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Nov 20 Stage 3 is now open! Be sure to read all the rules for the prizes carefully. Lith, Eido, and Saph will be handling it this week while I'm away. If no stone is found before I return, I'll randomly select a thread to place it in when I get back. <3 Have lots of fun. Feel free to finish up your stage 2 threads. I'll be back Nov 30. {K}
Nov 13 I fixed a few of the trophy images. Mysterious Magic is a slighty different hue. I also brought back Spooky Jack (so you can get that if you participated this year or last year (or both). There is also an image up for the CCW (Magic Mayhem) for the winners of that. {K}
Nov 13
New skin! Hey, check out this discussion for Skin-Tastic Members. Hey guys, it's almost time for Never-Ending threads sign-ups. Here's an idea, also... why not put your player awards, character awards, and defunct character awards in your post log? I'm volunteering for anyone who wants, I'll format your post log like mine with your trophies. EXAMPLE. {K}
| Contest Harvest Gift Giving | Sign up to trade gifts for other characters around the board. Gifts can be anything from threads, art, or literature.
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Fall
This week's weather:
58°F
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Magical Abilities, Also: Shards
| Wolf's Requiem |
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Administrative Account

Group: Offical Account
Posts: 0
Member No.: 1
Joined: 26-May 06

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About Magic
and the lack there-of
Every wolf on this site has a magical ability. There are no “normal” wolves that don't have powers. You may join with one power. You can earn up to three additional powers (four powers total). A power granted by a shard is not included in the four powers maximum rule.
Pups and young wolves do not start to develop powers until they are six months of age. After this time, they do not 'control' their power. Usually young wolves don't gain any real direct control or ability to summon their power until 1 year of age and their skill grows to become fully developed at two years. A wolf must train and use their power to increase its strength and his/her control over it.
Shards
the pieces of Narsha
When held, a shard grants one power to level up to the IX (ninth) tier. The rest of a wolf’s powers are unaffected. In addition, shards grant the holder Eternal Youth. The holder does not age, and thus cannot become old. The holder still can be injured or killed. When the shard is taken away the wolf will begin to age again.
Shards can be transferred between characters, willingly or taken by force. You must be active In Character to recieve a shard. Usually the change in ownership of a shard will involve some kind of a plot. Please alert the staff before you want to change ownership of a shard by posting in the maintenance thread (eg if your character wants to steal/take a shard from another character). Any character who is deemed inactive or has poor activity at an activity check will automatically have their shard taken away. An announcement will be made on how another member can claim the shard.
Shards do not give additional powers to Reflectives. Instead, it will boost their reflective power to the IX tier.
Tiers
a measure of magical strength
The strength of your character's magic is called a tier. Tiers are the basic indicators that show how powerful your wolf is. Your character may have one tier level for each power.
If you are awarded a new power due to a contest, it will start at tier I (since they are new, your character hasn't learned to control it). Powers do NOT increase every year with age. Tiers are increased based on in character activity. At activity checks the most active roleplayers will be awarded additional tiers. If you feel your character deserves to level up, please feel free to post in the maintenance thread with threads documenting your character training/using magic, and staff will discuss it.
- I:This is the starting power level for all new wolves. Powers are very weak and can only be summoned for a very short period of time.
- II:These are young or inexperienced wolves. They can summon their powers at will and control them for short amounts of time. Elementals cannot change the phase of their element (e.g. water to ice).
- III: These are fairly average wolves that are comfortable with their powers. They can use their powers for longer periods of time.
- IV: Wolves which are matured. They are confident in their powers and are considered fairly experienced.
- V: A wolf who has trained above the norm, but easily overpowered by a master.
- VI: An intermediate between a normal wolf and an expert.
- VII: An extremely experienced wolf.
- VIII: This is the highest level attainable by a regular wolf without a shard. These are masters of their craft.
- IX: Demi-gods or a power enhanced by a shard.
- X: Normal wolves cannot attain this level, which is reserved for Gods only.
Powers
magical gifts from Narsha
Upon joining you may choose one power. Additional powers are granted through in character plots and out of character events. You do not have to choose from this list, but these are some pre-approved choices. If you invent your own power it must be approved by the staff.
- Astral-- This is the ability to leave the body behind in order to travel about or to move into another plane of existence. When out of body, you are in a deep meditative state and your body is vulnerable. If your body is killed while you are in this state, you will either die or become a wandering spirit. While out of body an astral wolf can inhabit the body of others, forcing the native spirit into submission. A powerful astral wolf could potentially force the spirit out of another being altogether.
- Blood Rage-- The presence of blood as well as consuming blood makes your character stronger. Some adverse effects to it though are increased aggression and loss of mental stability when near blood, or in rare cases nausea and weakness when not near blood.
- Clone-- Create clones based on the number of your tier (eg tier I makes 1 clone). Clones are solid, exact replicas of the user at the time of clone creation. Clones are semi-conscious in that they will act exactly like the user would but the user is able to direct and control the clones mentally. Clones are much weaker than the real thing and will disappear after only a few injuries, but may be useful in a pinch.
- Elemental:-- Be able to conjure and control an element of your choice such as fire, water, earth, air, electricity, ice, mist, etc. Create or alter the element (such as creating rain, freezing water, ect). Any element can be made into a solid shape (such as armor, tendrils, etc.).
- Empath-- You can feel the emotions of others (not their thoughts) and can somewhat alter their feelings. This can be used in mass or with just an individual. It takes a lot of power and skill to fully manipulate another wolf’s feelings, most empaths can only slightly affect others.
- Entropy-- The ability to block another wolfs power and sense magic. Wolves with this power can not have any other powers (shards only increase the strength of this power). It is easiest to use on young, inexperienced wolves than on powerful ones. The more powerful the magic of an opponent, the more energy this power requires. It also allows the user to 'feel' the tier level of wolves or objects around him/her.
