Welcome to Plagued! We are an original zombie roleplay forum with a twist! On this active zombie survival forum, we accept players of all different skill levels, and have a grand variety of character types and locations to explore.
It's been over five years since the dead began to rise, and an overwhelming force of demonic enemies are running rampant in the streets. The population of undead are growing and constantly on the move, but can humanity survive such a deadly plague? Or is it already too late?
Plagued's story, concept, writings and characters copyright to +~ SOBER ~+ & the member community. Plagued v5 skin by Drew & Skye.Do NOT steal or copy profiles, graphics, plot, or any of Plagued's member-based content!
Powers are only offered to Overminds, Reavers and Vampyres. Some abilities are exclusive to different races, and are each labeled respectively.
A player may pick only ONE ability when making their character. It must be minor when you first start off. Once they reach 100 posts, they may contact a staff member for a second power or a major version of your minor power. (Vampyres CAN have more than one power. But we'll just say that the character discovered the ability [they already had it]. This way, Satan isn't giving traitors another power randomly.) You can pick a new level one power or you can upgrade your current power to the second level. Not all powers have a second level. A third power can be obtained through making it to 200 posts, a fourth power through 300 posts, a fifth at 400 posts, and a sixth, being the current maximum, at 500 posts.
Because powers are added often, a player has the option of switching the ability they have for another one only if the player hasn't excessively used their current ability. You must PM a staff member first though with your request.
Minor Appearance Alteration
Works on self only. Can change the skin, hair, and vocal chords often to replicate that of another person. With appearance alteration, the person with the power loses their increased strength and speed and light sensitivity. They replicate the other's physical abilities. Transformation can be painful.
Major Appearance Alteration
Transformation is no longer painful. No longer lose increased strength, speed, or light sensitivity.
Minor Assimilation (Only available to Overminds and Reavers.)
The ability to attach a severed limb to one's body. The limb would take on the strength of the reaver or overmind's existing limbs, but it would rot rapidly while it was attached to the body. For instance, a reaver could sever and use a pair of arms, and wield more weapons in battle. But within a span of twenty minutes, the arms would be withering and weak, the flesh would have been dropping off of it. Eventually there wouldn't be enough in the way of tendons to keep the limb mobile, and the reaver or overmind would have to remove it. The fresher the limb, the longer it lasts. A newly severed arm could last twenty minutes. One that has been severed for more than a half hour would last no more than five to ten minutes. As the limb remains attached to the Overmind or Reaver, the limb becomes painful to wield. The user would be able to feel the flesh rot.
All of the above without the pain of rotting flesh. Also, a newly severed limb can last for 45 minutes before it is completely useless.
Berserk (Only available to Vampyres and Overminds.)
Those with this ability are capable of controlling the fight-or-flight reflex, allowing them to work themselves into an adrenaline fueled frenzy. This in turn allows them to accomplish physical feats of strength, speed, and durability that put them on par with those of Reavers; though only in short bursts. Once in this state the combatant is able to tune out such things as fear and/or pain. The drawbacks of the ability are the tendency to act in a reckless and irrational manner, displaying total disregard for ones own safety. Due to the fact that Vampyres and Overminds lack the physical sturdiness of the Reaver race, any damage and/or fatigue the user may have sustained during the time the ability was activated will be felt by the character four fold when it wares off. This often forces them to revert to their primal state for a short period of time, at which point their hunger for the flesh of the living is amplified.
The ability to blend into one's surroundings to become nearly invisible. Works better when there is a lot of shadows. Does not affect sound.
The user of Major Camouflage is virtually invisible to the naked eye. They are perfectly blended into their surroundings. Even those with Heightened Senses have an incredibly difficult time detecting someone using Major Camouflage. The users natural body sounds such as heartbeat as well as scent are also masked. However, breaths, coughs and sighs are still heard. As well as any sounds caused by interactions with the environment. This ability takes a lot of concentration to maintain as well as a harsh draw on energy.
The ability to move at incredible speeds. The user, if an Overmind or Vampyre, can go 2x their current sprinting speed, 70-75 mph, and Reavers can reach up to 1.5x their top speed with Celerity, 90-95 mph, but their energy is quickly drained and they can only keep up such a speed for a few moments.
