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Ability Levels

Abilities are often ranged on how powerful they are. Though most abilities awaken instantly, it is possible form some that they awaken in stages. The Skills gained at each of these stages represent a general increase in ability power, however the order of awakening new powers could vary from individual to individual.

They are mostly ranged 1-5. With 1 being the weakest and 5 being the strongest. These rankings are the usual scale for abilities. Supposedly others with higher skill than normal exist, being labeled as a 6. These individuals are likened to heroes or protagonists in the way they are more powerful. A seven is something that is mythical and rumored, shrouded in secrecy and legend. Anything about a 7 and what they have made is treated as some legendary story, as they are supposedly so powerful, they can do almost anything.

Listing an ability as a negative number has a **connotation**, however what it actually means is variable. Does that mean it is the opposite, or some kind of curse? Could it be a variation or that power or just used as a joke? Do they nullify that particular power while nearby? This is an unusual thing that often doesn't happen.

Here are many examples:

* **Alchemist**
* **Mechanic**
* **Mage**
* **Summoner**
* **Enchanter**
* **Fighter**
* **Jewelcrafter**
* **Artifact User**
* **Ninja**
* **Mimicopy**
* **Elemental**
* **Medic**
* **Artist**
* **Cook**
* **Blacksmith**
* **Makeshifter**
* **Wordsmith**
* **Programmer**
* **Card Battler**
* **Monster Trainer**
* **Enhancer**
* **Were-Creature**
* **Witch**
* **Analyst**
* **Pirate**
* **Psychic**
* **Druid**
* **Replicator**

Ability Variation Levels:

* **Chemical Alchemist**
* **Crystal Technician**
* **Weather Mage**
* **Itemizer**
* **Ether Enchanter**
* **Accessory Crafter**
* **Transformation Item User**
* **Random**
Gunpowder

Gunpowder is a dangerous material often used by Alchemists and Mechanics. Alchemists using them for bombs and potions, while Mechanics use it for Ordinance and explosives.

The most basic types of gunpowder:

* Gunpowder A Low Caliber (Handgun ammo, catches on fire when lit) Also for gunpowder trails, etc.
* Gunpowder B Medium Calibur (Shotgun, catches aflame if lit) Also for lighting things on fire, etc.
* Gunpowder C High Caliber (Bazooka, highly volatile, it will explode if lit) Also used for bombs, etc.
* Gunpowder D Fireworks (Has crackle effect when burnt)

Gunpowder can be made from Minerals by Alchemists, Mechanics, Ninjas, and Pirates:

* Yellow + Black = Gunpowder A
* Red + Black = Gunpowder B
* Red + Green = Gunpowder C
* Metal F + Black = Gunpowder D

Gunpowder can be combined into various types of ammo:

* Gunpowder A = Handgun Rounds
* Gunpowder B = Shotgun Rounds
* Gunpowder C = Bazooka Rounds
* A + B = Minigun Rounds
* B + C = Sniper Rounds
* A + C = Magnum Rounds

Gunpowder can be combined together or with other ingredients for more specialized ammo, explosives, etc. An Alchemist may even be able to make specialized gunpowder.

* Gunpowder C + Water = Explosive Potion
* Fire Energy + Explosive Potion = Fire Explosion Potion
Another World (RPG)

A world similar to the normal world, this one takes an appearance similar to that of an RPG. An **Alternate Dimension** that exists parallel to the normal world.

Castles, towns, adventurers. It seems like the similarities are certainly there. Some can even cast spells or use magic without crafting the spells first! Magic seems to be high in this world, as if can be found almost anywhere. There are some similarities though. Crafting is similar between these two worlds. Abilities exist but they are treated as something more normal. Like instead of calling an Alchemist an ability user, they are just an Alchemist. These people are a part of normal society and act as if they simply have another skill they can utilize.

Government in this world seems to vary just a little, mostly being based on kings in castles with subjects they rule over. There are some barons and wealthy land owners who seem to be higher up than other folks who own large pieces of land.

Within this world there is somewhat of an enigma however. Something that if one saw it, they would think it were like a glitch. It is simply known as another type of magic in that world. Dangerous, it has spawned many an odd circumstance that has yet to be understood. materials brought back with this anomaly exhibit strange and dangerous qualities.
Enchanter

General Overview: The Enchanter

This ability allows one to use materials to enchant things, granting them an ability, powering them up somehow, or just changing its properties. An Enchanter can also curse things, or with the right materials, control a golem/puppet. Enchanting liquids like water could end up with a weak, potion like substitute. Enchanting a person yields a temporary enhancement. An enchanter can do a lot, but they are limited to working with what's already been made.

Powers:

* Enchant: to use materials to enchant something with a temporary boost.
* Disenchant: To remove an enchantment, and maybe get something back from it.
* Golemancy: he ability to make a golem or puppet move with an enchantment.

**Recipes**: Using various energy materials an Enchanter can make all sorts of effects happen.

**Ability Levels**: This may affect what they could enchant or how long the enchantment can last. This could also effect how complicated an enchantment is possible.

Main Materials: Energy Materials, Enchantable objects
Programmer Recipes

**Programmers** crafting style is a little different from some of the others, however like a mage they combine the data in a way that it does something. Because of this it's really hard to give an actual list of crafting, so I will try to describe some things one can do with this ability.

