Post by Ikul on Jan 21, 2009 11:47:08 GMT -5
This ability has been mirrored primarily to Body Snatching, because they are quite similar.
Lvl 1:
Soul Weapon: When someone dies in your direct presence, you can draw their soul out of their body, preventing them forever from gaining eternal peace.
This soul can then be shaped into a weapon, which is tougher than most metals and can be reabsorbed into your person temporarily. If it is, by any means, destroyed, you can reconjure it at will.
More souls in your weapon means it's tougher and packs more of a punch.
Choose this weapon when creating the character.
Lvl 2:
Store Soul: After killing a subject, you can store their soul, up to three, inside yourself.
Lvl 3:
Empower Weapon: By channeling the (possibly stored) soul of a dead super into your weapon, you can give it a supernatural power. Depending on the power tree of said soul, and the total levels in a tree that you have channeled into the weapon, it gains special effects. Maximum four special effects can be used at the same time. See list at the end.
Lvl 4:
Burn Soul: You can fuel your own system with a soul. This gives you a jolt of energy, and heals some injuries.
Lvl 5:
Megastore Soul: Store up to seven souls in your body. Craft a man-like, wooden amulet which you need to keep on your person to store another soul in, one soul per amulet.
Lvl 6:
Soul Shield: By expending one of your souls, you create a barrier around yourself which defends you from incoming attacks, and people who touch it experience all pains of the soul owner's death.
Lvl 7:
Soul Shot: Use one-tenth of a soul to send three colorful darts, which pierce upon impact and paralyze the subject for five seconds, putting him trough the agony of the original soul owner's death.
An entire soul can be burnt up for this power in one movement, giving you thirty darts.
Out of every soul you use, one time, you can extract the power as if it were the soul weapon.
Lvl 8:
Soul Overlap:
Extract some of the experiences, knowledge, and values from a soul. There is a very small chance of a powerful soul being able to take you over, a willful soul can resist this, resulting in a partial transfer of knowledge.
Lvl 9:
Maximum seven special powers per weapon.
Attract Soul:
As you hit an opponent with your Soul Weapon, a piece of his soul sticks to it and is ripped out of their body. A person can survive up to fifteen such hits, and is slightly weakened after each strike. Each strike weakens more than the last.
Lvl 10:
Soulform: The user touches a person, and appears to be sucked into the body, where he can fight the soul of the owner of this body.
Each retains his normal abilities.
If the target is a villain, they fight in an endless dark room.
If the target is a hero, they fight in an endless white room.
If the target is independent, they fight in an endless gray fog.
Power Table:
Collect at least 4 power levels of this power (4 souls with 1 level, or 1 soul with 4 levels).
Super Speed:
Resist friction: The weapon moves faster and easier, making it much more difficult to block or dodge and easier to use.
Super Strength:
Powerful: The weapon is capable of crushing defenses.
Super Intelligence:
Reveal Plans: For ten seconds, the user's superficial thoughts are clearly audible.
Shapeshifting (Normal):
Willed Weapon: The weapon can behave like a snake, bending around obstacles to hit the opponent.
Shapeshifting (Mythical):
Breath: The weapon has a much weaker form of the soul owner's breath weapon.
Summoning:
Call Bretheren: When it is used to attack with, the weapon seems to multiply, with copies appearing around it and following its example.
Element Wind:
Wind Cushion: A strike with the weapon causes a small burst of air, which tosses the defender away but also causes the attacker to recoil.
Element Earth:
Unwilling ground: While being attacked by the weapon, the user suddenly discovers that the earth beneath his feet (maybe under a carpet or under wood, the effect stays) is very uncomfortable. Rocks are slippery, cracks and pebbles to trip over appear where they didn't seem to be before etc.
Element Water:
Dehydrate: The weapon draws a little water from the target each time it strikes, weakening him over time.
Element Fire:
Burning Blade: Wounds inflicted with the Soul Weapon are burnt, which prevents them from bleeding, but increases the pain and the direct damage.
Element Light:
Blinding Light: It's difficult for the target of your attack to look directly at the weapon, as it is so radiant. Defending against it is not easy.