Works only with the weak minded or mentally unprepared. Can sense the feelings of others and minutely control their emotions. For instance, they can impose fear on others, but it is slight.
Works with the strong willed only when they are mentally unprepared. Can impose a feeling on more than one person, for instance, can make the entire room have a sense of calming or terror.
Enhancement (Only available to Overminds and Reavers.)
The user of this ability sends out a powerful aura that enhances the strength and speed of the Lessers around them or a select few at a farther distance. Using the aura Satan has given them, the user of Enhancement can increase the strength and speed of those within a 15 meter radius and only up to 30 Lessers. When the Lesser leaves this radius, they are enhanced for another 10 minutes before the effects wear off. Or the user can enhance up to 3 Lessers that are up to 3 miles away. This takes more concentration than sending out their aura to enhance the nearby Lessers. The Lessers that are enhanced are strong enough to break down a door single-handed and strong enough to lift a large human with one hand and they are fast enough to catch a sprinting deer. They are still no where near the strength and speed of a Overmind/Reaver/Vampyre. Using ability at any time renders the Overmind/Reaver physically weak so they are only a little stronger and faster than the average human.
The ability to stop fast moving objects from hitting you by throwing up a force field, for instance, the force field would stop a bullet from hitting the user, but the user would be drained of energy. The force field could also be used as something like a 'battering ram' with enough force to shatter human bone, but it also drains the user of energy.
Minor Grim Reaping
The ability to SLOWLY drain another's life force. Works only through PHYSICAL contact. Remember, it's not easy to just touch someone when they know you are evil. Also, Grim Reaping does not paralyze the victim. The victim still has full control of themselves, though minutely weaker.
Gift of Tongues
The ability to communicate with animals of all species. Words are exchanged telepathically, but it can only work on animals and not on humans.
Major Grim Reaping
Now the user can deteriorate the strength and speed of a target temporarily without having to make physical contact with the victim. It would lower a Reaver to the strength and abilities of an average Vampyre, a Vampyre to like an average human, and lower a human's abilities to those of, well, an extremely ill or old human. Victim must be in immediate proximity though (a little farther than arm's reach but not much more).
The five senses: audio, sight, taste, touch and smell, are all heightened to a very good degree. Everything is magnified. the distance the eye can see on a clear unobstructed day is 16 miles. An Overmind/Reaver/Vampyre with heightened senses can see double that. Keep in mind that having heightened senses can have its drawbacks. For instance, hearing, if something is incredibly loud that would hurt the average human's ears, it would be agonizing to the Overmind/Reaver/Vampyre. Overminds/Reavers/Vampyres with this ability also have the gift of concentration. If they enter a deep concentration, the one sense they focus on can be magnified even more, but this also puts the Overmind in a physically vulnerable state.
The ability to sense thoughts and feelings through the physical contact of blood. Strength of perceptions increase with the 'freshness' of the blood. If they were to touch the blood someone left on the floor, depending on how long ago the blood was spilled, the ability allows them to sense the last thoughts or feelings. Also works when touching the skin of a person where a vein is closest to the skin.
User can now sense thoughts and feelings through visual contact with blood. The user could even do so (though vaguely) by looking at a vein close to the surface of the skin. A downside is sometimes the power is difficult to control. Flashes of someone's memories, thoughts or feelings could invade a user's mind if they are not mentally prepared. In a sense, it is more certain than Telepathy, but it is almost more spontaneous.
The ability to put the weak willed into a vague trance-like state and possibly control them through hypnotic suggestions. The trance can be easily broken through interruption or a strong-willed refusal.
Works on the stronger willed and the mentally unprepared. Trance not so easily broken and suggestions are more likely to be done without refusal.
The ability to mimic another supernatural being’s power. Through touch, the user can mimic the power used by another for as long as the person is in a close proximity - roughly one mile. As soon as the user leaves that vicinity, the power will immediately disappear from their bodies. The power is much weaker than that of the actual user, though. For instance, mimicking someone using minor telekinesis would only allow the user to move smaller objects only half as far and for half as long. Mimicking a user of Osteokinesis would allow the user to grow bone spurs half as long, and they’d be able to be broken off. If the user has mimicry and another ability, they are still able to use their own power in conjunction with the new one.
