[A.n.y.u]
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Post by [A.n.y.u] on Apr 27, 2010 9:49:56 GMT -5
You can obtain magic by finding the Stone that will randomly appear throughout the boards 3 times each seasons (or month). It can appear anywhere, including on packlands, and there are no restrictions on how many times it may appear in the same place. Everything is COMPLETELY random.
NOTE: IF YOU FIND THE STONE, DO NOT TELL PEOPLE WHERE IT IS! DON'T EVEN MENTION HAVING FOUND IT! You will alert others to its presence by talking about finding it.
If you happen to find the Stone, you merely need to make an in-character post with ONE of your characters that describes them making some kind of contact with the Stone. Not every wolf will know what it is, so make sure that your wolf has a reason to know that it is no ordinary rock. A staff member will reply to your post stating whether or not your wolf received a power, what that power is, and a description of what it can do.
If you find the Stone and it is in a pack territory, there is an added chance that your wolf will be caught by the pack and possibly injured before being chased off the territory and will not receive anything from the Stone.
You do have the right to decline a power, though you will not be given another in return. In order to accept or decline the power, you need to reply to the staff's post in your thread, letting us know whether or not you want to keep the power.
A wolf will not know how to use his or her power as soon as it is received. It will take them time to learn how to use the power correctly, and at first it will be weak and they are likely to make mistakes or accidentally use a lot of their energy.
It is also possible for a wolf to have more than one curse (to learn about curses, visit this thread) or power. A wolf can have a total of four curses and powers (together - not separate). However, the number of curses and powers a wolf has effects the chances of receiving another curse or power. If a wolf has no curse or magic, then they are 100% certain to receive one if they find the stone. If they have one curse or power, there is a 75% chance that they will receive a second one. If they have two curses or powers, there is a 50% chance they will receive a third one. If they have three curses or powers, there is a 25% chance that they will receive a fourth one.
Here are the powers, their rarity, and their descriptions:
C O M M O N simple healing - This power allows a wolf to heal simple injuries or illnesses. This includes strained muscles, cuts and scrapes, bruises, small open wounds, sprains, coughs, etc. Broken bones, dislocated joints, serious illness, and reattachment of appendages are outside of the power's capabilities. The power will first manifest itself first as a self-healing ability. If the user is injured or ill, they will heal surprisingly fast. They will not be able to control this for some time - generally in between 6 months and a year - and it will often drain them of large amounts of energy. In the second year of possessing the power they will most likely discover that they can also heal other wolves.
telepathy - Telepathy is the ability to speak to other creatures through the mind. This power will allow the wolf to speak to and understand the thoughts of any creature, even if they do not speak the same tongue. Other creatures may also speak to the user through the mind, though the user must first initiate the contact. At first the user will only be able to speak with wolves, and only unreliably at best. After large amounts of practice, the user may begin to understand the thoughts of other animals and eventually speak to them and be able to hear them if they speak back. It is a slow process, and at first it takes a lot of concentration and a lot of energy.
illusion - This power allows the user to create simple illusions that can be seen by other wolves. These illusions may include adding something to the surroundings, creating a doppelganger, etc. Most of the illusions are small, but the power may occasionally manifest in a wolf as something strong, which would allow the wolf to create larger, more elaborate illusions. None of the illusions are solid; they are more like hallucinations than anything. At first a wolf may accidentally create these illusions, and it will take a lot of practice, energy, and concentration to begin to create them. Over time, they may begin to make more complicated or larger illusions and the act will take less energy.
teleportation - Teleportation does not allow a wolf to transport him or herself long distances. That is the first thing to realize. Any who do try to go long distances will mostly likely die because it requires so much energy that the act may tap into the life force of the wolf. It does allow wolves to transport themselves up to about twenty-five feet, depending on the skill and current health of the user. When this power is first gained, a wolf may suddenly disappear and reappear several feet from where he or she started. After practice, a wolf will begin to control the teleportation, but may only be able to move five feet or so at a time. A wolf who has been practicing the power for a long time may be able to teleport over and over again very quickly, which could be handy in battle.
