Please remember
that "The Light" is
NOT the force in any way, shape, or form.
It is a completly
seperate concept.
LW = Light 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
Levitation
Teleportation
Lightning Bolts
Absorb/Dissipate
Energy
Concentrated
Beams
Pyrotechnics
Energy Spheres/Bursts
Light
Wielder Integration
Destiny
"Ray of Light"
"Flames
of Restoration"
Phoenix Resurrection
Difficulty: Very Easy to Difficult
Effect: Allows a Light Wielder to call upon untapped molecules in the air around them, or in objects. This in turn creates a stabalized purple 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 weather phenomenon like lightning, fog, rain, smoke, etc etc. One limitation is that the LW 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 Light 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 Light 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 Light Wielder to return a fallen friend, 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 Light Wielder character may choose the life bond power to permanently form a mental link with one other individual, normally a mate (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.
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 LW 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 LW 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 Light Wielder 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 Light Wielder to sense a Dark 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 Light 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 Light 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 LW 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 Light 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 LW to remain conscious even when he has suffered injuries which would knock him unconscious. When in this state however you cannot use The Light for attack, nor can you engage in physical combat. (typically used after a stun has been successful on victim)
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Difficulty: Easy to Difficult
This power may be kept "up."
Effect: This power allows a Light 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: Light Users 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 purple light, 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 LW 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 Light Wielder to produce bolts of white or purple 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 wounds or energy drains. As this power is Light 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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Difficulty: Easy to Difficult depending on intensity
Effect: This power allows a Light Wielder to create pyrotechnic based attacks/defenses such as walls of fire, circles of fire, fireballs, or bursts that are fire based, the flames are characterized by purple hues within them and can create intense heat, 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 power is only attained when two or more Light Wielders combine their individual powers to protect another from harm. This creates a shield forged of pure Light, intensified even further, depending on the number of members channeling their ability into it. Basically this then makes the combined powers in the shield, able to withstand even the most powerful and deadly of attacks, around the individual the power is being focused upon. The energy/physical attack of the opponet hits the shield, in turn it weakens it, BUT then is dissapated. This can only be used one gathering at a time, several blows to the shield will not only weaken the shield but cause great fatigue on the Wielders evoking it. Special note on this ability is that at least TWO members must be in full concentration to uphold the shield, if the group is distracted, the shield fails instantously and must be refocused.
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Difficulty: Ranges depending on the level 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 Light 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 Light Wielder to create a circle of healing fire, which surrounds them. Within this circle of shimmering purple/blue fire, the Light 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 shimmering purple/blue flames, as well as lightning making any advance on their location very perilous to enemies. The LW 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 Phoenix Resurrection 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: Light Master/Master of The Light/Dark
For
Light "Masters" or "Master of The Light" 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 Light will overcome the virus or infection and
destroy it.
[ Main Light/Dark Guide Directory I Back to Main Page ]
All characters are copyright and
TM Nick Nugent 1999-2000
all rights reserved. Items relating
to Star Wars or any of its affiliates are © and TM their respective
owners.