* MoveData.North: When used it will move something north.
* AssetData.(Charactername): Creates a hologram of the person (Charactername)
* When combined together these two create a new program where a Hologram of (Charactername) moves north!

Depending on how this data is used, on self or on other object, the effect is different.

* Using Assetdata on self creates a disguise!
* Using it on another object creates an illusion of that person at that object.

Data is varied, however there are a few different main types to be aware of.

* Assetdata is a data of an image of a person or thing. It can be used in illusions.
* Movedata is a data that moves something.
* ActionData is a data based on some kind of action a person or thing can perform.
* ElementData is data with an element associated with it.
* ObjectData is the data of an object, like a potion or something.
* MonsterData is data of a particular type of monster.

These are some of the more useful types. There are other dangerous types of data materials one can use:

* Viruses are dangerous and summon hostile or dangerous programs.
* Glitches are strange data that will do unexpected things sometimes.
* Null Data is empty data missing something important. Using it can yeild something wierd or nothing at all.
* Bugs and errors are strange data that may contain nonsensicle things. They act in a strange way.
* Corrupt data is damaged in a dangerous way, use with caution!

More basic Data can be combined into more complicated data.

* MoveData.North + MoveData.Right = MoveData.NorthRight

When used an object will move north, but curve towards the right!

It may seem complicated at first, but the huge variety of data means that there are also a huge variety of things one can do with it!
Tabletop Arena Competitions

Arenas and competitions can be a great way to have players compete against each other. there are several things to consider when making an arena type challenge for players. What kind of challenges can arenas be?

Arena Types: These can take many forms, so here are some **examples**. If you come up with another type, feel free to use that as the basis for your challenge!

* Basic Arena: A single challenge between players. The area is set up for a competition of some kind.
* Multi round Arena: Various challenges with some time/story in between rounds.
* Dungeon Challenge: An arena built to resemble the challenges of old... and games. Though they may not be as real as their counterparts, they can still pose a challenge to those willing to take them on.

Arena Challenges: Almost any kind of challenge can be used to compete with, but here are some examples you can use.

* Challenger Battle, Race, Cooking, Mystery, Mastery, Monster Battle, etc.

Tools to use: These are not necessary, but are things that can be used in your

* Teleporter Band: A small device invented by a group who has kept the secret of how they work a mystery. This band teleports people who have received too much damage to safety. This usually means a person has lost the contest, but who knows? Some contests are not about slaying the opponent. They can be set to teleport someone if other conditions are met.
* Mini Forge Belt: A small belt with tools one can use to forge equipment on the fly. These are mostly used by Mechanics and Blacksmiths to help even the odds against the likes of Alchemists and Mages, who need no tools to battle.

Some things to consider:

* In order to see who the true champion is, making the contest fair will bring out people's skills more. Make sure there are materials for all the players abilities somewhere for gathering.
* Be creative with your arena. It can be almost anything, from a parking lot to something more ancient.
* A competition could be its own story, with twists and turns galore!
Summoner Recipes

Crafting for the **Summoner** Mainly deals in two parts: Summoning Monsters, and Modifying Monsters

* Slime Carving = Ooze
* Slime Statue = Slime

Sometimes Monster Materials or other things can result in the same monster

* Slime (Item) = Slime

Combining two different statues/carvings together results in a different type of Monster, or something with qualities of both the statues/carvings used.

* Fairy Carving + Humanoid Statue = Leprechaun
* Fairy Statue + Humanoid Statue = Elf
* Fairy Statue + Humanoid Carving = Nymph
* Fairy Carving + Humanoid Carving = Halfling

Monsters can be powered up using materials

* Slime + Fire Energy = Fire Slime

Monsters can be temporarily combined together with Fusion. The result can be random sometimes.

* Slime + Golem = Slime Golem or Golem Slime

These summons are temporary and disappear after being defeated.
Psychic Recipes

**Psychics** don't really craft things, so there aren't many recipes, however some psychics with the right powers can do some things.

Some psychics with the right kinesis type abilities can generate things. For Example, a psychic with Pyrokinesis could make flame.

One thing a psychic can also do is charge things. This is done by concentrating on the object while using one's power. Most psychics can do this, however not all psychics can affect the water too much. The properties the water displays can vary depending on the powers they have. In fact, two different psychics with the same powers may result in different things. Like cryokinesis for example. One psychic may just make the water cooler, while the other may freeze it solid.

Some psychics with the right powers can charge a crystal with psychic energy. This is different than an alchemist or mechanic sticking energy into a crystal. Charging a crystal with psychic energy can turn it into a scrying crystal. In simple terms, something like a crystal ball.

* Psychic Energy Charge (Clear Crystal) = Simple Scrying Crystal
* Psychic Energy Charge (Clear Red Crystal) = Scrying Crystal (Power)
* Psychic Energy Charge (Clear Green Crystal) = Scrying Crystal (Health)
* Psychic Energy Charge (Clear Blue Crystal) = Scrying Crystal (Magic)
* Psychic Energy Charge (Clear Light Blue Crystal) = Scrying Crystal (Weather)
* Psychic Energy Charge (Clear Orange Crystal) = Scrying Crystal (Energy)
* Psychic Energy Charge (Clear Brown Crystal) = Scrying Crystal (Protection)
* Psychic Energy Charge (Clear White Crystal) = Scrying Crystal (Hopes)
* Psychic Energy Charge (Clear Black Crystal) = Scrying Crystal (Danger)
* Psychic Energy Charge (Clear Teal Crystal) = Scrying Crystal (Relationships)
* Psychic Energy Charge (Clear Purple Crystal) = Scrying Crystal (Monsters)
* Psychic Energy Charge (Clear Gold Crystal) = Scrying Crystal (Fortune)
* Psychic Energy Charge (Clear Curse Crystal) = Scrying Crystal (Misfortune)

When Charging a Dowsing Crystal, one can vaguely sense the direction of the thing being dowsed for.

