Species/Character Type Power Tables

M

Ms. Marvel

Guest
As a Master of Evil you now have a variety of ways to revel in your dark heritage and help to spread darkness throughout the land. Please read through the following list of species/character types to select from and choose that which suits you best.

Each Specie/Character comes with his/her own power table/level ladder which allows you to train to your own specific pace. The training process is quite simple: the harder you work, the more you participate, the faster you rise the levels and gain more power/status/privilage. Every character type is unique in his/her own way and together we are stronger than our individual parts so do not let other's choices influence you. Be creative in your selection and maximize the potential of the character type you choose, Trainers will be on hand to answer any questions you may have about the use of your individual powers/skills as well as pushing to new levels of skill through training sessions and tasks. The Catalogye of Character types you will see below is varied and diverse, making it possible for Masters of Evil to be a multi front offensive/defensive team. Carefully choose the character type that is right for you and refer to the corresponding power table/level ladder of that character type for your training sessions, trainee tasks and character development.

Things to Remember When Choosing a Character Type:

-- choose what is right for YOU. go with your own personal interests NOT what seems to be the trend.

-- pick a character type that grasps your attention and is something that you could easily maximize.

-- make sure you understand the powers that character type has to offer and remember that most character types have one to two powers to offer at each level.

-- all powers of each character type carry over from one level to the next and gain potency with each promotion.

-- any questions you have about the powers and abilities of a character type can be answered by a MoE Trainer in the Crone's Cave.
 
Dark Faerie

Immortal,cunning, manipulative and hauntingly beautiful; these women posses the ability to harness ancient magick and release with deadly force against their enemies. Capable of flight and moving at high speeds as well as altering their physical size , they are often hard to visually behold until its too late. They usually posses a dark aura/glow around their physical form that can be used to influence emotions of others around them.​


Level 1: Levitation --(becomes True Flight at Lvl 2) the power to temporarily negate gravity allowing floating, exceptionally high leaps/jumps and temporary flight, Empathic manipulation-- The power to perceive other's emotions and intensify them with your own faerie aura causing distraction or other subtle mental malfunctions, Faerie Form-- the ability to shrink down to "barbie doll size" gaining excellent maneuverability and INCREASED agility, an excellent defensive tactic.

Level 2: Glamoring-- (humanoid forms only) take on the complete physical dimensions and looks of your foe or anyone.True Flight-- the power to fly for an indefinte length of time unaided by mechanical or physical aide,


Level 3: Super Speed--capable of flight speeds and movements at hyper sonic speeds. Eldritch Bolts-- the power to fire bolts/blasts of pure dark magick that posses EXTREME concussive power and can be used for offensive/defensive purposes, Conjuration -- the power to summon small physical objects for various uses. (i.e. simple weapons or other objects for various uses)


Level 4: Phasing --The ability to pass through solid objects such as walls or to allow oncoming objects, projectiles to pass through you. you can also phase another person when in physical contact with them. ** has certain limitations depending on the nature of the object you wish to phase through) [/i]Superficial Regeneration[/i]-- (healing of minor cuts, burises, and minor injuries)


Level 5: Faerie Dust-- can cause instant paralysis, memory or unconsciousness depending on what effect you desire

Level 6: Power Absorbition-- use your faerie magick to draw the energy from your foe and take on one of thier powers to full effect , Life Force Draining-- drain the life glow from your foe and cause them age to the point of infirment or even death
 
Demons

Humans who have given themselves over to the power of darkness.....willingly tainting their souls with evil as they shed their humanity and gain sinful powers and skills. ...Demons can personify one of three major VICES of Humanity- the devinations of VICES represented by these demons are: Rage, Fear, and Vengeance​


Level 1: Energy Projection-- projection of concentrated energy in a spherical form, channeled through the hands. capable of causing pain and having concussive impact as well as deflecting oncoming energy projection from a foe of equal level.

Level 2: Circular Forcefields-- protective shields of energy, circular in manner, capable of deflecting conventional weapons and projectiles, deflecting energy projections of foes equal level or lower and protecting from other various hostile situations

Level 3: Passive Kinetic Energy-- the power to activate the latent 'potential' kinetic energy that lies within all stationery objects i.e. causing the ground/floors to ripple, furniture to collapse etc

Level 4: Phasing / Partial Pyrokinesis --(1rst): the ability to make one's corporeal body intangible to the point of being able to pass through solid objects, people, or oncoming projections. ** has limitations. (2nd): The limited ability to cause random bursts of hellfire, manipulate it to engulf objects or quickly attack a foe.

Level 5: Banishment / Limb Regeneration (1rst):complete removal via spatial displacement of any person or object from any battle situation. (2nd): the power to completely restore a severed or destroyed limb while in battle via spontaneous regeneration.

Level 6: Cloning the power to summon up to three physical clones of yourself that will contain your skills, powers and abilities AS WELL AS your weaknesses. these clones posses the same strength and endurance as you and can turn the tide in a battle if you are badly hurt. they dissipate upon your leaving a battle via with drawl, death or negation of your powers. Empathic Infection-- the deadly power to infect your foe with the VICE that you represent causing that foe to succumb to their own emotional weakness as they become tained with evil and are useless to their cause. The victim becomes demonically red and gripped in the thralls of the vice that infects them.(i.e. a rage demon can infect a person with crazed rage causing them to turn upon their own allies with a blood lust to destroy and cause carnage...they cannot help themselves once infected.)
 
