"I am yours."
Female
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She / Her
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Immortal
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Homosexual
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Shadowglen
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Viscountess
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Powers
Feb 21, 2018 16:59:52 GMT
Post by Nasira on Feb 21, 2018 16:59:52 GMT
Powers Guide Sorcerers and superheroes may have the potential to powerful, but they are not all powerful. To give regular characters a fair advantage, there are rules for those playing such characters:
[/span][/div]
◇ No bringing people back from the dead. Once a character is dead, they stay dead. Hades is an exception because it's canon.
◇ Don't be vague when listing your characters' powers. You must indicate what each ability does and its drawbacks.
[/font][/ul] Element Correlation for Magic-Users
Element Name | Strong Against | Weak Against | Water | Fire | Thunder | Fire | Nature | Water | Nature | Thunder | Fire | Thunder | Water | Nature | Light | Shadow | Illusion | Shadow | Illusion | Light | Illusion | Light | Shadow |
Types of Mages
Hydromancer Hydromancers specialize in water-based magic.
Subclasses: Carnomancer (blood/flesh) and Cryomancer (ice).
Pyromancer
Pyromancers specialize in fire-based magic.
Subclasses: none.
Terramancer Terramancers specialize in nature-based magic. They are also called druids. Subclasses: Aeromancer (air) and Metallomancer (metal).
Electromancer Electromancers specialize in thunder-based magic. Subclasses: none.
Luxmancer Luxmancers specialize in light-based magic. Subclasses: Solismancer (sun).
Umbramancer Umbramancers specialize in shadow-based magic. Subclasses: Necromancer (dead).
Occultamancer Occultamancers specialize in illusion-based magic. Subclasses: none.
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Female
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Immortal
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Rogue
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Adviser
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Post by Jenn on Feb 21, 2018 17:03:12 GMT
Jenn: Active powers:
~Light Crystals A ranged attack of holy power formed in the shape of sharp crystals. Drawback: takes a few seconds to summon. The more crystals, the harder they are to aim. Cooldown: 10 seconds
~Blade summon Summons a holy blade to her hand to use in combat, very effective against dark beings. Bade will stay until dismissed. Drawback: the blade can cause serious injury to angels, injuries caused by this blade take longer for angels to heal than normal injuries and can be fatal. Cooldown: One minute
~Healing Angels can heal other beings of their injuries. Drawback: bigger injuries take longer to heal, and use up more of an angel’s grace, which causes the cool down to last longer. Injuries caused by dark magic take longer to heal. Can not heal the dying or recently deceased. Cooldown: anywhere from 30 seconds to several minutes, depending on the injury.
~"True" form An alternate form, more otherworldly and strange. Jenn's "True" form towers over that of her normal form, being around the size of a house. In this alternate form, her powers are much stronger, as well as the added ability to "smite" dark beings with blasts of holy power. Drawback: Where she hasn't had much experience with this form, it is a bit difficult to bounce back from this change. Either she gets stuck like this for several hours to a few days, or it drains her energy and she becomes lethargic. The more she gets used to this form, the less it will be an issue. However the size difference will always be a bit jarring, and she needs to think about where she is before using this form, otherwise she might get stuck in a room or something.
Dormant powers: (powers that are pretty much always on, in the background.)
~Immortality Angels can not age, nor die from any mortal illnesses or diseases. They can be wounded by mortal weapons but powerful dark magic, holy blades, holy fire, or the attacks of another immortal being are more likely to seriously injure or kill an angel.
~Flight Angels can fly anywhere with their wings, sometimes moving so fast that to the human eye it almost looks as though they can teleport. Their arrival by this mode of transportation is almost always accompanied by the sound of wings. Angel’s can’t fly if their wings are badly damaged.
~Now you see them, now you don’t Angels can make their wings invisible at any given time. This doesn’t make them incorporeal however, and if an angel isn’t careful, they might accidentally hit someone or something with said wings. The shadow of their wings can also be seen even in this form under certain light.
