Ranks in Detail

Rank is a term that is used to describe how well respected a character is amongst their species on a global scale, within Blackrest, and within their own community (if applicable). It is possible to vary wildly on all three of these scales, as you will see outlined in the information below. Rank can also, more loosely, be used as a baseline for determining how your character may be respected amongst other species and within the social hierarchy, but these methods are less accurate.

Global Rank

While we do not record Global Rank on site, it does not hurt to have an understanding of where your character ranks amongst every member of their species (in the entire world). This is especially true if they were not raised in Blackrest, but can be useful to anyone who has dealings with other supernatural communities overseas. Global Rank is simply that; it is the answer to the question ‘how well respected is my character compared to every member of their species on the planet?’

What Are The Global Ranks?

Global Rank is broken down into five categories (from highest ranking to lowest ranking):

  • Grandmaster
  • Elite
  • Veteran
  • Disciple
  • Squire

Where Does My Character Fit?

Most characters on site will fall between Squire and Disciple, ranking fairly low on a global scale. This is not because they are incompetent or low in power, but because the maximum Power Level for a player character (PC) is not the maximum Power Level theoretically available. It is not possible for a PC to be a Grandmaster; this rank is reserved for the Global Leaders, detailed further down. If you want your character to be an Elite, speak to the administrators for a list of requirements; higher application standards will apply and your request may not be accepted.

Species Rank

Also referred to as ‘Blackrest Rank’ and ‘Hierarchy Rank’, a character’s Species Rank is a measure of their status amongst their species within Blackrest; it is the Rank you list in your application. Generally speaking, a character who is newer to Blackrest will have a lower Rank than someone who has lived here their entire lives, though there are (as always) exceptions to this rule. Species Rank is, simply put, an answer to the question ‘how well respected is my character amongst other members of their species within Blackrest?’

What Are The Species Ranks?

Species Rank is broken down into five categories (from highest ranking to lowest ranking):

  • Alpha
  • Beta
  • Gamma
  • Delta
  • Omega

It is important to note that a high Global Rank or high Community Rank does not necessarily mean a high Species Rank.

Where Does My Character Fit?

Species Rank, as the name suggests, is unique to each species. You can find a step-by-step walkthrough on how to determine your character’s Rank on each species page. For those born and raised outside of Blackrest, the factors used to determine where a character falls within the Blackrest hierarchy are not the same as those used externally. The criteria noted under ‘The Hierarchy’ on each page is the same worldwide.

Community Rank

Communities are subgroups of species that come together typically for a common goal or due to the rules of a species’ society (usually to enforce those rules). There are two different types of communities:

  • Professional/ideological communities
  • Social/familial communities

Your character’s community rank is a measure of how they rank within their community; their immediate peers. Community Rank answers the question ‘what is my character’s role within their community?’

What Are The Community Ranks?

Community Rank is broken down into three categories (from highest ranking to lowest ranking):

  • Leader
  • Second
  • Member

Where Does My Character Fit?

Unless you have purchased the item on site to make a Leader or Second, your character will be considered a Member.

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Communities vs. Other Ranks

While a character who ranks highly in their community may be looked upon favourably external to it, they are not necessarily more respected simply because of their rank. You can think of communities as different tribes or factions within a species; each can respect the other’s hierarchy but it does not mean anything to them, only to those who are a part of it.

Communities in Detail

Communities are subgroups of a species that self-govern. They come together typically due to a similar goal or a familial relationship and while they adhere to the rules and guidelines set down globally for their species, they have different ways of dealing with internal matters. Communities only exist within the Celestial, Demon, Fae, Garuda, Mage, and Shifter species; if your character is not one of these, skip this section.

Professional Communities

Professional communities are different from social communities in their structure and purpose. They are communities responsible for educating members on the use of their powers/abilities, providing a network to assist with projects, and more. Professional communities are not held to the same standard as social communities in that their members need not live in or around their community, though they must check in at least once every six to twelve months if they don’t.

Garrisons

Celestial society is dominated by Ordnings. There are five Ordnings in the world and within those Ordnings, there are several chapters, known as Garrisons. Garrisons can range in size from as few as five to as many as five hundred members, all of whom are beholden to the same Garrison Leader. The leader of a Garrison is, more often than not, an Alpha Celestial due to the way the Ordning hierarchy works. If they are not an Alpha, however, they are always the highest ranking Celestial according to the Garrison’s Ordning (an Artistry Garrison is led by the best artist in the group, for example). The leadership within a Garrison is fluid as a result of this; if one Celestial eventually outranks another, they will take over control of the Garrison. Movement between Garrisons is uncommon.