Titans

In keeping with mythological roots Titansare beings of evil and agression. Their powers are rooted in strength, invulnerability and endurance. These physical powerhouses are ruthless fighters and known for their aggressive , brutal tactics but do not let their size and strength fool you. Titans posses certain powers that make them far deadlier than obvious implications.​


Level 1: Super Speed-- the power of HYPER Sonic speed in movement and reaction time , Constant Magically Enhanced Strength --the power to lift/press 100 tons the range increases by 100 more tons as the level increases

Level 2: Repulsor Punch-- call upon situational telekinesis in conjuction with the magickally enhanced strength to use this power to litterally PUNCH/deflect certain objects, energy projections back at your foe with increased speed and pinpoint accuracy

Level 3: Energy Projection-- The power to channel energy beams or balls of force through your hands. these blasts/bolts possess extreme concussive impact and are capable of smashing through buildings, mountains and denting steel

Level 4: Limited Invulnerability --the power to resist physical injuries from attacks and effects from spells from foes at levels 1, 2 and 3. shrug off physical and concussive impacts as you advance on your foe, blast through spells of protection and break loose from binding spells....also gain resistence to level 1 w and 3 mental/empathic attacks and manipulation from your foe making it harder for your foe to rely on the obvious mental defense against your raw physical power. this invulnerability and resistence increases with each level progression.


Level 5: Conjuration of MASSIVE Objects -- the power to summon large objects associated with destruction and violence such as boulders, battering rams, as well as broad swords, cross bows etc.

Level 6: Cloning-- the ability to generate an exact copy of yourself. Identical on ever physical level as well as possesing your powers, skills, and endurance. the clone will stay as long as you remain in the battle unless you leave, are killed or your powers are negated BEFORE you can summon the clone.
Megid Technique-- the power to channel the totality of your physical, mental, magickal and all other sources of power into one MASSIVE, far reaching BALLISTIC EXPLOSION of earth shattering concussive power. this blast will destroy ALL in its path for a 5 to 10 mile radius sending a massive shock wave of concussive power that will reduce all objects to nothing but dust before irradicating what remains with a explosion of RAW POWER!
 
Siren- Fire Type

A female demon of immortal beauty, these fire type sirens are living examples that works or art are sometimes viewd from a SAFE FAR DISTANCE. Fire Type Sirens prey on married men and innocents who's hearts beat with discontent. they uses their beauty and cunning allure to hold men in their thrall....but is also capable of offensive combat. Fire Type Sirens' powers are all about luring their prey in for a deadly, firery death after they toy with them but when provoked, these fiery vixens can come back with a strong offensive front.​


Level 1: Melodic Hypnosis (Siren Song)-- the power to hold your enemy completely within your thrall as your audio/melodic song entrances their mind and captures their body and compells them to do your bidding. the duration of this effect increases along your level progression.

Level 2: Telekinetic Ability-- the power to move objects with your mind. this power can be channeled through your hands or eyes. this telekinetic power is stronger at earlier levels due to the Siren's tremendous strength of will and it is capable of delivering more damage.

Level 3: Glamoring -- the power to shape change into an exact physical duplicate of another humanoid being, the transformation is a complete process including their vocal patterns. Illusions-- tap into the greatest desire or fear of your foe and manifest it before them in a real- as- life image.
Energy Drain-- the power to drain the testosterone/energy of men .....leaving them unable and unwilling to resist you as you augment your own physical strength and the potency of your powers up to this point.

Level 4: Heat Touch-- the power to channel the burning fire's heat through the palms of your hand or through your kiss. cause water to evaporate, objects to melt, flesh to burn

Level 5: Paralyizing Glare -- petrify your foe with your glowing stare as they become completely powerless and unable to move, act or speak or even breath, ensuring a slow, painful death through suffocation as their body stiffens , and their organs compress in a feeble attempt to generate oxygen.

Level 6: Kiss of Death-- destroy your foe from the inside out as you administer this deadly kiss.......burning and eroding their bodies' various organs , boiling their blood and causing their painful death from the inside out.
 
Elementals

Humanoid in appearence, they are bewitchingly beautiful to behold and immortal. Often bossy and bitchy. Elementals tend to lead solitary lives due to the fact they know they posses considerable power. These creatures posses telekinetic control over a SINGLE element (earth, wind, fire or water) that grows as they develop and progress levels. They also posses an affinity for dark magick that can be used to grant the GREATEST desire of a someone, but it comes with a terrible price.​



Level 1: Chaos "Grenades"-- (spherical or oval shapped manifestations of raw random elemental energy that are hurled against your foe causing great physical pain and having enough concussive impact to stagger them back or to slow/block an energy projection from an equal leveled opponent)

Level 2: Elemental Rapport-- emerging empathic influence over a single element of your choice. depending on your emotional state, the element you control will manifest to suit your situation. (i.e.-- if you were a water elemental, a rain storm when your emotionally distressed; if you were a fire elemental, a sudden surge in heat temperatures or combustion in the air etc)

Level 3: elemental shapeshifting--the power to temporarily transform yourself into a single manifestation of the element you control. (i.e.- a swirling gust of wind, a torrent of water or a wave of flame. this is a one time effect until you become an upper level member.)

Level 4: Molecular Elemental Manipulation-- the power to seize the primal elemental essence of an opponent and control it to various effects (i.e. sieze control of the water molecules in a person's body....cause them to boil and evaporate which results in dehydration and death)

Level 5: Elemental Telekinesis-- Total Telekinetic Control over an Element. complete manipulation and spontaneous manifestion of any element to any effect (i.e. giant fists of earth, hardend walls of wind, cascading falls of fire, flowing chains of water)

Level 6: Hypnotic Glare/WishCraft -- the ability to mesmorize your foe with your otherwordly beauty through your looks, your stare and your voice, causing them to desire you and lean on your every word... consequentlyUsing WishCraft--, the elemental can grant a single wish such as perfect and eternal beauty to an unsuspecting foe and as a consequence to the person RECEIVING the wish, the elemental then gains complete control control of the person's physical and mental essence. the only release....is through the DEATH of that person.
 
