The Abilities and what they do:
(This is very much a work-in-progress)
Fear:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Earth:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Electricity:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Fire:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Water:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Ice:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Snow:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Sound:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Wind:
1: Slight gust from the mouth
2:
3: Capable of a strong breeze now from blowing
4: Passive Overall speed boost
5:
6: Speed boost increases
Razor Wind strike is useable.
7:
8: Speed boost increases
9:
10: Speed boost is at maximum. VERY fast now.
Healing:
1: Can heal bruises and very small scratches
2: Small cuts
3:
4:
5:
6: Healer's body starts to automatically regenerate and heal at an accelerated rate.
7:
8: Regeneration rate increases, making wounds stay for only a short time-period.
Resurrection: 10% chance of success. Needs to be within 10 minutes. Involves kissing the one to be revived.
9: Resurrection: 15% success chance. Within 3 hours.
10: Regeneration speeds up even more, making minor wounds pointless and even loss of limbs can be healed given a few minutes.
Resurrection: 30% success chance. Before the body is cold.
Light:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Darkness:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Shadow:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Poison:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Acid:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Metal:
1: Can manipulate traces of metal.
2: Can manipulate larger pieces of metal.
Able to detect different types of metals that are very close by.
3: Can move chunks of metal materials around.
4: Traces of metal form between the scales, giving a very light defensive boost.
5: The user can form metal armor over their claws, reinforcing their claws and doing more damage with attacks involving them.
Metal-sensing ability upgrades, so they can detect metals in a larger range. It's also easier to tell metals apart.
6: The metal spreads so it's over the scales instead, providing more defense and becoming a little heavier.
The user can form spikes on their back out of metal, providing a defense that can hurt enemies.
7: Spike defense gets stronger and the spikes are bigger, causing more damage. The user can easily do a lot of damage just throwing themselves at the enemy.
8: The Metal on the user thickens into harder armor, becoming even heavier and providing even more defense.
Metal-sensing ability upgrades further, so metals can be detected from very far away. Common metals are very easy to tell from rarer materials.
9: All metal the user wears or uses becomes weightless to them. They still weight as much as the metal would dictate... they just move as if they aren't so burdened.
10: Body armor becomes extremely hard and heavy, making it difficult to pentrate.
Spike Defense becomes even bigger and harder.
Metal-detection becomes strongest, allowing detection in a large area. It's extremely easy to tell metals apart, even from far away.
Truth: (Resistance equals level; so level 2 in Truth= Level 2 Resistance to Truth)
1: Can make others state facts. Just common-facts and unhidden truths, such as most names.
2: Can precieve level 1 secrets (minor secrets: childish shames and very minor crimes such as getting caught stealing cookies from the jar, or surprises they were going to share soon).
3: The right question can now force out level 1 secrets.
4: Can now precieve Level 2 secrets (More personal secrets: disliked names, minor features about self or others.)
5: Right questions can force out Level 2 secrets now.
6: Can now precieve Level 3 secrets (Deeper secrets: Hidden family/friends, minor crimes, past shames)
7: The right question can force out level 3 secrets now.
8: Can precieve Level 4 secrets (Dark secrets and stuff the keeper is trying hard to hide: Major crimes, recent shameful activities they're trying to hide.)
9: The right question can force out level 4 secrets.
10: Can precieve Level 5 and 6 secrets (Secrets of the deepest sort: holder tends to avoid the subject of them and stick to their lies about them like the lies are truth.)
(Level 6: no amount of evidence towards the truth will get them to admit their secret. It is a secret they will only ever share voluntarily and even then, they will be cryptic about it)
Can also force Level 5 secrets out with the right question, but the question will likely have to be VERY specific.
Vital Sense:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Null:
(This one needs some more development and thought. The following are what rules Kiba has laid out so far for it.)
I'm kinda thinking not if his allies take on the effect too.
And let's say... And power whose level is equal to or less cannot be activated.
BUT if an ability is even ONE level above the Null ability, it can still be activated to it's full effect.
Also... At level 10, Null can still lock down level 10 abilities.
The only way to get through this, though, it to have at least 3 resistance in Null and have a Level 10 ability.
Also, let's go back to saying both abilities are at level 5.
The user at least needs 1 resistance in Null to be able to use their level 5 ability powers at that point, but their effects are dramatically nulled out unless they have at least 5 res.
