nookiepowered: (Default)
Bo Jones. Or maybe Dennis. ([personal profile] nookiepowered) wrote in [community profile] fhplotterywheel2011-09-26 01:15 pm
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Character Abilities Tally!

Hey, guys!

For everybody's convenience, for both BDEs and personal plots, we try to keep a running list of the various abilities possessed by FH characters; the last time we did this was in January, so three runs of newbies later seemed like a good time to catch up.

If you ever find yourself saying, "Hey, I need a magic user/archer/ninja/dork who has all the dialogue to Galaxy Quest memorized," this list of powers is meant to be there for you to take a look at. It's not mandatory; it just gives everybody a better reference when they're looking for people to help out with plots, and hey, might get your character roped into something fun!

Here's how we deal with updating this baby!


  • All of the previous posts have been compiled into a spreadsheet that you can always head over to check; it's linked on the FH community info page.

  • This post only needs to be filled out for new characters, or if you have a correction/update for your older ones. If your stuff is listed over on the spreadsheet and nothing's changed, there's no need to fill out that category again. (And my poor aging eyes will love you because it's one less cell to update on a seven-page spreadsheet.)

  • Anything that is

    a) a canon power or ability of your character, or
    b) a skill/ability developed during their time in the game

    and could be used in a plot in some way, please list below in the correct thread. This is for all character types - students, teachers, townies and alumni/expats - and covers everything, not just the wacky powers. We also appreciate yer fighting, research, weapons, support skills and ability to speak Tev'Meck.


  • The categories focus on "what can you do" instead of worrying about whether that's a magic or mutant or species-specific ability. So wacky powers are broken into spellcasting, psionic powers, and superhuman physical attributes, and non-wacky powers are divided into weapons, fighting, support, and miscellaneous (aka "It doesn't seem to fit in any of those groups, but dammit, you need to know that my character can do it!")




Thank you so much in advance for taking the time to do this!

[Wait for the OCD or NO CUPCAKES. OCD up, cupcakes for all!]

Re: Psychic/Psionic Abilities

[identity profile] cataclysmicluck.livejournal.com 2011-09-27 03:17 am (UTC)(link)
Modifying Zayne's stuff a little too:

Standard Jedi package: telekinesis, empathy, mindtricks, and the occasional vision.

His telekinesis and empathy are decent. He's actually pretty talented with mindtricks. He can't induce visions, but when the Force wants to show him something, it shows him with a powerful vision.

But what sets Zayne apart is the special effect of a learning disability with the Force. Whenever he uses the Force to affect an outcome, whether intentionally or subconsciously, he knocks the Force out of whack and it needs to create additional outcomes to stabilize. This means that wildly improbable things tend to happen around Zayne, often resulting in property destruction, awkward meetings, and sudden death for anyone who tries to kill him. Now that Zayne knows about this disability, he can use it to stack the odds in his favor. He can prepare for the destruction that comes with good things, and he can rely on a well timed miracle when things are looking bleak.