~Telepathy Angels can form a telepathic connection to those they become close to and form a personal bond with, so long as the other person allows them to do so.
Hades: Active powers:
Pyromancy: ~Fireballs Can summon fireballs to throw at enemies (or annoying minions) Drawback: fireballs will be weaker in the rain, and a good dose of water will put them out entirely Cooldown: 10 seconds
~Smoke manipulation Can manipulate smoke into various objects and beings, sometimes making said things into tangible objects. Drawback: Smoke beings can easily be disposed of, and are more often nothing more than a simple distraction or display. Cooldown: none
Umbramancy: (/Necromancy)
~ Reanimation Can bring the souls of the dead back to life, or stall a mortal’s death. Drawback: More often than not they will simply die again anyway sometime in the near future, since the fates cut their thread of life for a reason. He also doesn’t do this without a damn good reason and something in it for him. Cooldown: One day
Dormant powers:
~Immortality Being a god, he cannot die. He can however be brought down a rung or two by other gods and high tier immortal beings, and be restrained with strong holy powers. (Or y’know… just throw him into the whirlpool of souls. He’d probably be there for a little while)
~God strength All gods have strength superior to that of mortals, Hades is no exception.
~Teleportation Can teleport anywhere.
~Telekenisis Can move objects without touching them.
~Summoning Can summon people and things in his possession to him.
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"I am yours."
Female
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She / Her
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Immortal
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Homosexual
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Shadowglen
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Viscountess
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Powers
Feb 21, 2018 17:30:01 GMT
Post by Nasira on Feb 21, 2018 17:30:01 GMT
Nasira Necromancer[attr="class","snake"] Active Powers Reanimation Nasira can summon ghosts, zombies and skeletons.
Drawbacks
◇ Ghosts are unable to physically interact with the mortal world.
◇ Zombies and skeletons will fall apart unless rejuvenated.
◇ It does not take much to defeat them.
Cooldown
◇ None. Necromantic Healing This functions exactly like a restoration spell except that it only works on undead targets, such as zombies.
Drawbacks
◇ Nasira cannot use it on herself or on mortals.
◇ See Reanimation.
Cooldown
◇ None. Become Ethereal This spell can make Nasira spectral in appearance and will make her invulnerable to all damage for the duration of the effect.
Drawback
◇ Attempting to interact with the realm of the living, via fighting, accessing an object, or even talking to someone would cause the effects of the spell to stop working.
Cooldown
◇ An hour. Resurrection The power to bring the deceased back to life, very few necromancers have ever achieved this goal, and none have ever repeated this spell.
Drawbacks
◇ A mortal being, no matter how powerful, cannot bring somebody back from the dead on their own. They would need a reliable power source. And once that power source is used, it is destroyed in the process.
◇ Because of the above reason, most users die in the process.
◇ It's just a bad idea altogether.
Cooldown
◇ None. Mediumship A spirit can temporarily take control of Nasira's voice and use it to relay a message, or Nasira simply hears a message and passes it on herself.
Drawbacks
◇ There is a risk of being temporarily possessed.
◇ Because fraud is rife in the medium/psychic industry, Nasira's "clients" may not believe she's a medium. And she has no way of proving she is.
Cooldown
◇ None. Enchantment Nasira can bring inanimate objects to life.
Drawback
◇ The objects tend to be very aggressive and will attack anyone in sight.
Cooldown
◇ None. Paralyzation Targets remain paralyzed for fifteen seconds, just long enough for Nasira to book it.
Drawback
◇ The spell immediately breaks if the target is assaulted.
Cooldown
◇ None. Transformation Nasira can transform into anything she wants.
Drawback
◇ If Nasira were to transform into an animal, she would not keep her human-like senses. For example, if she were to turn into a cobra, she would be deaf to ambient noise and would have trouble seeing things that aren’t moving.
