strength from it, causing painful wounds or energy drains. As this power is Dark generated, it can be Light/Dark-repelled using dissipate energy. This lightning courses over and into its target, convulsing the target siphoning off his/her power, and eventually can kill them if exposed too long. Armor does not protect a character from this lightning. ability. This power is limited to “line of sight, and proximity” If a Defendant is able to get out of range of the applied strike, with enough speed, they can “dodge” the lighting, until they come within range again.
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Difficulty: Moderate to Difficult
This power may be kept "up."
Effect: This power allows the Light/Dark Wielder to absorb or dissipate energy, including light, heat, radiation and energy bolts. A successful prep means that the energy is dissipated. If the user fails to consider the degree of energy they have to absorb he/she takes full damage from the energy. YOU CANNOT absorb something like Lightning, or severe energy attacks without taking considerable damage unless you happen to have enough preps to counter it which will prove more difficult, based upon your Light based level.
Damage ranges from weakness to unconsciousness if the energy being absorbed is too much for one to handle all at once, such as a Dark Fire, Destiny "Ray of Light" or Dark Lightning, in addition anything that constantly bombards a force user attempting to absorb energy will eventually overcome him/her.
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Difficulty: Easy to Difficult depending on intensity level
Effect: This power allows a Light Wielder to hurl concentrated beams of energy from thier eyes, fingertips, or body at a target, resulting in laser like beams that bombard it. The intensity level prepped determines the damage inflicted. The higher the intensity for example, creating a beam to see in the dark to melting through a heavily constructed steel door, determine the toll The Light will take upon thier strength.
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Dark Chains
Difficulty: Easy to Difficult depending on strength level
Effect: This power allows a Dark Wielder to create terrorfying instruments of destruction in the form of normal restraining devices to razor sharp, barbed, chains that ensnare a target and can leave deep lacerations upon contact to their bodies. The chains typically emerge from the ground or ajacent walls. Those who struggle only drive the barbs deeper, tearing flesh which can drive the chains all the way to the bone. If a target does not resist they suffer minimal damage but remain captive. However higher ranked Light Wielders can regenerate damaged tissue at the same rate of the barbs damage, they can eventually overrun the damage inflicted upon them and shatter the chains, but suffer moderate damage regardless. Lower ranked Light Wielders can escape the chains after 2 turns have passed, as the chains will weaken if not properly maintained and re-strengthed.
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Dark Bracelet of Bondage
Difficulty: Moderate to Difficult depending on strength level
Effect: This power allows a Dark Wielder to create an enslaving instrument of destruction in the form of what appears to be an innocent looking bracelet. However once a target is ensnared by the bracelet by physically being forced into a position where the bracelet is placed on their wrist, their ability to use The Light is decreased by 25% of their level, this means that any use doubles the drain on their body, the bracelet can also grow dark thorns or barbs to further torture the victim to the DW's wills. Used as both a restainting device and a way to "persuade" victims to serve the DW's commands, the bracelets are forged only ONE per 72 hour period and can be destoryed or removed only by another Light Wielder whom is not by the Wielder who wears it. The only acception to this rule is The Master of The Light who can sacrafice 50% of this strength to overpower the device and destroy/remove it. Doing so however will cause great suffering, causing the Master to find a place to recover from injuries sustained.
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Difficulty: Easy to Difficult depending on intensity
Effect: This power allows a Dark Wielder to create scortching pyrotechnic based attacks/defenses such as walls of fire, circles of fire, fireballs, or bursts that are fire based, the flames are characterized by crimson hues within them and can create intense heat to burn targets, or be used to sap the strength from an opponent.
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Difficulty: Easy to Difficult depending on intensity
Sense Difficulty: Easy to Difficult
Effect: This power allows a Light Wielder to create balls of energy usually in a spherical shape, or focused bursts hurled from their hands at a target. The size of these spheres/bursts expands by 4 feet for every 1 meter expanding from the user, in example if a user engages the power and his opponent is 10 meters from his location, the sphere/burst will be 40 feet in diameter when it reaches their location. The drain on the user depends on their level, typically a Master of The Light can do such feats with little drain, but a normal user would experience slight dizzyness, unless of course the energy released exceeds a diameter of 80 feet, then the user would suffer extreme fatigue to maintain the energy flow. In most cases, the attack does not exceed 30 feet in diameter at one time.
The exception to energy "bursts" is that these do not leave the Light Wielder's hands, the beam extends, then pans out, shrouding a target in a blanket of destructive energy, which in most cases is very hard to dodge without moderate to severe damage. The intensity of the burst can range from moderate burns, to complete vaporization of the target, though this degree can only be attained with a 10 prep count.
