Post by 𝐊𝐀𝐓 ᴀᴋᴀ 𝓡𝓮𝓭 𝓥𝓲𝓹𝓮𝓻 on Jan 27, 2022 16:38:05 GMT -4
We all want our characters to be special. Unique... KICK ASS!!!! - However some may want to go a step further. Here are some possible ways to do that. Keep in mind, should you choose to give your character a 'special' ability you will need to have a structured idea of its boundaries and limitations.
Depending on what it is, there may need to be some sort of roll made on your part, and or the part of another person or people. Also, if you are too far-fetched with your characters 'special' ability you may meet resistance in the general role-playing community. So try to keep it reasonable, and don't choose something that may be outside your current role-play ability.
If you plan to try and join the guild, be aware 'special' abilities are subject to approval.
The list below are just some ideas. Feel free to use them. If you have an idea for one not listed, please reply and tell us what it is! Be sure to include any additional details it may also require.
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Empathic- While some people are Empathetic to varying degrees one is always able to learn how to be more empathetic toward others which means being able to see and understand how someone is feeling. If someone just lost their most cherished friend, you may be able to know almost exactly how they are feeling because you can relate to them having lost someone in your life as well. However - being EMPATHIC means you are able to read a person's true emotions. (Think of Lwaxana Troi, Deanna Troi's mother on Star Trek the Next Generation). No matter what someone is trying to project outwardly, you can sense their true feelings. Perhaps the person who just lost their friend is acting sad, however they may be secretly elated because they just got a huge inheritance.
Telepathic- Able to read the thoughts of a target. (Not to be confused with mental communication ie: whispers in game). Where whispers sent in game are (by the guild accepted as a virtual reality form of communication), having a telepathic ability means the character can sense another's thoughts they are NOT trying to let another hear. (An ability like this may require any number of rolls from both parties to determine effectiveness, determined by the targets IQ level etc.)
Naturally Resistant- Naturally unreadable by one with the ability to be, usually able to do so. This could work against all or only specific types. Empathic or Telepathic.
Tarot card/bone/rune/crystal ball reading - Able to tell one's future with the use of a tool.
(an ability like this could be just for fun, or if they were a true reader, you would need to work with -or be a GM to be able to know what may happen to a character. This could be fun, however to play it to its full potential you should have a high degree of RP experience and be prepared for extra work to really pull it off well. Such as working with others to make predictions come true.)
Mimicry - Character is able to accurately mimic another. Depending on the type/skill of the mimic, they may be able to mimic any sound, actions and or even physical appearances.
(If choosing this ability, be sure to outline in detail its parameters, so you- and those playing with you, have a clear idea of its boundaries and limitations. How long does the ability last, how accurate is it (maybe they can mimic appearances but not mimic sounds). There is even a toy in game that allows you to take on a target's appearance - making a physical appearance mimic an easier thing to play! )
Calming effect- Character must be making direct contact with yours, and looking into your character's eyes. Works against rage, sadness, fear/anxiety. Works with 'beasts'/animals/shifted characters. Duration is until contact is broken, then it's up to the target if they can remain calm on their own. (May require dice rolls in extreme circumstances of an emotion to determine effect length.)
Omni-linguism- Ability to understand any form of language, a natural polyglot. This can be accomplished in various ways.
Note that they can hear and understand the language, but they can't speak it.
Contortionist- Able to bend into any position.
Ambidextrous- The character is equally adept with their right or left hand.
Enhanced Sense- One of the character's senses are enhanced. A good special - yet normal ability for werewolves in regard to their sense of smell or hearing.
Infra-vision/ Ultra-vision - The character gains the ability to see in the dark using either infra-vision or ultra-vision. Infra-vision allows the character to see changes in heat, while ultra-vision enables the character to make the most of the available light. Obviously, extreme heat or bright light (including daylight) prevent this special Ability from working.
Omnivorous- The character can gain nourishment from any organic substance (though is not immune to poisons). They can also chew through just about any organic substance with no adverse effects to their teeth or jaw.
Ventriloquism - The character can throw their voice up to three meters away per rank.
Tracker - (i always love to try and give a subtle- or not so subtle nod to shows i love. This one is a nod to Shadow & Bone.)
If it is something, or someone that needs finding, they have an uncanny ability to just 'know' where to go. Perhaps, if it were to be broken down by a scholar, they may just be able to sense/hear/see, certain things others cannot.
If you choose this, feel free to weave a beautiful story around it, detailing what they see/sense etc. How they are able to do it. While -they- may not be able to accurately describe it to someone else, or even really know themselves, knowing OOC will give you basis and foundation for the ability to make it that much more believable when RPing it out.
