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In our supernatural world, each race possesses unique powers that are exclusive to them. The available races are Angels, Demons, Fae, Vampires, Shifters, and Witches, Hybrids, Enigma and Humans.
Each player is able to choose up to eight abilities for their character upon starting the game. You will have the ability to learn other powers later on as the game progresses. There will be two different ways that your character can progress and achieve more powers. Securing an Enigma to serve as your 'teacher' and to either willingly or unwillingly grant their abilities or the abilities of someone else to your character, or by deciphering one of the Tomes of Knowledge that will be granted during the course of the story.

Humans
Humans are a central part of any supernatural game, and Apocaleptika is no exception. In this game, players take on the role of humans fighting against the forces of darkness in a post-apocalyptic world. As they navigate through the game's challenges, they must rely on their human instincts and abilities to survive. Whether it's using their wits to outsmart their enemies or their physical strength to overpower them, humans are the key to success in Apocaleptika. So if you're looking for a game that puts front and center in the battle against evil, Apocaleptika the perfect choice.
Base abilities: Humans are varied and there are many abilities they have and use in daily life. These abilities are listed below in the spoilers. Note that these abilities are also available for the creation of Otherkin (supernatural) characters.
Human weaknesses: Humans are mortal, not as strong as their Otherkin counterparts, and they are currently treated as property of the state.
Low Humanity: you are an evil person and can’t have high humanity. Works as a requirement.
High humanity: you are a good person and can’t have low humanity. Works as a requirement.
Exorcize evil spirits: The ability to drive any evil spirit out of a possessed person. Requires High humanity.
Exorcize non-evil spirits: The ability to drive any non-evil spirit out of a possessed person. Requires Low humanity.
Summon Demon is the ability to call a demon to yourself. You do not gain control over them. Requires Low humanity.
Summon Angel: is the ability to call an Angel to yourself. You do not gain control over them. Requires High humanity.
Summon Fae: The ability to call a Fae to yourself. Fae are not easy to communicate with and they often communicate in riddles when they do give the answers to problems and other information that is sought.
Summon Enigma: The ability to call an otherkin known as Enigma to yourself. You do not gain control over them. Enigmas are varied so it's impossible to known who will answer this call.
Poison Handling: the ability to use and create one type of poison, that affects both Otherkin and humans, without being affected by it. Can be acquired multiple times.
Creation of potions for healing and protection against Otherkin. One type of Potion per Ability Slot.
Protection vs. Good: Requires High or Low humanity, choose one ability that can be used by angels, your character gains immunity to it when an angel uses that ability on them. Can be acquired multiple times. You cannot have Protection vs. Evil at the same time as this power.
Protection vs Evil: Requires High or Low humanity, choose one ability that can be used by demons or vampires, your character gains immunity to it when a demon or vampire uses that ability on them. Can be acquired multiple times You cannot have Protection vs. Good at the same time as this power.
Protection vs Nature: Requires either High or Low humanity, choose one ability that can be used by shifters or Fae, your character gains immunity to it when a Shifter or Fae uses that ability on them. Can be acquired multiple times.
Iron will: Your character has a resilient mind that is not easily influenced by powers such as dominate, or others that are meant to mentally control them.
True Faith: The ability to wield items of Faith or Anti Faith and use them as a weapon, Requires either High or Low humanity respectively.
Hunter Mastery: Your character is well trained in combat versus a specific species. Whether this is Vampire, Shifter, Witch, Angel, Demon, or
Fae, they are formidable opponents for these Otherkin.
Magnetism: The ability to be enticing to the Otherkin, to where they are drawn to the character like a magnet. The Otherkin find them more desirable for sex, feeding, or just to be around.
True Sight: The ability to determine that someone is Otherkin simply by looking at them. It is impossible to tell this on sight without this ability.
Servant of the otherkin: choose one otherkin race, that race can’t cause you any direct harm as long as you serve them. Can be acquired multiple times.
Empathic: the ability to read the emotions of other people.
Originator: The ability to allow an Otherkin to have Otherkin Offspring. The Originator doesn’t have to be involved in the coupling, they just need to be present. Without this ability Otherkin can only have human children.
- The Otherkin can tell an Originator by sight alone, allowing them to hunt down and find Originators more easily. Humans cannot tell an Originator just by looking at them however, even if they have the power to tell Otherkin on sight.