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Difficulty: Ranges depending on the levels of the users
Effect: This ability allows a Dark Wielder to summon the elements around them and form them into 9 razor sharp dagger like stelletos. The daggers appear in a circular pattern hovering and then hurl out like spears at a specified target, they have the ability to track as well but can be tricked into contacting other elements. The blades do not stop following the target until they have impacted some surface that prevents them from following their intended victim. Also the daggers CANNOT be deflected by Light based shields or attacks, the only thing you can do to escape them is put something in their way that is not based on Light energy or run to avoid them, making them quite hard to dodge. Once a target has been contacted they cause the victim to suffer from a temperary form of paralysis. This wears off after 5 minutes, but in the time frame of the contact, the Light Wielder is subject to suffering a loss of feeling to the area where the blades have penetrated their skin. This attack can only be summonded ONCE per 24 hour period as well.
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Difficulty: Ranges depending on the level of the users
Effect: This ability allows a Dark Wielder to channel violent winds, ment to send a target off balance, or hurl them into another object at very high speeds. This basically sends the target skidding across the landscape or room hurling them back with enough force to uproot trees from the ground or even raise buildings from their foundations, impacts into walls for example are devistating enough to shatter bones or knock an individual unconscious.. This attack like a hurricane will start small, gather, then release full force, then return cycle down to nothing. This attack can only be achieved ONCE per 48 hour period.
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Channel of Thorns
Difficulty: Ranges depending on the levels of the users
Effect: This ability allows a Dark Wielder to summon the elements around them and form them into razor sharp dagger like thorns. The thorns appear from the ground or walls, swiftly racing to their target. The speed is that of 2 seconds, so they are very very hard to dodge, if the target is contacted by the thorns, the barbs then tear into the vicims flesh, and proceeds to wrap around their arms and legs or other parts like a snake constricting around to assure the target is well bound and unable to move. If the target resists the thorns delve deeper until they contact bone, where they can pierce through if the stuggling continues until the victim is impaled upon the thorns. In most cases the victim will stop struggling from the pain and loss of blood before this occurs. In either case the victim is unable to move and is bound quite painfully in place. The only acception to this rule is The Master of The Light who can sacrafice 50% of this strength to overpower the thorns and destroy/remove them. Doing so however will cause great suffering, causing the Master to find a place to recover from injuries sustained.
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Vengence "Ray of Devistation"
Difficulty: Ranges depending on the levels of the users
Effect: This is a supreme beam of white light, very large and very powerful. This beam is intense enough to shatter the strongest of enemies. This power is formed when each Dark Wielder channels their own light into one source, after the powers combine ) they form a intense beam of pure white light, when released at an opponent, its power is so focused that to block it would severly drain an enemy's strength, as well as to take the hit. At this point the opponent can either leave defeated or continue fighting severly injured. In either circumstance the battle is soon concluded.
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Difficulty: Moderate to Difficult
Effect: This power allows a Dark Wielder to create a circle of healing fire, which surrounds them. Within this circle of shimmering crimson fire, the Dark Wielder replenishes their strength and heals their injuries to 80% of their current damage status giving them a second "wind". However this can only be evoked with a 5 prep post. Once the user is healed, the flames die out and cannot be re-established until 24 hours have passed.
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Difficulty: Moderate to Difficult
Effect: This power is extremely taxing on the user, it grants the wielder the ability to bring others back from the dead, as well as themselves. The Wielder is "resurrected" within scortching hot crimson flames, as well as lightning making any advance on their location very perilous to enemies. The DW then emerges from the flames, as they die out fully refreshed for a period of 3 hours, upon which at the conclusion of the time, the user must fall into a very fatigued strength and rest theirselves to replenish the toll on their bodies.
NOTE - If this is used to revive the Wielder him/herself..the molocules from the atmosphere activate Sadistic Revival automatically meaning the user DOES NOT have to be alive to do this. This power can only be used ONCE in a 24 hour period. If it has been used once and the user is again "killed" in a single period of time, there is no coming back on your own accord, you are dead.
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"MASTER" LEVEL SKILL
Resistance to Infection
Difficulty: Dark Master/Master of The Dark/Light
For
Dark "Masters" or "Master of The Dark" it is not possible to be "turned"
by a vampire, werewolf, or any creature that infects its victim or to die
from poisioning, infections. This is due to the fact that the Light replaces
blood cells and fights off any virus at an astounding rate as well. The
Master will feel the physical effects of being "turned" or infected, but
only for minutes as the battle rages from within. The battle will be short
lived as the Dark will overcome the virus or infection and destroy it.