Author Topic: GUIDE TO POSSIBLE POWERS/BODIES IN WNR  (Read 4788 times)

Offline BEARBONES

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GUIDE TO POSSIBLE POWERS/BODIES IN WNR
« on: March 26, 2018, 08:57:10 AM »
heyo potatoes!! This guide will help y'all with wnr and what powers/bodies your character can have!

directory;;
— how wnr works + how to use powers/bodies
— bodies category
— misc. items category
— powers/abilities category
« Last Edit: December 12, 2019, 03:47:44 PM by Hootowls »
this is an official staff-run and managed account.

Offline BEARBONES

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Re: GUIDE TO POWERS/BODIES IN WNR
« Reply #1 on: March 26, 2018, 09:06:37 AM »
how wnr works
WNR doesn't have a shop to its name, so everything listed below is free! That means your bones are safe and sound, at least for WNR.

how to use powers/bodies
Below will be a list of stuff you can use in WNR! Keep in mind that you can only use the stuff listed—you can't make anything else up for this. You don't have to ask staff or anyone to use anything, just simply pick what you want and go right ahead!
« Last Edit: December 12, 2019, 03:48:33 PM by Hootowls »
this is an official staff-run and managed account.

Offline BEARBONES

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Re: GUIDE TO POWERS/BODIES IN WNR
« Reply #2 on: March 26, 2018, 09:08:49 AM »
bodies category
Starting with the mythical/extinct extra large bodies, we begin to use a weight system to determine the size of each body. For mythical/extinct animals, remember that no HUMANOID aspects that are common to creatures are free with the body and that dinosaurs are not allowed to be played.

— ghost body
This allows your character to possess a ghost body, return as a ghost, etc.. They have no powers other than a translucent body and the ability to walk through objects/animals without inflicting pain. However, They cannot touch or move items.

metal body
This allows a character to have one or more limbs made of metal. No weapons are allowed to come from this, but simply the heaviness/strength of the metal itself. Keep in mind that the more metal the character has on them, the more energy they have to use in moving around.

— mutations: defensive/neutral
These are mutations that cannot be used offensively, but more of benefit the character who owns them. Examples would be lungs or gills, extra eyes, harder scales, wings, etc..

mutations: offensive
These are mutations that can be used offensively to harm others. Examples would be vampirism, horns, [poisonous] fangs, elongated claws, spines, etc..

— mythical/extinct: extra large
Anything above 400+ lbs, these creatures have a maximum size limit—regardless of how they appear in myths or historical documents—at the size of a school bus (40ft).

— mythical/extinct: free
small mythical animals that are under 20lbs At maximum. this includes small dragons, small cat/dog sized creatures, etc..

— mythical/extinct: large
at 151-400 lbs, this includes direwolves, larger dragons, unicorns or pegasi, etc..

mythical/extinct: medium
These are creates that have a weight range of 51-150lbs.

— mythical/extinct: small
This includes small mythical creatures who are between 21-50lbs.

— real animals: extra large
These are any animals above 400 pounds. That includes elephants, rhinos, hippos, polar bears, etc.

real animals: free
This is for animals under 20 pounds. this includes domestic cats, very small dogs, rodents, songbirds, reptiles, arachnids, amphibians, and waterfowl.

— real animals: large
these are animals that are 151-400 pounds. Therefore, this includes animals such as kangaroos, smaller tigers, smaller lions, black bears, etc..

real animals: medium
These are animals that are in between 51-150 pounds. this includes many dogs from hounds, shepherd dogs, pitbulls, and up to even great danes or mastiffs, capybara, white tailed deer, cheetahs, leopards, etc..

— real animals: small
this includes animals who are between 21 and 50 pounds or who are small but dangerous due to natural weapons. this includes servals, Caracals, small Wildcats, large birds of prey, large snakes and other reptiles, foxes, and slightly larger dogs, etc..
« Last Edit: December 12, 2019, 03:50:18 PM by Hootowls »
this is an official staff-run and managed account.

