Power Skills

If you are interested in making a character that has supernatural powers, this section is for you.


While more common than in other regions, having supernatural powers in Ageos is not common. There is a limit of two characters with Power Skills per member. This does not apply to Power skill points, though; it only applies to Abilities. For instance, if you want a character with latent Aura power, but no specific manifestations of Aura, that character could have points in Aura, but only two can have actual Abilities with them.


Power Abilities use a “skill capacity” system. Every time you acquire a Power Ability, it takes up an amount of skill capacity equal to its cost, which is defined at the heading of each Ability. Your character’s maximum skill capacity is equal to the number of points in the appropriate Power Skill. This makes it impossible for a single character to have all the Abilities.


A Power Ability’s Skill Rank is equal to your overall Skill Rank in the Power Skill. If you are an Expert in Aura, all of your Aura skills will be at Expert level, for instance. Power Skills automatically upgrade every time you reach a new Skill Rank. Additionally, some Abilities have Skill Rank requirements before you can take them.


Your Power Skill can be named whatever you would like it to be and fluffed however you would like it to be, within reason. If your Power Skill is something that does not appear in the canon Pokémon world, such as Psychic or Aura, it will need Staff approval. Generally speaking, most sources of Power Skills will be approved unless it’s really far out there for a modern setting; even something most people would consider “magic” is something we would usually approve here.


When taking Power Abilities, try to respect the source of the Ability and flavorfully justify every Ability your character has. For instance, it would be difficult to justify Empathy through Ninjutsu, whereas Fire Manipulation through Ninjutsu is much more reasonable to expect. Limitations on the scope of a Power Ability, such as Telepathy with only feline Pokémon, are allowed and encouraged, and can make the difference on whether a Power Ability’s source is accepted or not.

Novice Power Abilities

Residual Tracking - Capacity: 2 points

Prerequisites: Second Sight


Residual Tracking is the ability to detect residue appropriate to one’s Second Sight, from a living creature that has passed through an area recently. It is similar to the methods used by those skilled in Survival, but using residue appropriate to one’s Second Sight instead of physical impressions. Like natural impressions, these tracks fade over time. While common among Aura Users, this can apply to any sort of Second Sight that leaves discernable impressions in the environment. In some cases, depending on what the character’s Second Sight is detecting, the time ranges depicted below may be shorter than what is listed below.

Novice: Hints of residue no more than an hour old become visible, but unless the user is familiar with their source, it will often go undetected.


Adept: Adepts can detect residue on objects, determining what objects the subject had interacted with in the last day or so. This requires familiarity with the signature being tracked, and the trail can be easily lost in densely populated areas.


Expert: Experts can detect residue that is several days old. They can also match an unknown signature with objects that drip the same signature, allowing tracking of even an unfamiliar target. They can also strain their Tracking to stay on the trail even through moderately-trafficked areas. Signatures do change over time, though, rendering old trails useless over time.


Master: Masters at can even sense the tiniest signatures for up to a week; as long as they have a strong reference to go by, they seldom miss their target. Maintaining the focus needed to track a signature more than three days old, or through a densely populated area, is so straining it can only be done once per month.


Superhuman: Those with Superhuman levels of Residue Tracking can even sense the tiniest signature for up to two weeks; even with a faint reference, they are nearly guaranteed to locate their target. Maintaining the focus needed to track an signature more than a week old, or through a densely populated area, is so straining it can only be done twice per month.

Second Sight - Capacity: 2 points

Prerequisites: None


Second Sight allows the character to have a second sense of sight beyond the physical. When sufficiently trained, this can effectively grant X-Ray Vision, Blindsight, or even augment one’s own natural vision. Second Sight can be at-will or always-on, requiring effort to turn off. While this is the most basic Aura power, it is not necessarily exclusive to Aura Users; almost any source of a Power Skill can have access to Second Sight, though it is typically limited to one particular type of vision, such as a Pyrokinetic having thermal vision.

Novice: Novice Second Sight users can only see beyond the physical while utilizing one’s natural vision as well. For instance, if the Power Source is Aura, this would allow the Second Sight user to see all living things’ Auras within eyesight. They will be able to see what their Second Sight picks up as glows of varying colors, which can interfere with normal vision if the second sense of vision is not easily controlled.


Adept: Adept Second Sight users can see around corners, through walls, and while blind (for instance, through a blindfold), though it will look blurry. The more things in direct line-of-sight, the blurrier the Second Sight becomes. Blindsight is limited to 50% of normal sight distance, is limited to shades of blue, and it can be difficult to discern anything but size and distance. Pure reliance on Second Sight can also be very misleading if something is obfuscating their actual size (typically a disproportionately-shaped reading based on what the user’s Second Sight is detecting, but can be other physical objects, as well.) By straining their Second Sight, at this level, one can expand their natural vision to 150% of normal, or expand their Blindsight to normal vision; distinct colors can also be recognized. This can allow them to recognize those who have a distinct signature, though telling apart unfamiliar or similar signatures can still be a challenge, if not impossible.


Expert: Second Sight Experts can easily see through a single wall as though it wasn’t there. Increasing numbers of walls makes vision progressively more blurry. At this point, most Second Sight users focus either on clarity or distance, either being able to see great distances or being able to see more clearly at shorter distances. With great effort, this vision can be briefly extended to double the average human sight range with the same clarity of normal vision. Color can now be distinguished, making it easier to defeat illusions that would otherwise confuse their second sight. Known signatures become easy to recognize from those of a crowd.


Master: Masters of Second Sight can see twice as far as normal vision with little effort, even with several walls or other obstacles in the way. It is now possible to commit specific signatures to memory after only seeing the subject a couple of times. At the risk of exhaustion, Master Second Sight Users can extend the range of their Second Sight up to a mile through solid obstructions.


Superhuman: Superhuman users of Second Sight can see three times as far as normal vision with little effort, even with several walls or other obstacles in the way. It is now possible to commit specific signatures to memory after only seeing the subject once. At the risk of exhaustion, Master Second Sight Users can extend their Second Sight up to two miles through solid obstructions.

Telekinesis - Capacity: 2 points

Prerequisites: None


Telekinesis is the ability to move and lift objects without physically touching them. Advanced telekinetics will often use their powers for everything they would use their hands for, but for novices, it is far more strenuous than simply using their hands. Telekinesis is typically a Psychic power, but does not necessarily have to be - something like a Martial Artist’s ki could have telekinesis within its scope.