Warlocks

Stylish , Charismatic male practicioners of evil. They often cloak themselves in a handsome male humanoid form to avoid suspicison and specialize in cunning manipulation, tactical savvy, offensive combat and the agressive hunt/kill of good witches.​


Level 1: Multiple form Energy Projection-- the power to manifest and project ightning bolts , fire balls or streams or energy balls. the concussive/destructive impact of these blasts at level one for a warlock is considerable given the destructive nature of Warlocks enabling them to evendamage buildings and knock over humanoid targets ....it further increases with each passing level

Level 2: Conjuration/Manipulation-- the power to manifest objects of various functions and to manipulate already exisiting objects around you (i.e. causing tree branches to animate and attack your foe , or light posts to reach down and constrict your foe like a snake etc)

Level 3: Invisibility-- the power to become undetectible by any human, magickal or mechincal device

Level 4: Magic Shield-- the power to manifest fields of high powered defensive magick that block/deflect lower level energy projections and magickal attacks as well as conventional weapons.

Level 5: Psi Lightning/ Molecular Control ( 1rst):the power to tap into the raw electro activity of your own brain's energy and manifest it in the form of psi lightning blasts capable of extreme concussive impact, has the added effect of being hit by a telekinetic punch/ (2nd): the ability to control, reshape, warp any physical object on a molecular level. this does NOT extend to magickally charged objects or objects with no clear physical substance. this power also does NOT extend to humanoid beings. it is confined to the objects, area and space around you.



Level 6: Power of the Shroud-- the power to tap into the dark energy known as "Shroud" this energy is cold and dark....subjecting your foe to a blast of this energy paralyzes them where they stand and saps them of all their body heat, physical strength and will to live, leavning them completely defenseless. you can use this power to create portals of Shoud energy that will ABSORB all light /lightning/energy based attacks from your foe as well.
 
Evil Witches

highly intelligent mortal women, with more than basic magickal powers that are predisposed to evil. Just like good witches, their power and potency is varied...some have been strong enough to hold the Charmed Ones at bay. They are skilled in potion making and can use tailsmans to augment their attacks. They also posses cunning tactical savvy.​


Level 1: Deflection and Levitation (1rst): the power to channel protective fields of energy through the palms of your hand and block/deflect energy projections, conventional weapons hurled at you. (2nd):The power to negate gravity and achieve higher leaps and temporary flight.....excellent for use when pulling off gymnastic or martial arts based attacks

Level 2: Invisibility / Astral Projection -- (1rst):the power to become undetectable by any physical, magickal or mechanical device, does not CLOAK you completely from a foe, just masks your physical presense / (2nd):the power to summon your mental essence into a focused astral projection, allowing your "astral self" to appear, gain corporeal form and act independently outside of your host body. ** Limitations- at lower levels, your astral form does NOT have access to your powers outside of any physical strengths or skills and it can only survive one major attack/hit before dissipating and your mental essence returns back to you. at the upper levels, your astral form gains your powers and can act independently while you are conscious.

Level 3: Telekinesis / True Freezing (1rst):the power to move objects with your mind. can be channeled through your hands or eyes and used defensively/offensively depending on your skill and creativity. / (2nd):the power to literrally FREEZE a foe where they stand, encasing them in a thick chunk of ice and rendering them inert **See Piper Halliwell in the Charmed Episode "Bride and Gloom" for an example. you can also freeze objects hurled at you and cause them to fall to the ground...or reduce the temperature of metals and other surfaces making them brittle to the touch.

Level 4: Teleblinking / Temporal Stasis-- (1rst): this is a combination of telekinesis and teleportation. the power to call for an object and summon it to you from wherever it is into your grasp or sphere of control. it is akin to Paige Matthew's[Charmed] Teleorbing power. this power is useful in disarming a foe or turning an energy projection back against someone Once the object is teleblinked by you, you can then either telekinetically hurl it against a foe, deflect it away, or use it for your desired effect. at UPPER levels, you may teleblilnk whole beings, a foe's limbs, a foe's internal organs.) / (2nd):the power to slow the molecules of objects or people or energy projection [that has a semi solid or solid form]down to an infantessimal rate...causing them to "freeze" in motion and not be able to move for 4 posts (the duration increases by one post for each level promotion)

Level 5: Molecular Accleration-- the opposite of temporal stasis. the power to instantly accelerate the molecules of any object , person or energy projection[that has a solid or semi solid form] to the point of internal combustion...causing said object, person or energy projection to explode. at the upper levels you may use this power to destroy whole beings, a foe's limbs or use it on their internal organs.

Level 6: Psi Lightning / Deadly Potion-- (the power to tap into the raw electro activity of your own brain's energy and manifest it, channeling it through your hands in the form of destructive bolts of "psi lightning" which posses extreme concussive impact). / (the power to manifest a magick dust/postion instantaneously.....throw it at your foe and upon contact this potion/dust can cause paralysis, blindness, hemorhages, strokes , heart attacks etc)
 
Metamorphs

Another species humanoid in origin. Metamorphs specialize in covert activities and espionage. Possesing cleverness, wit and intellect, they can charm their victims allowing them to get "close" and learn valuable information...using that information to bring their enemies down. They posses a cool, calculated nature about them ...seemingly free of emotional influence as their thoughts flow like quicksilver and make them nearly impossible to read. They are often employed as body guards, assassins or hunters for targets-human and otherwise.​


Level 1: Shape Shifting-- the power to completely transform into any other humanoid being duplicating every physical proportion, vocal pattern, cellular dna and otherwise of the person they are copying to an exact tee. Super Speed-- The power to think, move and react at speeds ranging from normal to mach and anywhere in between. movements can be easily watched or become impossible to detect as the speed increases. Lightning Blasts: the power to fire blasts of lightning that travel at light speed. these blasts posses errosive power capable of causing extreme burns and pain as well as having concussive power to smash cars and punch holes through buildings.