A Psychic Charging a deck of cards is risky business. It may either give the cards better luck or worse luck than usual until they are used. Sometimes Card Battlers who are down on their luck will try this with mixed results.
Pirate Levels

**Pirate**

Level 1 Powers:

* Enhanced swimming/Breathing: The ability user has enhanced swimming ability and can hold their breath for longer.
* Simple Ships: The pirate can make some really simple ships from wood.
* Driftwood Carving: Enhanced ability to carve things from driftwood. Mostly useless.

Level 2 Powers:

* Barrelcraft: The ability to make barrels and to make things related to barrels.
* Superstition: Knowledge of Boons and curses and how to break them.
* Dramatic Presence: The ability to draw other's attention via actions or words.

Level 3 Powers:

* Gunpowder Skill: The user can make gunpowder and many things relating to gunpowder. Includes ranged weapons.
* Pirates Boon: The ability to make a magical thing which can help someone made from various materials.
* Pirates Curse: The ability to make a magical thing which can harm or entrap someone.
* Sea's Bounty: The ability to find and use Sea Energy.
* Better Ships: The ability to make ships from various materials of various sizes. Includes some ship related things.
* Slight of hand: An ability to move in a way that can trick or deceive others.

Level 4 Powers:

* Cannons: The ability to make cannons or mounted weapons from various materials.

Level 5 Powers:

* Enhanced ships!: The ability to make great ships and ship related things.
* Powerful Boons and Curses: The ability to make all kinds of boons or curses.
Chemical Alchemist Recipes

**Chemical Alchemists** are much like normal Alchemists but with some variations.

Like a normal Alchemist they can shape materials. Chemical Alchemists are especially good at this.

* Metal B = Sword
* Metal B (Treasure) = Ring
* Metal B (Tool) = Knife
* Metal B (Part) = Blade

Chemical Alchemists can also Alloy Metals.

* Metal A + Metal B = Alloy A
* Metal B + Metal C = Alloy B
* Metal B + Metal D = Alloy C
* Metal A + Metal C = Alloy D
* Metal A + Metal D = Alloy E
* Metal C + Metal D = Alloy F
* Metal A + Metal E = Alloy G
* Metal B + Metal E = Alloy H
* Metal C + Metal E = Alloy I
* Metal D + Metal E = Alloy J

And Shape them...

* Alloy B = Lance
* Alloy B (Treasure) = Anklet
* Alloy B (PartsA) = Spikes
* Alloy B (PartsB) = Screws
* Alloy B (Tool) = Drill

Chemical Alchemists are usually not very good at making potions. Sometimes they can make basic potions from materials. If Someone had both abilities they could make more complicated potions.

* Green Herb = Potion (10HP)
* Blue Herb = Mana Potion
* Red Herb = Attack Potion
* Orange Herb = Stamina Potion
* Poison Herb = Poison Potion
* Shadow herb = Stealth Potion
* [Elemental] Herb = [Elemental] Potion (Attack)

They can however crystalize certain things and shape those crystals.

* Potion (10HP) (Crystalize) = Crystalized potion (10HP)
* Crystalized Potion = Potion Dagger
* Tomato Soup (Crystalize) = Edible Crystal (Tomato Soup)

Crystalizing something Elemental may possibly result in an elemental object.

* [Elemental] Potion (Attack) = [Elemental] Potion Dagger

Chemical Alchemists can change things into different stated of matter:

* Water (Freeze) = Ice
* Air (with water vapor) (Condense) = Water

Chemical Alchemists, being good at chemistry, can make gunpowder from minerals:

* Yellow + Black = Gunpowder A
* Red + Black = Gunpowder B
* Red + Green = Gunpowder C
* Metal F + Black = Gunpowder D
Makeshifter

General Overview: The Makeshifter

Makeshifters got the name because they possess an increased ability to use things as makeshift alternatives. Weaponizing is a useful skill, be it to know how to toss something as a weapon or finding a way to latch things together into a makeshift weapon. An example would be tying a piece of metal to the end of a stick to make a tool. The ability to makeshift things extends from just weapon making to other things, however these things don't always work as well as thier better constructed counterparts. Many would describe it as using a pipe as part of a gun/firing weapon, or using things like tape, glue, or rope to combine things. Though these things are things a normal person could so, makeshifters are extra good at finding uses for things, often beyond their intended use. Sometimes these people can be good at finding ways to break things or use them dangerously.

