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Peculiarity Information

Basic Information

Peculiarities have been around for as long as anyone can remember.  The cause of it is the world’s natural mana. It’s an invisible force that gives life to most things, it’s in the air you breathe, the blood in your veins, and part of daily life. Some individuals aren’t born with them or never figure out how to trigger their peculiarity. Each individual has their own unique mana signature regardless if they have an peculiarity or not. Peculiarities themself, like the mana signature, are individual to a person. Similar abilities can be passed down from generation to generation but offspring can have a completely unrelated ability.

 

What are peculiarities? Peculiarities are a way an individual moves their own mana. It permits the individual to do their own sort of ability. It gives them a superhuman ability that defies logic. Not every ability is equal, nor are they as powerful as each one. An ability may have multiple uses, or it may be straight forward. Each ability has a limit, a consequence, or a flaw in it’s working. No perfect ability exists. In the modern world, abilities are used for convenience. 

 

Abilities can grow stronger with use and practice, but most of the population hasn’t had a need to. They're more like a trait that someone has that completes them as a person. 

Banned Abilities

Mind Control

Time Manipulation

God/Angel/Demon Powers

Past/Future Sight

Intelligence Abilities

Luck Manipulation

Reality Manipulation

Ability Replication/Mimicry

Nullification

 

Angels and Demons aren’t something that exist in this universe, but you may take inspiration from them as long as they aren’t literal Angels/Demons. 

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Examples

Reed possesses the ability to animate plant life. By animating plant life, he is able to give a very primitive level of intelligence to the plant he chooses to animate. It typically revolves around the intelligence of a pet such as a dog. When he animates the plant, the plant undergrows unnatural growths untypical of the original plant, this typically is some sort of sensory and mobility organs. This could be eyes, noses, ears, mouths, arms and/or legs. The plant requires nutrients, sunlight, and water to prevent plant death also known as withering. The plant has a weight limit of 15 pounds and cannot exceed this limit. Reed is only capable of animating a plant once a month. The plant has to be grown completely from seed to maturity by Reed. In order for Reed to animate one of the plants, he has to do it under a full moon, with the plant being bathed in moonlight. He has to water the plant with a mixture of water, his own blood, and nutrients for a week following the full moon. After this period, it can take up to a month for the sensory and/or mobility organs to grow and the plant be ready to be introduced to the world. Large plants such as trees, are unable to be animated. Some small bushes, vegetables, and fruits can be animated. When it comes to plants that produce multiple fruits, only one fruit at a time will be animated, or the entire body plant will be animated. All animated plants retain the original durability and abilities. They’re just silly little guys.

Gray Campbell’s ability was found early in his life, when he first began working on his father’s ranch at 10 years old and laid his hand on official, lassoing rope. Gray is capable of manipulating rope, being able to use his mind and instinct to move and arrange the object. If he’s going to throw a lasso, he can push the rope forward faster than necessary or turn the angle he’s throwing it in. The only way his telekinesis ability works is through rope, he’s unable to use any of the telekinesis on any other object. The rope in question is typically soft fiber, flexible rope. The rope he’s able to manipulate has to be braided, and have a thickness of at least ¾”. Wires do not count as rope. Gray is only able to manipulate rope in a 50’ radius around his body; if the rope extends past the 50” radius mark, the rope drops dead. Gray can have his ability activated for one hour before his body begins to become exhausted, he will start having a nose bleed as the starting symptom and start losing physical strength. As the one hour thirty minute mark kicks in, Gray has lost his physical strength and begins stumbling. As soon as the two hour mark hits, Gray will pass out from over exertion. The rope can only pull and push at the strength Gray has when he originally activates his ability for use.

Hestia is capable of enchanting items to perform specific actions or give an object specific properties. Enchantment has to be done with engraved runes from a language Hestia made up as a child. For example, a necklace that has an engraving of this language, when worn, can produce a cooling effect on the wearer. After the enchantment is complete, it must absorb a certain amount of Hestia’s blood. Enchantment is limited to objects Hestia has modified in an extreme way, whether this be by forging an object herself or repairing an object that was extremely damaged beforehand. The length effect of the enchantment varies depending on Hestia. The enchantment is stronger depending on how much time, effort, and blood Hestia has put into the object and the engraving. Strength of an enchantment varies vastly between items. A pre-owned necklace that Hestia didn’t make, only engraved a small enchantment and only replaced a chain, may last a week before fading; say the enchantment is “warm”, it would only have an extremely subtle and weak effect on the wearer, this could mean the necklace produces a gentle body heat coming from the item (think of a hand warmer.) But a large object that Hestia has forged herself, like a sword, that has taken at least a week to make, the enchantment could last up to a year. If this object was enchanted with “warm” like the necklace mentioned previously, the enchantment would be extremely different in strength. The enchantment “warm” in this situation could mean the item produced a large amount of heat, or produces an area of effect of warmth around the object. Enchantments can be refreshed at the expense of Hestia’s energy reserves and if necessary, a replenishment of blood. The effect of the enchantment depends on the words that were engraved into the object. Writing on an object could leave an effect for a day or two, engraving an object will leave an effect for a week, creating a small object and engraving could last for 3-4 weeks (roughly a month), creating a large object and engraving could last up to a year. Each requires different energy reserves and Hestia is limited to creating enchanted objects per month. She could create 4-5 small objects in a month or 1-2 large objects in a month. Going beyond this could create physical health issues which could lead to hospitalizations from exhaustion. In order to make these enchantments, Hestia has to sacrifice energy and blood in order for them to create action. The amount of blood depends on the strength of enchantment and lasting effects. It is directly proportional. A few drops of blood would lead into a couple days of a small enchantment and a pint of blood or more would be necessary for a large enchantment that lasted several months. An enchantment is broken if the item or the engraving is damaged. Enchantments provide properties, these are adjective based. This could be “sharp” on a knife in which the knife would remain sharp without needing to be grinded for the entirety of the enchantment. A necklace could have a “cool” property in which the user could feel a cooling feel overcome their body, this effect could feel like a light breeze or cool water being poured over them.

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