Level 2: Invisibility-- the power to render yourself undetectable by any physical, mental or mechanical devices. will NOT protect against magickal detection.

Level 3: Anamorphing-- the power to shapeshift into small to medium sized animals of any specie/function. or the powre to assume the physical attibutes/ strengths of larger, stronger animals such as the talons of an eagle, the wings of an condor, the jaws of a shark etc. Upon reaching upper level status, you may shapeshift completely into any animal of your choice.

Level 4: Transfiguration /Camouflage-- the power to transform into inanimate objects such as: light posts, trash cans , weapons( daggers, swords, hand held shields etc) and the ability to litterally blend in with your spatial surroundings (i.e. becoming "one" with a wall so as not to be seen etc). Telekinetic Reshaping of Objects-- derived from transfiguration and telekinesis, this is the power to reshape any object that you focus in on to your will. this power is channeld through your eyes or hands (i.e. change a light pole into a battering room through telekinetic reshaping) the objects that are reshaped by you can be used for whatever purpose you desire but this power cannot effect items that are composed of magickal power

Level 5: Multiple Cloning-- the power to summon up to 4 clones of yourself that will be exact duplicates down to the cellular structure, possesing your skills, powers and other abilities. these clones can act independantly and can shape shift independantly as well and will remain active until you leave a battle through withdrawl, death or disempowerment . Limb Regeneration-- the power to self restore wounds, cuts and abrasions as well as regenerate badly damaged severed limbs.

Level 6: Eokinesis-- the power to cause and control premeture aging (both forward and backward) in your foe. this power is passive in nature and cannot be avoided in most circumstances leaving very few options for your foe. various biological malfucntions, health problems and death through extreme aging/regression is possible with this attack
 
Gypsies

Mysterious and enchating, gypsies has existed for a while, serving not only good, but evil. Handing their powers down through bloodlines, their belief in karma, magick and loyalty to their loved ones principals they hold dear. often possesed of dark features and charming allure, gypsies can be the most charming of aquaintences or the most bitter foes if crossed​


Level 1: Empathic Manipulation-- the power to read the emotions of your foe and manipulate them to your will causing an array of mental malfunctions and distractions / Shadow Control-- the power of teleporting and movement through the shadows...this is not a simple "movement power" but the ability to use any shadows present in your situation to move in and around the area. you can use this to escape entrapment or free a friend who is bound as well. the shadow control also allows you to cast a "black light beam" of pure darkness that painfully blinds and disorients your foe..removing their sense of site and direction.

Level 2: Levitation-- the power to negate gravity making it possible for temporary floating/flight, extremely high jumping leaping. Illusions of Fear-- the power to manifest real as life illusions that are gained by pulling the images of your foe's deepest fear from their psyche.

Level 3: Astral Projection--the power to channel your psychic energy into an outward astral projection that gains your physical form and likness. your astral form can move and act indepently and will posses any PHYSICAL skills you may have. only at the upper levels will your astral form gain your powers as well. **Limitations**-- at the lower levels, your astral form can only sustain one extreme impact before dissipating and the psychic energy returning back to you while at the higher level...your astral form has more endurance and can act WHILE you are conscious. Tactile Telekinesis-- the power to manifest random blasts of telekinetic force. this power is channeld through your hands and into the surface to you....seconds later the telekinetic energy will manifest at a random point around your foe (below his/her feet, along side him, behind him etc) with extreme concussive impact causing them to be jarred painfully and knocked off their feet. the potency of this power increases with each level. allowing for explosions to accompany the blast as well.

Level 4: Evil Eye-- the power to fire Optic blasts of Dark Gypsy Magic with concussive force and are capable of blasting through surfaces and objects as thick as certain metals; can cause burns and deadly entry wounds in unprotected humanoid beings). Seeing Eye -- the power to scry WITHOUT the aid of any tailsman or other object. you can see any person, place or thing forward or backward in time and space with clarity and accuracy UNLESS the object of your sight is protected by magick or in Limbo itself. an added benefit of this power is the power of Premonitions


Levels 5: Curse Magic -- the power to strike a foe with dark gypsy magick, blighting their every move. capable of causing blindness, loss of speech or mental capacity, intense physical pain and loss of motor functions which would be crucial in battle. Petrification-- the power to turn your enemy into a living cemented statue insuring a slow and painful death.


Level 6: Limited Elemental Apporit-- the power to summon weather disturbences. (i.e. thunder shocks, waves of wind, bursts of flame and torrents of water). Full range telepathic power-- gain the power of a true PSI including the ability to read thoughts, sieze and control the minds of others (who do not posses a psi screen), project "psycho blasts" shield others from mental attacks etc. the possibilities of telepathy are numerous if used deftly.
 
Poltergiests

The restless dead are those whose mortal or immortal lives have come to an end but are unable or unwilling to go on to their final resting place due most often to strong emotional ties and a burning desire for vengeance. Remaining in the mortal realms, these spirits are often filled with rage and use their newfound abilities to torment those who are still living.​


Level One: Intangibility--gains the ability to manifest physically for brief periods at level 3, limited telekinesis (able to move objects of 10 pounds or less, limited invisibility-- (transparency). spectral energy balls-- the power to throw spectral blasts of demonic energy that have electrifying/concussive impact.