Major Mimicry allows for the user to mimic another’s power through proximity instead of touch. The strength of the power is also equal to the original users. Also, the user can hold onto the power for about an hour after leaving the mile radius of the other person, but the potency of the power will decay slowly until it is gone. If the target the user is mimicking has more than one power, then they can use all of the person’s powers if they wish, but it will replace any others that they themselves have: if you have mimicry and telekinesis and use mimicry on someone with osteokinesis and empathy, then you can choose to gain both osteokinesis and empathy, but will lose the use of telekinesis. However, if the user chooses just one of their powers, then they are still able to use their own.
The ability to manipulate one's own bones, the allows the user to grow one foot spines of bone from their palms, to be used in melee combat. Best when used by a Reaver, as their bones are stronger than most can imagine. Extremely painful, as the bones must grow through the user's skin, and then must retract when the user no longer needs to use them. The spines also do not instantly sprout from the user's palms, it takes a few seconds for them to reach their full length.
Major Osteokinesis (Only available to Reavers.)
With this enhanced power, the users of this ability can now create spikes of bones that shoot from their spine or wrist. The reason only Reavers can have this ability is because they have rapid cell regeneration and the wounds they would obtain through using this ability would be healed instantly.
The ability to project illusions. The user of this ability can create any image they can imagine. The more grand, detailed and numerous the illusion, the harder it is for the user to concentrate on the surrounding environment. The illusion would have to be within visual distance (roughly two miles). The illusions cannot physically interact with the environment and if someone were to try and touch the image, their hand would merely pass through it. The illusions are not tangible. A user of Heightened Sense or Major Telepathy would be able to see through the illusions.
Includes all of the above but the use of the ability isn't so draining. Users of Heightened Senses and Major Telepathy cannot detect this ability.
Ability to quantum tunnel through solid matter without harm, such as going through walls and other tangible matter through modifying one's own molecules. It can only be used temporarily, so the user cannot remain inside of a foreign object without serious injury or death. They must pass through within a handful of moments. It can also be used to avoid collisions, allowing objects to pass through them. But it is important to note that reaction time is still in effect, so if the user does not notice the object in time or at all, they cannot phase through it. Phasing is always used consciously. The ability cannot be used repeatedly for long periods of time, as it is quite draining and the user can only modify their own molecules to phase so many times before needing to rest.
Possession (Only available to Overminds and Reavers.)
Works only on Lessers. An Overmind or Reaver may mentally place themselves in the body of a Lesser and control them. However, their own body becomes incredibly vulnerable. So instead of just seeing through the eyes of a Lesser and controlling their general attacks, they can physically control everything a certain Lesser does and the lesser is not weakened due to their physical incapability. The Lesser that an Overmind or Reaver possesses has more strength and speed than it normally does.
The ability to pick up psychic impressions. When a person with this ability touches a doorknob, they would be able to see everyone who touched that doorknob and for what purpose in the last few days.
The ability to control flames which are already present, changing their physical form, shape and size. Decreasing the size of the flame will increase the temperature with which it burns just as increasing the size of the flame will reduce the temperature it burns at. A lighter cannot be used as a source for blasts of flame, the user will require an exterior fuel source to power their abilities. Flames cannot be generated from nothing and require a natural flame source though once fire is present it can be moulded into almost any shape, so long as they stay within a reasonable area of the manipulator.
Retention (Only available to Overminds) [NEW!]
The conscious leaves the user and invades another within fifty yards, taking over their body. During the possession, the user's body is completely vulnerable and “empty.” If the person is mentally prepared or strong-willed, it can be rejected. But if successful, the user can impersonate the controlled person, move around, and commit actions; they are able to manipulate and control the victim's body. Upon possessing the individual, one can leave up to a mile of their empty body, but the further they go from it, the more the possessed person can fight against the retention, resulting in making it far more difficult to continue. The user cannot have the body die while their mind is in it, for they will die as well, and there is a strong sense of self-preservation. The body becoming injured would also be avoided if at all possible due to this same sense; physical pain would want to dodged. Only memories within the last day are obtained upon possessing another's body, but they are broken and difficult to decipher by the user.
Minor Shadow Manipulation
Can manipulate the shadows around them; expand them, contract them, move them. Must be in a relatively close range.
Major Shadow Manipulation
Can work at a long range. Can move shadows to places in broad daylight, particularly useful to Reavers when they go out in the daytime. Can encompass someone in shadows and darkness.