Cooldown
◇ It depends on the transformation. It could range from a few seconds to several hours. Mind Control Nasira can control multiple people at a time to do her bidding.
Drawbacks
◇ The target(s)' feelings are influenced by Nasira's.
◇ For some reason, Aladdin is immune to Nasira's hold. This may have something to do with him being the "diamond in the rough." ◇ The spell will break if Nasira falls asleep or loses consciousness.
Cooldown
◇ None. Soul Absorption or "Siphoning" Nasira has the power to absorb souls and utilize them. Once a soul is taken, the victim is essentially erased from existence.
Drawbacks
◇ Has a limited range.
◇ It is irreversible.
◇ It is considered taboo even among necromancers.
Cooldown
◇ None. Elemental Magic Though Nasira is a necromancer, she is capable of using other mediums of magic, though she is not nearly as familiar with them as she is with necromancy or occultamancy in general.
Drawback
◇ See Element Correlation.
Cooldown
◇ None.
Passive Powers Semi-Immortality Because of her status as a necromancer, Nasira will not physically age and can have an infinite lifespan.
Drawback
◇ Nasira can still be killed. She is just as vulnerable to mortal wounds, severe injuries, diseases/viruses and foreign substances as a mortal. She just can't die of old age.
Cooldown
◇ N / A
Magic Regeneration Nasira's magic will regenerate on its own.
Drawbacks
◇ The more powerful a spell, the longer the cooldown.
◇ Nasira cannot regenerate health. If she's injured there's nothing she can really do about it.
Cooldown
◇ Depends on the spells used.
[newclass=.snake ::-webkit-scrollbar]width:3px;[/newclass] [newclass=.snake ::-webkit-scrollbar-thumb]background-color:#F87D20;[/newclass]
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Female
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20
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F. Fighter
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Medic
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Powers
Feb 21, 2018 17:49:21 GMT
via mobile
Post by Rapunzel on Feb 21, 2018 17:49:21 GMT
Rapunzel Solismancer
A drop of sunlight had fallen to earth and grew into a golden flower. Rapunzel's mother, when she was pregnant with Rapunzel, drank a tea made from this flower to cure an illness. The flower's magic had been passed on to Rapunzel in the form of magic hair. When her hair had been cut, she had supposedly lost this magical ability.
This wasn't the case.
Unbeknownst to her, Rapunzel's hair had merely been a conduit to channel the power within her. Her hair had been a focus for the power. With it gone she now needs to learn to tap into and control the power with in her.
Her power can only grow from here on.
Powers as of July 3
Dull the Pain
Through intense concentration Rapunzel is capable of easing minor aches and pains. These extend from headaches, to scrapes and bruises.
Draw Backs The pain can only be dulled for as long as Rapunzel can focus Rapunzel must be touching the recipient Rapunzel suffers from a headache from concentrating so hard.
Duration 30 seconds
Cool Down A minimum of 1 hr before she can try again. The sooner she tries again, the worse her headache will be on subsequent attempts.
Minor Healing
Rapunzel heals light injuries. Currently only skinned knees, palms, and the like.
Draw Backs Rapunzel must touch the recipient Rapunzel gets a headache Can only heal up two 5 people in one day The recipient's own healing capabilities are used
Cool Down Minimum of 1 hour
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Male
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???
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Shadowglen
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Viscount
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Post by Crow on Mar 25, 2018 21:33:32 GMT
Active Powers:
♢Crow's Feathers: Sleek, black feathers Crow produces seemingly from within his sleeves, or in his true form, directly from his body. Unused, they give off the slightest aura of magical energy. He can leave a Feather in a remote location and activate it at will, although distance is directly proportional to how much concentration this will require. Cooldown: 10 seconds for every feather. i.e 3 feathers at once = 30 seconds. Drawback: Distance is directly proportional to focus required to use.