Level Two: Heightened Telekinesis -- telekinetic potential has increased and you are now able to lift up to 50 pounds, empathic fear manipulation-- the power to create intense feelings of dread and impending doom in up to 2 people full invisibility-- to become undetectable by any physical or telepathic means...but magickal and mechanical devices can detect.

Level Three: Intangibility-- able to now manifest physically for short periods, up to 3 posts, no more than twice in any given battle, though this makes them vulnerable to physical attacks. heightened telekinesis-- now able to lift up to 100 pounds or multiple objects with a combined weight of 100 pounds), empathic infection --able to create true fear in a target that is all encompassing.

Level Four: Intangibility --able to manifest physically for longer periods up to 6 posts, no more than three times in any given battle and again this makes them vulnerable to physical attacks, heightened telekinesis-- now able to lift up to 300 pounds or multiple objects with the combined weight of 300 pounds, spectral lightning-- the power to channel blasts of lightning that attacks your very soul and spirit as well as damaging your physical bodyable to cause moderate damage.

Level Five: Intangibility-- now able to manifest physically for much longer periods of time, up to 10 posts, no more than 4 times in any given battle, though this makes them vulnerable to physical attacks), spectral lightning-- the blasts are now able to cause severe damage, siezures and even death), limited spiritual possession-- the power to possess the body of a target for up to 2 posts and up to 2 times in any given battle, access only to physical abilities of being possessed.

Level Six: Complete possession --the power to possess the body of a target for up to 5 posts and up to 3 times in any given battle, complete access to ALL the target’s abilities, skills, ; physical, mental, magical. Spectral Storm[/b]-- the power to manifest intense electro shock attacks that encompass the area around your targest causing seizures, brain damage and even death.

**Note** Due to their natural state of intangibility, Poltergeists are able to make physical contact with other immaterial beings.
 
Agents

**Based upon the Agents and Programs from The Matrix triology


Enigmatic beings with ancient origions that are shrouded in mystery. Humanoid in apparence, the posses sleek, fashion forward appearences and an almost "technological beauty". They posess a plethora of useful abilities. These beings however are unable to understand human concepts such as emotions making them formidable killers with no conscience.​


Level 1: Heightened Senses / Knowledge- (1rst)- literally perfect motor functions such as hearing, sight, reflex and adaptability. also possesing hypersonic speed and strength that allows them to lift/press over 100 tons. SuperComputer Capacity the power to "download" any information needed on any subject, item, person, etc. They are the functional equivalent of a super computer

Level 2:Super Sonic Flight[/i] the power to fly at super sonic speeds, breaking the sound barrier. also posses the power to make long range jumps that cover more than 10 miles per leap. Due to their incredibly physical densityand strength, an agent can cause massive damage to whatever object, surface or person they might land on when executing one of their "leaps" Holograms-- the power to generate real as life holographic images that can think and act independantly but posses no real physical form.

Level 3: Time Manipulation- the power to either slow the field of time down around them and their immediate area allowing them to dodge attacks, objects or weapons hurled at them by their opponets or speed the fields of time up allowing their attacks to move at double speed and decreasing the chance of the foe being able to escape impact/ injury.

Level 4: Intangibility- Agents can become intangible allowing solid forms of matter to pass through their bodies. they can selectively control the molecular density in various areas of their body, for example: allowing their lower body to remain solid while their upper body becomes intangible to pass through an object or a person, then solidifying within that person or object, causing it to explode. [/i]manifestation[/i]-- the power to manifest large frictionless fields of liquid metal that are unbreakable by any conventional weapon or force....only incredibly strong magicks and other energy can pierce this defense.

Level 5: Cloning of self or foe- Agent is able to make an exacty copy of themselves to suit the situation or foe they are facing the number of clones they can generate is limitless and only depends on spatial confines. Clone lasts as long as your level and you are in complete telepathic rapport/control of your clones. this power ALSO allows the agent to create a clone OF THEIR FOE and this clone is designed by the agent via "downloading" the information about the foe......these clones are ALSO under the telepathic control of the agent.
*NOTE: this is not a form of mind control. and the clones are NOT cellular based NOR are they connected to the essence of the foe and no "mind barriers" can stop this!

Level 6:Regeneration/Restoration- due to the technological nature of an Agent, this power enables to restore him/herself and "come back" completely renewed after being defeated in battle. Only 1 regeneration allowed per battle! Ultimate Manifestation-- the power to manifest the ultimate in technological superiority. an agent can manifest a "psycho cannon" a massive gun/cannon like machine that mounts on their shoulder and is capable of firing a intensive, massive, broad beamed blast of COSMIC ENERGY that will irradicate all objects, areas and people in its path.......the ONLY option for a foe is to try to escape (and very few posses the specific type of "movement power" needed to do that. **this is a weapon of massive destructive power and can ONLY be used ONCE per battle.
 
Wizards

Ancient beings able to harness a broad array of magics. On par with Evil Witches and Elementals, their powers are both varied and deadly when delivered by the hand of an experienced high level wizard.Skills are difficult to master but with hard work and dedication, the skilled wizard can overcome almost any adversary.​

Level 1: Basic Magics- Wizard is able to cast an array of basic definse and attack magics to defend themselves and others. Examples include sheilds of magick, ensnaring spells, simple blasts of water, lightning, wind or fire etc...

Level 2: Wizards Staff- Wizard is presented with staff which increases their magical prowess. Able to use the staff as a weapon, it is bound to the wizards essence. Only another wizard can steal and use the staff against its owner!