The ability to lure in the weak-minded. Usually performed in a song or poetry, the user can attract the victim and put them in a trance-like state. The victim would feel incredibly drawn to the user and vulnerable to suggestion or attack.
A stronger version of Siren now work on the more mentally prepared. It would be a trance to render the target into a temporary state of loyalty to the user. When successful, the target would be mentally and physically unwilling to bring harm to the user, but more inclined to offer protection instead. For instance, an overmind might use this ability on a human soldier. Attacking the overmind would be undesirable to the soldier, maybe even an emotionally painful prospect. If another soldier attempted the assault, the affected soldier would likely become enraged, protective of the one he'd been fascinated by. It should only be affecting one target at a time, and take a great deal of energy to maintain for long lengths of time. Attack by the user would nullify the trance.
Minor Sound Manipulation [NEW!]
The user of this ability can manifest sound at will, drawing from experience or creating something completely unique, from music to an imitated voice. A user can also warp sounds already present in their environment (e.g. voices, footsteps), speed sound up, slow it down, raise the volume level and quieten it. The more detailed and lengthier the sound created, the more it will drain on the user’s energy, and the harder it will be for them to focus on the actual sounds around them (which can leave them susceptible to, say, footsteps signaling an approaching enemy). The energy drain is equal to Minor Phantasm. This ability will not work on users with Heightened Senses.
Major Sound Manipulation [NEW!]
Includes all of the above but the use of the ability isn't so draining. Users of Heightened Senses cannot detect this ability.
Suffrage (Only available to Vampyres.)
Vampyres who were once Overminds or Vampyres who make it their goal in life to fight the evil Satan has put on the Earth have this ability offered to them by God. The ability to take another person's pain and injury or sickness away and put it onto themselves. The injury would not be transfer, but the pain would be, thus using this power is often agonizing, but it leaves the other person healed and well.
Works only on relatively medium sized objects; aka no lifting buses. Can accelerate the speed of an object so it can cause more damage (for instance, if they were to fire a bullet and use their ability, the bullet would be able to pierce Kevlar.) Objects must be in relatively close range.
Works on larger objects such as buses. Objects can be at long range.
Works only on the weak minded or mentally unprepared. Cannot control another being, but can read some thoughts (not deep conscious thoughts!) Mentally communicate with those willing. Person must be in relatively close range.
Advanced Telepathy that allows the user to read the inner thoughts of the willing or the weak willed. Can focus on more than one person at a time. Can be done from a longer range. Must have first level of Telepathy.
The ability to move instantaneously from one location to another without the hassle of traveling to and fro in the conventional manner (i.e. physical travel.) Through mentally placing their desired location, the user appears from their current position to the desired one in the blink of an eye. Best used in short distances (50 feet), with the user being drained the longer the distances, or with too much usage. Once each day, or after a long rest, the user can teleport a very long distance, but beware: it takes immense concentration and an excellent mental image. If an object is out of place in that location, the user can teleport inside or have part of their body within an object, and be greatly harmed or even killed.
Torment (Only available to Overminds and Vampyres.)
The ability to manipulate ones' own blood and use it offensively. This ability only works if the user has a fresh wound, and allows them to draw out the blood to bend and harden as a weapon or projectile. As a strange side-effect, once the user's blood reaches oxygen it turns black as ink, and may take on the strength of solid steel. This ability is always strongest right after the user feeds. The ability takes a lot of concentration to control, and can cause dangerous long-term effects on the one using it. If the user loses concentration or is too weak the blood will return to a liquid state, and once the blood is used it cannot be absorbed. If used too long or too often the user can suffer from sporadic internal bleeding, short-term weakness, and blackouts from blood loss. Overuse can be fatal.
Touch of Death (Only available to Vampyres.)
This ability would render the Vampyre temporarily invisible to Lessers for a short time. They would, for a short time, be unrecognizable as a living being, and instead be sensed and perceived as another lesser. This would be ideal for escaping a mob situation, if one could do it quickly enough. Willfully attacking a lesser would drop the facade. This ability would render a Vampyre temporarily unable to use other abilities, including a superhuman traits such as enhanced speed and strength. Will not work on other Vampyres, Reavers or Overminds, for the sixth sense possessed by these creatures would be able to detect anomalies.