Powers

Canon powers, when not subjected to the townwide power dampening, will largely remain as they are. The only exception is for abilities that either:
A) Allow for immediate and widespread destruction to a town, or
B) Allow characters to cross between dimensions, realities, or universes
These powers will always remain capped well below being able to achieve either feat, regardless of the circumstances a character is in.
Characters with canon powers can choose to learn one of the setting powers listed below. However, doing so means losing mastery over their canon powers. This will be a slight loss at first, but they more they study a new power, the weaker they are in their current one. Choose carefully before having your character pursue a specific path!
Any lost skill can be regained by simply ceasing practice of a new power, though the speed of this reversal depends on how long a character has been practicing their new power.
A) Allow for immediate and widespread destruction to a town, or
B) Allow characters to cross between dimensions, realities, or universes
These powers will always remain capped well below being able to achieve either feat, regardless of the circumstances a character is in.
Characters with canon powers can choose to learn one of the setting powers listed below. However, doing so means losing mastery over their canon powers. This will be a slight loss at first, but they more they study a new power, the weaker they are in their current one. Choose carefully before having your character pursue a specific path!
Any lost skill can be regained by simply ceasing practice of a new power, though the speed of this reversal depends on how long a character has been practicing their new power.
Ashbrook Powers
Ashbrook doesn’t just import its metaphysical weirdness from other dimensions. It has some weirdness of its own to offer in the form of setting specific powers. These powers can be gained by anyone in Ashbrook, regardless of their powers in canon. The method for learning each depends on the power in question, and will be detailed in that power’s specific entry.
Characters may only have ONE power set at a time. However, you’re free to switch between these whenever you like, so long as you consider the time required to learn the power in question.
For the time being, only one power set is available. More will be unlocked as the game progresses.
Witchcraft
Characters may only have ONE power set at a time. However, you’re free to switch between these whenever you like, so long as you consider the time required to learn the power in question.
For the time being, only one power set is available. More will be unlocked as the game progresses.
Witchcraft
Witchcraft, The Craft, or just ‘magic’ is the subject of a great many legends, folklore, and tall tales, but it’s very much a real practice in Ashbrook. Magic is highly reliant on ritual and fueled almost entirely by belief, but the exact forms these rituals and beliefs take depends entirely on the individual practitioner. Some treat it as a religion, others as a hobby, and still more fall somewhere in between. Witchcraft can be use for protection, curses, divination, luck, communing with the dead, gardening - the possibilities are almost limitless.
Magic is highly versatile, but strong magic spells always require preparation. Furthermore, it requires a great deal of time and effort to learn, and it will be difficult for skeptics to pick up.
To read more about witchcraft, how to learn, its capabilities, its limitations, and more, click here.
Dynamic Nerfing
Whether powers were learned in canon or in Ashbrook, all of them are subjected to the same nerfing rules: the more townsfolk that are present, the weaker their powers are. Being 'near' a townsperson means being within hearing range or line of sight.
The degree of reduction will jump instantly between the different ‘levels’, regardless of what a character is doing. If someone is alone in their home and hovering in the air, only for a group of 10 townspeople to suddenly burst through the front door, their powers will abruptly cut out and they’ll go crashing to the floor.
The degree that powers are reduced depends on the number of townsfolk present, as follows:
5+ Townsfolk
3-4 Townsfolk
1-2 Townsfolk
0 Townsfolk
The degree of reduction will jump instantly between the different ‘levels’, regardless of what a character is doing. If someone is alone in their home and hovering in the air, only for a group of 10 townspeople to suddenly burst through the front door, their powers will abruptly cut out and they’ll go crashing to the floor.
The degree that powers are reduced depends on the number of townsfolk present, as follows:
5+ Townsfolk
Powers are reduced to the equivalent of a very talented but otherwise relatively mundane human. Essentially, they'll be limited to performing feats that are astonishing, but at least somewhat believable. Examples of potential power caps include:
- Super Speed: Run a 100m dash in no fewer than 11 seconds
- Super Strength: Deadlift no more than 800 lbs
- Telepathy / Telekinesis: Read only the most prominent surface thoughts, move only grains of rice
3-4 Townsfolk
Characters will be able to perform feats that are a little outside the capabilities of normal humans. These are things that most people would not consider possible, but that credulous individuals will accept as real. Examples of potential power caps include:
- Super Speed: Run a 100m dash in no fewer than 5 seconds
- Super Strength: Lift, but not throw, a typical sedan
- Telepathy / Telekinesis: Read deeper thoughts, move objects up to 20 lbs
1-2 Townsfolk
Characters are not fully uncapped, but are now capable of performing truly strange and outlandish feats. Examples of potential power caps include:
- Super Speed: Run a mile in 1 minute
- Super Strength: Lift large trucks, throw cars
- Telepathy / Telekinesis: Read even deeper thoughts, freely move objects up to 300 lbs
0 Townsfolk
At this point, all powers are completely uncapped, aside from the standard permanent cap to highly destructive and dimension-crossing abilities.