enhanced vision - At first the wolf may experience sudden instances of being able to see amazingly well, and afterward may try to recreate the experience. If the wolf continues to try, they will eventually find that they can use the power at their own will. This will allow them to see EVERYTHING that is going on around them in excellent detail, with no limitations. It takes just a few months to master the use of this power.
enhanced hearing - At first the wolf may experience sudden instances of being able to hear amazingly well, and afterward may try to recreate the experience. If the wolf continues to try, they will eventually find that they can use the power at their own will. This will allow them to hear EVERYTHING that is going on around them, with no limitations. It takes just a few months to master the use of this power.
phasing - Phasing allows the user to phase through solid objects - much like ghosts supposedly can. Usually, this power will first appear if a wolf is accidentally shoved into or runs into a solid object. This power is related to the energy levels of the user, and therefore the more energy a wolf has the stronger the power may be IF the user has experience. An inexperienced user should not try to phase for longer than a few seconds, as the power may fail. If this happens, then it is possible to lose body parts or even be killed. It is a useful, but dangerous power.
call - This power grants the user the ability to summon an object to their general location. If there is a particular rock or flower or other object that one wants, all the user must do is visualize the object and say the name of the object (say feather for a feather or rock for a rock). It is the image that counts, as that tells the power what specific item is desired by the user. With practice, the user may develop the power to the point where he or she no longer needs to use words to summon an object. This power often shows up when the user wants something at that moment and it appears somewhere near them. Practice will allow them to expand this power to summon objects from farther away, though the power rarely exceeds three miles.
tracking - This power enhances the tracking abilities of the user. Much like enhanced hearing and vision, this power enhances the sense of smell in the wolf, as well as the sense of sight (though not quite as powerfully as enhanced vision). It also gives the wolf knowledge of tracking - the ability to discern one type of footprint from another, the ability to know what a scent is even without smelling it before, etc. This power also causes the wolf to be drawn to whatever he or she is tracking. It's like a light tug on the wolf's mind. However, for tug to actually be there, the wolf must want nothing more than to find who they are looking for. This power doesn't take a large amount of energy to use, even during practice. In fact, most of the time the user doesn't even have to try to use it. It just happens. Over time, they may be able to turn the power off or on when they want or need it, but usually the power is triggered without much thought. The part of the power concerning the nose appears first. Then they will recognize tracks. And, finally, they will feel a tug on their mind when they want to find someone more than anything else in the world.
U N C O M M O N force fields - This power allows a wolf to create force fields around itself or around another object. The first signs of this power occur when the wolf is threatened in some way. An invisible shield will arise to stop a perceived attack. Over time, a wolf will be able to summon this shield whenever he or she wishes. It will take a large amount of energy at first, but with practice that will change. Eventually a wolf my learn to shield other objects, or more than one object at once.
compulsion - This power allows a wolf to get other wolves to do things against their will. It is almost like hypnotism, though it does not require the same preparations. Compulsion only works if the orders being given don't defy the nature of the wolf in question. For instance, a wolf with compulsion cannot convince another wolf to jump off a cliff unless that is something that they would normally do. Compulsion is, like all powers, something that grows easier and more powerful with practice. At first the user will be forced to use a lot of energy to use the power, and it is not guaranteed to work. When it first manifests, the user may suddenly find that wolves listen to them a lot more than usual.
healing - This healing is the same as simple healing, except that it allows for the healing of broken bones as well as everything that simple healing allows. The user is able to cure a few more diseases as well, though nothing too complex or deadly. The power will first manifest itself first as a self-healing ability. If the user is injured or ill, they will heal surprisingly fast. They will not be able to control this for some time - generally in between 6 months and a year - and it will often drain them of large amounts of energy. In the second year of possessing the power they will most likely discover that they can also heal other wolves.
camouflage - This power allows the user to modify his or her appearance to mimic the surrounding area. It is a difficult power to master and it can only be maintained for a short time before it will wear the user out completely. As time goes on, maintaining the camouflage will get easier, though it will always be tiring to some degree. At first the wolf's emotions will trigger the power, though after time they will manage to gain control of when the change takes place, and even use it to their advantage.
longevity - This is not really a power. However, it does grant the wolf a much longer lifespan. Because this power cannot be turned on or off, the user may never realize that he or she has a power until they outlive all of their friends and family. This generally lengthens the lifespan to about one hundred years, though it may vary with the wolf. Once they receive the power, their aging process will slow or stop altogether until the end of their lifespan approaches.