Angels
In Esoterica's Apocaleptika, where supernaturals reveal themselves to humans and subsequently aim to govern them, the character of angels takes on a profoundly distinctive and mysterious role. Unlike the conventional perception of angels as celestial beings of purity and benevolence, Apocaleptika presents a wholly unconventional interpretation. This reimagining of angels challenges established norms, providing an intellectually stimulating exploration of the dual nature of supernatural beings and their roles in a world teetering on the precipice of transformation.
Base Supernatural Abilities: wings, angelic appearance that can be hidden
Supernatural Weaknesses: Symbols of anti-faith, demonic sigils, iron
Exorcism: the ability to drive any spirit out of a possessed person.
True resurrection: the ability to raise someone else from the dead.
Ascension: The ability to travel to heaven, taking one person along with you for the ride.
Slumber: The ability to cause someone to collapse into unconsciousness for a period of time.
Light form: transform yourself into light, making you temporarily invulnerable.
Tangible illusion: the power to create an illusion which seems completely real to the one who sees it.
Confessor: The ability to cause great contrition in a target, to the point where they become physically ill from regret, immobilized, or unable to attack.
Childless: the ability to curse someone and make them barren.
Cure wounds: these individuals have the ability to heal those that they physically touch.
Flash freeze: These angels have the ability to stop others with a blinding light.
Celestial weaponry: These angels have the ability to summon weapons out of nowhere and, given enough time, to craft unbreakable weapons
Break Curse: can undo the effects of any one ability you choose. Can be acquired multiple times
Safeguard: The ability to make someone else Invulnerable.
Medium: the ability to speak with the dead.
Sanctify: these angels have the ability to sanctify one place, no harm can be done within such a place.
Immortal: the character cannot be killed. They can still be damaged and knocked unconscious for undefinity time.
Invisibility: the ability to turn invisibility, can't be perceived with normal sight.
Armored skin: the ability to ignore damage from attacks that are not specifically made against them (i.e.potions, unholy weapons). Requires ignore pain.
Divination: The ability to tell the future in the form of omens and prophecies Your character can attempt to change the future that they have seen, but this may or may not be possible.
Forbiddance: the ability to forbid one course of action from a target.

Demons
Base Supernatural Abilities: demon pact (grant one ability to another character for as long as they serve the demon), demonic appearance that can be hidden
Supernatural Weaknesses: Symbols of faith, angelic sigils, iron
In Apocaleptika, demons serve as powerful symbols of the darker aspects of the human psyche and the lurking threats in the shadows. Their mysterious origins, supernatural abilities, and complex roles enrich the fictional world. As readers and viewers explore Apocaleptika, they confront their own fears and desires while battling these malevolent forces. These demons aren't just villains; they mirror the intricate facets of human nature and our world.
Depravity: the Power to induce lust in someone else.
Demonic possession: the ability to possess someone else.
Down to hell: the ability to travel to hell, and take someone along with you.
Shadow form: the ability to transform into a shadow and become invulnerable for a short period of time.
Shadow Illusion: the power to create an illusion which seems completely real to the target.
Confessor: The ability to cause great contrition in a target, to the point where they become physically ill from regret, immobilized, or unable to attack.
Childless: the ability to curse someone and make them barren.
Torture: these individuals have the ability to cause pain and torment to those they physically touch.
Nightmare the ability to put those they touch into a nightmare plagued sleep.
Darkness: these individuals have the ability to envelop others in dark shadows.
Bait: These individuals have the ability to cause temptation that most are unable to resist.
Demonic weaponry: These individuals have the ability to summon weapons out of nowhere and, given enough time, to craft unbreakable weapons.
Bilocation: the power to be in two places at the same time. Can be acquired multiple times
Camouflage: the ability to remain invisible, silent and untraceable to all senses. You cannot attack or move while in this state.
Domination: the ability to take control of another character. Requires Command.
Shadow puppets: the ability to animate shadows and give them physical strength.
Shadow meld: the ability to meld into the darkness.
Immortal: the character cannot be killed. They can still be damaged and knocked unconscious for undefinity time.
Armored skin: the ability to ignore damage from attacks that are not specifically made against them (i.e.potions, holy weapons). Requires ignore pain.
Hellraiser: the ability to briefly open a chasm that leads to and from hell. Requires low humanity and the ability to take someone to hell.