Adjusted: if your character spends significant time away from their Garrison or does not check in regularly, you can purchase the Adjusted Guild item from the Store which represents them having a very rare agreement to be away from their Garrison for an extended period of time; they still need to check in but can typically go years without contact with other Celestials; their rank is reassessed upon their return to the Garrison.

Guilds

Guilds are communities of Mages that are responsible for educating Mages on the use of their powers. They also provide a network for Mages to assist with projects they may be working on or questions they may have about magical phenomena. There are only twelve Guilds in the world (one for each of the twelve types of magic) and each Guild is headed by a Grandmaster (sometimes referred to as a Guildmaster) who is the best in the world at that type of magic. Guilds have chapters in every sanctuary city around the world. After leaving school, Mages are required to sign up with a Guild and must contribute to that Guild in some manner within their lifetime.

Guilds are excellent places to find a job, if on hard times, or acquire obscure non-school texts that are long out of print.

Adjusted: if your character spends significant time away from their Guild or does not check in regularly, you can purchase the Adjusted Guild item from the Store which represents them having a very rare agreement to be away from their Guild for an extended period of time; they still need to check in but can typically go years without contact with other Mages. Mages with these agreeements are expected to bring significant contributions back to the Guild when they return.

Adjusted: Mages who are old enough that they pre-date the Guild system may never have registered with a Guild. If your character was born before the 1500s, you can purchase the Adjusted Guild item to represent this. They should be registered with a Guild now, but will have spent significant time away from them after their inception.

Social Communities

Social communities are, largely, social groups made up of individuals of the same species. Depending on the species, the name for a social community can change:

  • Demon Communities are known as Covens.
  • Fae Communities are known as Clans.
  • Garuda Communities are known as Flocks.
  • Shifter Communities are known as Packs.

Those who are not a part of a specific species, and even some of those within a species, may also use names like Tribe or Nation or Band or House; these are older names that are no longer officially recognised (as the names above are) but they still mean the same thing.

Members of species with social communities who are exiled from a community or do not have one to begin with will be Rogue Marked by a community Leader. This mark cannot be removed except by the Leader who put it on and if the situation is not rectified in time, can lead to the character becoming a Variant, thus exiled.

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Covens

Every Demon is required, by Demon law, to be a part of a Coven. The Coven is responsible for ensuring that a Demon abides by the laws of the species’ society and that they are punished if they do not. Covens can contain as few as five Demons or as many as five hundred and can be made up of Demons of all subspecies. Demons rarely marry. If they do, they will not marry non-Demons or Demons not of their Coven. They will not procreate with Demons of other Covens either (but may procreate with non-Demons if necessary to ensure the survival of their subspecies). Demon Covens are like a family, where most people refer to each other using familial terms of endearment or at least terms of affection.

Demons do not need to live with their Coven, though they do live in close proximity (and regularly spend time with) at least a small subset. Some Covens have chapters in different countries to expand their influence and to make this access easier. Full Coven gatherings are common during major events. For Demons as a whole, this occurs in Autumn when the veil to Baator is at its thinnest. Cambions are highly fertile and have rituals surrounding procreation and Demons (especially Lust Demons) celebrate fertility, sexuality, and sexual liberation. Orgies are quite common for Lilim in Autumn. For a Coven in particular, birthdays of high ranking members are exceptionally important and met with a lot of fanfare.

Clans

Communities of Fae, known as Clans, are large and ever-expanding due to the Fae nature to want to expand one’s family. Typically, a Clan will consist of a single Fae family and that Clan will always live on the same street as each other (as neighbours), though other Fae that are close to the family and who live on the same street will usually be included in the Clan as well. Fae will rarely live alone, and those who do (or who do not have a Clan for whatever reason) will see their rank lower as a result. Fae Clans are structured like a family and everyone within a Clan is treated as family. Familial terms of endearment are used, children will be scolded by any adult (not just their parents but older siblings, aunts, uncles, older cousins, family friends, etc.), and gatherings in the middle of the street with the whole Clan (and any non-Clan friends) are common. Non-Fae tend to avoid living on streets with Fae on them, and Fae Clans will not live on the same street as another Clan (though may live nearby friendly Clans).

Flocks

Flocks are social groups of Garuda that range in size from five to fifteen Garuda. Typically, a flock consists of Garuda of the same subspecies and type, though this is not always true. Flocks travel together, eat together, sleep together, and do everything together except during breeding season when Garuda become socially monogamous until their eggs have hatched.