Generally speaking, assume a character can comfortably lift the objects described within their Rank, and objects one Rank higher in short bursts.

Novice: Still in training, a novice Telekinetic could levitate a single Poké Ball or an object of similar size and/or weight for a minute or so, or bend a piece of dinnerware. Even this can leave one exhausted. Objects cannot be weaponized in any way.


Adept: An Adept Telekinetic could levitate objects about the same size and weight as a gallon-sized jug of milk. Living things can resist being forcibly moved. Focus may be split among up to five objects.


Expert: An Expert Telekinetic could lift objects about the same size and weight as a pushing lawn-mower. Living things can attempt to resist being moved, but may be overcome depending on the strength of the user’s and target’s will. Focus may be split among up to 10 objects.


Master: A Master Telekinetic can lift objects about the same size and weight as a sofa. Humans and human-sized Pokémon can be lifted into the air about half their height, or hurled into the air higher. A Master Telekinetic can also self-levitate to about half their height, but need to rest every half-hour or so. Living targets can attempt to resist, but are often out-willed in a matter of seconds. Focus may be split among up to 15 objects.


Superhuman: A Superhuman Telekinetic can lift objects about the same size as a solid-wood computer desk, and can lift objects as heavy as a small automobile for a brief moment, though it pushes their powers to their limits and often leaves the user exhausted afterward. Superhuman Telekinetics can lift humans and even large Pokémon up to twice the height of a human, and can hurl them into the air even higher. Superhuman Telekinetics can self-levitate up to twice their height for hours at a time, making them able to reach locations only normally accessible by Sea and Sky Ride Pokémon. Living targets can attempt to resist, but only Expert Telekinetics and up have even a remote chance to fend the Telekinetic off. Focus can be split among up to 25 objects.

Telepathy - Capacity: 4 points

Prerequisites: None


At its core, Telepathy is the ability to mentally communicate directly with and read the mind of another. Well-practiced telepaths can communicate with multiple people at once, though distance is the enemy of even the greatest telepaths. Communication is easiest over outdoor environments - the more objects, particularly walls and buildings, that are in the way, the harder communication becomes. This ability is most common in Psychics, though Psychics in particular often have trouble communicating with Dark-types. Psychics are usually the only broad telepaths; while other Power Sources may offer telepathy, it is typically limited in scope, such as to a specific elemental Type or a narrow range of Pokémon, such as canine Pokémon.

Novice: Novice Telepaths do not have proper telepathic abilities; instead, they are more synchronized with people and Pokémon than others are. They can read emotional states, but cannot yet communicate using words.


Adept: An Adept Telepath can carry on a mental conversation with Pokémon and humans that are both consenting and actively listening for mental messages. Telepathy with others is limited to surface thoughts. Communications can be maintained over roughly one city block, or two city blocks for up to a minute. They can communicate with up to 6 people or Pokémon at a time.


Expert: An Expert Telepath can communicate with their own Pokémon, as well as others’ Pokémon (wild or domesticated). Telepathy with humans is limited to those who consent, but active listening is no longer required. can include surface thoughts, or with a bit of concentration, can include deeper thoughts. Communications can be maintained over the length of an American football field. They can communicate with up to 10 people or Pokémon at a time.


Master: A Master Telepath can communicate with any Pokémon or human, whether willing or not. Humans and Pokémon who are aware their thoughts are being forcefully read can attempt to shut the Telepath out of their mind through a battle of wills. They can communicate across a half-mile of distance, and can communicate with up to 15 people or Pokémon at a time.


Superhuman: A Superhuman Telepath can communicate with any Pokémon or humans, whether willing or not. Humans and Pokémon who are aware their thoughts are being forcefully read can attempt to shut the Telepath out of their mind through a battle of wills, but the Telepath can often defeat even lesser-skilled Telepaths at such a contest. They can communicate across a mile of distance, and can communicate with up to 20 people or Pokémon at a time.

Adept Power Abilities

Empathy - Capacity: 4 points

Prerequisites: Adept Power Skill


Empathy is the ability to experience the emotions, and sometimes physical feelings, of others. For instance, an Empath may feel aches in their shoulder from a nearby person who has a dislocated shoulder. Stronger Empaths may be able to affect a target’s emotions through their own force of will. Generally speaking, a wall of any thickness will block empathy. This ability is often possessed by Psychics and magical healers. Aura Users can also get access to this skill, but it is typically much more limited in scale.

Adept: Adept Empaths can feel the emotions of others about a city block away. The closer the person is, the more intense the feelings become. At this level, it is difficult to distinguish between one’s emotions and those of another, but having a great understanding of one’s own personality helps tremendously. While there is no cap on how many people whose emotions can be read at a time, the more people there are around, the harder it is to distinguish individual sources.


Expert: Expert Empaths’ range of emotions is improved to a distance of around two city blocks. They are also able to focus on the emotion of a specific individual, distinguish the individual’s emotions from their own, and even shut empathic powers off at will. They can clearly identify emotions from up to five sources at once. At risk of mental exhaustion, Expert Empaths can impart weak emotional suggestion, such as guiding an individual toward higher or lower levels of stress. While these Empaths can calm a single panicked Pokémon or person with little, calming an entire room of them requires great mental exertion that can incapacitate the Empath for hours afterward.


Master: Master Empaths can experience the emotions of others roughly half the length of an American football field away, and can clearly distinguish up to ten different targets’ emotions. Changing the emotional disposition of a small group of tightly-packed people can be done with a moderate effort, and can impart weak to moderate emotional suggestion to up to six people for a brief moment of time. It is also possible to use Empathy for more advanced emotional manipulation, similar to Suggestion, but it is much easier to recognize and resist if the actions would contradict the target’s nature. It is much harder to resist actions that reflect the nature of the target.


Superhuman: Superhuman Empaths can experience the emotions of others roughly the length of an American football field away, and can clearly distinguish up to 15 different targets’ emotions. Changing the emotional disposition of a small group of tightly-packed people can be done with a little effort, and can impart moderate to strong emotional suggestion to up to ten people for a brief moment of time. Superhuman Empaths can also use this power in a manner similar to Expert-level Suggestion. Though it can be resisted, the conflicting emotions are taxing to overcome, particularly if they are in-line with the target’s natural emotional state.