Element Darkness:
Elude Vision: The target of your attack can't seem to focus his eyes on the weapon, making it more difficult to defend against it.
Element Lightning:
Magnetic Weapon: The weapon can attract metal object, which can be used to disarm opponents or draw them closer.
Element Sand:
Ignore Rock: The weapon can go trough natural defenses, such as walls of rock, as if they're not there, as long as there is a distance of at least 2 cm between the wall and the person you're attacking.
Element Ice:
Freezing Blade: A wound made with the weapon is frozen. This increases direct damage and renders the body part less effective.
Element Plant:
Take Root: When the weapon hits, it can take root in whatever it hits, attaching itself to it. Can be used to disarm, or to inflict slightly more damage. Ripping a rooted weapon out of an object or person does require a bit of effort.
Element Sound:
Singing Steel: Much weaker variation of Threatening Howl.
Illusions:
Figment Pain: When the weapon hits, the defender feels pain where the weapon struck, but also in up to three different places, specified by the attacker, which distracts the attention and can scare.
Body Snatching:
Reduced Vampirism: When the weapon strikes, the user gains a little bit of the defender's energy.
Liquid/gaseous form:
Vanishing item: When the weapon strikes non-living material, it can be changed into either a the liquid or the gaseous form. It resumes its normal shape in ten seconds.
Narcomancy:
Lullaby strike. When hit by the weapon, you feel dazed for seven seconds.
Dust to Dust:
Ignore Concrete: The weapon can pass trough any artificial material, like concrete, as if it isn't there, but only if the defender is further than 2 cm away from it.
Keratin Control:
Wild Growth: The hair and nails of any person hit by this weapon grow slightly. This becomes a real nuisance after a few attacks and hinders sight, hearing, claw attacks, etc.
(Archery:)
Block Incoming: The weapon appears to anticipate incoming projectiles, except for bullets, and blocks them.
(Soul Molding:)
Foreign Memories: The user forces the target to relive an unpleasant memory of one of the spirits in the weapon. Reliving this memory, of whatever length it is, will only take the blink of an eye in reality.
Lvl 1:
Soul Weapon: When someone dies in your direct presence, you can draw their soul out of their body, preventing them forever from gaining eternal peace.
This soul can then be shaped into a weapon, which is tougher than most metals and can be reabsorbed into your person temporarily. If it is, by any means, destroyed, you can reconjure it at will.
More souls in your weapon means it's tougher and packs more of a punch.
Choose this weapon when creating the character.
Lvl 2:
Store Soul: After killing a subject, you can store their soul, up to three, inside yourself.
Lvl 3:
Empower Weapon: By channeling the (possibly stored) soul of a dead super into your weapon, you can give it a supernatural power. Depending on the power tree of said soul, and the total levels in a tree that you have channeled into the weapon, it gains special effects. Maximum four special effects can be used at the same time. See list at the end.
Lvl 4:
Burn Soul: You can fuel your own system with a soul. This gives you a jolt of energy, and heals some injuries.
Lvl 5:
Megastore Soul: Store up to seven souls in your body. Craft a man-like, wooden amulet which you need to keep on your person to store another soul in, one soul per amulet.
Lvl 6:
Soul Shield: By expending one of your souls, you create a barrier around yourself which defends you from incoming attacks, and people who touch it experience all pains of the soul owner's death.
Lvl 7:
Soul Shot: Use one-tenth of a soul to send three colorful darts, which pierce upon impact and paralyze the subject for five seconds, putting him trough the agony of the original soul owner's death.
An entire soul can be burnt up for this power in one movement, giving you thirty darts.
Out of every soul you use, one time, you can extract the power as if it were the soul weapon.
Lvl 8:
Soul Overlap:
Extract some of the experiences, knowledge, and values from a soul. There is a very small chance of a powerful soul being able to take you over, a willful soul can resist this, resulting in a partial transfer of knowledge.
Lvl 9:
Maximum seven special powers per weapon.
