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Everyone can be an esper
Needs to be awakened in yourself before you can use it
When you awaken to your power you act like a river, absorbing and passing energy through you at the same time
The power comes from all living things (Naturally replenishes)
All living creatures provided the energy to the world that acts as the energy source that you gradually absorb.
Will power keeps the power internally so you can begin building your reserve
Can be born with it awakened
very rare
dangerous, mostly due to lack of will power in the initial birth and formative years
Can have it grafted into you, is not natural and is dangerous
Will shorten your life
Has incredible potential in the short term
4. Some families are more proficient espers
These families are always considered to be magically “active” even if they haven’t activated their magic. Essentially their aura naturally accumulates and doesn’t expel as quickly because they do not use magical energy
Risky to start training prior to first or second grade school age.
Magical Creatures
Creatures who are born into magic
Beings who are part of the magical world
Dragons, Elementals and the like.
Gods are not part of the magical energy, they exist but do not pull from the same energy others do. Gods have their own natural energy that is granted from “worship”
Worship is a generic term for any creative or devoted thoughts, prayer, drawing and other acts can count as worship for a god.
Chaos gods do not gain energy from the “worship” but from random chaotic energy in the universe. The more energy the more they enjoy it.
Increasing power and reserve naturally
Esper duels/sparring
Esper binding - a practice in which a stronger esper binds your power, forcing you to exert more of your own power to overcome the binding. Thereby making you exert more energy. Lasts until the esper dies, you die, or pre-agreed-upon conditions are met.
Basic esper exercises
Imagination training
exercise
eliminate distractions
Focus on capacity training
9 schools of powers exist
Everyone will be in a particular school
The further from a school the weaker/more difficult the abilities are to use/cost from your specific school
generalists can learn/use all skills but do not develop a more profound affinity for them
Protectionist - Esper abilities that are designed, broadly or specifically to protect the esper or an area from attack, mainly a defense power set.
Crafty protectionists can use this to protect the area around an attacking esper to trap them.
Conjurer - Esper abilities that bring something from nothing be it chains or creatures or food/water. Things summoned are as reliable as any man-made object or as nebulous as air at the desire of the conjurer.
The logic of the Summoner though still applies. So an unbreakable item doesn't exist. Limiting unimaginative conjurers on their summoning.
Diviners - Esper ability that is sometimes overlooked for more combat-focused espers. But when information is king? Reading thoughts, understanding languages, knowing the future, locating specific items, being able to speak to others in different languages, or even find creatures can be advantageous.
Some crafty diviners have been even said to be wizards at combat. Avoiding or countering esper abilities before their opponent knew they were going to do it themselves.
Enchanter - An ability that on first glance might be mistaken for some Diviner abilities but are very different in scope. Where a Diviner focuses mostly internal and pulls information to them, an enchanter pushes their will onto others.
Evoker/Healer (specialty) - The flashy esper abilities that everyone wants. To wield the fireball or propel themselves through the sky on a wall of wind. Certainly the most visually exciting of the esper abilities, and the most straightforward of skills to use in combat.
Healing is a sub-classification of evocation that takes from others the wounds and suffering and brings them to the healer.
Evokers can further specialize in their type cutting off types of energy they can use. Such as excluding ice to focus on fire, or fire to focus on water. The evoker is the only esper class that has further specialization inside of itself.
Illusionist - With espers like this, you can never trust what is before you. Is the pain you're experiencing real? When the very fabric of the world can be reshaped, sounds muted and amplified and people vanished, and clones made illusionist espers can be both a terrifying opponent and a great ally.
Crafty Illusionists will travel with companions for those that are hard to fool. This allows them to throw just enough realism into the illusion to possibly shake up their opponents' confidence.
Transmuter - An esper that is feared on and off the battlefield. Tales of witches turning people to frogs, of cursed belts of gender change. Espers were gifted in transmutation. Turning water into wine or lead into gold, enhancing their physical attributes, lessening the quality of another, swapping it between two individuals. These are all examples of what a transmuter can do.
Crafty transmuters on the battlefield are a danger to be approached with caution. Capable of enhancing strength, speed, and resilience, they may lack sheer magical output, but they can make up for it in other ways.
Magic armor is crafted by transmuters more often than not, as conjurers would fade after a while. Only transmuters esper abilities have the potential to last years if they wish to invest the energy into it. Their skills are meant for things of this nature.
Generalist (Center) - Master of nothing practitioner of all. The only esper who doesn't suffer from the further from their primary class, the weaker their abilities get. Their skills are such that they will never develop any specializations in anything, but they also can make use of any talent they can think of and can train for.
Rare to be a generalist and much sought after.