Level 3: White Magic- Wizard begins to harness and tap into the essence of white magic. White magic allows the wizard to heal allies injured in battle, gain a semi control nature (talking to animals, able to make things grow, summon rains/call waters, etc...), deflect lower level projectiles. Teleblinking-- the power to call for an object, or energy projection fired at you and summon it to your sphere of influence. you can then redirect it via telekiensis back at your foe, away from you or at another target

level 4: Death Magics-- Wizard begins to harness and tap into the essence of dark magics. Also known as Necromancy, Wizard gains limited control over the undead, able to summon zombies only once per battle (Lvl 3 = 3 Zombies, etc...) to do their bidding. Wizard is also able to "curse oponett" with things such as blindness, loss of speach, loss of motor funcion, etc...

Level 5: Augmentation Crystal for Wizard's Staff--
having mastered white and dark magics, the wizard is presented with a crystal that resides at the head of their staff. The crystal furhter augments the powers of the wizard and allows all effects of the wizard to last 1 post longer than their level.

Level 6: Elemental/Arcane magics Wizard learns control over the elements such as creating tornados, blizards, tidal waves, volcanic eruptions, etc.... Wizard also gains the ability to project "Eldrich Bolts" from their Wizard's Staff w/crystal.
 
Typhoids

Also known as Plague Bearers, these tormented beings are the repositories of all manners of illnesses and ailments. These women are the descendants of Pandora, who released disease upon mankind when she opened the box given to her by the Greek Gods. Pandora became the first of the Typhoids due to her exposure to the box’s contents, spreading disease and chaos wherever she went. Her descendants retain her curse and pursue their vengeance by spreading the diseases they carry throughout the mortal world. Typhoids are extremely long lived, many living for centuries unless vanquished. Typhoids share a curious affliction, when they first come into their powers, their bodies are twisted with disease and are terrible to look at but as they progress, their looks improve dramatically until at the highest levels they become stunning.​

Powers:
Contamination, immunity to disease, blinking, heightened strength, invulnerability, limited invisibility, and intangibility.

Level 1: Blinking, Contamination (able to inflict minor diseases along the par of colds and minor flues), Immunity to disease. Appearance is hideous. Ability to throw low powered energy balls.

Level 2: Contamination (able to inflict more severe diseases and ailments that left untreated could severely harm a target), Limited invulnerability (become more resistant to injury as their bodies strengthen), Limited super strength (able to lift up to 250 pounds above their heads without strain), Limited invisibility (able to start blending into the background when they wish to be ignored). Appearance looks like a severely ill person.

Level 3: Contamination (able to inflict life threatening illnesses on a target), Limited super strength (able to lift up to 300 pounds above their heads without strain), Limited invulnerability (their bodies become able to deflect non magical sharp objects like knives), Limited invisibility (now able to blend chameleon like with their surroundings). Appearance approaches human normal.

Level 4: Contamination (able to inflict immediate life threatening illnesses on a target. Healing must be done within 3 posts or the victim will die), Limited super strength (now able to lift 500 pounds above their heads without strain), Limited invulnerability (able to deflect all non magical weaponry including bullets), True invisibility, Limited intangibility (may become intangible for one post up to 3 times in a given battle). Appearance is slightly above human normal.

Level 5: Contamination (able to inflict immediate life threatening illnesses on a target. Healing must occur within 2 posts or the victim will die), Limited super strength (able to lift up to 1000 pounds above their heads without strain), Limited invulnerability (able to deflect some magickal weaponry, non magickal weapons are able to be ignored), Limited intangibility (able to become intangible for 3 posts up to 3 times in a given battle). Appearance is very attractive.

Level 6: Contamination (able to inflict immediate life threatening illnesses on a target. Immediate Healing must be sought or the victim will die), Intangibility (able to become intangible for up to 6 posts up to 5 times in a given battle). **Appearance is extremely attractive, professional model level.

NOTE:While intangible, the Typhoids may make physical contact with other intangible beings and objects.
 
Fallen Angels

Once beings of light and joy, these creatures rebelled against their leaders and were cast down for their crimes. Immortal, beautiful and bitter, they love nothing more than destroying the works of the forces of good. Most of these winged messengers have been imprisoned within a dark void, but those who have managed to escape want vengeance.​

Powers: True Flight, Limited shapechanging (human form only), Fire manipulation, Healing, Emotion manipulation, Sonic scream, Limited invulnerability.

Level 1: Gliding (becomes True Flight at level two). Fire manipulation (may not create fire, may manipulate small fires), Healing (able to heal minor non life-threatening wounds)

Level 2: True Flight, Shapechanging (may assume one human form only-always extremely good looking), Emotion manipulation (may now cast an aura of Awe and of Devotion-targets want to help the Angel not harm them).

Level 3: Limited invulnerability (now immune to most fire based attacks), Fire creation (able to create fires at this level as well as manipulate them). Healing (able to heal most moderate injuries)

Level 4: Sonic Scream/Voice of Judgement (able to produce a sonic scream capable of knocking a victim unconscious. Reign of Fire (may now rain fire down on an area the size of a football field)

Level 5: Invulnerability to all but magical fires. Healing (able to heal anything but life threatening injuries), Sonic scream/Voice of Doom (may kill with sustained use of the scream)

Level 6: Invulnerability to all fire. Healing (able to heal life threatening injuries) Emotion manipulation (only the most evil or pious of beings can bear the thought of harming the Angel at this level.)
 
Banshees

Women who have been wronged or heart broken and cry out for vengeance have sometimes become banshees. Bewitching and imtimidating....they swoop down upon their targets and unleash an onslaught of guilt and vengeance that no mere mortal can with stand.​


Level 1: Sonic Attack/Generation -- the power to produce sonic screams of varying octives causing vibrations/shattering in small objects or structural damage in surfaces , headaches, hemorhages), Gliding-- the power to float in a directed pattern through the air....not TRUE FLIGHT.