Fae
Base Supernatural Abilities: deceiving nature (choose one ability that detects or grant information about you, you have protection against it and can also give false information to the person who that used it)
Supernatural Weaknesses: Symbols of faith and anti-faith, angelic and demonic sigils, iron
In the mystical world of Apoceleptika, where supernatural beings and entities coexist, the Fae stand out as enigmatic and intriguing creatures. Fae, often known as the Fair Folk, represent a significant aspect of the supernatural tapestry in this realm. Their role in the affairs of the supernatural is defined by their inherent neutrality, a characteristic that sets them apart from many other supernatural entities
Faery ward: the ability to trap anyone that steps into a prepared ring for a period of time.
Delicacy: The ability to trap someone who has eaten food you have prepared into a trance.
Traveler fairy: The ability to travel to the Faerie Realm, and to take one person along with you for the ride.
Dusty form: transform yourself into a Cloud of Faerie Dust, making you temporarily invulnerable.
Tangible illusion: the power to create an illusion which seems completely real to the one who sees it.
Slumber: The ability to put someone you touch into a deep nightmare filled with slumber.
Uncontrollable laughter: The ability to make something sound completely hilarious, to the point where the amusement is debilitating to the target, causing them to eventually become sick and unable to attack.
Childless: the ability to curse someone and make them barren.
Faery size: The ability to shrink into a tiny sized version of yourself.
Flash freeze: the ability to stop others with a blinding light.
Faery weaponry: the ability to create magical projectiles such as bullets and arrows.
Commune with nature: The ability to sense the conditions of the land around the individual Fae. This gives the Fae knowledge of the needs of the land so they can help the land grow.
Trickster chant: the ability to speak in riddles which give the person hearing them headaches and pain for a short period of time as they feel compelled to find an answer. It lasts until they either answer the question, or until an hour has passed whichever comes first.
Summon: choose one type of creature you can summon. You don't gain control over summoned creatures unless you have another ability to do so. Can be acquired multiple times.
Child swap: The ability to replace human children with the offspring of the fae, leaving a Changeling behind.
Invisibility: the ability to turn invisible, can't be perceived with normal sight.
Fairy dust: the ability to temporarily affect another individual with one of your abilities. Can be acquired multiple times.
Antigravity: A Fae is able to hover above the ground for a short duration of time, or use magic to make their own weight lighter so that movement such as jumping and climbing is easier and more nimble. Antigravity uses a mid-sized amount of a Fae’s.
Mask of the beasts: the ability to manifest animal appendages or characteristics of one animal. Can be acquired multiple times.
Control elements: choose one element, you can control that element while within your line of sight. Can be acquired multiple times.

Vampires
Base Supernatural Abilities: blood feeding, faster healing once they have fed on blood.
Supernatural Weaknesses: Silver, Witch Blood, Werewolf’s Bite, Sunlight, Stake through the heart
In Apocaleptika, vampires are unyielding in their quest for total control, often clashing with other races, especially demons. Their insatiable thirst for power and reluctance to cooperate with others have led to a perpetual feud. Vampires' desire for autonomy and manipulation puts them at odds with demons, creating an enduring struggle for supremacy in this post-apocalyptic realm. This rivalry, fueled by mistrust and territorial instincts, ensures that Apocaleptika remains a battleground where these immortal beings vie for dominance.
Domination: the ability to take control of another character. Requires Command.
Reverie: The ability to cause someone to wander aimlessly, not able to find where they are actually heading.
Mist shape: the ability to turn into mist.
Meld Into the earth: the ability to meld with the walls or the ground.
Blood extraction: The ability to feed from a target with a single touch.
Bat shape: the ability to turn into a bat, granting flight to the vampire.
Blood addiction: the ability to make another character addicted to your blood, or to feed from you, to the point where they will become sick without it.
Poison Claws and Fangs: The individual possessing this power has a poisonous scratch and bite that will debilitate the target.
Creatures of the night: the ability to summon nocturnal animals.
Feed Regeneration: the ability to self-heal immediately but only after feeding from another character.
Blood healing: the ability to heal others with their blood.
Improved Regeneration: Most vampires heal in a matter of days to weeks, but these vampires can heal in a matter of hours.
Inflict wounds: These vampires are able to cause flesh wounds without actually touching a target.
Hemophilia: These vampires are able to keep others from healing properly with just a touch.
Wither: the ability to feed from the energy within plants, causing them to wither and die, or conversely, taking your own energy to renew dying plants causing flowers to bloom and plants to flourish.
Shadowwalk: the ability to meld into the shadows.
