Post by Ashe Kandor on Jul 23, 2008 22:46:00 GMT -6
_[IMMUNES]
_[SKILLS]
Otherwise known as humans, Immunes are almost completely unaffected by the Mange Virus... almost. Contact with the virus, while producing no adverse effects, exposes the potential latent in an Immune's DNA. The abilities that result are known as skills. In a few rare instances, skills can develop before exposure to the Mange Virus, but this is so rare that there are almost no documented cases. The number of known skills is ever-growing; as Immunes continue to make their way in the world, new skills emerge and develop.
Immunes tend to live in very tight-knit communities, helping each other survive through the crises at hand. Though they are physically weaker than Carriers and Infected, they can make up for it with their intelligence, resourcefulness, and acquired skills. Not to mention guns.
_[SKILLS]
- These are only available for human characters; you may have a maximum of two skills per character. If you want to give your character a skill with an asterisk (*) in front of it, please PM an admin to ask for permission.
_Adrenal Flux: unleashes a quick burst of epinephrine, or adrenaline, which allows for a temporary increase in speed, strength, and agility. The duration of the Flux varies from person to person, but it will inevitably take a toll on the user's body._SUBSET: *Berserker's Charge: this version of the Flux, though more powerful, hits without warning and sometimes randomly. The user will literally go berserk, losing all fear and control while gaining willpower and energy. Once this has passed, massive headaches usually result.
_*Ancestral Apparition Summoning: this power allows the wielder to summon the ghosts of their ancestors. These apparitions perform tasks, travel almost anywhere, and can communicate with the summoner and anyone that the summoner is emotionally close with. The effect usually lasts for a few hours, but the wielder can also cancel the summoning whenever they wish to. AAS an be used up two times a day, but it is possible for the user to overexert themselves and fall victim to fatigue.
_Assimilation: allows the user to memorize information after seeing it only once. This skill can be used on written information, such as books and maps, or with physical actions such as martial arts techniques. However, simply knowing how to move will not necessarily render the user capable of performing the action. (Ex: a person in a wheelchair with Assimilation will not be able to walk just by watching someone walk.)
_Astral Projection: allows the user's consciousness, or astral body, to leave the physical body and move independently. Their physical body is left vulnerable while the astral body is gone, and any damage done to the astral body will affect the physical one.
_Cat's Blessing: grants the user enhanced coordination and balance. A person with Cat's Blessing will always land on their feet and can walk on narrow surfaces without difficulty.
_Chameleon: the Chameleon can change their hair, eye, and skin color at will, though the colors available to them are limited to those normal for the human race.
_Dromedarius: the ability to store water in body tissues for later use; a person with the Dromedarius skill can survive without water for up to ten days.
_Eagle Eye: grants the user perfect aim while shooting due to temporarily enhanced vision. Eagle Eye can initially only be used three times a day, though it is possible to acquire more uses through training.
_Empathy: increases awareness of other people's emotions and mental states, sometimes to the point where the user can sense the presence of another person without being able to see them.
_Flowjoint: the user can dislocate and relocate joints at will with minimal pain; limbs and joints have maximum range of movement, and even past the standard range in some cases.
_Hyperhemostasis: when wounded, causes the blood to clot more quickly than normal, minimizing or even preventing blood loss entirely.
_*Illusion: through eye contact, the user can force another to see things that simply aren't there. Depending on the skill of the wielder and the willpower of the victim, these illusions can be very realistic and/or difficult to break out of. However, Illusion cannot be used more than two to three times a day.
_Periculum Advertus: the ability to sense danger or peril through use of a sixth sense. It can be activated when danger is approaching or when the user is about to do something unsafe.
_Pinpoint Strike: the user can target pressure points without fail; with physical contact, the user can inject their energy into the pressure point to manipulate their opponent's nervous system, either for good or ill._SUBSET: *Gift of Asclepius: this skill also involves projecting energy into another person with physical contact, though it can only be used to accelerate healing. It does not rely on targeting pressure points, but since it demands more energy, it can easily exhaust the user. Furthermore, users of Gift of Asclepius cannot heal themselves with this skill.
_Play Possum: enables the user to slow down their body processes to a point where they appear to be dead. Though it has yet to be revealed why, this tactic prevents Infected from detecting Immunes.
_Polyglot: the Polyglot is able to understand multiple languages without effort; they can automatically translate and speak any language that they hear.
_Puppetmaster: through overproduction of pheromones and other chemicals released by the body, the Puppetmaster can influence the emotions of others, whether they are calming them down or inciting them to passion. If control is advanced enough, they can place another person under a mild form of hypnosis._SUBSET: *Fanaticism Aura: this skill is largely an involuntary one; the user's presence grates away at another person's willpower, eventually breaking them down and coercing them into compliance. This can also be channeled through the user's voice to speed up the process. The Fanaticism Aura is not, however, direct mind control; it is essentially an exaggerated form of a stronger personality influencing a weaker one.
_SUBSET: *Subliminal Implantation: this skill has its roots in modern psychology; when a patient was asked to remember events from their childhood, the nature of the event as the patient remembered it changed dramatically based on input from family members. The user of Subliminal Implantation performs something similar, suggesting and reaffirming a certain view of an existing memory until the subject wholly believes it. Subliminal Implantation is most effective when used face-to-face, requiring the user's presence and voice to function effectively.
_Nervedead: when activated, the user will not feel pain, heat, or cold. However, it is still possible to injure the user when they are in a Nervedead state.
_Second Sight: enables the user to see energy signatures, or auras; they can also see where a person's aura has "rubbed off" on objects or places.
_Shadowcloak: provided with adequate cover, such as shadows, trees, or buildings, the user can move undetected. Though the user will blend in with their surroundings, their physical appearance will not change to match their environment exactly.
_*Tactile Foresight: through skin-to-skin contact, the user of Tactile Foresight can look into someone's personal future, taking on the perspective of the person they touch. The outcome that they see is the most likely one based on the individual's nature--a decisive, single-minded person will provide a clearer vision than someone who is uncertain.
_Technophile: an affinity for all things technological; improving and creating new technology are a snap for the Technophile, and hacking is second nature, even if they have never seen the system before.
_*Toxic Reservoir: extremely rare and extremely dangerous, this skill allows the user to resist poisons that would ordinarily kill a person. Instead, any toxic substance ingested will circulate within their body harmlessly. Consuming more toxins creates a higher concentration of poison in the user's bodily fluids--blood, saliva, and even sweat may become deadly. The user can only produce as much poison as they ingest, so it is possible for them to purge the poison from their system over time.
_Ventriloquist: the ability to imitate any sound, including the voices of others. A Ventriloquist can also throw their voice to make it sound as though they are elsewhere.