- Guided-- Guided wolves have a familiar, which is a creature that helps and guides your character. Familiars cannot appear in a post without the main character. Familiars share a kind of consciousness with their wolf, often sharing thoughts and visual images. Familiars may not be any animal larger than a housecat. If a character dies then their guide, will die as well. Guided wolves tier VI and above posses guides who can share the same magic as the wolf (if the wolf has multiple powers). These guides may also shift into an asterni form if the wolf is asterni.
- Healer-- You can heal yourself or others, even from the brink of death. But death from old age cannot be healed. Depending on the skill of the healer, the healing can take different amounts of time. For example, a superb healer could work in a matter of seconds, while a second-rate healer might take a few minutes, or even be unable to fully heal the injury. Healing time also depends on the size of the injury.
- Illusion-- The power to create illusions. These can be visual or auditory, or even sometimes with scents. It can be used to confuse or disorientate enemies. Skilled illusionists (tier VII) can even make themselves appear invisible for short amounts of time.
- Knowing-- You can read the thoughts of others. Omniscient wolves are able to hear and feel the thoughts and memories of others. Knowing allows you to sense lies and the internal integrity of others. However, these wolves cannot always be aware of every thought and inkling of others. It comes and goes and of course, is also affected by skill. When playing a knowing wolf the thoughts of others must be given by the other character for you to know them; you can’t just make up thoughts for the other character.
- Love’s Lament-- When this power is used, nearby wolves often feel an attraction to your character. Stronger tiers can often compell absolute love and devotion from the affected wolf (or wolves). Low tiers ( I or II) can only affect one wolf at a time in close proximity. Mid-level tiers (III - V) can cause strong attraction that fades slightly over time and distance. High tiers (VI and above) can cause devotion for great times and distances. This power is made strongest through repetitive use on another wolf.
- Mimic-- Can copy the powers of wolves around you. However, when these wolves leave the power leaves too. The level of the power is equal to the tier of the mimic power, not to the power being copied. As well, weaker mimics must be closer to the wolf being copied, which can be dangerous. Tier VI mimics can usually immitate other wolves within their pack. This power is also made stronger by mimicking the same wolf repetitively.
- Necromancer-- Can temporarily conjure up the ghosts of the dead in order to speak or learn from them. Ghosts may only stay present for a matter of minutes. Ghosts may only be conjured if they are willing, or if the Necromancer is extremely powerful and forces the spirits to be revived. A group of four skilled necromancers (all being tier VI or above) can even reinstate a ghosts physical body to the mortal realm (eg bring them back to 'life').
- Reincarnation-- Power to be reborn into the next born pup. Memories from the previous life slowly return over the course of the first year. Low tiers (below III) may not regain all of their memories or may take longer to recover. Extremely high tiers (at least V) gain memories faster and, in some cases, their appearence has shifted to that of their previous body over time.
- Seasonal-- Control the all the aspects and elements of one season (winter, summer, spring or fall). Your powers are limited to what normally occurs in that season. For example, Winter creates/controls snow and blizzards. Winter can also kill plants, freeze water, make trees lose their leaves, etc. Autumn can change the leaves’ colors, affects the weather for showers or cold snaps, and can make animals hibernate or become sleepy. Summer causes heat waves and droughts and can either help or hinder the growth and blooming of plants and trees. Spring can make rain showers and control mild weather in addition to making flowers and plants boom. This power is strongest during the season that the wolf controls. When off season the wolf only has very limited powers which are similar to an Elemental.
- Shade-- Ability to shift one's body to another plain and become like a ghost. The users body is impervious to physical harm while in this state (unless harmed by another Shade or ghost). While in this state the user's body becomes semitransparent and they can interact with ghosts and gain ghost-like abilities (such as phasing through solid objects, etc). Note: Shades cannot turn fully invisible, unlike Ghosts.
- Shifter-- The ability to shape shift into one other form of your choosing. The shifted form must be a living (not extinct), non-mythical, land-dwelling animal. When shifting into a form that is 'naturally' larger than a wolf, the shifted form will proportionally shrink to the size of your character to prevent a shifter from being larger than a normal wolf. This rule does not apply to forms that are naturally smaller than a wolf.
- Sight-- Be able to see into the past, present and sometimes future. Visions are rare and far in between, but skillful wolves with the Sight who concentrate hard may be able to initiate a vision. Visions are usually brief and filled with emotions rather than specific images. Sight-gifted ones also may be able to see through another's eyes, be it a wolf, a guide, or a squirrel.
- Size-Shift-- Be able to alter your size by half your body weight. You can shrink in size to about that of a large rabbit or small fox, or increase your size to that of an extremely large wolf. Users can only change their size for short amounts of time due to the stress the change puts on their organs (meaning you can't walk around being large all the time). The time one is able to shift their size depends on tier.
- Telepath-- Ability to communicate to others using the mind. It can be used to confuse enemies or warn friends. These communications can be as images, feelings or words. If the receiver of the signal focuses then the telepath can mildly sense their reply. This power is weakened by distance, a inexperienced telepath must be very close to communicate, while a more experienced wolf can be a longer distance.
- Venom-- This power comes through the bite of the user. While you are immune to your own venom, those who are bitten are plagued with numbness and pain around the flesh, lack of energy, and emotional distress. Higher tiers produce stronger effects.
- Vibration-- ability to vibrate particles through the air, land, or water. Solid objects are easier to vibrate than nonsolid ones. Vibraton causes a resulting shock wave that can cause injury to anything caught in it's path. Broad shock waves are less powerful than narrow, concentrated ones. This power is difficult to master and usually only wolves above tier III can successfully hit their target 70% of the time.
- Voice-- Your howl or speech can alter the moods and actions of others. It can calm a fight, stir one up, or put others to sleep. This is like an advanced Empath which is vocal instead of mental. Tier strength determines the effect and how far away the effect will carry. Voice cannot be directed at one specific individual if many wolves are present.
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| Wolf's Requiem |
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Administrative Account