Offline BEARBONES

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Re: GUIDE TO POWERS/BODIES IN WNR
« Reply #3 on: March 26, 2018, 09:09:15 AM »
miscellaneous category

— misc. powers
These are the powers that are a bit all over the place. This includes: ability to see ghosts, the ability to possess free bodies/be possessed, customizable pelts (and/or eyes/bodily fluids), non-offensive plant growing, and non-skeletal rotting/undead pelts.

cosmetic mutations
These are mutations that are simply for cosmetic, and cannot be used offensively or defensively. These include: fur/skin color manipulation, colored saliva/blood/tears, eye color manipulation, plants growing on pelt, etc..
« Last Edit: December 12, 2019, 03:50:56 PM by Hootowls »
this is an official staff-run and managed account.

Offline BEARBONES

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Re: GUIDE TO POWERS/BODIES IN WNR
« Reply #4 on: March 26, 2018, 09:09:29 AM »
powers/abilities category
Please remember that if a power or any general offensive action is being used against another character, then power-playing is absolutely forbidden unless both parties agree beforehand. You can read more about that in the rules here.

— air elementals
This allows your character to bend the air at will, and includes minor levitation. When combined with water elementals, you are capable of bending ice or creating snow, but your character must have both water and air elementals in order to do so.

— character bond
This allows your character to have a special bond with one or multiple others. That means all characters on all sides get to feel one another’s emotion, pain, and whatever else. This includes a telepathic bond. All of the bonded characters need to have this item if they wish to use it.

— common object conjuration
A magical power that allows your character to summon common objects such as tea or books out of seemingly thin air. These objects may become increasingly larger in mass as your character gets more used to the power.

— earth elementals
This lets your character bend the earth at will. This does include creating rock armor, but it slows movement and can be chipped away. However, You cannot make entire limbs out of rock—you can only cover existing limbs or body parts.

— electricity elementals
This power lets your character bend electricity at will. Keep in mind that this power can be dangerous, and your character has a chance of shocking themselves.

emotion manipulation
This Allows the character to manipulate another's emotions, or their own. For example, your character can use this to make their enemy really sad or angry.

— enchanted item
This lets your character enchant an item to have a specific power. For example, I can put character bond on a rock.

fire elementals
This power lets your character manipulate the fire element to their will.

— invisibility
This lets your character turn partially invisible, or entirely invisible. They are capable of making specific limbs or parts invisible as well.

— memory manipulation
This power Allows your character to view memories of another or force the victim to view said memories. Not only that, but it can be used to erase memories as well.

— pain absorption
This allows your character to absorb the pain or injury of another, but due to this, the character absorbing receives the pain/injury.

— shapeshifting
Shapeshifting allows your character to move or "morph" between different bodies. There is no limit on how many bodies your character has.

size manipulation
This Allows your character to be able to manipulate their own size down to ant-sized or up to school bus-sized. However, this Cannot be used on other characters. You can use this for both shrinking and growing.

— sound manipulation
This lets your character have The ability to control the sound waves surrounding them. Not only that, but This can also change the way others hear your character.

— super senses
This power gives your character extrasensory powers: the ability to focus in and hear anything over great distances, be able to focus in on things far away, and to some extent, taste, smell, or feel things. It also allows them to throw their voice over large distances.

— super speed
With super speed, your character can run up to 100 MPH. Your character can go a bit faster for short periods of time, but will quickly tire and experience extreme muscle fatigue.

— super strength
This power Allows your character to lift up to 2x their body mass, and to inflict 2x as much normal damage onto their enemies in combat. For example, if one has a character who weighs 50 pounds, the character can now lift objects that are 100 pounds.

— telekinesis
This power Allows character to lift objects up to 3x their weight within eyesight. The farther an object, the harder it is to lift. so, an animal that weighs 50 pounds can now lift 150lb objects with their mind.

— telepathy
This item will give your character the ability to talk to other characters in their mind. The other character cannot respond telepathically unless they have the power as well. When combined with super senses, this allows your character to telepathically speak with someone who is far away.

teleportation
This power Allows your character to teleport within their own eye sight. When combined with super senses, they can teleport to farther distances.

— water elementals
This allows your character to bend water at will. When combined with air elementals, you are capable of bending ice or creating snow, but your character must have both water and air elementals in order to do so.

weapon conjuration
A magical power that allows your character to summon weapons out of thin air. These objects get increasingly larger in mass as your character gets more used to the power. Some examples of weapons are swords and shields, however no guns, bombs, or the like are allowed. You can read more about what weapons are allowed here.
« Last Edit: December 12, 2019, 03:53:53 PM by Hootowls »
this is an official staff-run and managed account.