Hyper Reflexes: the ability to dodge bullets and other projectiles.
Lightning Strike: the ability to always hit your target when you attack.
Shadow illusion: the power to create an illusion which seems completely real to the one who sees it.
Vampire spawns: the ability to summon undead.

Shifters
Base Supernatural Abilities: transform into one kind of animal, supernatural sense: smell (you can replace smell for another sense that fits better your chosen animal like sight for eagle shifters or hearing for werebats)
Supernatural Weaknesses: Silver, Witch Blood, Vampire’s Bite, Moon madness
Shifters, once Earth's guardians, now find themselves transformed into rulers of humanity. This shift requires them to adapt from their traditional role of protecting the environment to governing human societies. Balancing their natural abilities with diplomacy and strategic thinking, Shifters navigate this transition, shaping our shared future while honoring their traditions.
Animal shifting: the ability to transform into another kind of animal. Can be acquired multiple times.
Monstrous shifting: The ability to transform into an animal form that is twice the size of the normal animal form that one normally does.
Hunting Ground: the ability to trap someone within your territory, causing them to hit an invisible wall when they try to leave.
Spirit shifting: the ability to transform into the ethereal form of one animal or chimera form your character shifts into. While in this form, your character cannot be harmed but they cannot attack either, only move and travel in this form.
Commune with the land spirits: the ability to speak with and learn the future from Earth Spirits.
Devour knowledge: the ability to gain knowledge from an animal or person whose flesh you have consumed.
Ancient shifting: The ability to transform into an Animal Form that is Extinct.
Poison blood: the ability to poison those who drink their blood, causing fever and flu-like symptoms to those who consume it.
Poison Claws and Fangs: The individual possessing this power has a poisonous scratch and bite that will debilitate the target.
Camouflage: the ability to remain invisible, silent and untraceable to all senses. You cannot attack or move while in this state.
Scentless: the ability to remain undetectable by scent.
Elemental breath: choose an elemental, you have the ability to inhale such element and use it as a weapon.
Hunter’s trap: the ability to trap anyone that steps into a prepared trap for a period of time.
Unnatural Speed: these creatures have the ability to wield super speed far beyond other Shifters.
Rabid frenzy: the ability to fill someone with rage or madness.
Animal lord: the ability to summon animals.
Mask of the beasts: the ability to manifest animal appendages or characteristics of one animal that you can transform into. Can be acquired multiple times.
Hyper Reflexes: or the ability to dodge bullets and other projectiles.
Lightning Strike: the ability to always hit your target when you attack.
Chimera: the ability to mix different forms into one, either 2 animal forms or one animal form and your regular form to turn into a hybrid.

Witches
Base Supernatural Abilities: witches’ brew (can create one type of potion, either healing or protective)
Supernatural Weaknesses: Iron, Belladonna, they need to speak to cast spells, having at least one free hand to cast spells, spells require time be cast
In the world of Apocaleptika, mages wield extraordinary power over the elements, but they are deeply mistrusted. Their primary allegiance is to their fellow mages and the pursuit of personal power, leading to secretive cabals and covens. This exclusivity fuels fear among the populace, as they question whether these enigmatic individuals will protect or endanger their world in their relentless quest for arcane mastery.
Improved teleportation: your teleport ability now includes any place or any time that you wish. Requires a teleport ability.
Immovable: the ability to become invulnerable. You cannot attack or move while invulnerable but you cannot be harmed either.
Divination: The ability to tell the future. Your character can attempt to change the future that they have seen, but this may or may not be possible.
Safeguard: the ability to make someone else Invulnerable for a brief period of time.
Time freeze: the ability to Alter Time by temporarily freezing everything around you. You can interact with people and your surroundings but cannot harm them.
Summon elements: choose one element, you can make that element appear out of nowhere within your line of sight. Can be acquired multiple times.
Control elements: choose one element, you can control that element while within your line of sight. Can be acquired multiple times.
Elemental barrier. This barrier both protects your character and then does damage to those who try to attack the character. It does not
harm those who mean you no harm.
Summon elemental. requires an elemental ability.
Unconquered: the ability to have otherkin children without the use of an Originator. Without this ability and without an Originator it is only possible to have human children.
Childless: the ability to curse someone and make them barren.
Control nature spirit: these individuals have power over elemental nature spirits and similar creatures. Requires an elemental ability.