Packs

Packs are social groups of Shifters that range in size from around five to approximately one hundred Shifters. Typically, a Pack consists of conspecific Shifters (that is, Shifters of the same subspecies and type) and can be broken down into several, smaller family groups within the Pack. It is not unheard of, however, for Packs to contain Shifters of other types and even other subspecies. Every Shifter is required to be a part of a Pack; those that are not are labelled as Lone Wolves and are considered outcasts in Shifter society. In order to be considered a Pack, a Shifter’s social group must consist of at least 80% Shifters and have an appropriate Pack Leader; if these criteria are not met, their group is not a Pack.

Shifters do not need to live with their entire Pack to be a part of it, but must live in close proximity to at least one other member of their Pack and visit the Pack on a regular basis (at least each full moon, even if they are no longer impacted by the moon). Werebeasts, when Turned, are not automatically accepted into their Sire’s pack; they must request permission to join and have the Leader of their Sire’s Pack grant it.

Shifters can move between Packs as they wish, however a Shifter is always branded as a Rogue when they leave a Pack and has until the next full moon to join a new Pack. If they do, the brand vanishes. If they do not, they are permanently branded a Lone Wolf. It is not possible to remove the Lone Wolf brand once it has been applied and the Lone Wolf can never acquire a new Pack (nor ascend to Pack Leader if they try to start their own Pack).

Community Ranks

Every community has three (broad) ranks that describe the members of that community: Leaders, Seconds, and Members. Each rank comes with a different level of respect amongst other members of the community.

In order to be a Leader or Second, you must purchase the item from the Store (Gems on creation, XP to rise later) and you are required to create a thread for your community in the Communities forum for other people to become a part of (you may set the requirements for joining). The Administrators reserve the right to refuse your application for a Leader or Second based on your application; purchasing the item does not guarantee we will accept it (you will be refunded if we do not).

Members who created Leaders or Seconds before this change took effect do not need to make a Store purchase but will need to ensure their community has a thread in the forum.

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Leader

Leaders are the heads of communities; they are responsible for discipline of those within their community and for marking those who break the laws of their species. An individual cannot simply declare themselves a Leader. In order to be considered a true Leader, one must receive a Leadership Mark from a Grandmaster of their species. Often, this involves travelling to wherever the Grandmasters are located and making a case for why one’s community should be globally recognised. If the Grandmasters accept the request, the individual receives a Leadership Mark. This Mark is a metaphysical mark that grants them the powers of a Leader; it is located on the left wrist and cannot be hidden by metaphysical means.

Leaders can place a mark upon anyone in their community to mark them as a Rogue (Demons, Shifters) or a Variant (Fae, Mages, Celestials) and they are the only ones who can mark a person as such. Demon Leaders can also remove a Rogue mark, but only if they were the one who placed it and only under certain circumstances. This comes with a caveat, however. Leaders are required to adhere to the laws of their species and to mark those who deserve it; this is metaphysically enforced. If a Leader fails to do their duty, their Leadership Mark will transport them to the Grandmasters where they will face punishment (including death).

In Fae Clans, the oldest of the Clan Elders is the marked Leader, the rest are considered to be Seconds, though their social power within the Clan is the same.

Second

Seconds (also known as a Second-In-Command) are something of an Heir Presumptive to the Leadership of a community. They have no metaphysical power over the community but they are being trained and primed to take over should something happen to the Leader. Seconds also have marks, granted by the Leader when they take control of their community; the mark must be placed within three weeks of the Leader receiving their own mark (or within three weeks following the death of a previous Second) and if the Leader wants to redesignate their Second they must seek permission from the Grandmasters. The exception to this rule is within Fae Clans where Seconds are branded by the Grandmaster who brands the Leader.

Seconds are well respected within the community and the rules for what makes a good Second depend upon the community. In Celestial Garrisons, it is the person second best in an Ordning, for example, but in Demon Covens, it is fairly common to mark one’s child (even if that child is still a toddler) as they are being raised to take over for their parent, much like a Prince or Princess. Some Demons will mark their spouse if they have found a life partner, but this is not often done except in the case of soulmates or other bonded individuals as that individual is already higher ranked by virtue of being the Leader’s Consort.

Members

General members of a community are simply referred to as Members. Whether or not the ranks in this section are more nuanced than that depends on each individual community. Some Shifter Packs, for example, may have people in a more nuanced hierarchy and most Mage Guilds have more nuance in this area, but it is dependent upon the community itself.