Group: Offical Account
Posts: 0
Member No.: 1
Joined: 26-May 06

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Reflection
the origins of Reflection
Reflection originated from a mystical amulet, now known as the Amulet of Reflection, that Narsha presented to the leader of his most devout group of followers. The amulet allowed the wearer to grant anyone he deemed worthy with the power of reflection; however, during a great battle, the reflective wolves used their powers in an attempt to sheild Narsha from Alsana's magic. The reflectives were severly overpowered by the goddess, and only their leader - a female named Narcius - survived.
Eons later, the amulet reemerged in the Celestial Glacier where the ghost of Narcius appeared. With the last of her energy, Narcius told the wolves of the power of reflection and disappeared. The amulet released its energy on several of the wolves nearby, losing all its former power. The amulet now serves little purpose and has become an iconic symbol of the reflective wolves, rather than being a tool of power.
Definition
what is Reflection
Unlike the mimic power, reflection is far more dangerous and coveted. Mimic wolves conciously control and choose to use any power that another wolf nearby possesses. Reflection may only be used if another wolf has already used his power.
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Mimic Example: Wolf 1 shoots a fireball at Wolf B. Wolf B dodges the attack and copies the power by shooting another fireball back at Wolf 1.
- Reflection Example: Wolf 1 shoots a fireball at Wolf B. Wolf B reflects the power, turning the original fireball back at Wolf 1.
Reflectives can choose to use their power to protect themselves from harm or they can use it to protect others in the same way. Though Reflection is a powerful type of magic, it does not make a character invinsible to other magic. Remember, a wolf's magical strength depends on the teir. Example: Wolf 1 is a tier V fire elemental. Wolf B is a tier II reflective. Wolf B can only reflect part of the firebal and must dodge the rest of the attack or be burned.
Bloodlines
the legacy of Reflection
Reflection is passed on through blood from parent to offspring. When a new pup is born, the pup can be a reflective or a carrier. Reflectives have no other powers except reflection. Carriers do not have the reflection power, but carry it in their blood - so that their children may or may not possess the reflection power in the future. Due to it's powerful and unique nature, wolves with this power are not able to possess any other power.
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| | Legal Notice | Wolf's Requiem founded on March 27th, 2005 by Korin Xyla. Wolf's Requiem is currently owned by C. Flynn. All text, images, html, graphics, content, etc. are copyrighted to individual owners. Do not reuse without permission. Current Version: Dark Storm skinned by Korin.

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| Nugget says, "
Her eyes shifted from side to side, looking at stones stacked together, vines hanging from trees. What caught her eyes was the stones. Why were they like that, she had never seen anything like it before...
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