Raise dead: The ability to raise someone else from the dead. You and the one brought back are left without energy for 3 days.
Medium: The ability to speak with the dead.
Undead mastery: These individuals have powers over the dead including vampires. Requires raise dead or Medium.
Animal mastery: these individuals have powers over animals, including those summoned by others, and Shifters. requires control over animals.
Mastery over heaven and hell: These individuals have powers over Demons and Angels. Requires having protection versus evil or good respectively.
Mastery over Enigmas: These individuals have powers over the Otherkin known as Enigma.
Exorcism: The ability to drive any spirit out of a possessed person.
Summon: choose one type of creature you can summon. You don't gain control over summoned creatures unless you have another ability to do so. Can be acquired multiple times.
Break Curse: can undo the effects of any one ability you choose. Can be acquired multiple times.
Cure wounds: these individuals have the ability to heal those that they physically touch.
Invisibility: the ability to turn invisible, can't be perceived with normal sight.
Hellraiser: the ability to briefly open a chasm that leads to and from hell. Requires low humanity and the ability to take someone to hell.
Ability concoction: the ability to temporarily grant one of your abilities to another individual. Can be acquired multiple times.
Forbiddance: the ability to forbid one course of action from a target.
Chastity: the power to cool off the lust and passions of someone for a temporary period of time. Makes it harder to get an erection or to get in the mood when under the influence of this power.

Hybrids
Base Supernatural Abilities: Hyrbids have one base supernatural ability from each of their blood inheritances.
Supernatural Weaknesses: Hybrids have one weakness from each other their blood inheritances.
In Apocaleptika, hybrids are exceptional beings, inheriting the diverse abilities and legacies of multiple races. Yet, they are perpetual outsiders, never fully embraced by any one group. Their existence embodies the fractured world they inhabit, a poignant reminder of the divisions that led to the apocalypse and a testament to the challenges faced by those who defy society's boundaries.
Enhanced Senses: Vampire Side: Night vision, heightened smell, and acute hearing.
Enhances Senses: Shifter Side: Shifter Side: Enhanced awareness of surroundings and animal instincts.
Hybrid Form: The ability to transform partially into an animal, into a Hybrid, Beast Man type form. The ability to turn into the actual animal is something a Hybrid does not posess however.
Rapid Regeneration: Rapid healing abilities, recovering quickly from injuries like a vampire, with some animalistic resilience. While thest traits from both species are present in a Hybrid, do keep in mind that healing takes longer for a Hybrid than for a Full Blooded Vampire or Shifter.
Animal Communication: Ability to communicate with animals and the ability to influence their behavior, which requires tapping into both sides of their nature, making eye contact with an animal, and then speaking to it, but additionally it requires either giving the animal a little of the Hybrids blood or having tasted the animals blood, or both.
Commune with the land spirits: the ability to speak with and learn the future from Earth Spirits.
Hunter’s trap: the ability to trap anyone that steps into a prepared trap for a period of time.
Unnatural Speed: these creatures have the ability to wield super speed far beyond mortals, but not as much as a full blooded Shifter would be able to move.
Devour knowledge: the ability to gain knowledge from an animal or person whose flesh you have consumed.
Frenzy: The ability to enrage and become stronger at the cost of intellect and the ability to make clear decisions. This helps you stay alive in the hear of the moment.
Daywalker: Your character has the ability to walk in the light of the sun unharmed. Full Vampires do not have the ability to do this.
Moon Freedom: The ability to ignore the Moon Madness that afflicts a Full Blooded Shifter. A Hybrid has control over themselves during a full moon.
Feed Regeneration: (Otherkin Blood) The ability to regenerate but only if one has consumed the blood of an Otherkin. Human blood does not work for Hybrids in this way.
Mindless Reverie: Make someone wander aimlessly by giving them the command to do so. This involves using the Hunters Ability to trap someone and the Vampires ability to tell them what to do in a new and unique way that a Pureblood cannot do.
Heightened Charisma: Natural charm and allure that can captivate or influence others, reminiscent of both vampires and charismatic animals.
Ability to project emotions onto others, inducing fear, calm, or attraction.
Calm heart: The ability to calm the emotional states of others, or to bring others out of a state of frenzy whether willing to or not.
Enhanced Healing: While a Hyrbid is not as strong as a Pureblood, they do heal at a faster rate than what a Pureblood Vampire or Shifter would.
Absorption: Absorb the attacks of others, strengthening your own attributes as you successfully ward off their attacks.