Positive Energy Manipulation - Capacity: 4 points

Prerequisites: Adept Power Skill


Positive energy manipulation is the ability to tap into and augment latent life energy. While it is primarily used to heal, it has the opposite effect on Ghost-type and Dark-type Pokémon, as negative energy fuels them and flows through them instead. Possible sources of positive energy manipulation include psychic power, white magic, or the blessing of a legendary Pokémon associated with life, such as Xerneas. Aura users can also access positive energy manipulation, but it typically has the limitation of only being able to pull positive energy from one’s own Aura to heal.

Adept: At this level, the user is still learning how to heal, and can generally only heal small wounds. Adepts have only a small pool of positive energy to use; they have a pool of 5 Energy worth of healing per thread. This cannot recover a Pokémon from fainting. The user can also expend 3 Energy worth of healing to remove a Level 1 Injury from a Pokémon. When used on Ghost-type and Dark-type Pokémon, this serves as a Weak Attack-equivalent. When used on humans, this can mend mild scratches and bruises.


Expert: At this level, the user is experienced treating even deeper cuts. Experts have a pool of 10 Energy worth of healing per thread. In addition to an Adept’s capabilities, once per thread, they can expend 5 Energy to mimic the effects of a Revive on one fainted Pokémon. The user can also expend 3 Energy to reduce a Pokémon’s Level 2 Injury to a Level 1 Injury, or 5 Energy to completely heal a level 2 Injury. When used on Ghost-type and Dark-type Pokémon, this serves as a Moderate Attack-equivalent. When used on humans, this can heal large gashes and wounds of comparable severity.


Master: At this level, the user can treat wounds that even trained field professionals may have a hard time with. Masters have a pool of 15 Energy worth of healing per thread. Masters can revive a fainted Pokémon twice per thread. In addition to an Expert’s capabilities, the user can expend 8 Energy to mimic the effects of a Max Revive on one fainted Pokémon. The user can also expend 5 Energy to reduce a Pokémon’s Level 3 Injury to a Level 2 Injury, or 10 Energy to reduce a Pokémon’s Level 3 Injury to a Level 1 Injury. When used on Ghost-type and Dark-type Pokémon, this serves as a Strong Attack-equivalent. When used on humans, this can mend wounds as serious as broken bones, but healing wounds that severe will put a lot of stress on the user’s powers.


Superhuman: At this level, the user has capabilities just shy of a goddess of healing. Superhuman healers have a pool of 25 Energy worth of healing per thread. There is no limit to the number of revivals per thread. In addition to a Master’s capabilities, the user can expend 20 Energy to reduce a Pokémon’s Level 4 or permanent Injury to a Level 3 Injury. When used on Ghost-type and Dark-type Pokémon, this serves as an Ultra Attack-equivalent. When used on humans, this can heal even life-threatening injuries, but healing wounds that severe will put a lot of stress on the user’s powers. Even Superhuman users of positive energy cannot resurrect a dead person, though!

Precognition - Capacity: 4 points

Prerequisites: Adept Power Skill


Precognition is, simply put, the ability to see into the future. It is a powerful ability, but known even among veterans to be wildly uncontrollable and frustrating to master. It is often unclear when the forecast events will take place, and it is often unclear why one would receive such visions. While precognition can come from a variety of sources, all of them tend to be mystical or divine in nature. It is typically a skill someone is born with, though it can be honed over time, just like anything else.


Any visions involving other players should be discussed with those players first. Precognitives might also occasionally receive visions from a staff member, especially if it is related to an upcoming site event.

Adept: An Adept Precognitive’s visions are random and uncontrollable. They are often too cryptic to understand. Most of the time, they are of the Precognitive’s personal future, but are so vague and short that they provide little meaningful insight.


Expert: An Expert Precognitive’s visions tend to be triggered by specific conditions, making them easier to understand. Visions tend to be longer than at the Adept level. It is also possible to trigger a vision through sheer force of will, but it often leaves the Precognitive with a splitting headache that can leave them disabled for hours at a time.


Master: A Master Precognitive’s visions are largely summoned at will and with knowledge of what day they will occur on. Such precise visions, though, are extremely stressful both physically and mentally exhausting, and can leave the Precognitive out of commission for a day or two at a time. As such, typically they will only summon such clear visions one or two times a season. Visions closer to the Adept or Expert levels of capability are much more common.


Superhuman: A Superhuman Precognitive’s visions are entirely summoned at will, and often have vivid details not present even at the Master level. The level of detail makes the visions seem frighteningly real. These visions take nearly all of the Precognitive’s mental energy, though, and can leave them out of commission for days at a time. Visions closer to the Master levels of capability are more common, and leave the Precognitive exhausted for hours instead of days.

Projection - Capacity: 4 points

Prerequisites: Adept Power Skill


Projection is the ability to make one’s normally intangible, invisible powers visible to even those without the appropriate skills; it is, at its very core, making them fully physical. It can be used offensively as well, in the form of creating projectiles, though only those who master it can truly make projectile weapons out of it. Projection and Reinforcement both use the same pool of energy - using one will also sap the user’s energy for the other. By far, the most common uses of Projection are through Aura. Psychics can also make use of this as a form of applied telekinesis, focusing it into the form of their choice.

Adept: While an Adept’s projection powers are not truly physical at this level of prowess, they can be made visible in the form of a thin veil of light surrounding the user, or up to three simple, floating shapes that emit a similar light. While requiring a lot of focus, users at this level can maintain a single object up to a human head in size, or up to three objects of comparable, combined size. The maximum range is about a city block from the user, and they can be moved at roughly human walking pace.


Expert: An Expert’s projections now be physically interacted with, and it radiates a great amount of heat - enough that direct contact could cause minor burns, if the user so wanted. If the player also has elemental Kinesis power(s), the projections can instead radiate energy of one of those elements instead. Projections can be manifested around a specific part of the body or around a weapon to add power to attacks, but overuse can be life-threatening; it is important those who use their powers this way regularly find their limits. Objects can now take the form of complex silhouettes, but with no finer details. At this level, one can maintain a single object up to arm’s length in diameter, or up to ten objects of comparable, combined size. The maximum range is about three city blocks from the user, and they can be moved at roughly human jogging pace. If weaponized, these objects deal about as much damage as a Weak Pokémon attack, but can only be used once; the user must take time to recover before creating a subsequent one.