Exiled

Is specific to Demons, Fae, Garuda, and Shifters. It means your chracter possesses the Variant Mutation for that species and has been exiled from their community. Even if they have a community of other exiled members of their species, they are still exiled themselves.

Global Leaders

Every species has a number of global leaders, known as Grandmasters, who are responsible for ruling that species. Their job is to ensure that members of the species adhere to the species laws, to grant people leadership over communities (where appropriate), and to keep the peace amongst the species and with other species. Very little is known about the Grandmasters except that they are very old, immortal, and nobody alive has lived anywhere close to their lifespan.

Every species has a different number of Grandmasters:

  • Brownies: N/A [1]
  • Celestials: 3
  • Demons: 3 [2]
  • Dragons: 5
  • Fae: 12
  • Garuda: 9
  • Gifted: 5
  • Humans: N/A
  • Mages: 12
  • Psions: 5
  • Shifters: 5

[1] Brownies who come to the Material Plane are typically overseen by the Mage Grandmasters as they do not have their own society here.

  [2] In August of 2022, the Demon Grandmasters (Augustus von Ruden, Evangeline Vonderheide, and Dante Kilgore) entered Blackrest in response to a Devil loose in the city. Dante Kilgore was killed, leaving many to speculate if he would be replaced and, if so, how that decision would be made on account of Dante being one of the original Demons.

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Rank vs Social Status

Having read this information, you may have questions with respect to how all of this factors in (and into) other socioeconomic hierarchies. The short answer is that it depends entirely on the species. Being rich, famous, infamous, or anything that might acquire you status in the mundane world is not impacted by a character’s Rank within their global, species, or community hierarchy. However, your character’s socioeconomic status may influence their rank if they are part of a species that cares about such things or they have managed to monetise a skill that is highly prized amongst their species in part or whole.

Consider both Demons and Celestials as examples of this. Celestials have Ordnings and their rank is tied to their Ordning. A Celestial with an Artistry Ordning of high rank should be an exceptional artist. Therefore, if that Celestial decides to capitalise on that skill, their rank can influence their social status. Demons, on the other hand, are concerned with social status and seek it out, so Demons tend to be ambitious and focused on increasing their status by any means possible.

Interspecies Relations

If you’ve made it this far, you have likely noticed that this document is focused on the relationship of a character with other members of their own species. This is by design, of course, as a character’s rank within their species is the one that matters and the metric that we measure. However, you may find yourself asking how a character determines whether they respect a member of another species. Is it related to personality alone or is it something else? The answer is: both.

Whenever two people of different species interact, there are three main factors that go into determining whether one character respects another:

  • What is the character’s rank within their own hierarchy?
  • What is the character’s rank within the other character’s hierarchy?
  • What is the character’s personality like?

Like with people in the real world, the third question can be answered by looking at a character’s personality and determining how well those traits mesh with the traits of the character they are interacting with. Characters with complimentary traits will often get along better than those with conflicting traits. However, a character’s personality is no guarantee that they will get respect from another character.

Rank Within Your Hierarchy

Where a character ranks within their own hierarchy is a good baseline for determining how a character of another species might see them. An Alpha of one species is not necessarily going to respect an Omega of another unless the metric by which rank in each species is vastly different. For example, Dragons and Fae both value age (for different reasons) as part of their hierarchy. A young Fae will not be respected by an old Dragon. However, Shifters value strength and Fae value kindness, so a person’s rank within their own species is not as informative in that matchup.

Rank Within Their Hierarchy

Every character will naturally compare members of other species to their own hierarchy to ultimately determine how they should feel about them. A Celestial of the Extravagance Ordning will naturally respect anyone with money, regardless of species or how they rank within their own hierarchy. A Demon will naturally respect those with lots of friends and connections under the same conditions. The better a character matches the hierarchy of the person they are interacting with, the better their relationship with that person will be.

In Conclusion

All three factors matter, but they matter in a specific order: where you rank in another species’ hierarchy, then where you rank in yours, then your personality. If you are ranked low in their hierarchy and low in yours, your personality is irrelevant unless they also rank low in both of those categories.

Humans and Hierarchy

Humans are not supernatural beings and, therefore, in Blackrest they do not have a hierarchy rank. Some Humans may view others as more or less than as a result of their wealth, status, or other esoteric factors but this is not accepted amongst the supernatural beings of cities like Blackrest.

You should list your Human’s rank as ‘None’.