Enigma
Base Supernatural Abilities: The base abilities of the Enigma completely depend upon whether you choose the Path of Illusion, the Path of Creation or the Path of Destruction
Lord of Illusion: Project an illusion that seems completely real to the senses, except for the sense of touch. If a person actually touches the vision it will vanish instantly.
True Sight: The ability to see through illusions, and to tell whether someone is otherkin, what kind of Otherkin they are, and what powers that they possess.
Path of Creation
Creation Rites: The ability to actually turn an illusion into something real. This ability requires a human sacrifice, as bringing life into something is not something that can be done free of cost. This is a ritual and takes an hour to perform.
Canvas of Flesh: The ability to craft the flesh of others, melding together individuals, and even combing animals and humans making monsters out of the living.
Path of Destruction:
:
The ability to turn something real into an illusion. This does not include living people, although many people including Otherkin do not know this, as much misinformation has been spread about the Enigma, and many people believe that Enigma can actually wipe people from existence. Yet another reason Enigma are hated and despised.
Destruction Rites: The ability to utterly destroy something, including the very soul of a being. This is not used lightly by most Enigma, but it is the biggest reason that Enigma are hated and feared.
Supernatural Weaknesses: Enigma are always hunted, without exception.
In Apocaleptika, the enigma are societal outcasts with extraordinary powers, condemned to a life of isolation on society's fringes. Their unique abilities are seen as a curse, making them hunted and often killed or banished from the cities where they are feared as threats to order. Forced into the unforgiving outskirts, they must hide their powers to survive in a world that fears and loathes them. The enigma's existence serves as a haunting reminder of the price one pays for being different in a world ravaged by chaos and fear.
Mirror Image: Present a duplicate of yourself. This mirror image cannot attack or use any of your abilities, and will vanish if it takes any damage.
Immovable: the ability to become invulnerable. You cannot attack or move while invulnerable but you cannot be harmed either.
Shadow Form: The ability to transform into pure shadow. Your character is able to move in this state. Your character is able to use shadow abilities in this form, and does additional damage.
Camouflage: the ability to remain invisible, silent and untraceable to all senses. You cannot attack or move while in this state.
Endurance: the ability to ignore damage from attacks that is specifically made against them (i.e.potions, unholy weapons).
Ignore pain: The ability to ignore pain and to continue to attack and function in spite of any injury that occurs. Additionally, the ability to survive in extremes of temperature and enivronment.
Share the Pain: The Enigma is able to replicate Flesh wounds in their target after they have received them. This only works for cuts and lacerations, it will not work for elemental attacks. It has to be done while the target is in their line of sight, and cannot be done later.
Poison Blood: Your blood is a poisonous substance. While it does not necessarily have a foul taste, someone who drinks from you will always become sick from it unless they also have Poison Blood.
Poison Blade: The ability to make poisons from your blood, which can then be applied to your weapons.
Truth or Lies: The ability to tell whether or not someone is telling you the truth. IIt is impossible to lie to an Enigma, and this is part of the reason that the Enigma is so feared and reviled.
Power Steal: The ability to take the abilities of someone else. This can be accomplished only after damaging the other person in some way. This effect only lasts temporarily for the Enigma, and the return of the power to the one who originally lost it is not easy at all, requiring either that the individual the power has been stolen from performs a sacrifice, or that the Enigma is killed, reverting the abilities that have been stolen by the Enigma back to their original owners.
Bestow Power: The ability to grant one of your abilities to someone else. This can be done in many ways. A ritual that takes an hour to complete and requires both your blood and the blood of the person you are granting the abilities too. This bestowal of powers is permanent.
Supernatural link: choose another character, you have the ability to know where that person is and how they feel at every moment. You can also use your powers on them no matter the distance.
Thought reading: The ability to read the minds of other individuals.
Memory reading: The ability to read past memories, even those that have been blocked through trauma or with another power.
Eagle Sight: the ability to psychically project yourself to a distant place and see what is happening in that area.
Mask of many faces: the ability to change your basic appearance and gender.
Alternate feeding: The ability to feed on a single emotion such as lust, fear, anger, guilt, etc.
Protection: Your character is not affected at all by one ability, however as a trade off, choose one ability. The character has more vulnerability to that ability.
Dream traveler: Your character has the ability to enter someone’s dreams. They cannot attack someone in their dreams, but other powers can indeed be used.