echolocation- Much like the echolocation of bats and dolphins, the user of this power will emit a sound unheard by the ears of others that will bounce off of nearby objects and give the user an image of their surroundings. This sound, however, is emitted by the mind, not the vocal chords. Even a mute wolf could use this power. The amount of barriers determines the distance that the emitted sound travels. The more barriers, the shorter the distance. The limit with no barriers is two miles. This power will first appear when a blind wolf (or a pup) or a wolf in darkness is able to see a quick, mental image of his or her surroundings. With practice, the distance that the power works on increases as does the reliability of the power. Telepathic wolves will hear a quieter version of the sound and other wolves with echolocation can hear the sounds made by those with the same power.
thermal vision - A user with this power is able to see is the varying shades of blues, greens, yellows, and reds that signify heat levels. Greens and blues are for lower levels of heat while reds and oranges and yellows are for higher levels of heat. This magic causes three glands to develop on the wolf; two of them just beneath the eyes and a third on the center of the forehead. This allows for 360 degrees of vision, though the detail is lacking because it is thermal, not normal vision. The user cannot use the power and see normally at the same time. Pups that are born with this power will crawl towards warm objects, whereas older wolves that receive this power will begin to develop the extra glands (almost like a new tooth coming in, though it is not made of bone). This power does not take much time to learn, but the greater the amount of experience the longer the user can maintain the power.
empathy - This power allows the user for feel and experience the emotions of the wolves around him or her. At first the wolf will have a heightened sense of intuition towards the feelings of those around them and may be influenced by those feelings. This may appear and disappear at random until the wolf begins to practice, and then they will continue to be attuned to these feelings constantly. With practice, the wolf can learn to tune out most of the emotions, though they will never be able to fully turn it off and powerful emotions will still effect them. With experience, the user may also learn to manipulate the emotions of the wolves he or she can sense. This part of the power takes a great amount of energy, however. In order to manipulate the emotions of others they must radiate the emotion from their own minds, which means they must be feeling that emotion at that time, or somehow will themselves to feel it. It is a mentally draining task.
telekinesis - This power allows the user to move or deform physical objects - not living beings - that are in sight. While the power requires no physical work at all, it is mentally tasking and does drain energy. They cannot change the makeup of an object (such as changing the appearance or the substance it is made of) but they can move it and modify the shape to their will. (chels' example: if a wolf came across a glass object they couldn't make it shatter but they could throw it against an object to make it shatter). This first appears when a wolf looks at an object and accidentally makes it move or change it's shape. With practice, the power will take less energy and become more reliable and the user will be able to move larger objects. Moving giant stones is out of the question, but rather large rocks are good targets.
levitation - This magic allows a wolf to raise him or herself off the ground to about two feet or so. At first the wolf may only be able to levitate a few inches, and then a foot. With time and practice, they can reach the limit of two feet and even propel themselves around in the air. This power is usually first discovered when a wolf trips or falls and finds themselves floating in mid air (this will not stop a fall from a very tall cliff or something of the like). With time, practice, and age comes control.
merging - Merging allows a wolf to place their mind into the body of another animal, essentially creating a body with two minds and leaving their own body as an empty shell. This isn’t permanent, however, and lasts only as long as the experience and energy of the user permits. While inside the body of the other animal, the user is able to converse with the host through the mind as well as read the thoughts of the host. However, the host also has the power to push the user out of their mind, if their will is strong enough. When a wolf first receives this power they will suddenly find themselves in the head of another animal with no warning. Usually this animal will be something small. Occasionally, however, the user cannot figure out how to return to their own body and there have been cases where the user has been trapped in another body for several hours. Since they weren’t trying to control their power it takes little or no energy if it the effect of the power happens on accident. As the user tries to use the power and experiments with it they can merge with another mind whenever they want, though the length of time that it last depends on experience and energy available.
apathy - Apathy, as the opposite of empathy, allows the user to "turn off" his or her own emotions. The emotions aren't really turned off, but blocked by the user. Like with empathy, the user can also cause others to stop feeling their emotions, though this takes more concentration than doing it to oneself. When this power emerges it acts like depression; the user will stop feeling excitement and will stop enjoying what they once loved. Eventually they will no longer feel at all. Some wolves may not realize that they have this power, which is part of why it can be dangerous. During the depression-like stage, suicide does become a possibility. In order to get to the point of no emotion, they will most likely have to face such thoughts. If they do realize they have a power, it may take them six months to a year to be able to turn it on and off. Pushing this power outward with the mind would enable a wolf to create the same lack of feeling in those around them. Over time they may chose individual wolves to use this power on, rather than just those in the general area.