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Power Tier in Detail

Power tier is a measure of how strong your character is in relation to other members of their species, as well as a measure of how developed their powers are. When you select a Power Tier for your character, all powers they possess will function at that level unless you have purchased a Store item or taken a Weakness that adjusts the level of one of their powers.

Power Tier OOC

Power Tier serves two functions Out of Character. Both of these functions apply on creation.

  • It determines how many posts you owe per month.
  • It determines how many powers you may take.

Increasing your character’s Power Tier through the Store does not (by default):

  • Increase your character’s posts owed.
  • Grant any additional Power slots.

You may increase your posts owed per month to receive a discount on your level increase.

Power Tier IC

Most characters have a Power Tier between 1 and 6 with some exceptions:

  • Mages have a Power Tier between 1 and 8
  • Humans and Hybrids (without the Touched mutation) have a Power Tier of Mundane.
  • Some individuals have a Power Tier capped at 5 (or 7 for Mages).

The final Power Tier for every species does not increase the level of their Powers; it grants them access to their Capstone (or Corrupted Capstone) Power.

Corrupted Capstone Powers are not available to every species or character; they require the appropriate item or mutation to acquire it if their species has one.

Power Tier on Creation

When you create your character, you will select a Power Tier; this is entirely your choice. You may choose a number of Powers equal to the Power Tier that you select or 5, whichever is lower.

You are required to choose 1 at minimum but may leave any other slots blank to develop new powers later. E.g., if your character is Level 2, you can select between 1 and 2 Powers (in addition to their Primary/Heritage).

See the Power information in the next section for any restrictions applicable to Powers.

Power Tier and Rank

Your character’s Power Tier influences what Ranks they can be in their species hierarchy.

  • Level 1 (2 for Mages) cannot be Alpha/Beta.
  • Level 2 (3 for Mages) cannot be Alpha.
  • Level 4 (5 for Mages) cannot be Omega.
  • Level 5+ (6+ for Mages) cannot be Omega/Delta.

Humans and Variants are exceptions; Humans do not have a Rank and Variants can be of any Power Tier.

Where Should You Start?

Where you start your character is up to you, but before deciding on that value, you will need to take a look at the Power, Age, & Usage charts. Look up your character’s age and how often they use their abilities; the number provided to you is the maximum level they can reach on site (unless they get older). The further away from this number you start, the more options your character has to grow.

If your character is 18-20, we recommend starting at Level 1. If your character is 20+ and a Mage, they should start at Level 2.

Power Tier and Turning

When a character is Turned, they start at Level 1 as if they were a child of the species. They cannot reach Level 6 nor gain the Capstone Power. This does not apply to Vampires; they can reach Level 6 and Capstone as they are not a true ‘Turned subspecies’ but, rather, their turning is a method of procreation.

Power Tier and Weaknesses

Non-Mage and non-Brownie characters with a Power Tier of Level 4 or higher are no longer susceptible to their species’ Primary weakness; they will have had it as normal until they reached Level 4.

Levelling Up

You can level up your character on site via our Store. Out of character, you cannot level up multiple times at once; you need to have at least 2 IC months between when your character last levelled up and when they level up again (it is recommended you wait to purchase rather than purchasing multiple level ups at once).

Powers and Levelling Up

When a character levels up, their Powers grant them new abilities and/or qualities about them are altered. Your character will not know they have levelled up right away; they will only discover it when they go to use their Power and it does something different or does something quicker than expected.

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Magic and Levelling Up

Magic does not level up in the way that other Powers do; Magic levels up based on education (and magical experience). The more a Mage or Brownie uses their Magic, the more their Magic abilities will increase. If your character has not shown an adequate education to level up, you will not be permitted to level them up.

Occasionally, Magic may increase in level in response to danger, fear, or other negative stimuli; this is rare.

You can read more about magical education and how Magic responds to education in the appropriate species’ Magical Schooling information.

Power Tier Conflicts

Power Tier provides a character with a passive defense against supernatural abilities targeting them. That is, if a character attempts to use a Power of any kind againsta nother, there is a chance that the Power fails to work (or fails to work properly) based on the level discrepancy between the two characters.

This passive defense only applies to Powers that target another character. Area of Effect (AoE) Powers do not have the same restrictions.

Chances of Failure

John is attempting to use a Power to influence Jane.