Level 2: True Flight-- the power to fly unaided by any physical, mechanical or otherwise., Super Strength-- the ability to lift/press 10 tons, Retractable Claws-- fingernails are smooth, frictionless and unbreakable and can extend up to 7 inches.

Level 3: Invisibility-- the power to become undetectable by physical, mechanical or magickal devices/spells.

Level 4: Siesmokinesis the ability to channel sonic vibrations of all frequences to form kinetic energy or custom blasts of pure sound which have destructive concussive impact, can cause buildings to collapse, can puncture through solid surfaces and even deflect some solid energy projections (**in addition, you gain the power to cause small tremors or rippling across in solid ground surface...at UPPER levels you may cause full scale earthquakes)

Level 5: Mind Warping-- the ability to warp the visual and spatial perception of your foe causing them to experience extreme vertigo, dizziness and loss of equilibrium, Negative Empathy-- the power to evoke pure negative emotions such as bitterness, discontent, malice in your foe rendering them inaffective in matter of combat, decision making, spellcasting.

Level 6: Sonic/Molecular Acceleration-- the power to cause spontaneous combustion of onjects, surfaces of any size through melodic humming which uses uses the highest continuous stream of sonic power...you may also use this attack to destroy the internal organs or skeletal system of your foe, Banshee's Curse -- Banshees may call upon their full powers at this level to unleash a concerto of evil....a melodic screaming symphony of magick that will cause any female who hears their scream to turn evil for a time equal to the Banshees level
 
Mutants

Human beings born with a genetic X factor which grants them special powers and or physical attributes naturally. Often noticed for their unusual eye and hair colour , Most do not realize their special powers until adolescence but there are some who are quick to realize and revel in their power. The potential within these individuals is remarkable.​

Level 1: Teleblinking: the call for an object or projectile and then redirect it to your will (similar to teleorbing)

Level 2: Telekenesis/Flight: The ability to move objects with your mind, can be used defensively/offensively in a wide range. Also when this ability is gained the mutant also gains the ability to propel themself through the air via telekinesis ..allowing them to "fly". **As their level increases they are able to carry items aloft with them also via TK( level 5 and higher).

Level 3: Glamoring: The ability to turn into the foe you are fighting; includes their PHYSICAL powers only (super strength, fighting ability etc).

Level 4: Psychic Attacks - The ability to concentrated blasts of PSI energy called "Psycho Blasts" that target the mind of a foe striking them with immense "impact" causing pain, loss of vision, headaches, hemorhages and extreme mental distress "indomitable will" which allows them to resist most psychic and empathic attacks of foes of a LOWER level then themself.

Level 5: Energy absorbtion: The ability to touch your foe, and absorb their life energy. This includes powers of physical, psychic and magickal nature. (MUST be used in moderation.) the gained abilities from this attack may be used in a limited capacity for 2 posts.

Level 6: Energy Projection: The power to project massive bolts of concussive/errosive force from your eyes or hands....depending on which you choose, the scarlett beams are capable of slicing through almost anything even blasting through solid mountains or smashing battle tanks.
 
Harpies

Modern day descendants of the legendary Harpies of myth as described by Homer. The Harpie has two forms: that of a woman with bewitching beauty who is able to seduce any man; and the other is a dark, fierce appearence in which she adopts the animorphic features of a bird of prey..including powerful wings, talons and claws. not just a pretty face, Harpies are fierce fighters that crave violence​


Level 1: Shapeshifting, Hypnotic Gaze
Harpies at this level have the ability to shapeshift between their two forms: the beauitiful woman and the fearsome bird-like creature. Harpies, while appearing as a woman, may use their beauty at this level to enduce a quasi hyponitc state in males attempting to seduce them into doing their bidding. In the bird-like form, wings and sharp crooked talons appear. The Harpy can fly and attack from above using her wings and talons.

Level 2: Psi-Scream
This power works in either of the haprie forms, it allows the Harpie to produce a sonic PSI attack from their mouths. This sonic attack is also an assault upon the psyche of the victim it is unleashed against...causing migraine headaches, nosebleeds and at the higher levels: hemorages, or a complete explosion of the brain. The PSI Scream can be used to deliver sonic concussive impacts....punching through walls, knocking down foes, or pushing objects back.

Level 3: Karma Magick
The ability to curse or cause physical, mental, and spirtual pain. Be creative as you like WHILE working within your level. This is also good to attack invisible opponets or to stop them from attacking/defending. Lock onto the person's aura and manifest "javelines" of energy to hurl at them. upon striking the foe....they will become cursed with bad karma, allowing you to cause all sorts chaos as described above.

Level 4: Telepathic ability
At this level the Harpy gains limited telepathic abilities such as telepathic communication with fellow allies, the ability to nullify sensations of pain in themself or allies caused by injuries and the ability to sense the intent of a foe allowing them to defend against an attack

Level 5: Psychic Possession
At this level the Harpie gains certain hypnotic abilities. They include: being able to make your opponet become extremely lulled by your glare and fall into a deep sleep and taking limited control over them to cause such effects as "freezing them in place" and preventing them from moving. The effects of the hypnosis last as long as the level of the Harpie.

Level 6: Mistral Winds
Keeping in tradition with the old theory that harpies origionally were wind spirits given substanance by the gods, the Harpies at this level gain a control over the ancient evil mistral winds. The Harpies can call upon these winds to blast an oponent, the winds seem to posses a spirit of thier own as once unleashed they will continue to batter and toss the foe about until finally hurling them painfully to the ground or some other surface. the harpie can also use these winds blow at their back making them fly faster, create wind storms, call the artic winds to freeze an oponnent.
 
