Post by Nekomata on May 10, 2011 22:55:49 GMT -5
Ability Guidelines
All Clan cats are granted by StarClan one of nine abilities that correspond to their Clan. These abilities will be given when a leader calls upon his or her ancestors in the Warrior Ceremony. When a Deputy becomes a leader, his ability strengthens. When a Leader uses a life, he gains another one of his clans abilities, though his or her original ability will remain the strongest.
Guidelines
- Cats, except for leaders, may only have one Ability
- Abilities must correspond to the cat's clan.
- Abilities are often unlocked when a cat is turned into a Warrior.
- Abilities can be unlocked in very stressful situations.
- One ability can not be used to do what another ability is capable of (e.g. A cat with Fire Meld can't use his ability to set their coat on fire, like Fire Coat)
- Half Clan cats will often be capable of learning two types of abilities, however, StarClan will only unlock the abilities that correspond to the Clan the Half-Clan cat is current in. (In order to protect the parents and the Child.)
- Half Clan cats can activate their other abilities in stressful situations.
- Leaders will gain another ability for each life they lose.
- The original ability of a leader will always be his or her strongest.
- Non-Clan cats may learn abilities, but only through special circumstances.
Ability List
Fire
1. Fire Meld - Can manipulate fire (Cannot summon fire though, not immune either.)
2. Heat Shift - Can raise temperatures (Also create mirages like this if the weather is cool.)
3. Fire Proof - Does not get hurt by fire
4. Heat Proof - Unaffected by high temperatures.
5. Smoke Breath - Can breath in smoke with minimal damage
6. Smoke Phase - Can turn into smoke. Can be used to suffocate, but reduced speed, vulnerable to wind, and cannot attack.
7. Light Fur - Can make blinding lights
8. Fire Sight - Can see signs in flames? (Common Med. Cat ability)
9. Fire Coat - Can coat self in fire (Will sustain damage though. - No, fur wouldn't be burned off... just, well... painful?)
Water
1. Dry Fur - Fur will not get wet if the cat doesn't want to get wet. (Wet fur - reduced speed and more weight.)
2. Water Breath - Can breath for longer periods of time underwater
3. Water Phase - Can turn into water and soak enemies or hide in water. Slower speed, cannot remain in such form for long due to the need of oxygen.
4. Wet Fur - Can make pelt soaked - increases weight (harder to knock over), resistance to fire, reduced speed
5. Water Meld - Can manipulate water to some extent.
6. Water Sight - Can see signs in water (Common Med. Cat ability)
7. Water Step - Can walk on more-less calm water.
8. Cool Shift - Can lower temperatures. (Also create mirages like this.)
9. Mist Coat - Can create a concealing mist
Earth
1. Leaf Touch - Can grow plants with more ease.
2. Earth Meld - Move small chunks of earth
3. Stone Fur - Body hardens - Really high defense, but no mobility.
4. Leaf Guide - Can manipulate plants to some extent
5. Earth Sight - Can see signs in the earth, mud, etc. (Common Med. Cat Ability)
6. Night Eyes - Can easily see in dark places (like caves)
7. Earth Nose - Makes it easier to find Herbs and such
8. Earth Fur - Can change fur color to match surroundings
9. Light Step - Will not fall into quicksand, earth pits, etc.
Air
1. Wind Meld - Can manipulate wind to some extent.
2. Air Fur - Can vanish into thin air, cannot move fast or will become visible again.
3. High Leap - Can jump and leap much greater distances/heights.
4. Silent Foot - Can be soundless when walking/running
5. Air Phase - Can go through organic matter
6. Float Step - Can levitate/float a few inches from the ground. (Reduces speed)
7. Sky Sight - Can see signs in the clouds (Common Med. Cat Ability)
8. Tail Wind- Great speed boost if the wind is behind the cat
9. Whisper Wind - Can send messages on the wind