  • If Jane’s Power Tier is lower than John’s, the Power always works (barring any other supernatural defenses which may apply).
  • If Jane and John are the same level, the power has a 5% chance of failing
  • If Jane is one level higher than John, the power has a 10% chance of failing
  • If Jane is two levels higher than John, the power has a 25% chance of failing
  • If Jane is three levels higher than John, the power has a 50% chance of failing
  • If Jane is four or more levels higher than John, the power has a 75% chance of failing

If Jane has their species Capstone, the level discrepancy is treated as one greater than it would otherwise be unless John also has their Capstone.

Conflicts with Supernatural Defenses

Some species have the capacity to possess powers, features, or skills that grant them an immunity or resistance to a power or a specific subset of powers (e.g., mental powers). When a character is in possession of such defenses, they are no longer subject to the same restrictions as those in possession of passive defenses.

If a character is in possession of a defensive power, that power will always function as written (and beat the offensive power) unless the character using a power against them is two or more levels higher than them. If they are two levels higher, in which case the defensive power has a percentage chance of failure:

  • Two levels difference - 25% chance of failure
  • Three levels difference - 50% chance of failure
  • Four or more levels difference - 75% chance of failure
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Brownies; Maximum Level by Age/Usage
Age Underused Rarely Regularly Frequently Obsessively
20-24 1 1 1 2 2
25-30 1 1 2 2 2
31-36 1 2 2 2 3
37-45 2 2 2 2 3
46-55 2 2 2 3 3
56-61 2 2 2 3 4
62-76 2 2 3 3 4
77-82 2 3 3 3 4
83-85 2 3 3 4 4
86-91 2 3 3 4 5
92-110 3 3 3 4 5
111-122 3 3 4 4 5
123-128 3 3 4 4 6
129-137 3 3 4 5 6
138-165 3 4 4 5 6
166-171 4 4 4 5 6
172-183 4 4 5 5 6
184-214 4 4 5 6 6
215-245 4 5 5 6 6
246-257 4 5 6 6 6
258-283 5 5 6 6 6



Celestials; Maximum Level by Age/Usage
Age Underused Rarely Regularly Frequently Obsessively
20-21 1 1 2 2 2
22-25 1 2 2 2 3
26-31 2 2 2 2 3
32-38 2 2 2 3 3
39-42 2 2 2 3 4
43-53 2 2 3 3 4
54-57 2 3 3 3 4
58-59 2 3 3 4 4
60-63 2 3 3 4 5
64-76 3 3 3 4 5
77-85 3 3 4 4 5
86-89 3 3 4 4 6
90-95 3 3 4 5 6
96-114 3 4 4 5 6
115-119 4 4 4 5 6
120-127 4 4 5 5 6
128-148 4 4 5 6 6
149-170 4 5 5 6 6
171-178 4 5 6 6 6
179-195 5 5 6 6 6
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Demons; Maximum Level by Age/Usage
Age Underused Rarely Regularly Frequently Obsessively
20-21 1 2 2 2 3
22-26 2 2 2 2 3
27-31 2 2 2 3 3
32-35 2 2 2 3 4
36-43 2 2 3 3 4
44-47 2 3 3 3 4
48-49 2 3 3 4 4
50-52 2 3 3 4 5
53-63 3 3 3 4 5
64-70 3 3 4 4 5
71-73 3 3 4 4 6
74-78 3 3 4 5 6
79-94 3 4 4 5 6
95-98 4 4 4 5 6
99-105 4 4 5 5 6
106-122 4 4 5 6 6
123-140 4 5 5 6 6
141-146 4 5 6 6 6
147-160 5 5 6 6 6



Dragons; Maximum Level by Age/Usage
Age Underused Rarely Regularly Frequently Obsessively
20-21 1 1 1 2 2
22-26 1 1 2 2 2
27-32 1 2 2 2 3
33-40 2 2 2 2 3
41-48 2 2 2 3 3
49-53 2 2 2 3 4
54-67 2 2 3 3 4
68-72 2 3 3 3 4
73-75 2 3 3 4 4
76-80 2 3 3 4 5
81-96 3 3 3 4 5
97-107 3 3 4 4 5
108-112 3 3 4 4 6
113-120 3 3 4 5 6
121-145 3 4 4 5 6
146-150 4 4 4 5 6
151-161 4 4 5 5 6
162-188 4 4 5 6 6
189-215 4 5 5 6 6
216-225 4 5 6 6 6
226-248 5 5 6 6 6
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Elementals; Maximum Level by Age/Usage
Age Underused Rarely Regularly Frequently Obsessively
20-24 2 2 2 2 3
25-29 2 2 2 3 3
30-33 2 2 2 3 4
34-41 2 2 3 3 4
42-44 2 3 3 3 4
45-46 2 3 3 4 4
47-49 2 3 3 4 5
50-59 3 3 3 4 5
60-66 3 3 4 4 5
67-69 3 3 4 4 6
70-74 3 3 4 5 6
75-89 3 4 4 5 6
90-93 4 4 4 5 6
94-99 4 4 5 5 6
100-116 4 4 5 6 6
117-133 4 5 5 6 6
134-139 4 5 6 6 6
140-151 5 5 6 6 6