The Undead

Sometimes more loosely called Vampires, this is a race of beings that have managed to secure a semi-immortal life free from natural death. Appearing always as normal human beings, supernatural form only classified by they appearance of fangs, the the undead is able to blend in almost anywhere. While, still deadly sensitive to ultraviolent light (such as the sun) the undead have evolved into a fromidible specie. They are the epitomy of style and decadence in the nether realms, but are usually only concearned with their own ambiguities. The undead can use their fangs to feed on the blood of mortals this also increases their healing ability, super factors, and is a necessity to maintain their powers.​

Level 1: Natural Weaponry, Increased Physical Prowess, Regeneration
The undead possess the amazing advantageous mutation of an improved natural attack (allowing them to attack with fangs and claws). These natural weapons are usually retractable thus allowing the specie to appear normal the majority of the time. The undead are stronger and quicker than most other species at this level, possesing the ability to lift/press 20 tons. The Undead also have the ability to "Hyper Heal" or Regenerate wounds and lost body parts with rapid activation

Level 2 Mental/Empathic manipulation, Flight
The undead have the common ability to "hypnotize" their opponetts, however, eye contact must be made when using this ability. Mind control can be a useful technique, but it will not work on species of superior intelligence or other undead at a higher rank. Empathic control over an opponet's emotions does not require eye contact and can be used on any being that does not have a PSI Screen. The undead may also begin to manipulate his/her own body at this level causing it to rise off the ground and allowing them the power to fly at high speeds.

Level 3: Hyper Sense
Abilities included in this category are the sensing of auras, sharpened senses, and telepathy. Sensing auras can help the undead to distinguish between illusions and reality. By sensing the aura, the undead can detect invisible beings as well as tell the alignment of them (good or evil). Shaprened senses include increased sense of sight, hearing, smell, etc... The undead may also use a form of Psionic skills in mind reading and contact. The undead may read the minds of others at equal and lower levels as well as talk to any person without speaking aloud.

Level 4: Earth Meld, Animal Control
With earth Melding the undead can sink into the earth (along with any items carried on their person), safe from the sunlight and above ground attacks. This skill only works on natural soil, not on flooring or concrete. The undead are repellant to animals of at least some intelligence, but animals (especially bats, wolves, and rats) are actually attracted to the undead. This ability allows the undead to summon the animals to aid them in battle.

Level 5:Obfuscation
Obfuscation is a form of illusion which affects the minds of onlookers, causing them to subconsciously ignore the undead. It will not prevent them from being recorded on video or by a camera, although an onlooker watching one through a recording device is still affected and will not notice the recorded figure until after they are gone. This skill is also called "Glamor" in which it allows the undead to cast a temporary (length equal to level) illusion on the battle field.

Level 6: Shapeshifting, Telekinesis, Energy Drain
One of the most primary and useful abilities of the undead. The undead can transform just their eyes into animal eyes for even more heightened sense, they can transform themselves into an animal, or even transform their entire corporal bodies into a mist form. The undead are at the peak of their mental strength at this point and can utilize their superior minds to unlease forces of minor telekinetic force (throwing someone back, levitating objects, etc...). The undead can also drain the life away from their opponets through contact with their hands. this weakens their opponets and heals any wounds the undead may have substained in battle.
 
Gladiators

Harkening back to the days of Rome, these men are among the greatest of fighters. Dedicated to warfare in all its forms, they are its undisputed masters. Gladiators are among the few races known able to resist Valkyries and will attack the women warriors on sight.​

Powers: Limited conjuration (weapons and shields only), super strength, resistance to injury, teleblinking, physical memory (may copy any non magical move once they have seen it performed), magical weapon, Poisonous blood/Death Touch

Level One: Super strength-- the ability to lift/press 30 tons (increases by 10 tons with each level), limited conjuration-- the ability to conjure basic weapons such as swords, daggers and shields. Excellent fighting skill and prowess

Level Two: manifestation of a magically enhanced Sword or Trident. Swords carry the magical ability to emit torrents of flames, fire balls and the blade can become white hot to the touch allowing the gladiator to slice through OTHER physical weapons like a hot knife through butter; the Tridents are able to cast forceful jets/streams of water, water spheres that detonate with force on contact and can be used as an excellent defensive weapon as . If separated from the Gladiator, the weapons will lose their magickal properties until they return to their master's hand-- the weapons will automatically fly back to their master's hand unless undue interference occurrs.

Level Three: teleblinking --the Gladiator may now teleblink objects within his line of sight to him or deflect an incoming object by teleblinking it, resistance to injury--the Gladiator’s skin begins to harden, approaches the level of leather armor allowing resistance to injury from knives, daggers, cuts and close impacts

Level Four: Physical memory--the Gladiator is now able to copy most non magical moves once he has seen it performed Resistance to injury-- the skin continues to harden approaching the level of bronze armor and now has a distinct golden color to the skin

Level Five: Physical memory-- the Gladiator is now able to copy any non-magical move and may combine two physical attacks into one. The warrior is also considered to be a master of most known martial arts, Resistance to injury-- his skin has now become like steel armor and has a distinct golden sheen to it, Poisonous blood--the Gladiators very blood now has become poisonous to his enemies and will cause them to weaken quickly unless healed within 3 posts.

Level Six: Death Touch --the Gladiators skill is such now that he can deliver a death blow by simply touching any unprotected skin, Poisonous blood-- the toxins in the blood are now at such a high level that anyone coming into contact with it must seek immediate healing or die.
 
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