Master: A Master’s projections are now almost fully physical, and it radiates searing heat - enough to cause major burns, if the user so wanted. If the player also has elemental Kinesis power(s), the projections can instead radiate energy of one of those elements instead. Projected objects can be as detailed as the user wants, so long as they only use shades of one color. A single object can be up to roughly 1.5 times the user’s height in diameter, or up to ten objects of comparable, combined size. The maximum range is about three city blocks from the user, and they can be thrown about half as fast as the user could throw a small ball, such as a baseball. If weaponized, these objects deal about as much damage as a Moderate Pokémon attack, While the objects have a mild homing capability, they can easily be blocked by hiding behind an object. Each object can only be used once; the user must take time to recover before creating a subsequent one.


Superhuman: A Superhuman user’s projections are now completely physical, and it radiates overwhelming heat - enough to cause severe burns, if the user so wanted, though it still cannot ignite objects. Projected objects can now even have slight color variations that are close shades of the base color. A single object can be up to roughly 3 times the user’s height in diameter, or up to ten objects of comparable, combined size. The maximum range is about the length of an American football field from the user, and they can be thrown about as fast the user could throw a small ball, such as a baseball. If weaponized, these objects deal as much damage as a Strong Pokémon attack. The objects have homing capabilities and can make up to 90-degree turns; while they can strike targets hiding around a corner, hiding directly behind an object that can withstand the heat will still cause the attack to miss. Each object can only be used once; the user must take time to recover before creating a subsequent one.

Reinforcement - Capacity: 4 points

Prerequisites: Adept Power Skill


Reinforcement is similar to Projection, except it is defensive in nature. Users of Reinforcement can focus their powers onto specific parts of their own body, or even onto other objects. The stronger the blow, the more exhausting deflecting it will be. Changing a power’s focus can only be done once per post. Projection and Reinforcement both use the same pool of energy - using one will also sap the user’s energy for the other. While primarily an Aura power, the power’s source can be mastery over any element reasonably capable of deflecting blows - a Terrakineic could use this to harden portions of one’s body, for instance. A White Magic user could also reasonably have access to this, as defensive magic would be in their domain.

Adept: Adepts can reinforce one limb, similarly-sized object, or the core of one’s body at a time. This deflects a moderate amount of damage for up to five minutes at a time, so long as the user rests an equal amount of time between uses. It can also reduce damage from up to three larger blows, such as Weak Pokémon attacks, but this leaves the user exhausted and in need of rest for a couple of hours before being able to deflect blows again.


Expert: Experts can reinforce roughly half their body, or a similarly-sized object, at once. This deflects a moderate amount of damage for up to 20 minutes at a time, so long as the user rests an equal amount of time between uses. It can also reduce damage from up to five larger blows, such as Moderate Pokémon attacks, but this leaves the user exhausted and in need of rest for a couple of hours before being able to deflect blows again. This can also be used, in dire situations, to reduce the damage from a blow equivalent to a Strong Pokémon attack, but this will expend one’s Reinforcement powers completely for up to a week and leave the user rather sore in the meantime. While some blunt trauma, such as a small fracture, is still expected at this level, it’s far better than being put into a full-body cast.


Master: Masters can reinforce their entire body, or split it between half their body and half a similarly-sized object; only Masters and Superhuman users can split their focus in this way. This deflects a moderate amount of damage for up to 30 minutes at a time, so long as the user rests half that time between uses. It can also reduce damage from up to ten larger blows, such as Moderate Pokémon attacks; or up to three Strong Pokémon attack equivalents. Consequences are similar to what is described in the Expert entry.


Superhuman: Superhuman users can fully cover their entire body and fully cover another similarly-sized object at the same time. This deflects a moderate amount of damage for up to an hour at a time, so long as the user rests half that time between uses. It can also reduce damage from up to fifteen larger blows, such as Moderate Pokémon attacks; or up to five Strong Pokémon attack equivalents. In dire situations, one could also withstand a single blow from an Ultra Pokémon attack. Consequences are similar to what is described in the Expert entry.

Retrocognition - Capacity: 4 points

Prerequisites: Adept Power Skill


Retrocognition is the act of seeing into the past of another person from the person’s point of view. Retrocognition can be wildly unpredictable, and often depends on the mental clarity of the target. The Retrocognitive cannot perceive details the target never did in the first place. The target’s memories play back at 10 times the actual speed they occurred at, often making it difficult to make out details. Retrocognitives tend to have photographic memory about themselves, as well. Retrocognitives can only see events that occurred more than 48 hours ago. While Retrocognition can come from a variety of sources, all of them tend to be mystical or divine in nature. It is typically a skill someone is born with, though it can be honed over time, just like anything else.

Adept: Adept Retrocognitives have very limited visions. They can see up to a year into the past of willing targets; visions are very fuzzy unless the seer has a specific date or event in mind. They can also get fuzzy visions of the target’s most prominent events from more than a year back, such as moments of extreme positive or negative emotion. For an unwilling target, visions are limited to the past six months, and they will only get sensory flashes, whether that be flashes of light, sounds, and emotions, instead of a clear picture. Any target aware of the intrusion can block the Retrocognitive out, even if they do not have a Power Skill. For an object, they can only see up to a week into the past, and must have a specific time in mind. Visions are limited to seeing about an arm’s length around the object. They can only view about ten minutes of memory at a time before becoming mentally exhausted for the better part of an hour.


Expert: Expert Retrocognitives can see up to 10 years into the past of a consenting target, and the visions become quite clear with a particular event in mind. For unwilling targets, visions are limited to events within the past two years, though they can more clearly see objects the target was focused on at the time. Targets aware of the intrusion can obstruct the visions to the point where the intruder can only faintly see details, if anything at all. For objects, vision extends a month into the past with a specific date in mind, and can see an area around the object about as long as a human is tall. They can only view about 30 minutes of memory at a time before becoming mentally exhausted for the better part of several hours.