Regaining strength
Stamina and willpower training will help in recovery and endurance training for espers
Sleep/relaxing
eating hearty meals
cannibalism
eating apex predators
Energy donation activities
Increasing Power via Conditional requirements (made with yourself/with the world of magic)
An example can be like it must be visibility manifested before it can be used
certain conditions being met: dead, on certain people, when someone says a specific keyword, your death if you don't do something specific
It only works on your body
Esper Cloaking
Either the hiding of your own esper abilities or having them snuffed by a more powerful esper.
Cloaking from a more powerful esper acts as an alarm for that esper and can bring them directly to you or their attention to you.
Esper Abilities
Each esper ability has abilities that are unique to them.
Families might have some overlaps, but generally, like a fingerprint, the esper ability is unique for each active individual
Non-Active Espers
Some espers never awaken into their full potential
These people stand out from their peers, such as Bruce Lee and Mozart because their talents were beyond the kin of others. But they never awakened into their full potential.
Example Espers
Amilya Morgan (Esper Fade, evocation focused on healing)
Jackie and Gab Allaire (Pacific Shore, unicorns who are fashion designers. Each focusing on different aspects of schools)
Lina Aspire (Earth from an Alien View point, A Generalist who learned how to use magic from an ancient esper in Earth’s past)
Richards Family (Servant of the Gods series/Earth from an alien view point, a family of espers)
Ralidant (Chronicles of Loth, a half elf wizard who specified in evocation and conjuration)
Starkdhar (Loth and Ralidant’s child, a generalist but started as a transmutation)
Celestia (Sevart of the Gods, a human who specalizes in “sex” magic but is actually an enchanter/illusionist)
Luldare (Chronicles of Loth, a dragon who becomes the god of time. Is considered a chaos god for the simple fact that he can control time and how it interacts which can be chaotic. Given Luldare a potent edge over most gods)
Monica (Servant of the Gods, a human who’s Aura can mimic others. Is considered a generalist but is a rare example of a person who never awakens to her full potential)
Jennifer Hunt (Servant of the Gods, a half human/titan who recieved training from Aite and like gods does not use normal “magic”.)
Aite (Servant of the Gods, a goddess of chaos. Because of the weird nature of chaos it doesn’t behave as rationally as normal magic.)
Hades (Servant of the Gods, the god of undead in greece, is a protectionist.)
Janus Hadaes (Servant of the Gods, Hades great(alot) grandson. Like Monica has a unique aura which is impacted by the artifacts he uses)
Posted using PostyBirb
Everyone can be an esper
Needs to be awakened in yourself before you can use it
When you awaken to your power you act like a river, absorbing and passing energy through you at the same time
The power comes from all living things (Naturally replenishes)
All living creatures provided the energy to the world that acts as the energy source that you gradually absorb.
Will power keeps the power internally so you can begin building your reserve
Can be born with it awakened
very rare
dangerous, mostly due to lack of will power in the initial birth and formative years
Can have it grafted into you, is not natural and is dangerous
Will shorten your life
Has incredible potential in the short term
4. Some families are more proficient espers
These families are always considered to be magically “active” even if they haven’t activated their magic. Essentially their aura naturally accumulates and doesn’t expel as quickly because they do not use magical energy
Risky to start training prior to first or second grade school age.
Magical Creatures
Creatures who are born into magic
Beings who are part of the magical world
Dragons, Elementals and the like.
Gods are not part of the magical energy, they exist but do not pull from the same energy others do. Gods have their own natural energy that is granted from “worship”
Worship is a generic term for any creative or devoted thoughts, prayer, drawing and other acts can count as worship for a god.
Chaos gods do not gain energy from the “worship” but from random chaotic energy in the universe. The more energy the more they enjoy it.
Increasing power and reserve naturally
Esper duels/sparring
Esper binding - a practice in which a stronger esper binds your power, forcing you to exert more of your own power to overcome the binding. Thereby making you exert more energy. Lasts until the esper dies, you die, or pre-agreed-upon conditions are met.
Basic esper exercises
Imagination training
exercise
eliminate distractions
Focus on capacity training
9 schools of powers exist
Everyone will be in a particular school
The further from a school the weaker/more difficult the abilities are to use/cost from your specific school
generalists can learn/use all skills but do not develop a more profound affinity for them
Protectionist - Esper abilities that are designed, broadly or specifically to protect the esper or an area from attack, mainly a defense power set.
Crafty protectionists can use this to protect the area around an attacking esper to trap them.
Conjurer - Esper abilities that bring something from nothing be it chains or creatures or food/water. Things summoned are as reliable as any man-made object or as nebulous as air at the desire of the conjurer.
The logic of the Summoner though still applies. So an unbreakable item doesn't exist. Limiting unimaginative conjurers on their summoning.