Powers:

* Makeshift: The ability to take random materials and make something out of them. Mostly in a choppy or haphazard way. Like strapping ore to the end of a stick to use as a weapon. These usually include things that are crudely made or, handmade. In the case of foods, it would be using instant ramen or kits to cook with, often in ways the instructions don't allow, or using other already cooked foods as ingredients. Sometimes this crafting results in two objects taped together for the utility of both. Things like glue, tape, and cordage are often useful for this type of crafting. This power can also refer to an uncanny way to find alternate uses for things.
* Junk Crafting: The ability to take broken or disused things and combining them together into working "junk".
* Leverage: The ability to find weaknesses or flaws in things and break them or disassemble them.

**Recipes**: Makeshifters find a way to make a lot of different things, so making a recipe list is a little difficult.

**Ability Levels**: The ability levels may measure how good they are at making things or how well the ability works.

Main Materials: random things. Anything really, also glue/adhesive, tape/binding, or rope/cordage.
Relic Maker

General Overview: Relic Maker (Actual name unknown)

Relics had to have come from somewhere right? Because they seem so unique and impossible to make, it is thought they came from a type of ability user. Stories of these ability users have gotten a little out of hand. Some of the stories even claim they can use all abilities but that would make them something else (Ability Masters). The reality is noone knows how Relics are made, except that sometimes they seem almost possible with the right combination of abilities. They usually have at least one quality that makes them mysteriously hard to understand however. This has resulted in the idea that there is an ability out there that can make these things.

Powers:

* Relicraft: Use materials to make an Relic. Many relics are mysterious in their construction or how they do the things that they do.
* Make: Use materials to make mysterious and powerful Relic Materials. Some relics have been found to be made out of materials no one can identify. It is thought that these materials must have been made by using an ability of some kind. Most relics are indestructible.
* ?Copy: Copy someone else's ability for use in Relicrafting. It is possible this isn't the case, but some have found relics possessing enchantments or other regular ability type of crafting. It is possible this is only because other Ability users were present when the object was being made.
* Relic Knowledge: It is though that those who made the relics must possess some kind of strange knowledge that eludes even the wisest and smartest of Ability Users.

Recipes: Relics all seem to be very unique, so this list would be very large and complicated.

Ability Levels: Unknown. It is unknown how these ability users function.

Main Materials: ??? The materials used are unknown, but it is thought they can use almost anything.
Analyst

General Overview: The Analyst

An analyst is able to understand more about a thing by looking at it. Although many could do such a thing, an Analyist can see things normal people could not. Though the power itself can identify things, it can vary from person to person.

Powers:

* Identify: Identifies an unknown object or thing.
* Analyze: Check a known thing to see what it's uses and properties are.
* Appraise: Understand the value of something by examining it.
* Translate: Identifies specific words in an unknown language.
* Predict: Predicts the path of moving objects or other things.
* Detect: Checks an object for anything out of the ordinary.
* Power Level: By looking at another person, they may see the potential and or strength that person possesses.
* Weak Point: The ability to detect a fault or weakness in something/someone.
* Note: some of these powers can also be used on people to know more about them.

Recipes: Analysts don't really craft things so there are none.

**Ability Levels**: The level measures how good an Analyst is at identifying things, but it can vary a lot depending on what way they are good. It could be for how much information they can get, or what kinds of information they can get. An Analyst's power and knowledge are strange things. How supernatural the ability is could determine if they need extra knowledge or not. Sometimes they are good at remembering lots of knowledge.

Main Materials: Anything, as this person's ability is to identify things about materials and other stuff.
Programmer's Lost Ability

General Overview: Unknown "The Programmer's Lost Ability"

This ability is a theorized other ability that came before Programmer Ability Users had computers. It is a rare ability, so rare almost no one know much about it. HOWEVER there are some old stories and theories about it and how it relates to other abilities. Of course, there are stories about this ability being used and existing today, however not enough study has been done to confirm much about it.

Powers: The following are fabricated from rumors and stories.

* Unknown
* ???: The ability to make things from a combination of words, symbols, and pictures. These can be drawn and "activated" to produce an effect.
* ???: The ability to chain together words, sybols, and pictures to make a more complicated thing.
* ???: Other unknown powers?

Recipes: Unknown. Supposedly it has something to do with pictures, symbols, and words.

Power Levels:

* 1-7: Unknown. It is unknown what kind of strength this ability has.

Main Materials: It is theorized that this ability uses a combination of pictures, symbols, and words. So any form or writing utensils and paper.
S Druid Recipes

**S Druids** are similar to Druids, but different. Instead of plants, they can modify stone with energy materials.

* Stone Energy = Slightly grows the mineral/stone to be a little bigger.
* Energy A = Form stone into Stalagmite
* Energy B = Form Stone into Stalagtite
* Energy A + Energy B = Form Stone into Pillar
* [Elemental] Energy + Nonelemental stone = [Elemental] Stone

S Petrification is done with a Magic circle and the stone of choice. Some stones do different things when used with S petrification. This only lasts for a little while.

* Stone + Magic Circle B = Slightly enhances defense with rock hardness. Decreases ability to float in water.
* Volcanic Stone + magic Circle B = increases the ability to float in water.

Like Druids, S Druids can craft things with rituals.