Master: Master Retrocognitives can see with great clarity into the entire lifetime of a consenting target and having a specific event in mind, or with moderate clarity with no dates in mind. Without consent, up to 10 years is viewable, and can see most details the target was focused on at the time. They can view up to an hour of memory at a time before becoming mentally exhausted for the better part of several hours. A resisting target can attempt to force the Retrocognitive out, but the Retrocognifive can push back for up to 10 minutes of viewing time at the expense of severe, incapacitating mental exhaustion lasting a day or longer.


Superhuman: Superhuman Retrocognitives can see a willing target’s events exactly as the target saw them, going back through the target’s whole lifetime. Without consent, visions are moderately blurry, but the majority of details can be made out. They can view up to two hours of memory at a time before becoming mentally exhausted for the better part of several hours. A resisting target can attempt to force the Retrocognitive out, but the Retrocognifive can push back for up to 30 minutes of viewing time at the expense of severe, incapacitating mental exhaustion lasting a day or longer.

Spirit Sense - Capacity: 6 points

Prerequisites: Adept Power Skill


Spirit Sensors, more commonly known as mediums, have a sixth sense that most people do not have. They can easily feel the presence of nearby Ghost-type Pokémon, they can get a sense of when the area around them has been affected by the presence of a Legendary Pokémon (though still cannot determine if a Legendary Pokémon is actually present), and have a very good idea whether a given human has Power capabilities.


They can also tell when such disturbances are not caused by the above things. It is hotly debated exactly what the spirits are; some argue they are Ghost-type Pokémon, some argue they are the souls of the deceased, the list goes on and on. However, it is agreed that they do exist, and you do not want to get on their bad side.


Disposition of spirits varies widely from benvolvent to malevolent. Some are even powerful enough to interact with the physical world in minor ways. Spirit Sensors feel it is their duty to keep the spirit world at peace. While the ability to communicate with these spirits can be improved through training, ultimately it is hard to say whether any individual interaction is genuine.

Adept: An Adept Spirit Sensor can sense the supernatural within a radius about the size of a tennis court, though it becomes less apparent with greater distance within this radius. Generally speaking, their presence can only be detected around objects of interest. Through intense focus, it may be possible to discern the presence of spirits through subtle, unexplained changes in light, and are able to track down the spirits’ source if it is within eyeshot. They may also “hear voices” in areas distorted by heavy spirit presence, but are only able to discern very vague information, such as a single underlying motif.


Expert: An Expert Spirit Sensor can sense the supernatural within a radius about the size of half an American football field. More can be discerned than at the Adept level, but very strong sources of energy can still interfere with or even completely block the ability to see beyond that source. In a particularly active area, they may be able to see faint silhouettes of light or darkness, giving them a better idea of what the spirits look like. However, these spirits often manifest themselves in ways that make sense to the Sensor’s mind; their true forms are often incomprehensible.
Messages that Spirit Sensors receive become more distinct, and can impart visions of related past events, However, their voices are still often cryptic or limited to the repetition of a few words or phrases. Spirits attuned to a Sensor’s overall mood may become more cooperative. At this level, Sensors can be possessed by a spirit, whether consensual or not, and can remain in control of the Sensor long enough to deliver messages more clearly, but can only do this for up to a minute before risking losing control entirely to the spirit in question. Expert Spirit Sensors can also create wards against unwanted spirits, but powerful ones can easily overcome them, and they last for a few days at longest.


Master: Master Empaths can experience the emotions of others roughly half the length of an American football field away, and can clearly distinguish up to ten different targets’ emotions. Changing the emotional disposition of a small group of tightly-packed people can be done with a moderate effort, and can impart weak to moderate emotional suggestion to up to six people for a brief moment of time. It is also possible to use Empathy for more advanced emotional manipulation, similar to Suggestion, but it is much easier to recognize and resist if the actions would contradict the target’s nature. It is much harder to resist actions that reflect the nature of the target.
Messages that Spirit Sensors receive become more distinct, and can impart visions of related past events, However, their voices are still often cryptic or limited to the repetition of a few words or phrases. Spirits attuned to a Sensor’s overall mood may become more cooperative. At this level, Sensors can be possessed by a spirit, whether consensual or not, and can remain in control of the Sensor long enough to deliver messages more clearly, but can only do this for up to a minute before risking losing control entirely to the spirit in question. Expert Spirit Sensors can also create wards against unwanted spirits, but powerful ones can easily overcome them, and they last for a few days at longest.


Superhuman: Superhuman Spirit Sensors’ range of vision with regards to spirit sensing increases to one mile, and possessions can now last up to an hour without great risk. All of their other abilities remain the same. If you have ideas for special powers at this level, let a staff member know!

Suggestion - Capacity: 4 points

Prerequisites: Adept Power Skill


Suggestion is the ability to blend hypnosis into language, compelling subjects into obeying suggestions and ideas given to them. The more outside of the subject’s norm the suggestion is, the less likely they are to obey it. A Psychic, someone with Bardic powers, or those dabbling in particularly dark arcane arts often have the potential of Suggestion.


Suggestion is most effective while in-person, though a subliminal message can be broadcast through a recording. Suggestion is at its most powerful when targeting a specific individual; when broadcasting to a group, effects are limited to subliminal messages at best. Suggestion is at its most powerful when targeting a single subject or a small group; the larger the group, the weaker the Suggestion gets. Suggestions must always be said aloud, and the subjects must understand the language you speak. Suggestion is ineffective against wild Pokémon and Pokémon recently captured - ones caught in-thread is a good guideline for being Suggestion-ineffective.


Suggestion is often used in conjunction with Charisma for added influence, and can make the chance of the Suggestion being acted upon go up.

Adept: Adepts at Suggestion can only make very subtle Suggestions; for instance, convincing one or two people to give up their places in line is much easier than convincing an entire line of waiting people to yield. They can directly affect up to three people at once, and indirectly affect up to 10.


Expert: Experts at Suggestion can now fully plant ideas into others’ minds through their influence. They can directly affect up to six people at once, and indirectly affect up to 20. Strong-willed individuals or individuals with a strong understanding of their own personality can attempt to resist, but the user may be able to strain their powers at the expense of exhaustion afterward.


Master: Masters at Suggestion can directly affect up to 10 people at once, but it rapidly wears down the mind. Once per month, they can heavily influence up to three people at once, at the cost of incapacitation that lasts an hour or two, and reduced efficacy of their powers for a day or two. While full-on mind control is impossible, the effects are closer to full hypnosis, convincing the subject to act on even the slightest impulse.