R A R E dream walking - This power allows the user to enter the dreams of both wolves and other animals. They can interact with the dreamer inside of the dream, though there is no guarantee that the dreamer will remember what takes place. This power is limited to one-mile radius, which means that the user cannot enter the dreams of any creature that is more than a mile away. This power will make itself known as the user is sleeping and happens to accidentally enter into the dreams of a nearby (usually within 10 feet) dreamer.
prophesy - Also known as foretelling, prophecy, and future sight. This power grants the user the ability to see into the future. This is a highly fickle power and, even with practice, is not reliable. There is no limit to how far the user can see into the future, though a wolf will rarely see farther than a week. The only practice that the user can do is focusing their mind to try and trigger the power. It could be years before such practice would even begin to work, and more years still before the wolf could actually use the power at his or her own will.
mind-reading - There is no real way to control this power. Once a wolf receives this power they will hear the mind of every wolf in the vicinity, within about a 200 foot radius. The better the user knows someone, the louder than mind will be. The closeness of the user to a wolf will also effect the distance from which the mind can be heard. For instance, if the mind reader has a mate, they may be able to hear the mind of their mate even if they are a mile or two apart. The distance seems to stop growing after five miles, however. With practice, the user may learn how to tune out the many minds they can hear, but they can never turn the power off.
necromancy - Necromancy is dark magic, but it is valued by the wolves. When it first manifests, Necromancy can only be used to speak telepathically with the minds of the dead. This takes little effort on the part of the power's user, and may first appear as quiet whispers of the dead within a wolf's mind. As the power progresses and the wolf practices, the ghosts of the dead may be summoned. It is only the most experienced of wolves carrying this magic that can use these ghosts for a purpose. The ghosts can be used as power sources, especially if they are the ghosts of wolves who once had magic. If a specific magic or personality is wanted for offspring, it may even be possible to reincarnate these ghosts, though all who have tried have failed.
full healing - A wolf with this power can heal any kind of wound or sickness, and may even reattach severed appendages. The only thing they cannot do is bring someone back to life. The power will first manifest itself first as a self-healing ability. If the user is injured or ill, they will heal surprisingly fast. They will not be able to control this for some time - generally in between 6 months and a year - and it will often drain them of large amounts of energy. In the second year of possessing the power they will most likely discover that they can also heal other wolves.
objectomancy - This power allows the user to hear the voices of inanimate objects and plants. It works much the same as telepathy. At first the wolf will begin to hear voices in his or her head. Before long the voices may reveal their identity and the wolf will realize that they are the voices of the objects around them. In time, the wolf will learn to converse with the voices and even block them out if it is necessary.
possession - This power allows the user to temporarily possess another creature (wolf and non-wolf). This ability is determined by willpower. The weaker the will of the one being possessed, the easier it will be for the user to possess them. For instance, a songbird is probably easier to possess than a wolf. However, this power has its dangers. An experienced user could easily force a creature to stand still while it is killed. However, if the user is in the body of the creature when it dies, then he or she will die as well. When Possession first manifests, it usually occurs during sleep. Often, a wolf with this magic will fall asleep and suddenly find his or herself waking up in a different body (imagine falling asleep on the ground and waking up in mid-flight). At first, the wolf will not fully possess a creature but will instead merge with the creature so that it is like having two minds in one body. The wolf will have no control over the creature. As time goes on, it will happen while the user is awake as well, though it will still only be a merge of sorts. With practice, they will be able to possess small animals with lesser wills than large animals. Accidents will still happen, where the user merges with the animal instead, but less frequently. With more experience comes the ability to possess larger animals and a lengthened time of possession.