* Magic Circle A + Cloth + Stone Energy = Stone hard cloth
* Stone hard Cloth + magic Circle A = S Druid's Robe
* Magic Circle A + Petrified wood = S Druid's Wand

* Magic Circle A + Stick + Stone = S Druid's mace
* Magic Circle A + S Druids Mace + Metal Ore(B) = Ore Mace

* Magic Circle C + Stone + Metallic Mineral = Random type of metal ore

* magic Circle D + Stone Energy + Wood = Petrify Wood
* Magic Circle D + Stone Energy + Magical Herb = Petrify Herb into Mineral

* Magic Circle D + Fire Mineral = Create small pool of lava
* Magic Circle D + Water Mineral = Create small amount of water

* Magic Circle D + Water Mineral + Stone = Clay

* Magic Circle E + Statue + Orange Mineral = Create Small golem.

* Magic Circle F + Stone Energy + Fire Mineral + Blue Mineral = Lava (Spell)
* Magic Circle F + Fire Mineral + Water Mineral + Blue Mineral = Geyser (Spell)
* Magic Circle F + Stone Energy + Wind Mineral = Howling Cave Wind (Spell)

* Magic Circle F + Stone + Blue Mineral = Stone Throw (Spell)
Ability Hunters and Haters

In the history of ability users, there are some that mistrusted the special powers that they had. Non-ability users who would persecute and hunt down ability users. This happened mostly during what people called the Dark Era.

In history it was a time of superstition. A time where people who were normal feared things they didn't understand. Ability Hunters ignored some abilities because they seem more normal. Abilities like the Cook, and the Analyst.

Others were not so lucky. Though most ability Hunters went away during the secret era, Ability haters still exist rarely during the Modern Era.

In the time before, Where abilities were rare, it is possible that some feared abilities. When they began to become more common, some people would dislike abilities, however there wasn't any organized group for it. It wouldn't be until the Age of myth until groups would appear. They were often small obsessed gatherings of people that disliked the abilities. The Dark Age changed things.

A time of superstition. Of witch hunts and fear of the supernatural. It wasn't by ability user hands that this era happened, it simply did. Unfortunately those that hated the supranatural were also the ones that hunted it. Ability Hunters were a serious problem during this era. So many ability users get better at hiding. The Secret Era followed. Ability Hunters would exist for about half this era, until they eventually ceased to be a thing. Replaced by ability haters. Ability haters are far less dangerous, being made of people who either feared or envied ability users. Though ability haters still exist even in the modern era, they are not as common and don't seem as bad. It may even be possible that ability haters may go away sometime in the future.
The opposite of Abilities

Negative abilities have always been super rare. As such, the users don't often fit into a single group. Making a history of these abilities wouldn't be easy, but there are a few rare records of users with these types of abilities.

There are no records of these existing in the Before time, but it is possible they did.

During the era of Myth, one story recounts a portal of sorts opening. This portal led to another world where a person with crafting unlike this world came out. It was said they had an ability described to as "Techno Magic" being the opposite of a Mage. This type is referred to as "Negative Ability"

During the Secret era one individual of note could undo crafting. The Alchemy kind of crafting. It was as if watching crafting happen in reverse. Potions could become ingredients, and alloys were turned back into metals. This types is called "Negative Crafting"

Another individual could counter alchemy. When they were in the area, Alchemy couldn't be used. This would become known as "Anti-Alchemy"

During the Light era there was one cook who refused to give up. They had negative cooking ability and they were often seen as a walking disaster wherever they went. This ability is called "Negative Skill"

In the modern era, a user with the ability to cancel abilities was noted in one location. They were a child, unhappy with others having "more cool" abilities went on a spree canceling out other people's abilities. They came back after a while and the child was convinced not to cause any more havoc. This type of negative ability is called "Anti-Ability".

So how do these abilities work?

That really depends on which one your talking about. These abilities, being so rare, are often lumped together as Negative abilities, however they are all something different.

First of all, let's look at the "Negative Ability".

It could be argued that Pirates are the opposite of Ninja, and so are they both negative of each other? It would be hard to tell what a "Negative Ability" truly was. They would probably be classified as something normal and nobody would be the wiser. Some people believe all abilities have an opposite, and some of those call them negatives.

The next one, "Negative Crafting", Is a lot easier to categorize. With it being the literal opposite it stands out a lot more as it's own specific thing.

It is often joked about that people may have "Negative Skill" when it comes to being bad at something. Since abilities are often measured in levels, calling someone a negative five at something like calling them bad at it. There are very few who are actually that bad at it. An Alchemist trying to create a healing potion when it actually poison's something, or a cook burining down a kitchen while trying to make cereal. These people are actually dangerous at what they do.

The Anti=Ability is somewhat different though. Considered another ability by most, this strange ability seems to be the opposite of every ability. Shutting off an ability user's ability similar to how EMP shuts of technology. The abilities always come back, but it can be a shocking experience for anyone who goes through it.
Enhancer

General Overview: The Enhancer

An Enhancer can use materials to give themselves or others a temporary boost/power. Similar to an enchanter, this affects the person rather than equipment or some other indirect manner. These boosts/powers are temporary and usually wear off after a short time. The material is used up. An Enhancer cannot do this with living people or things. Though this ability seems limited, they can use all kinds of things to boost with. For example, a mage can store a spell in a scroll, and the enhancer can use that spell scroll to boost with. This seems to be a little bit limited when it comes to "important" things. It may fail if a key is used, however if the key no longer goes to anything it might work. The exact mechanics of this are unknown.