Superhuman: Users at the Superhuman level of Suggestion can directly affect up to 15 people at once, but it rapidly wears down the mind. Once per month, they can heavily influence up to five people at once, at the cost of incapacitation that lasts several hours, and reduced efficacy of their powers for up to a few days in particularly exerting situations. The user’s Suggestions are so powerful that they can compel people to almost any action short of murder or anything that violates self-preservation, though the more it clashes with their natural actions, the more straining it can be to enforce. Even others with related Power Skills can have a hard time resisting Suggestions of this level of prowess.

Expert Power Abilities

Aerokinesis - Capacity: 4 points

Prerequisites: Expert Power Skill


Aerokinesis is the power to manipulate air. They can create localized tailwinds behind them to speed up travel, or create localized headwinds to impede others from following them. Generally speaking, Aerokinetics can strain their powers to produce brief wind gusts one level higher than their powers otherwise would otherwise suggest, but risks exhaustion afterward. Aerokinetics are often psychics, but do not have to be.

Expert: Expert Aerokinetics can change the direction and intensity of local winds immediately around them, out to a radius of roughly the length of half a tennis court and with the speed of a strong breeze. While it takes some effort to move against such wind, even humans and Pokémon with average strength can do so without too much strain. Expert Aerokinetics can also levitate themselves slightly above the ground using wind manipulation, but it is exhausting to do so for longer than a short burst.


Master: Master Aerokinetics can change the direction and intensity of local winds immediately around them, out to a radius of roughly the length of a tennis court and with the speed of a strong downdraft from a thunderstorm. This wind is howling, and can make hearing difficult. Humans and some Pokémon can struggle to move against such winds, and very lean humans and Pokémon can be blown off their feet briefly. With a strain on their powers, Master Aerokinetics can weaponize the air around them, creating blades of air similar to a Pokémon’s Air Cutter attack, within their radius of manipulation. Master Aerokinetics can self-levitate up to twice their height, making them able to reach locations only normally accessible by Sea and Sky Ride Pokémon; however, the flight gets unstable after an hour or so without resting.


Superhuman: Superhuman Aerokinetics can change the direction and intensity of local winds immediately around them, out to a radius of roughly the length of a basketball court and with gale force speed. This wind makes hearing nearly impossible. Superhuman Aerokinetics can weaponize the air around them similar to how Master Aerokinetics can without risking exhaustion, but they can also conjure localized, hurricane-force winds briefly, out to double their usual radius of influence. Imitating the effects of a Pokémon’s Hurricane attack. This leaves the Aerokinetic exhausted, unable to use their powers for the rest of the day, and causes increased strain upon using their powers for up to a week. Superhuman Aerokinetics can self-levitate up to five times their height for hours at a time, making them able to reach locations only normally accessible by Sea and Sky Ride Pokémon. While this isn’t considered true flight, it is about as close as a human will get.

Botanokinesis - Capacity: 4 points

Prerequisites: Expert Power Skill


Botanokinesis is the power to manipulate non-Pokémon plants.

Expert: Expert Botanokinetics are able to cause movement of plants within a short distance of themselves, out to a radius of roughly the length of half a tennis court. The amount of growth they can encourage is minimal. They can lift plants from the ground up to a weight of about 50 pounds, but the force with which they are able to do this is not enough to yank much more than a sapling from the ground. Using vines, they may be able to capture or trap small individuals but the strength of the vines is the only thing holding them in place.


Master: Master Botanokinetics have a larger radius of being able to control the movement of plants, out to roughly the length of a tennis court. At this level, they are able to promote the growth of plants they are within 6 feet or so of. This can cause flora to burst from the ground where seeds are, but they cannot force flowers, fruit, or seeds to grow on the plant. If the plant that was grown is a simple flower, it will bloom under the correct settings (i.e. a sunflower is grown on a sunny day, it is likely to bloom, but an apple tree will not grow blossoms due to being grown). Younger trees can be shaped to continue growing in desired patterns. They can lift plants from the ground up to a weight of about 500 pounds, the force allowing them to pull all but the mightiest of trees from the ground. However, they are not able to keep large trees levitating, rather just able to fling the tree from its roots to its destination.


Superhuman: Superhuman Botanokinetics are able to control the movement of plants a great distance from themselves, out to a radius of roughly the length of a basketball court. They can easily promote the growth of many plants at once, anything within 20 feet or so. While they are still unable to immediately cause flowers, fruit, or seeds to grow, they can cause flora to grow far past their normal limitations. Vines can become as thick as a body-builder, trees that would normally grow to 20 feet could easily reach 100 feet with the help of a Superhuman Botanokinetic. Extreme growth takes an enormous amount of energy, however, and it can be harmful or downright dangerous. They can lift plants from the ground up to a weight of about 1000 pounds, the force allowing them to pull most any flora from the ground. Gigantic trees are still much too heavy for even Superhuman Botanokinetics, but there are very few plants they cannot wrench from the ground to fling if they so desire.

Cryokinesis - Capacity: 4 points

Prerequisites: Expert Power Skill


Cryokinesis is the ability to manipulate cold by robbing the surrounding air of kinetic energy, reducing the air temperature around the user. The skin of Cryokinetics often feels cool or cold to the touch, but not painfully so aside from that of the most powerful users. Cryokinetics are most often Psychics or just straight-up Magic Users.

Expert: Small bodies of water can be frozen and walked over, though the ice is not strong enough to hold much more weight than the Cryokinetics themselves. Ice can be molded and sculpted. They can also flash-freeze small objects roughly the size of an eating utensil or a pair of shears. Expert Cryokinetics can also somewhat lower the air temperature within 5 feet of themselves, but the lower the temperature already is or the larger the change, the more draining it is.


Master: Master Cryokinetics have learned to weaponize their powers, able to create and launch shards of ice roughly the size of a human hand. It is similar to the power of a Pokémon’s Ice Shard attack. They can flash-freeze objects roughly the size of a desktop computer tower. Expert Cryokinetics can also lower the air temperature within 10 feet of themselves, but the lower the temperature already is or the larger the change, the more draining it is. Master Cryokinetics can also explore super-cold areas, such as a glacial cavern, more easily than most humans can, though it is still mentally draining to stay there for an extended period of time.