Attract Soul:
As you hit an opponent with your Soul Weapon, a piece of his soul sticks to it and is ripped out of their body. A person can survive up to fifteen such hits, and is slightly weakened after each strike. Each strike weakens more than the last.
Lvl 10:
Soulform: The user touches a person, and appears to be sucked into the body, where he can fight the soul of the owner of this body.
Each retains his normal abilities.
If the target is a villain, they fight in an endless dark room.
If the target is a hero, they fight in an endless white room.
If the target is independent, they fight in an endless gray fog.
Power Table:
Collect at least 4 power levels of this power (4 souls with 1 level, or 1 soul with 4 levels).
Super Speed:
Resist friction: The weapon moves faster and easier, making it much more difficult to block or dodge and easier to use.
Super Strength:
Powerful: The weapon is capable of crushing defenses.
Super Intelligence:
Reveal Plans: For ten seconds, the user's superficial thoughts are clearly audible.
Shapeshifting (Normal):
Willed Weapon: The weapon can behave like a snake, bending around obstacles to hit the opponent.
Shapeshifting (Mythical):
Breath: The weapon has a much weaker form of the soul owner's breath weapon.
Summoning:
Call Bretheren: When it is used to attack with, the weapon seems to multiply, with copies appearing around it and following its example.
Element Wind:
Wind Cushion: A strike with the weapon causes a small burst of air, which tosses the defender away but also causes the attacker to recoil.
Element Earth:
Unwilling ground: While being attacked by the weapon, the user suddenly discovers that the earth beneath his feet (maybe under a carpet or under wood, the effect stays) is very uncomfortable. Rocks are slippery, cracks and pebbles to trip over appear where they didn't seem to be before etc.
Element Water:
Dehydrate: The weapon draws a little water from the target each time it strikes, weakening him over time.
Element Fire:
Burning Blade: Wounds inflicted with the Soul Weapon are burnt, which prevents them from bleeding, but increases the pain and the direct damage.
Element Light:
Blinding Light: It's difficult for the target of your attack to look directly at the weapon, as it is so radiant. Defending against it is not easy.
Element Darkness:
Elude Vision: The target of your attack can't seem to focus his eyes on the weapon, making it more difficult to defend against it.
Element Lightning:
Magnetic Weapon: The weapon can attract metal object, which can be used to disarm opponents or draw them closer.
Element Sand:
Ignore Rock: The weapon can go trough natural defenses, such as walls of rock, as if they're not there, as long as there is a distance of at least 2 cm between the wall and the person you're attacking.
Element Ice:
Freezing Blade: A wound made with the weapon is frozen. This increases direct damage and renders the body part less effective.
Element Plant:
Take Root: When the weapon hits, it can take root in whatever it hits, attaching itself to it. Can be used to disarm, or to inflict slightly more damage. Ripping a rooted weapon out of an object or person does require a bit of effort.
Element Sound:
Singing Steel: Much weaker variation of Threatening Howl.
Illusions:
Figment Pain: When the weapon hits, the defender feels pain where the weapon struck, but also in up to three different places, specified by the attacker, which distracts the attention and can scare.
Body Snatching:
Reduced Vampirism: When the weapon strikes, the user gains a little bit of the defender's energy.
Liquid/gaseous form:
Vanishing item: When the weapon strikes non-living material, it can be changed into either a the liquid or the gaseous form. It resumes its normal shape in ten seconds.
Narcomancy:
Lullaby strike. When hit by the weapon, you feel dazed for seven seconds.
Dust to Dust:
Ignore Concrete: The weapon can pass trough any artificial material, like concrete, as if it isn't there, but only if the defender is further than 2 cm away from it.
Keratin Control:
Wild Growth: The hair and nails of any person hit by this weapon grow slightly. This becomes a real nuisance after a few attacks and hinders sight, hearing, claw attacks, etc.
(Archery:)
Block Incoming: The weapon appears to anticipate incoming projectiles, except for bullets, and blocks them.
(Soul Molding:)
Foreign Memories: The user forces the target to relive an unpleasant memory of one of the spirits in the weapon. Reliving this memory, of whatever length it is, will only take the blink of an eye in reality.