Powers:

* Boost: Use a material to gain or give a temporary boost or power.
* Gained powers: Temporary powers gained from a boost. Only last a short while. Vary depending on the material used.

**Recipes**: Anything can be used to boost, so recipes tend to be more like lists of powers.

**Ability Levels**: Ability level represents the number of things that can be used to boost.

Main Materials: Any material really. Since all kinds give different boosts
The Programmer's Lost Ability

The origin of the Programmer ability is unusual. Noone knows what the original ability was, or if this is a new ability. There are some stories but not everyone knows. From the stories there was another ability, similar to a wordsmith but different. This ability could allow one to make things from pictures or written words, but only if those words "made" something. Like its own secret code. This ability is thought to be the origin of this one.

The prevailing theory is thus:

* During the Time Before there were few ability users, this ability could have been one of them.
* During the time of myth this ability still existed, although rarly.
* The Programmer ability came into light during the time of computers. When these began to surface, so did the ability. As the computers became more advanced this ability changed to become more advanced as well.

Supposidly the original ability still exists, somehow. There are tales of ability users with a wierdly rare ability similar to the programmer one but with paper instead of computers. It could be a misunderstanding with other abilities. It is highly unusual that an ability varation would be the more common, but some people insist this ability is a varation of something else.
Mage

General Overview: The Mage

With this ability, one can combine energies together and use them to cast powerful spells! Mages can call familiars to aid them if they have the right payment or make magical objects with Spellcrafting. Spells may have different uses depending on if they are using them as a combat style or for some other purpose.

Spells are the main thing that they make, and they make them with energy. Spells can be changed or modified by adding more/different energy.

Powers:

* Spellcraft: Using energy materials to make spells.
* Scrollcraft: The ability to place a spell into a scroll for use by anyone.
* Combine: To combine multiple energy materials together into a different one.
* Spellcraft(Magical Gear): The ability to make different kinds of equipment.
* Cauldron Potions: The ability to make a large vat of a specific type of potion, using magical materials. These are often more difficult to make than an Alchemist making a potion.

Magical Gear includes things like spell books, Staves, and robes. Mostly mage or magic based things. Swords and other tools are often made by other ability users.

**Recipes**: Though mages mostly make and cast spells, they can make other things too.

**Ability Levels**: Ability level can describe how many modifications or how powerful a spell they can do,

Main Materials: Energy Materials

Other Materials: wood cloth and other things.
Cook Recipes

**Cook** recipes can vary from complicated to simple. Many simple recipes can be made from just one or two ingredients. Please note that this isn't a complete list, just a lot of examples.

* Bread Dough = Bread
* Bread = Toast
* Cookie Dough = Plain cookies
* Bread Dough + Cheese = Cheesy Bread
* Bread + Cheese = Cheese Sandwich
* Cheese Sandwich = Grilled Cheese
* Water + Blueberries = Blueberry Juice
* Bread Dough + Blueberries = Blueberry Bread
* Cookie Dough + Blueberries = Blueberry Cookies
* Meat = Baked Steak
* Meat + Bread = Burger
* Burger + Cheese = Cheeseburger
* Sugar = Syrup
* Sugar + Bread Dough = Sweetbread
* Sugar + Milk = Caramel
* Cookie dough + Caramel = Caramel Cookies
* Syrup + Caramel = Caramel Syrup
* Green Herb + Lettuce = Simple Green Herb Salad
* Cheese + Lettuce = simple cheesy salad.
* Meat + Lettuce = Simple meat salad
* Brown Herb + Sparkling Water = Soda
* etc.

Many Herbs have a specific flavor, which can be imparted into foods. Some however could be used to turn food into a weapon.

* Iron Herb + Spaghetti = Pasta Whip
* Fire Herb + Fire Herb = Fire Extract
* Fire Extract + Food = Food that deals fire damage.

If "Cook" Is used by some people with other abilities, you could make a food/cooking related thing with that ability.

* A Mechanic Uses "Cook" and Metal B = Cooking Knife
* A Mages Uses "Cook" and fire energy to cook some food
Either Enchanter Recipes

An **Either Enchanter** can produce different types of either depending on what they energy materials are used:

Low Grade Either

* Energy A, B, C, D, E and F, Base Energy

Medium Grade Either:

* Energies: Fire, Water, Earth, Wind, Light, Dark, Elec, Ice, Plant, Cloud, Sand, Star, Conjuring, Sound, Crystal, Poison, Gravity, Metal

High Grade Either:

* Rare Energy

Exotic Either:

* An either Enchanter with strong enough ability can create something more exotic with energy but it tires them out a lot more. This exotic Either will add some other property to a thing rather than just enhancement.

In most cases, objects are dipped into the either for a period of time, where they are enhanced! Either can be used to enhance potions a little, but it is added to the potion and let to sit for a bit in order to work. Either being drank may slightly enhance a person, but not as much as an Either Enchanter Absorbing the substance.
Card Battler Ability Levels

**Card Battler**

Level 1 Powers:

* Summon: The ability to summon something from a card game and bring it temporarily into real life. This has to abide by the rules of the card game, and can be a monster or some kind of effect.

Level 2 Powers:

* Varied Decks: The ability to switch card games in the middle of a match as long as one plays by the rules. They can switch to another deck of the same type or a deck from a completely different game.