There are other powers as well including elemental powers and a few special, secret powers. They are thrown in at random, and if you receive one then you will be given information on it.
Elemental magics cannot be obtained in any other way other than by receiving them randomly at The Stone. This means that a wolf cannot be created with elemental magic.
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[A.n.y.u]
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Post by [A.n.y.u] on May 30, 2011 14:13:16 GMT -5
You can obtain curses by finding the Stone, which randomly appears throughout the boards 3 times each season (game time). It can appear anywhere, including on packlands, and there are no restrictions on how many times it may appear in the same place. Everything is COMPLETELY random.
NOTE: IF YOU FIND THE STONE, DO NOT TELL PEOPLE WHERE IT IS! DON'T EVEN MENTION HAVING FOUND IT!
If you happen to find the Stone, you merely need to make an in-character post with ONE of your characters that describes them making some kind of contact with the Stone. Most wolves will not know what it is, so make sure that your wolf has a reason to know that it is no ordinary rock before saying that they know exactly what it is. A staff member will reply to your post stating whether or not your wolf received a curse, what that curse is, and a description of what it does to your wolf.
You can only decline a curse by buying the right in the store. However, we recognize that there are those who do not wish to have their wolf cursed. Therefore, we have asked those who are willing to sign up. This does not mean that you choose your curse, but it does mean you are willing to let your wolf be cursed. Of course, we won't force you to take a curse if you absolutely don't want it, so feel free to decline it if you must.
A wolf does not have control over his or her curse. No control can be gained with practice, as with powers. The curse will appear or disappear as it likes (or, at the discretion of the roleplayer) unless it is permanent).
It is also possible for a wolf to have more than one curse or power (to learn about powers, visit this thread). A wolf can have a total of four curses and powers (together - not separate). However, the number of curses and powers a wolf has effects the chances of receiving another curse or power. If a wolf has no curse or magic, then they are 100% certain to receive one if they find the stone. If they have one curse or power, there is a 75% chance that they will receive a second one. If they have two curses or powers, there is a 50% chance they will receive a third one. If they have three curses or powers, there is a 25% chance that they will receive a fourth one.
Here are the curses. They are organized into average and cruel. Cruel curses are rarer than average curses. This list provides their names, their categorization, and their description.
A V E R A G E bad luck - A wolf with this curse is plagued with bad luck. Things they participate in or try to accomplish often go awry. Things often don't work out as planned. This curse is not considered "permanent." It comes and goes. Not everything the wolf attempts will be sabotaged by the curse, and the wolf can't predict when it will affect them. However, at times they may get a feeling that things just aren't going to go their way.
insomnia - A wolf with this curse often has trouble sleeping. Sometimes they simply can't fall asleep, and once they do they make wake up over and over again. Other times they simply never achieve the deep sleep that is needed to be full rested. This curse is not considered "permanent." It comes and goes.
repulsion - A wolf with repulsion will find that trying to convince someone else to do something will often fail. Others will be inclined to ignore or do the opposite of whatever the cursed wolf is asking. This curse is not considered "permanent." It comes and goes.
displacement - The opposite of the "call" power, a wolf with this curse will be unable to find something that they have lost. In fact, the "something" that they have lost will move away from them as they try to find it. This curse is not considered "permanent." It comes and goes.
honesty - A wolf with this curse will experience times when they are unable to lie at all. They have to tell the truth. This curse is not considered "permanent." It comes and goes.
luminescence - This curse causes a wolf to glow in the dark. When a living organism produces and emits light, it is called bioluminescence. The best known examples are fireflies and glowworms. The theory is that wolves with this curse are using a process similar to glowworms. This curse is considered "permanent" because the wolf will always continue to glow in the dark.
deception - A wolf with this curse experiences instances when it cannot tell the truth, even if it wants to. It is the opposite of honesty. This curse is not "permanent", as it comes and goes.
disregard - This curses a wolf to be constantly overlooked by other wolves. Though the wolf is perfectly visible, others will appear to completely ignore it. While this curse might be active for longer periods of time, it is not considered "permanent", as it will come and go.
dream terrors - This curse is somewhat similar to the magic of dream walking, but instead of walking through the dreams of another wolf, the cursed wolf will simply experience the nightmares of any wolf nearby. Since this does not happen every time, the curse is not considered "permanent."
