Post by Schmergo on May 20, 2007 12:30:58 GMT -5
Okay, even if you haven't read the books, you can vote in the poll. I'll explain what the different choices mean here:
*Acrobat: During the midnight hour, an acrobat's gravity is reduced so that he can leap much higher than usual and even fly. In addition, he can share his weightlessness with others by skin contact. An acrobat's normal weight returns when it's not midnight, and he can't fly during the other twenty-four hours of the day. (The midnight hour is a secret twenty-fifth hour.)
*Polymath: Polymaths are exceedingly skilled with numbers and can spot numbers and patterns in anything. They're faster at solving math problems than computers are. They're generally experts on defense and weaponry because Darklings (the evil thingies) are repulsed by anything to do with the number thirteen.
*Seer: Seers can read the lore and history in any object that's been touched by the midnight hour. That means that they can see scenes from the past like a movie in their head. They're extremely intelligent and generally serve as leaders.
*Mindcaster: Mindcasters can read other people's thoughts and emotions and memories, but cannot shut them out at will. The connection to another person's mind is extremely intense if skin contact is made. Mindcasters are therefore generally very sensitive and irritable until they learn to better control their powers, and cannot stand to be touched..
*Flamebringer: Electronic devices and technology-- even technology as old as fire-- become useless during the midnight hour, except to the flamebringer. They can use electronics and create fire during the midnight hour, which is highly useful, because Darklings are terrified of anything newer than the old stone age.
*Darklings: The darklings are ancient creatures that thousands of years ago were the dominant species on the planet. However, man began to get smarter, and eventually began hunting the darklings; using his creating of new concepts, such as math and its patterns (especially the number 13 and its multiples), fire, and newly crafted objects to harm the darklings. The crafted objects are anything crafted by man, originally cut stone; but as they got used to stone, what composed effective weapons progressed to bronze and iron, and currently the most effective is steel and other alloys. The darklings were forced to take one hour out of the 25 hour day, and collapse it, creating a sanctuary for themselves, the blue time. Darklings are very intelligent and they are the top of the food chain during the midnight hour, meaning that they eat people. Nightmares are essentially darklings in their various forms; darklings shape-shift based on the worst fears of their viewers, although they're generally catlike beings.
*The Northerner: This is a reference to Harry Potter and the Sexy Northerner, and has nothing to do with Midnighters. Check out the movie in the Random Movies thread.
*Acrobat: During the midnight hour, an acrobat's gravity is reduced so that he can leap much higher than usual and even fly. In addition, he can share his weightlessness with others by skin contact. An acrobat's normal weight returns when it's not midnight, and he can't fly during the other twenty-four hours of the day. (The midnight hour is a secret twenty-fifth hour.)
*Polymath: Polymaths are exceedingly skilled with numbers and can spot numbers and patterns in anything. They're faster at solving math problems than computers are. They're generally experts on defense and weaponry because Darklings (the evil thingies) are repulsed by anything to do with the number thirteen.
*Seer: Seers can read the lore and history in any object that's been touched by the midnight hour. That means that they can see scenes from the past like a movie in their head. They're extremely intelligent and generally serve as leaders.
*Mindcaster: Mindcasters can read other people's thoughts and emotions and memories, but cannot shut them out at will. The connection to another person's mind is extremely intense if skin contact is made. Mindcasters are therefore generally very sensitive and irritable until they learn to better control their powers, and cannot stand to be touched..
*Flamebringer: Electronic devices and technology-- even technology as old as fire-- become useless during the midnight hour, except to the flamebringer. They can use electronics and create fire during the midnight hour, which is highly useful, because Darklings are terrified of anything newer than the old stone age.
*Darklings: The darklings are ancient creatures that thousands of years ago were the dominant species on the planet. However, man began to get smarter, and eventually began hunting the darklings; using his creating of new concepts, such as math and its patterns (especially the number 13 and its multiples), fire, and newly crafted objects to harm the darklings. The crafted objects are anything crafted by man, originally cut stone; but as they got used to stone, what composed effective weapons progressed to bronze and iron, and currently the most effective is steel and other alloys. The darklings were forced to take one hour out of the 25 hour day, and collapse it, creating a sanctuary for themselves, the blue time. Darklings are very intelligent and they are the top of the food chain during the midnight hour, meaning that they eat people. Nightmares are essentially darklings in their various forms; darklings shape-shift based on the worst fears of their viewers, although they're generally catlike beings.
*The Northerner: This is a reference to Harry Potter and the Sexy Northerner, and has nothing to do with Midnighters. Check out the movie in the Random Movies thread.