Diviners - Esper ability that is sometimes overlooked for more combat-focused espers. But when information is king? Reading thoughts, understanding languages, knowing the future, locating specific items, being able to speak to others in different languages, or even find creatures can be advantageous.
Some crafty diviners have been even said to be wizards at combat. Avoiding or countering esper abilities before their opponent knew they were going to do it themselves.
Enchanter - An ability that on first glance might be mistaken for some Diviner abilities but are very different in scope. Where a Diviner focuses mostly internal and pulls information to them, an enchanter pushes their will onto others.
Evoker/Healer (specialty) - The flashy esper abilities that everyone wants. To wield the fireball or propel themselves through the sky on a wall of wind. Certainly the most visually exciting of the esper abilities, and the most straightforward of skills to use in combat.
Healing is a sub-classification of evocation that takes from others the wounds and suffering and brings them to the healer.
Evokers can further specialize in their type cutting off types of energy they can use. Such as excluding ice to focus on fire, or fire to focus on water. The evoker is the only esper class that has further specialization inside of itself.
Illusionist - With espers like this, you can never trust what is before you. Is the pain you're experiencing real? When the very fabric of the world can be reshaped, sounds muted and amplified and people vanished, and clones made illusionist espers can be both a terrifying opponent and a great ally.
Crafty Illusionists will travel with companions for those that are hard to fool. This allows them to throw just enough realism into the illusion to possibly shake up their opponents' confidence.
Transmuter - An esper that is feared on and off the battlefield. Tales of witches turning people to frogs, of cursed belts of gender change. Espers were gifted in transmutation. Turning water into wine or lead into gold, enhancing their physical attributes, lessening the quality of another, swapping it between two individuals. These are all examples of what a transmuter can do.
Crafty transmuters on the battlefield are a danger to be approached with caution. Capable of enhancing strength, speed, and resilience, they may lack sheer magical output, but they can make up for it in other ways.
Magic armor is crafted by transmuters more often than not, as conjurers would fade after a while. Only transmuters esper abilities have the potential to last years if they wish to invest the energy into it. Their skills are meant for things of this nature.
Generalist (Center) - Master of nothing practitioner of all. The only esper who doesn't suffer from the further from their primary class, the weaker their abilities get. Their skills are such that they will never develop any specializations in anything, but they also can make use of any talent they can think of and can train for.
Rare to be a generalist and much sought after.
Regaining strength
Stamina and willpower training will help in recovery and endurance training for espers
Sleep/relaxing
eating hearty meals
cannibalism
eating apex predators
Energy donation activities
Increasing Power via Conditional requirements (made with yourself/with the world of magic)
An example can be like it must be visibility manifested before it can be used
certain conditions being met: dead, on certain people, when someone says a specific keyword, your death if you don't do something specific
It only works on your body
Esper Cloaking
Either the hiding of your own esper abilities or having them snuffed by a more powerful esper.
Cloaking from a more powerful esper acts as an alarm for that esper and can bring them directly to you or their attention to you.
Esper Abilities
Each esper ability has abilities that are unique to them.
Families might have some overlaps, but generally, like a fingerprint, the esper ability is unique for each active individual
Non-Active Espers
Some espers never awaken into their full potential
These people stand out from their peers, such as Bruce Lee and Mozart because their talents were beyond the kin of others. But they never awakened into their full potential.
Example Espers
Amilya Morgan (Esper Fade, evocation focused on healing)
Jackie and Gab Allaire (Pacific Shore, unicorns who are fashion designers. Each focusing on different aspects of schools)
Lina Aspire (Earth from an Alien View point, A Generalist who learned how to use magic from an ancient esper in Earth’s past)
Richards Family (Servant of the Gods series/Earth from an alien view point, a family of espers)
Ralidant (Chronicles of Loth, a half elf wizard who specified in evocation and conjuration)
Starkdhar (Loth and Ralidant’s child, a generalist but started as a transmutation)
Celestia (Sevart of the Gods, a human who specalizes in “sex” magic but is actually an enchanter/illusionist)
Luldare (Chronicles of Loth, a dragon who becomes the god of time. Is considered a chaos god for the simple fact that he can control time and how it interacts which can be chaotic. Given Luldare a potent edge over most gods)
Monica (Servant of the Gods, a human who’s Aura can mimic others. Is considered a generalist but is a rare example of a person who never awakens to her full potential)
Jennifer Hunt (Servant of the Gods, a half human/titan who recieved training from Aite and like gods does not use normal “magic”.)
Aite (Servant of the Gods, a goddess of chaos. Because of the weird nature of chaos it doesn’t behave as rationally as normal magic.)
Hades (Servant of the Gods, the god of undead in greece, is a protectionist.)
Janus Hadaes (Servant of the Gods, Hades great(alot) grandson. Like Monica has a unique aura which is impacted by the artifacts he uses)
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