Level 3 Powers:

* Card Draw!: For some reason the odds of drawing a useful card may increase of the Card Battler is in distress or danger. How this happens is unknown.

Level 4 Powers:

* Mixed Card games: The ability to use cards from multiple card games at once in a single match. These have to abide by game rules, however there is a conversion rate that ensures they will still function somehow, but it has to be done in a way that makes sense.

Level 5 Powers:

* Card transformation: The ability for some cards to temporarily transform to fit a situation. This is not usually done on purpose and will happen if the card battler needs it.
Ninja Ability levels

Due to the fact that **ninja** sometimes have different specializations, making a level list can be difficult, however I will attempt to list them and some of the specialties here. Some Ninja can have multiple specialties.

Level 1 Powers:

* Poisons: A Ninja can create poison and apply it to weapons.
* Throwing Skill: A Ninja can throw weopons and things better than usual.

Level 2 Powers:

Traditional Ninja

* Basic Herbs usage: A Ninja can make various things from herbs.
* Fighting Techniques: A Ninja can use fighting techniques to perform moves
* Medical Knowledge: A Ninja can make Ninja Medicine

Magical Ninja

* Magic Ninjutsu: A Ninja can perform some of the basic Ninjustsu from scrolls.

Theater Ninja

* Hiding: Better skill at hiding.
* Flashy Display: A Ninja can move in a way that is intimidating

Level 3 Powers:

Traditional Ninja

* Gunpowder Making: A Ninja can make and use gunpowder.
* Crude Weapons: A Ninja can make and use tools as weapons.
* Diguise: A Ninja can wear costumes to disguise themselves as other people.

Magical Ninja

* Combining Ninjustsu: A Ninja can use multiple Ninjutsu at once.

Theater Ninja

* Trickery: A Theater NInja can make use of props to trick others
* Disguise: A Ninja can wear costumes to disguise themselves as Objects.

Level 4 Powers:

Traditional Ninja

* Special Weapons: A Ninja can use parts to construct special weapons.

Magical Ninja

* Elemental Ninjustsu: A Ninja can add elements to Justsu to power them up.

Theater Ninja

* Pyrotechnics: Using gunpowder, a theater Ninja can perform flashy tricks.

Level 5 Powers:

Traditional Ninja

* Ninja Wall Climbing: The ability to scale walls with hand spikes.

Magical Ninja

* Enhanced Justu: A Ninja can further enhance Ninjutsu with energy materials

Theater Ninja

* Ninja Kite: A Large kite that allows a ninja to fly. It can be constructed and used.
Fighter Ability Levels

**Fighter**

Level 1 Powers:

* Moves: The ability to perform various moves.
* Fighting Style: The ability to learn one or more fighting styles.

Level 2 Powers:

* Combo Attacks: The ability to chain more than one move into a combo attack.
* Enhanced Weapon Skill: Enhanced skill in various weapons. Sometimes one masters a single weapon, or sometimes one gets good at several.

Level 3 Powers:

* New Technique: The ability to combine moves into new techniques.

Level 4 Powers:

* Chi Manipulation: The ability to use chi to enhance moves. Chi can enhance moves in various ways. In the most advanced moves one can do so elementally as well!
* Chi Enhanced Weapons: The ability to enhance one's weapon with chi.

Level 5 Powers:

* Visible Chi Power: Chi Techniques one can see! These are very powerful but also very draining.
* Multiple Weapons Mastery: The ability to master more than one weapon.
Wordsmith

A Wordsmith can take written words and make them become special effects. Putting multiple words together makes a different effect. These effects can be large or small and the sixe of the effect determines how much mana they use up for that effect. Although it sounds like this power has unlimited potential, it can be difficult to wield.

Powers:

* Low Level Cast: To create an effect from a written word. This effect is small and not very effective, but uses little mana
* Medium Level Cast: To create an effect from a written word. This effect requires a lot of control to use, and has a medium efect with medium mana used.
* High Level Cast: To create an effect from a written word. A Big effect, but uses a lot of mana
* Wordsmith: To put words together for a different effect.

**Recipes**: Instead of materials, the Wordsmith uses words to make spell effects.

**Ability Levels**: This ability is a powerful one already. Measuring it tends to get messy unless you measure it against other Wordsmiths.

Main Materials: paper, writing tools, words

Other Materials: scrolls and book like things.
Chemical Alchemist

General Overview: The Chemical Alchemist

A variation on Alchemist. This ability specializes in changing the shape or state of a material. They specialize in the material manipulation aspects of a normal alchemist and may or may not have the other powers. Called "Chemical Alchemist" because they often have control over the chemical states of matter of objects.

Powers:

* Material Shaping: Making an object from materials using alchemy. Because an alchemist can shape things without the need for tools, this gives them an advantage over Mechanics. They can also use Energy materials. Objects are often weapons or other gear.
* Create: Use multiple materials to create something. Usually a new material. Some materials may not be useful to the alchemist, and may be better used by others.
* State Change: The ability to change the state of something non=living. Like changing a liquid into a solid. Can freeze, crystalize, melt, evaporate, Condense, and control the materials to a limited degree. to Sublimate something is really difficult though. Making something into an aerogel is also really difficult.
* Chemistry Knowledge: surprisingly a power that comes with this variation.