Fae; Maximum Level by Age/Usage
Age Underused Rarely Regularly Frequently Obsessively
20-20 2 2 2 2 3
21-24 2 2 2 3 3
25-27 2 2 2 3 4
28-34 2 2 3 3 4
35-37 2 3 3 3 4
38-38 2 3 3 4 4
39-41 2 3 3 4 5
42-49 3 3 3 4 5
50-55 3 3 4 4 5
56-57 3 3 4 4 6
58-61 3 3 4 5 6
62-74 3 4 4 5 6
75-77 4 4 4 5 6
78-82 4 4 5 5 6
83-96 4 4 5 6 6
97-110 4 5 5 6 6
111-115 4 5 6 6 6
116-125 5 5 6 6 6
FORGOTTEN BY TIME | POWER TIERS & RANKS

 

 

Garuda; Maximum Level by Age/Usage
Age Underused Rarely Regularly Frequently Obsessively
20-22 2 2 2 2 3
23-26 2 2 2 3 3
27-29 2 2 2 3 4
30-36 2 2 3 3 4
37-39 2 3 3 3 4
40-41 2 3 3 4 4
42-44 2 3 3 4 5
45-53 3 3 3 4 5
54-59 3 3 4 4 5
60-61 3 3 4 4 6
62-66 3 3 4 5 6
67-79 3 4 4 5 6
80-82 4 4 4 5 6
83-88 4 4 5 5 6
89-103 4 4 5 6 6
104-118 4 5 5 6 6
119-123 4 5 6 6 6
124-134 5 5 6 6 6



Gifted; Maximum Level by Age/Usage
Age Underused Rarely Regularly Frequently Obsessively
20-21 2 2 2 3 3
22-23 2 2 2 3 4
24-29 2 2 3 3 4
30-32 2 3 3 3 4
33-33 2 3 3 4 4
34-35 2 3 3 4 5
36-42 3 3 3 4 5
43-47 3 3 4 4 5
48-49 3 3 4 4 6
50-53 3 3 4 5 6
54-64 3 4 4 5 6
65-66 4 4 4 5 6
67-71 4 4 5 5 6
72-83 4 4 5 6 6
84-95 4 5 5 6 6
96-99 4 5 6 6 6
100-108 5 5 6 6 6
FORGOTTEN BY TIME | POWER TIERS & RANKS

 

 

Hybrids (Touched); Maximum Level by Age/Usage
Age Underused Rarely Regularly Frequently Obsessively
20-22 2 2 2 3 4
23-27 2 2 3 3 4
28-29 2 3 3 3 4
30-33 2 3 3 4 4
34-39 3 3 3 4 4
40-49 3 3 4 4 4
50-59 3 4 4 4 4
60-99 4 4 4 4 4



Mages; Maximum Level by Age/Usage
Age Underused Rarely Regularly Frequently Obsessively
20-23 3 4 4 4 5
24-29 4 4 4 4 5
30-34 4 4 4 5 5
35-38 4 4 4 5 6
39-48 4 4 5 5 6
49-52 4 5 5 5 6
53-54 4 5 5 6 6
55-58 4 5 5 6 7
59-69 5 5 5 6 7
70-77 5 5 6 6 7
78-81 5 5 6 6 8
82-87 5 5 6 7 8
88-104 5 6 6 7 8
105-108 6 6 6 7 8
109-116 6 6 7 7 8
117-135 6 6 7 8 8
136-155 6 7 7 8 8
156-162 6 7 8 8 8
163-178 7 7 8 8 8

 

 

Psions; Maximum Level by Age/Usage
Age Underused Rarely Regularly Frequently Obsessively
20-21 2 2 2 3 3
22-23 2 2 2 3 4
24-29 2 2 3 3 4
30-32 2 3 3 3 4
33-33 2 3 3 4 4
34-35 2 3 3 4 5
36-42 3 3 3 4 5
43-47 3 3 4 4 5
48-49 3 3 4 4 6
50-53 3 3 4 5 6
54-64 3 4 4 5 6
65-66 4 4 4 5 6
67-71 4 4 5 5 6
72-83 4 4 5 6 6
84-95 4 5 5 6 6
96-99 4 5 6 6 6
100-108 5 5 6 6 6