(This is very much a work-in-progress)
Fear:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Earth:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Electricity:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Fire:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Water:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Ice:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Snow:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Sound:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Wind:
1: Slight gust from the mouth
2:
3: Capable of a strong breeze now from blowing
4: Passive Overall speed boost
5:
6: Speed boost increases
Razor Wind strike is useable.
7:
8: Speed boost increases
9:
10: Speed boost is at maximum. VERY fast now.
Healing:
1: Can heal bruises and very small scratches
2: Small cuts
3:
4:
5:
6: Healer's body starts to automatically regenerate and heal at an accelerated rate.
7:
8: Regeneration rate increases, making wounds stay for only a short time-period.
Resurrection: 10% chance of success. Needs to be within 10 minutes. Involves kissing the one to be revived.
9: Resurrection: 15% success chance. Within 3 hours.
10: Regeneration speeds up even more, making minor wounds pointless and even loss of limbs can be healed given a few minutes.
Resurrection: 30% success chance. Before the body is cold.
Light:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Darkness:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Shadow:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Poison:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Acid:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Metal:
1: Can manipulate traces of metal.
2: Can manipulate larger pieces of metal.
Able to detect different types of metals that are very close by.
3: Can move chunks of metal materials around.
4: Traces of metal form between the scales, giving a very light defensive boost.
5: The user can form metal armor over their claws, reinforcing their claws and doing more damage with attacks involving them.
Metal-sensing ability upgrades, so they can detect metals in a larger range. It's also easier to tell metals apart.
6: The metal spreads so it's over the scales instead, providing more defense and becoming a little heavier.
The user can form spikes on their back out of metal, providing a defense that can hurt enemies.
7: Spike defense gets stronger and the spikes are bigger, causing more damage. The user can easily do a lot of damage just throwing themselves at the enemy.
8: The Metal on the user thickens into harder armor, becoming even heavier and providing even more defense.
Metal-sensing ability upgrades further, so metals can be detected from very far away. Common metals are very easy to tell from rarer materials.
9: All metal the user wears or uses becomes weightless to them. They still weight as much as the metal would dictate... they just move as if they aren't so burdened.
10: Body armor becomes extremely hard and heavy, making it difficult to pentrate.
Spike Defense becomes even bigger and harder.
Metal-detection becomes strongest, allowing detection in a large area. It's extremely easy to tell metals apart, even from far away.
Truth: (Resistance equals level; so level 2 in Truth= Level 2 Resistance to Truth)
1: Can make others state facts. Just common-facts and unhidden truths, such as most names.
2: Can precieve level 1 secrets (minor secrets: childish shames and very minor crimes such as getting caught stealing cookies from the jar, or surprises they were going to share soon).
3: The right question can now force out level 1 secrets.
4: Can now precieve Level 2 secrets (More personal secrets: disliked names, minor features about self or others.)
5: Right questions can force out Level 2 secrets now.
6: Can now precieve Level 3 secrets (Deeper secrets: Hidden family/friends, minor crimes, past shames)
7: The right question can force out level 3 secrets now.
8: Can precieve Level 4 secrets (Dark secrets and stuff the keeper is trying hard to hide: Major crimes, recent shameful activities they're trying to hide.)
9: The right question can force out level 4 secrets.
10: Can precieve Level 5 and 6 secrets (Secrets of the deepest sort: holder tends to avoid the subject of them and stick to their lies about them like the lies are truth.)
(Level 6: no amount of evidence towards the truth will get them to admit their secret. It is a secret they will only ever share voluntarily and even then, they will be cryptic about it)
Can also force Level 5 secrets out with the right question, but the question will likely have to be VERY specific.
Vital Sense:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Null:
(This one needs some more development and thought. The following are what rules Kiba has laid out so far for it.)
I'm kinda thinking not if his allies take on the effect too.
And let's say... And power whose level is equal to or less cannot be activated.
BUT if an ability is even ONE level above the Null ability, it can still be activated to it's full effect.
Also... At level 10, Null can still lock down level 10 abilities.
The only way to get through this, though, it to have at least 3 resistance in Null and have a Level 10 ability.
Also, let's go back to saying both abilities are at level 5.
The user at least needs 1 resistance in Null to be able to use their level 5 ability powers at that point, but their effects are dramatically nulled out unless they have at least 5 res.