R
Riana
Guest
I'm yours? lmao ok.. so now it's time for the big move.. everyone ready to throw us a going away party 
Originally posted by Riana
I hope you mean this Brandon and will be there for Farrah, cause with me and Trent leaving MoE she needs all the people she needs, strong people, I know Jay will be there for her (he better or I'll kick his ass) but she's going to be without one of her Dire Wraiths..
getting rid of the generic power table, would allow us to divide some of the powers in that table among the character type power tables. keep in mind, all the character types SHOULD have various strengths and weaknesses...it makes for a better selection and the idea is that a team is stronger than the sum of its parts. but the hard part comes in deciding, do we stay with six levels at each table and offset that loss of power by granting tailsmans at each level as Sati said OR do we build three levels into each table?

Level 1 : Enhancment - Energy balls, augmented speed, strength, and fighting ability, use of tailsmen.
Level 2: Manifestation and Manipulation - manipulation which includes the power to cause simple object to break, machines to fail, causes error in human such as: body spasms, levitation, blurred speech, tripping, momentary laps of memory ect. Can create audio and visual hallucinations.
Level 3: Conjuration - Astral projection and conjuring any small objects such as daggers, blades, shields, or tools needed for battle. Gains resistance to lower level spells.
Level 4: Offensive Magicks/Energy Projection - Death and Injury Magicks. Molecular exhilaration (blowing up objects, body parts) Bolts of concussive force. General energy projection such as dark lightning blasts, mystic flame blast, or hydro blasts. Another tailsmen is granted.
Level 5: Mental Powers - telekinesis, telepathy (offensive/mind control), possession. Premonitions, psycho blasts (focus telepathic bolts of energy.), TSI lightning.
Level 6: Elemental Powers - Total telekinetic control over any single element (earth, fire, wind, or water). Spontaneous generation of any single element (I.E - chains of water, walls of harden air, tidal wave of fire, ect.). Total resistance to spells through level 1 - 3.
Level 7: Mastery of Magick - Channeling one of four types of magick (I.E - chaos, asgardian, eldritch, gypsy). Magick bolts of concussive force, spell warping and reflection, mystic binding, magickal detection, complete access to The Darkhold, total resistance to level 1-4 spells cast against them, self healing magick.
Level 8: Creation and Destruction - Reality warping, restoration of the dead, complete conjuration (any object regardless of size, function, or effect.). Telekinetic control of inanimate objects (including the ability to reshape matter to one will) Augmented molecular acceleration (enough power to blow up buildings, battle tanks, ect.), cloning self/others.
Level 9: Master/Mistress of the Arts Arcane - The ability to channel ALL four forums of magick in their entirely. Kenetic control over all forums of matter, body transformation (self/others), resist magickal attacks levels 1-5, self healing/healing others, resistance to physic attacks levels 1-5. Long distance teleportation(go into any thread no matter what the restrictions). Magickal omnipotence.