Superhuman: Superhuman Cryokinetics can create and launch chunks of ice roughly the size of a human head. It is similar to the power of a Pokémon’s Avalanche attack. They can also create and launch an ice boulder about their own size, but this leaves them greatly exhausted, unable to use their powers for the rest of the day, and causes increased strain upon using their powers for up to a week. Superhuman Cryokinetics can explore super-cold areas, such as a glacial cavern, as though they weren’t super-cold at all. There are limits, though; even Superhuman Cryokinetics can’t survive in sub-Arctic conditions forever!

Dream Manipulation - Capacity: 2 points

Prerequisites: Expert Power Skill, Telepathy, Suggestion


Simply put, Dream Manipulation allows a certain level of control over a subject’s dreams, including one’s own dreams. If the same subject is studied repeatedly, it can provide insight into what the subject’s dreams mean. It can be difficult, though, as any adjustments are subject to how the dreamer sees them, and the adjustments are also subject to the dreamer’s interpretation. For instance, a manipulator may try to create a nightmare by adding classic horror elements to a dream, but if the subject is a big classic horror fan, it may not come off as a nightmare. Therefore, knowing the subject’s personality is a very effective way to ensure the changes to a subject’s dream have the intended effect.

Expert: An Expert Dream Manipulator has full control over their own dreams. They might even be able to interpret their own dreams. They can also enter one other person’s dream at a time and view them from the dreamer’s perspective. They can also talk to a willing dreamer directly. While they can make minor, specific changes to the dream, they cannot control the full environment yet. Some dreamers can make it difficult for their dreams to be intruded upon. An aware and willing dreamer can offer more control over the dream than one that is unaware or unwilling. Dreamers can easily detect changes made this way, and the more obvious of a change, the more likely the dreamer will become lucid.


Master: A Master Dream Manipulator can affect large portions of a subject’s dream, and can make more significant alterations without the dreamer being aware. Once per month, at the peak of a Dream Manipulator’s power, they can power through a dreamer’s mental defenses to learn closely guarded, personal secrets, or create recurring nightmares. However, this leaves the manipulator exhausted for the large part of a day, and the dreamer will almost certainly know who did this to them.


Superhuman: A Superhuman Dream Manipulator can take full control of a subject’s dream, and can make somewhat large alterations undetected. They can also view the subject’s dream in a third-person perspective, if so desired. The act of powering through the mental defenses of a dreamer is more likely to be successful, and while the dreamer will know their subconscious mind was invaded, they may not be able to identify who the intruder was.

Electrokinesis - Capacity: 4 points

Prerequisites: Expert Power Skill


Electrokinesis is the ability to manipulate electricity. The hair of an Electrokinetic often stands on end while using their powers. Those who touch an Electrokinetic will often receive a shock that grows progressively more intense as the Electrokinetic’s powers grow. Electrokinetics are most often Psychics or just straight-up Magic Users.

Expert: Expert Electrokinetics can charge or discharge batteries or electronic devices. While they can ionize air around them to produce small bursts of electricity, the voltage is low enough that doing lasting damage is not possible.


Master: Master Electrokinetics can produce slightly larger bursts of electricity, akin to a Pokémon’s Thundershock attack. They can produce electric bursts strong enough to short-circuit small electronic devices, though not irreparably so.


Superhuman: Superhuman Electrokinetics can produce significantly larger bursts of electricity, akin to a Pokémon’s Thunderbolt attack. They can produce electric bursts strong enough to short-circuit large electronic devices, though not irreparably so.

Enhancement - Capacity: 2 points

Prerequisites: Expert Power Skill, Projection, Reinforcement


Aura Enhancement, simply put, is the ability to simultaneously use Aura Projection and Aura Reinforcement simultaneously. This can be used to greatly enhance one’s jump height and one’s reach, for instance. If you have any other ideas on how to use this, ask a staff member and we will work with you.

Expert: This level of prowess allows users to jump up to 15 feet, or 30 feet with a 10-foot running start. A punch or weapon attack can put large dents in wooden or plaster walls, and three such attacks could break it. While such attacks can dent metal, metal cannot be broken this way.


Master: This level of prowess allows users to jump up to 30 feet, or 60 feet with a 10-foot running start. A punch or weapon attack can break holes in wooden or plaster walls. Metal walls can be broken through with six such attacks, but this would exhaust the user, rendering any abilities other than Second Sight unusable for about an hour.


Superhuman: This level of prowess allows users to jump up to 60 feet, or 120 feet with a 10-foot running start. A punch or weapon attack can shatter wooden or plaster walls. Metal walls can be broken through with four such attacks, but this would exhaust the user, rendering Projection, Reinforcement, and this ability unusable for about an hour.

Hydrokinesis - Capacity: 4 points

Prerequisites: Expert Power Skill


Hydrokinesis is the ability to manipulate water. The skin of a Hydrokinetic is often damp or wet to the touch. While they can condense water vapor from the air to fuel their powers, they are most effective when used with water sources, whether it be a large body of water or a fountain. Hydrokinetics are often good swimmers, and have limited water-breathing capabilities. They are often Psychics or straight-up Magic Users.

Expert: Expert Hydrokinetics can change the speed of a water current, making it up to half as fast or half again as much faster as it naturally flows. They can also slightly alter its direction, though they cannot yet reverse it completely. They can condense water vapor from the air to cause localized rain, and can somewhat alter local humidity levels. They can breathe underwater comfortably for up to a half hour at a time, or up to an hour at a time by straining their powers. They can see more clearly underwater than the average person, as well. While they can weaponize their powers, it is limited to a short-range surge akin to a Water Gun.


Master: Master Hydrokinetics can halt a flowing current completely or make it flow up to twice as fast as it naturally flows. They can also significantly alter a current’s direction, and even create small, new tributaries in bodies of water, though that greatly strains their powers. They can reverse a current’s flow up to half its normal speed, but maintaining the reversed current causes a great deal of stress. They can breathe underwater comfortably for up to four hours at a time, or up to eight hours at a time by straining their powers. They can see underwater as though they were seeing through air. Their offensive capabilities are much more refined, and can inflict significant bludgeoning damage even if the impact doesn’t knock their target over, with the impact of a Water Pulse attack (though without the Confusion effect).


