
NOTE: The stars next to abilities, signify the energy/magic output needed. Beings can only use up to 10 stars a day, check your Alliances hierarchy to figure out your characters available usage. Going over usage takes the overflow amount, +2 penalty from the next day.
GENERAL ABILITIES
Enhanced Attributes
​​Tracker Sense ★★★★
The ability to track or follow anyone they have recently come in contact with. Done by following scent, or magical trace.
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Magic Sensitivity ★
When trying to scope out if a supernatural creature is nearby Hunters feel a physical sensation. This is most similarly comparable to goosebumps.
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Extra Strength ★★★
Hunters have enhanced strength when activating it, about double of an average human. Lasts for 30 minutes, before reverting back to normal.
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Speed Boost ★★
A temporary speed boost that can be triggered when attempting to chase down prey or other uses. This boost lasts as long as they remain in motion.
Alchemy (Energy output found in individual notecards)
A liquid formula that contains medicine, poison, or something that enacts a specific magical effect. To properly execute, these usually take many ingredients and a set of specific instructions. (Alchemist ideas may be submitted here for admin approval.)
Hunter Technology
Below are some Examples of Hunter technology. (Additional tech. ideas may be submitted here for admin approval.)
Medic’s Arrow
Shoot an ally with an arrow to heal them. The arrow's core is filled with health serum, and works instantly like a syringe upon impact leaving no damage to the target.
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Enchanted TechShield
Shield merged with technology from the engineers, and enchanted by potion. Connected to the Hunter designated in the potion, and will not work for others. Upon an enemy attack, it sets off an electromagnetic force from within, causing magic to blast to shield beyond the physical one. It encircles, while also pushing the enemy’s attack back at them. If you break the tech, the remaining magic will still work but begin to fade. You’ll need to re-enchant a new one.
Evasion Pack (Takes no physical energy, but can only be used once a day on yourself.)
A portable jetpack that you can attach to yourself or your allies, for a quick escape or transportation.
Tracking Bullets
Technologically enhanced bullets that will lock onto targets, and follow them as long as they are in their line of sight.
(In the spirit of fairness, you may only use this type of ammo twice in one day, and it still has the chance to be blocked/evaded.)
​Martial Arts Mastery ☆
All hunters undergo intense training to become a hunter, and must master some form of martial arts.
Tranquil State ★★
The ability to enter a state of self-induced tranquility. Users of this ability can suppress or negate emotions, allowing them to ignore emotional distractions and/or feelings from affecting their thinking-processes. Not to be confused with Apathy.
miscellaneous
Venatorid Serum
The Serum that gives the hunters their superhuman abilities. The initial feeling of Venatorid is like lightning being injected into their veins. For a brief period the pain is unbearable, and then just as quickly it’s completely gone. The serum itself takes 24hrs to achieve its desired effect, but the side effects are instant. These include extreme fatigue, and soreness for up the first 72 hours as the body adjusts.
(Only required to be given once, unless they skip a continuation pill. See weaknesses below.)
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Ve Pill (venatorid continuation)
A daily pill that hunters take to keeps the Venatorid serum in their system and maintain superhuman abilities.
WEaknesses
Mortality
Aside from their use of Venatorid giving them advantages, Hunters are regular humans, meaning they possess all weaknesses of humans.
Serum Burnout
Hunters will have to take 'Ve' daily after being given the original serum. If absent from their system over 48hrs, they will begin to go through withdrawal. During the 24hr withdrawal process a hunters reality is muddled, and attempted use of powers can cause hallucinations. The Hunter then will have to go through a week detox before repeating the original serum process.
Biotech Manipulation
Depending heavily on technology, there's a chance that their weaponry can be hacked, or influenced by Voidsents to malfunction.
Supernormal Fatigue
Because they are not naturally born magical beings, but rather enhanced; running out of their provided output, causes them to feel an overwhelming sense of exhaustion. The fatigue may leave them delirious, or cause unconscious episodes.
Alchemist Addiction
The fact or condition of being addicted to alchemy substances. Hunters that abuse the use of chems on a daily basis run the risk of this addiction. Magic to nonnative wielders, has a similar euphoria to any drugs.