Shifters; Maximum Level by Age/Usage
Age Underused Rarely Regularly Frequently Obsessively
20-23 2 2 2 2 3
24-28 2 2 2 3 3
29-31 2 2 2 3 4
32-39 2 2 3 3 4
40-42 2 3 3 3 4
43-43 2 3 3 4 4
44-46 2 3 3 4 5
47-56 3 3 3 4 5
57-62 3 3 4 4 5
63-65 3 3 4 4 6
66-70 3 3 4 5 6
71-84 3 4 4 5 6
85-87 4 4 4 5 6
88-93 4 4 5 5 6
94-109 4 4 5 6 6
110-125 4 5 5 6 6
126-131 4 5 6 6 6
132-143 5 5 6 6 6
FORGOTTEN BY TIME | POWER TIERS & RANKS

 

 

A Guide to Powers

Powers are supernatural abilities your character possesses which are superhuman or supernatural in nature. Fundamentally, they allow a character to do things that Humans cannot do and mark them as a supernatural. Every species has their own list of abilities that is available to them.

Some species have a “species” list and a “subspecies” list, denoting whether Powers are unique to a specific subspecies or to the species as a whole. When selecting Powers for your character, you can choose powers in any combination from your character’s subspecies and species (if they have one) list but can only take a maximum of 3 powers from their species list.

Primaries and Heritages

Primary and Heritage Powers are Powers that define a species. While a character can have any configuration of other Powers available to their species, they will always have the Primary (of their species or subspecies, depending on the species) or the Heritage (of their subspecies) which are automatically added to your application; do not add them. In character, these Powers are used to identify a member of a species; if a character can walk silently, for example, it is easy to deduce that they are a Vampire.

When Powers Manifest

Children develop their Primary and Heritage attributes (Powers, Features, and Weaknesses) between the ages of 3 and 8; they develop a third Power approximately 2-4 years after their Heritage Power develops.

Other attributes develop periodically at different points in a character’s life, often in response to stimuli. The stimulus that triggers the development of a Power varies based on:

  • The Power in question (and its capabilities).
  • The strength of the character developing the Power.

As a general rule of thumb, a character will develop a new Power every 10-15% of their life that passes and will stop developing Powers once they have reached five (not including Primary and Heritage Powers).

Not all characters will develop a full suite of Powers, however, and some may develop Unique Powers (or Store Abilities) that fall outside their species sets.

Power-Based Manifestation

“Development stimuli” surrounding the Power take into consideration the capabilities of the Power. A healing Power may develop in response to an injury while a shapeshifting Power may manifest in response to a desire or attempt to shapeshift.

Character-Based Manifestation

“Development stimuli” surrounding the character take into consideration the strength of the character: are they Weak, Low, Average, High, or Legendary in terms of metaphysical strength? Characters who are weaker develop Powers slower than those who are Legendary. Most characters should be Average.

Average characters should not be gaining their full suite of Powers until the final 1/3 of their lifespan.

Manifestation of Magic

When it comes to manifestation and development, Magic is different to regular Powers, though this largely only affects Mages. Mages will start showing signs of Magic between the ages of 3 and 8, but these manifest as bursts of accidental Magic in response to desires or extreme emotion. They do not develop their Primary or Heritage Powers until they start Magic School at the age of 8 and their Magic starts to settle.

Manifestation After Turning

If a Human or Hybrid is Turned, they develop their Primary and Heritage Powers between 5 and 8 weeks after their Turning is complete. Other Powers develop at the same rate as if the character were of that species naturally. Turned individuals cannot reach Level 6, but they can fill all 5 power slots.

Gaining New Powers

When a character gains a new Power on site, it takes time for the Power to settle and for an individual to get used to the Power in question. The Power will manifest at Level 1 (regardless of a character’s Power Tier) and will function that way for approximately 1 month at which point the Level 2 abilities will manifest. Every 2 weeks from there, the Power will increase in Power Tier until it is at the correct level.

Powers and Education

With the exception of Magic, Powers are not developed in response to education. However, a character does need education (or tutelage from others of their species) to learn how to use their Powers properly (any time new Powers manifest or old Powers level up).

For information on Magic and education, see the Magical Education information under the relevant species information on site.

FORGOTTEN BY TIME | POWER TIERS & RANKS