Having this ability, will basically make any, and all google searches for locations/pre-lit map locations/destination markers etc all IC knowledge for your character.
Depending on what it is, there may need to be some sort of roll made on your part, and or the part of another person or people. Also, if you are too far-fetched with your characters 'special' ability you may meet resistance in the general role-playing community. So try to keep it reasonable, and don't choose something that may be outside your current role-play ability.
If you plan to try and join the guild, be aware 'special' abilities are subject to approval.
The list below are just some ideas. Feel free to use them. If you have an idea for one not listed, please reply and tell us what it is! Be sure to include any additional details it may also require.
_____________________
Empathic- While some people are Empathetic to varying degrees one is always able to learn how to be more empathetic toward others which means being able to see and understand how someone is feeling. If someone just lost their most cherished friend, you may be able to know almost exactly how they are feeling because you can relate to them having lost someone in your life as well. However - being EMPATHIC means you are able to read a person's true emotions. (Think of Lwaxana Troi, Deanna Troi's mother on Star Trek the Next Generation). No matter what someone is trying to project outwardly, you can sense their true feelings. Perhaps the person who just lost their friend is acting sad, however they may be secretly elated because they just got a huge inheritance.
Telepathic- Able to read the thoughts of a target. (Not to be confused with mental communication ie: whispers in game). Where whispers sent in game are (by the guild accepted as a virtual reality form of communication), having a telepathic ability means the character can sense another's thoughts they are NOT trying to let another hear. (An ability like this may require any number of rolls from both parties to determine effectiveness, determined by the targets IQ level etc.)
Naturally Resistant- Naturally unreadable by one with the ability to be, usually able to do so. This could work against all or only specific types. Empathic or Telepathic.
Tarot card/bone/rune/crystal ball reading - Able to tell one's future with the use of a tool.
(an ability like this could be just for fun, or if they were a true reader, you would need to work with -or be a GM to be able to know what may happen to a character. This could be fun, however to play it to its full potential you should have a high degree of RP experience and be prepared for extra work to really pull it off well. Such as working with others to make predictions come true.)
Mimicry - Character is able to accurately mimic another. Depending on the type/skill of the mimic, they may be able to mimic any sound, actions and or even physical appearances.
(If choosing this ability, be sure to outline in detail its parameters, so you- and those playing with you, have a clear idea of its boundaries and limitations. How long does the ability last, how accurate is it (maybe they can mimic appearances but not mimic sounds). There is even a toy in game that allows you to take on a target's appearance - making a physical appearance mimic an easier thing to play! )
Calming effect- Character must be making direct contact with yours, and looking into your character's eyes. Works against rage, sadness, fear/anxiety. Works with 'beasts'/animals/shifted characters. Duration is until contact is broken, then it's up to the target if they can remain calm on their own. (May require dice rolls in extreme circumstances of an emotion to determine effect length.)
Omni-linguism- Ability to understand any form of language, a natural polyglot. This can be accomplished in various ways.
Note that they can hear and understand the language, but they can't speak it.
Contortionist- Able to bend into any position.
Ambidextrous- The character is equally adept with their right or left hand.
Enhanced Sense- One of the character's senses are enhanced. A good special - yet normal ability for werewolves in regard to their sense of smell or hearing.
Infra-vision/ Ultra-vision - The character gains the ability to see in the dark using either infra-vision or ultra-vision. Infra-vision allows the character to see changes in heat, while ultra-vision enables the character to make the most of the available light. Obviously, extreme heat or bright light (including daylight) prevent this special Ability from working.
Omnivorous- The character can gain nourishment from any organic substance (though is not immune to poisons). They can also chew through just about any organic substance with no adverse effects to their teeth or jaw.
Ventriloquism - The character can throw their voice up to three meters away per rank.
Tracker - (i always love to try and give a subtle- or not so subtle nod to shows i love. This one is a nod to Shadow & Bone.)
If it is something, or someone that needs finding, they have an uncanny ability to just 'know' where to go. Perhaps, if it were to be broken down by a scholar, they may just be able to sense/hear/see, certain things others cannot.
If you choose this, feel free to weave a beautiful story around it, detailing what they see/sense etc. How they are able to do it. While -they- may not be able to accurately describe it to someone else, or even really know themselves, knowing OOC will give you basis and foundation for the ability to make it that much more believable when RPing it out.
Having this ability, will basically make any, and all google searches for locations/pre-lit map locations/destination markers etc all IC knowledge for your character.