[b]Preset Powers[/b] Drum-roll please! Try to use the powers listed here, as it is much easier to do so. You get to set your own Level, create one signature move plus an extra skill that goes along with your ability. You can change the name of the ability to your liking (recommended). It should somehow relate to the actual ability. Remember to put the original name of the ability in the character sheets though. Keep in mind that the higher the level, the higher the likelihood that I will reject your power and the fewer AP you will be able to earn. Skills usually enable the user to use their ability in a way with less energy than normal, or can just be a special skill that allows you to do something that most people with the same ability cannot. You can add extra skills, moves, etc, but your character will not learn them yet until later in the story (I'll try to include this into the Achievement/Power System). Below examples are there to help you figure out how to make your ability sheet. It is what you will turn in for the Bank. It is not, however, what you will show me in your OOC post. The ability sheet in the OOC should include more details. If you are still confused, just ask me or do what you think is right and I will help correct it. Ex. Liquid Slate (Hydrokinesis): Level 3; Micro Special Skill: [Nameless] can breathe in water by undissolving oxygen out of water Signature Move: Water Pistol- By compressing the water in an area, [Nameless] can shoot out the pressurized water at very fast speeds and potentially cut through steel. Disadvantages: As a move used to cut, it lacks in overall destructive power. Ex. Intensity Shock (Acoustokinesis): Level 4; Micro-macro Special Skill: [Nameless] can use echolocation to map out his surroundings with ease Signature Move: Snap Shock- As a finisher, [Nameless] snaps his fingers, then increases the sound waves to their maximum before directing it to the target(s) in a form of a massive sound shockwave. Disadvantages: Solely used as a finisher, it is lacking in true destructive power. You must choose between a skill or power type character (Micro or Macro). Over time, you may change them into a Micro-macro or Macro-micro if you want, or you could stay true to one of the two types. Ex. Someone with Aerokinesis can either be able to cause extremely powerful winds or extremely precise and controlled winds Note: By creating certain conditions and limits, you can boost certain parts of your ability. These conditions may be permanently or momentarily engraved into your character's ability, depending on what type of conditions they are. Below examples are all permanent conditions that hinder or aid the characters. Put these conditions under your ability name. If you do not have any, simply leave it blank. Ex. This Hydrokinesis has boosts in her ability to take in water in the air at the price of the overall water volume she can hold being lower. Ex. This Acoustokinesis cannot create his own sounds. He can only amplify and manipulate existing sound waves, but overall energy consumption is lower. Note2: It's an unspoken rule that having duplicate powers is not allowed. Though you are entitled to use whatever power listed here, some might not like it if you have the same power as one of their characters. Acoustokinesis: Sound Control. Can manipulate the sound waves present. Pros: - Can create sounds that disrupt the balance of living things, stop people from hearing what people are saying, and create deafening bursts that render people useless - In higher levels, one can create sounds with the same effect as Capacity Down (User may be affected as well so be warned) - As well in higher levels, one can create blades, shockwaves, and explosions made of sound, which in turn travel in the speed of sound - Sensitive hearing - Can cause sound to go in a very directional area, so someone beside you may not be able to hear your sound creation Cons: Avoided because they tend to eavesdrop. - Such sensitive hearing could be deadly - No such thing as going above the speed of sound - While using sound abilities, user is usually not immune to them (using a Capacity Down sound frequency may be the most deadly against the user) - Though you can cause the sound to go very directional, the sound may still echo, so a Capacity Down frequency may still be very dangerous Aerokinesis: Air Control. Can manipulate the empty space around them. Pros: Users are easy going people. - Flight - Cutting wind blades are very dangerous - Creating tornadoes - Creates a very good combo with a Pyrokinesist - Allows plasma creation once you go to higher levels Cons: Being who they are, they are more vulnerable to surprise attacks. - Using this power in a body of water is not impossible, albeit very difficult - Requires an atmosphere to be present. Cannot use this power properly in a vacuum(ie. outer space) - Power is altered by the atmosphere. A better atmosphere = power. Bad atmosphere = weaker powers. - Cannot utilize the 'air energy' around them unless there is some sort of movement with it (wind) Cryokinesis: Ice Control. Can create structures of ice. Pros: Users are calm - Shields and weapons of ice - Much greater control over ice than Hydrokinesists - Can make the temperature around them drop - Creates a very good combo with a Hydrokinesist - Can manipulate temperature Cons: Users have a very cold attitude and are not keen to teamwork. - Cannot control water - Hard to work in hot areas - Cannot create water - Do not get along well with Pyrokinesists Electrokinesis: Electricity Control. Can shoot bolts of energy and control metallic and magnetic substances. Pros: Users are quite sharp. - Extremely powerful - Can fly over water sources and/or magnetic/metallic substances - Grants a fantastic control of various metals once you are in higher levels - Can sect into electronic manipulation Cons: When emotions are in the way, they can lose control of their power. - Bolts of energy travel in the path of least resistance. Requires a very high control to bypass that. - Metallic or magnetic substances can seriously restrict them, as the substances will conduct the energy - Are not immune to electricity until in higher levels - Absorbing energy can create harm over user, much like Pyrokinesists except greater harm can be applied to it. - Makes compasses either go haywire or point towards them (mostly for comedy) Geokinesis: Earth Control. Can crumble the earth underneath their feet. Pros: Users are generally easy to work with. They also have a deep and caring attitude - Manipulation of earth based materials - Creation of glass - Strengthen or weaken earth based materials in an area. Can trigger in a certain time - Can work well with Pyrokinesists - Can create electrical isolating shields Cons: Stubborn to the core. - Working with Electrokinesists may be a problem - Without solid earth material, Geokinesists are basically useless (magma is an exception) Hydrokinesis: Water Control. Can create massive waves of water. Pros: Users are usually kindhearted - Very versatile. Can create shields and attacks. - Not like pyrokinesists, where their ability is purely for offense. - More skilled users can control the three states of water, but liquid form requires the least amount of effort - Creates a very good combo with a Cryokinesist Cons: Users might be too soft, to the point that it can get in the way of battle. - Requires a water source. Can use the moisture in the air but requires great skill, concentration, and time - Lacks in sufficient power. Not the best weapon of choice in a battle. Haemokinesis: Blood Control. Can manipulate the red substance that flows through their veins Pros: The science side's healers. - Creation of weapons, shields, etc. with blood - External injuries have less effects on them, providing they have enough blood - Can survive with much less blood in them - Not limited to the blood inside them - Can heal others if they have the blood that is compatible to them - Has a natural ability to make blood quicker than most people. Can also create blood on the spot by using their own nutrients. - Acidic blood is possible in higher levels - Poison blood as well Cons: Can be blood thirsty in nature, so watch out. - Can pass out if they use too much of their blood - Though external injuries do not affect them as much, tissue damage that has not been healed can restrict them. Vital organ damage is the same to them as to anyone else - They can still only use the blood that is their own type on themselves. They can still use blood of other types, but they cannot use it to heal or restore themselves. - Careful with people with diseases, as you may catch them when you take their blood - To take blood from others requires there to be a flesh wound of some sort from their body (ie a cut or bleeding wound) Note: Most student charas should have O- blood type while Antagonists should have an AB+ blood type. Teachers could go any way you want.