Superhuman: Superhuman Hydrokinetics can reverse a flowing current’s direction up to its natural speed, or make it flow up to three times as fast as it naturally flows. With immense strain on their powers, they can use large volumes of water to alter local topography. They can breathe underwater indefinitely, though doing so for more than 12 hours at a time does strain their powers somewhat. They can create towering waves of water akin to a Surf attack.

Photokinesis - Capacity: 4 points

Prerequisites: Expert Power Skill


Photokinesis is the ability to manipulate light. Their most basic ability is to alter the light level of their surroundings, making it possible to see in dark areas or making it more difficult to see in artificially-lit areas.

Expert: Expert Photokinetics are generally able to create a small orb of light to allow them sight in otherwise dark areas. They can also absorb light and create shady areas which would normally be well-lit. Sleight of hand tricks are much easier to accomplish when one can bend the light to change the way something is looked at. Expert Photokinetics are unable to make things invisible, but with dexterity it’s very easy to appear magical. At this level of prowess, the light cannot be weaponized yet.


Master: Master Photokinetics are fantastical magicians. They are able to create up to three (3) lights that can be moved out to roughly the size of a tennis court to easily light quite a large area or absorb light to create darkness in areas that otherwise should be well lit. The lights can be shaped, but will always be about the size of a human head at most while smaller lights drain less energy. They can also be launched, but they will not harm anything they come in contact with, merely blind if they do manage to get close to the face of a being that could otherwise see. It’s possible to cause objects to appear distorted or disappear completely, although to make something disappear by bending light, this stage of Photokinetic can only handle something up to 4 feet by 3 feet by 3 feet (roughly 1.25 meters by 1 meter by 1 meter). This does mean that smaller individuals can make themselves disappear, but it takes a great amount of energy for larger items and entities. It is also possible to create multiple items in the same range to disappear, but it can be very draining to focus their energy on multiple items to properly make each vanish.


Superhuman: Superhuman Photokinetics are straight-up wizards. They can create up to five (5) lights, each able to be roughly the size of an adult’s chest (most often comparative to the user) and able to be shaped in just about any way. They can darken an area roughly the size of a basketball court even in bright sunlight. Their lights can be fully weaponized at this point, able to burn and blind. They are still only light, however, and will not create any force. They can make objects up to 10 feet by 5 feet by 5 feet (roughly 3 meters by 1.5 meters by 1.5 meters) or objects in an area about the same size disappear by bending the light around the object or person. The more items, the more draining the ability is, as well as larger items.

Pyrokinesis - Capacity: 4 points

Prerequisites: Expert Power Skill


Pyrokinesis is the ability to set an object on fire by moving tiny pockets of air with such speed that they spontaneously ignite. The skin of Pyrokinetics often feels much warmer to the touch than most other humans’ skin does, though it is rarely hot or searing except in the most talented users. Pyrokinetics are most often Psychics or just straight-up Magic Users.

Expert: Small flammable objects can be ignited. Fires are hard to control once set. Expert Pyrokinetics can put out small fires, though it strains their powers and can cause exhaustion. Expert Pyrokinetics can also somewhat raise the air temperature within 5 feet of themselves, but the higher the temperature already is or the larger the change, the more draining it is.


Master: Master Pyrokinetics can produce and control small fireballs about the size of the palms of their hands, without needing to light an object on fire. They can put out medium-sized fires, roughly the Pyrokinetic’s own size, as well as put out their own fireballs with ease. They can also explore super-heated areas, such as volcanic interiors, more easily than most humans can, but it is still draining to stay there for an extended period of time.


Superhuman: To the untrained eye, Superhuman Pyrokinetics look like pyromancers from sword-and-sorcery movies - they can produce and control fireballs roughly the size of a human head, without needing to light an object on fire. They can put out large fires, roughly twice a human’s size, as well as put out their own fireballs with ease. They can explore super-heated areas, such as volcanic interiors, as though they weren’t super-heated at all. Lava is still hot enough to burn even a Superhuman Pyrokinetic alive, though!

Terrakinesis - Capacity: 4 points

Prerequisites: Expert Power Skill


Terrakinesis is the ability to manipulate earth. This does not include the ability to manipulate life within the earth; simply the red earth itself. This can include terraforming, altering the density or hardness of earth, and even seismic manipulation. Aside from combat applications such as creating small earth slides or small seismic activities, Terrakinesis is generally a slow process and can take minutes or even hours, depending on the scale of the desired actions. Terrakinetics are most often Psychics or just straight-up Magic Users.

Expert: Expert Terrakinetics’ powers can stand in for mechanical landscaping tools, such as tillers. They can also mold earth to create small hills or depressions in local terrain, up to about a quarter of their own height, though nature tends to erode them away unless maintained occasionally. Expert Terrakinetics can also carve a narrow path for sidling across a cliff, with some strain. With a larger level of strain, they can create localized tremors that can displace light objects and even knock less sturdy people and Pokémon off balance, akin to a magnitude 4 earthquake, but cannot do lasting damage.


Master: Master Terrakinetics can take on larger landscaping projects, such as terracing for a private residence. They can mold earth to create hills or depressions in local terrain, up to about half their own height, and their changes tend to last a little longer, though must still be maintained occasionally. With some strain, they can carve trails across mountain cliffs, or even perform tunneling, though the latter is very slow and draining. With further strain, they can create localized earthquakes that can damage flimsy structures and displace heavier objects, such as furniture. Even strong people or Pokémon can be thrown off balance. The tremors are akin to a magnitude 5 earthquake, and can cause minor damage.


Superhuman: Superhuman Terrakinetics can carve out shelters with their earth manipulation powers, about the size of a typical in-ground Secret Base. Working together, several Terrakinetics of this prowess can take on huge landscaping projects, such as landscaping for a golf course. They can mold earth to create hills or depressions up to their own height, and are quick enough at it to use it to block weapons or projectiles in combat. Given concentration and time, these structures can be made more permanent, though nature can still wear them down given enough time. They can create tunnels and mountain trails with much less effort than an Expert Terrakinetic could, and do not wear out as easily. With great strain, they can also create a localized earthquake that can damage more solidly-built buildings and even collapse shoddily-built ones. Pushing the limits of their powers, they can rattle the earth with force akin to a magnitude 6 earthquake: enough to overturn furniture and objects as large as a small automobile, but this leaves the user drained both physically and mentally.

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