C R U E L loss of sense of smell - Simply put, a wolf with this curse completely loses his or her sense of smell. They may experience phantom smells, but they can never truly smell again. This curse is considered "permanent" because the wolf will never regain their sense of smell.
sterility - A wolf with this curse will never be able to reproduce again. This curse is considered "permanent" because they wolf will never regain the ability to reproduce.
loss of direction - A wolf with this curse will often lose their direction and get lost. While this curse is not considered "permanent," it rarely goes away and it can leave a wolf hopelessly lost. Nothing, not even knowledge of the area, can help the cursed wolf find its way.
gravity - Random objects may tend to gravitate toward the cursed wolf. Sometimes they will orbit around the wolf, other times they will crash into it. This curse can be dangerous to one's physical well-being. It's almost as if the wolf has its own gravitational pull. This curse is not considered "permanent." It comes and goes.
whispers - A wolf with this curse hears voices. Sometimes they are loud and clear; other times they are just whispers. The curse comes and goes, so it is not "permanent," but that can change. This curse can cause a wolf to develop paranoia or other mental disorders.
illness - Once cursed with this, a wolf will develop a sickness that they cannot get rid of. It usually is not a fatal illness, and sometimes the illness will disappear for a while and then return. This quality means that it is not a "permanent" curse. While the illness itself is not usually deadly, it can wear away at the wolf's immune system and make it susceptible to other sicknesses. The illness manifests itself differently with each cursed wolf.
rage - Once cursed with this, a wolf will enter a state of rage every time they hear a specific word. The Stone decides the word and it changes with each wolf (your word will be assigned along with your curse). This is considered a "permanent" curse because the wolf will always experience the rage when the word is spoken. Anything - living or otherwise - may be targeted by the wolf's rage.
sloth - With this curse a wolf will lose all of their energy for physical activity. This happens when the wolf needs the energy the most - in a fight, during a hunt, or at any other time when the energy is needed. It can result in major physical damage and even death if it happens at the right time. This curse is not "permanent" as there will be times when it does not affect the cursed.
slow healing - A wolf cursed with this will find that all of his or her injuries heal much more slowly than normal. It can result in increased pain and increased risk of infection and death. It is considered "permanent" because this will happen with all wounds.
If you have any questions, please contact a staff member. Feel free to contact Anyu if you would like to suggest any new curses for the list.
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[A.n.y.u]
Administrator
Admin Account[M:-63]
Posts: 976
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Post by [A.n.y.u] on May 30, 2011 14:15:10 GMT -5
CHARACTER'S WITH MAGIC Airen - dream-walking (r) Belladonna - teleportation (c) Braelyn - force fields (uc) Jetela - camouflage (uc) Kael - tracking (c) Laya - compulsion (uc), simple healing (c) Malady - telepathy (c) Malik - illusion (c) Shaine - empathy (uc) Skoldpadda - compulsion (uc), illusion (c) Solace - telepathy (c), prophesy (r) Thorn - apathy (uc) Tok - mind-reading (r) Turnip - necromancy (r), objectomancy (r) Rock - illusion (c), possession (r) Rostyn - necromancy (r) Viveka - illusion (c), full healing (r)
common magics: 9 uncommon magics: 6 rare magics: 8
simple healing - 1 telepathy - 2 illusion - 4 teleportation - 1 enhanced vision - 0 enhanced hearing - 0 phasing - 0 call - 0 tracking - 1
force fields - 1 compulsion - 2 healing - 0 camouflage - 1 longevity - 0 echolocation - 0 thermal vision - 0 empathy - 1 telekinesis - 0 levitation - 0 merging - 0 apathy - 1
dream-walking - 1 prophesy - 1 mind-reading - 1 necromancy - 2 full healing - 1 objectomancy - 1 possession - 1
CHARACTERS WITH CURSES laya - whispers (c) sobriquiet - luminescence (a)
average curses: 1 cruel curses: 1
bad luck - 0 insomnia- 0 repulsion- 0 displacement - 0 honesty - 0 luminescence - 1
loss of sense of smell - 0 sterility - 0 loss of direction - 0 gravity - 0 whispers - 1 illness - 0
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