**Recipes**: Chemical Alchemists are similar to normal Alchemists, however there are key differences between them.

**Ability Levels**: Ability level can control how easy it is to manipulate materials, or what they can do with them.

Main Materials:

Metals, Herbs, Oils and liquids, energy materials. etc.

Other Materials: Most materials are available, but many are not useful.
Status Effects

Status effects are things that can inflict players and are usually bad. They usually only last a short while, but can be a problem for any adventurers.

* Stat Down: Player has a stat temporarily decreased.
* Poison: Causes HP to drop a little every turn.
* Stun: Stops a player from acting for a turn.
* Paralyze: Stops the player from moving for a little while.
* Bind: Stops the player from moving, caused by some object like chains or vines.
* Curse: Player cannot attack for a short time.
* Restrict: Player cannot use magic for a while.
* Confusion: Player may not be able to discern friend from foe.
* Slippery: Player may drop equipment.
* Berserk: Player has an attack increase and attacks anything nearby, friend or foe.
* Doom: After a short time, the player is defeated.

Element Based Negative Statuses:

* Burn: Player takes damage over time.
* Soaking: Player is heavy and moves slower and takes extra electric damage.
* Dirty: Player is coated in muck! Plyer moves slower and may drop equipment.
* Illuminant: Player cannot be stealthy.
* Blind: Temporarily prevents the player from seeing.
* Frozen: Player is frozen and cannot move for a short time.
* Static: Player is statically charged and takes damage from the next piece of metal they touch.
* Fog: It's harder to see here! Attacks may miss, cannot discern friend from foe.
* Heavy: It's harder to move. Player has trouble lifting things for a short time.
* Silence: Player cannot speak for a short time.
* Sticky: Player cannot switch equipment easily.
* Thirst: Player takes damage until they drink something.
* Petrify: Player cannot move for a long while.

Status effects can be cured by Herbs or potions of that type of affliction. Some healing spells will also work.

There are also positive status effects:

* Stat Up: Player has a stat temporarily increased.
* Regen: Player's health recovers slowly.
* Shadow: Player is hidden for a short time.
Transmutation Recipes

Transmutation is a change between one thing and another. Transmuting these materials can be achieved a few different ways. Alchemists can use Magic Circle A to transmute materials. A powder made from Odd Mushrooms by Witches can also achieve this.

Metals

* Metal A <-> Metal F
* Metal B <-> Metal C
* Metal D <-> Metal E

Herbs

* Green Herb <-> Blue Herb
* Red Herb <-> Orange Herb
* Black Herb <-> Shadow Herb
* Iron Herb <-> Metal Herb
* White Herb <-> Bitter Herb

* Fire Herb <-> Star Herb
* Water Herb <-> Ice Herb
* Earth Herb <-> Brown herb
* Wind Herb <-> Cloud Herb
* Light Herb <-> Elec Herb
* Dark Herb <-> Poison Herb
* Gravity Herb <-> Sound Herb
* Sand Herb <-> Crystal Herb
* Plant Herb <-> Stone Herb
* Random Herb -> Any random herb
* Gray Herb <-> Strange Herb
* Gold Herb <-> Mysterious Herb

Mushrooms

* Magic Mushroom <-> Strange Mushroom
* Brown Mushroom <-> Healthy Mushroom
* Warp Mushroom <-> Ghostly Mushroom
* Dangerous Mushroom <-> Black Mushroom
* Golden Mushroom <-> Silver Mushroom

Energy Materials

* Basic Energy <-> Neutral Energy
* Physical Energy <-> Matter Energy
* Psychic Energy <-> Curse Energy
* Nature Energy <-> Concentrated Energy

* Fire Energy <-> Star Energy
* Water Energy <-> Ice Energy
* Earth Energy <-> Sand Energy
* Air Energy <-> Cloud Energy
* Light Energy <-> Elec Energy
* Dark Energy <-> Poison Energy
* Gravity Energy <-> Sound Energy
* Metal Energy <-> Crystal Energy
* Plant Energy <-> Stone Energy

Minerals

* White Mineral <-> Yellow Mineral
* Gray Mineral <-> Saltstone
* Black Mineral <-> Oilstone
* Red Mineral <-> Blue Mineral
* Green Mineral <-> Orange Mineral

* Fire Mineral <-> Stary Mineral
* Water Mineral <-> Icy Mineral
* Earthen Mineral <-> Sandy Mineral
* Windy Mineral <-> Cloudy Mineral
* Light Mineral <-> Lightning Mineral
* Dark Mineral <-> Poisonous Mineral
* Gravity Mineral <-> Sounding Mineral
* Metal Mineral <-> Crystaline Mineral
* Plant Mineral <->  Stoney Mineral

Crystals

* Red Crystal <-> Dark Red Crystal
* Green Crystal <-> Activating Crystal
* Blue Crystal <-> Dark Blue Crystal
* Light Blue Crystal <-> Dark Green Crystal
* Brown Crystal <-> Metallic Crystal
* Black Crystal <-> Echoing Crystal
* Purple Crystal <-> Pink Crystal
* White Crystal <-> Yellow Crystal
* Nullifying Crystal <-> Reversing Crystal
* Gold Crystal <-> Silver Crystal

* Logicrystal  Random <-> Logicrystal XOR
* Logicrystal AND <-> Logicrystal OR
* Logicrystal Polar <-> Logicrystal Pulse