♢Crow's Puppets: Crow's Feathers are used to transform into his blackbird minions. While they appear and behave like any normal corvid, these are actually direct extensions of him, and he can control them at will. Once they're made, the birds can maintain form indefinitely, or until destroyed, be it by Crow or otherwise. The most useful feature of these birds is Crow's unique ability to see through them, to act as his long distant spies. Crow's primary puppet is Maleficent's pet Diablo, which serves as his public face. Cooldown: none Drawback: They're as fragile as any normal crow, and thus are easy to destroy. Destroying enough of them in quick succession causes major injury to Crow himself. Looking through his puppet's eyes for an extended period of time requires concentration, and leaves him unaware of his physical location's surroundings.
♢Crow's Wings: The other primary function of Crow's Feathers, but used less often. With significant focus, the feathers become large, fully functioning wings on his back, and are able to carry him easily. Cooldown: none, but repeatedly transforming back and forth is exhausting. Drawback: Able to be broken, clipped, or otherwise damaged like normal wings.
♢Relocation: Perhaps the trickiest of his abilities, and requires the presence of one of his murders at the chosen destination. Through incredible focus, and using a 'host' bird at the target location, Crow can transport and reform his body from the collective murder. Doing so forces him into his true form.
Cooldown: 48 hours Drawback: If the host bird is destroyed mid-transit, this will kill Crow.
Passive Powers:
♢Durability: Despite being so thin and lanky, Crow is unusually sturdy, able to shrug off or at least power through significant injury. This doesn't mean invincibility. He is still very much taking the damage, but has a higher tolerance for pain before it begins slowing him down. Drawback: Injuries are still significant, despite pain threshold. A broken bone is still a broken bone, after all.
♢Crow's True Nature: Crow is not a man that can become a monster, but the reverse: a monster that can become a man. As such, he is absolutely required to be in his true form at mininum once or twice a month. Going longer without a break from his human body will start to deteriorate his clarity, his sense of judgment, and eventually his mind. Drawback: He's physically stronger, but much less durable. Takes damage easily in this state.
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Male
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He/Him
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35
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Bisexual
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Rogue
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King
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Powers
Mar 28, 2018 17:32:37 GMT
Post by Clopin on Mar 28, 2018 17:32:37 GMT
ClopinKing of France
ACTIVE POWERS Teleportation Perhaps one of Clopin's favorite attacks, he tends to teleport short distances in battle, either to avoid an attack, or make his own scythe-based attacks unpredictable to the enemy.
Drawback: If he uses this a lot, his energy stores will run out and he'll basically tire himself out, leaving himself prone to actually being hit.
Cool Down: A minute.
Scythe Blast He can manipulate his magical energy to affect his scythe, using the beams to enhance his scythe-based attacks.
Drawback: The enemy must be within 20-30 feet of him, otherwise it just completely fails. Again, since this is coming from Clopin's own magic stores, this will leave him exhausted if he does it excessively.
Cool Down: 1 minute.
Hand Blasts The ability to blast magical energy from the palm of his hand.
Drawback: He can't use this a lot, as it requires a lot more energy than his other attacks. Over repeated use, it will sap his energy and leave him weakened.
Cool Down: 1 day.
Magical Wave Emission
Sends out a wave of magic that repels most attacks.
Drawback: Will not work against any shadow-based attacks. It also requires the most energy out of all his attacks.
Cool Down: 3 days.
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Male
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He/Him
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35
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Bisexual
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Rogue
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King
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Powers
Mar 28, 2018 17:39:36 GMT
Post by Clopin on Mar 28, 2018 17:39:36 GMT
Bob/Sophia
Unicorn Wanderer/Unicorn Philosophe
ACTIVE POWERS
Light Manipulation:
The user can create, shape and manipulate visible light into projectiles/blasts. These are intended to be more long-range attacks, and can range from light missiles to light beams. Up close, they can summon a light shield.
Drawback: Besides drawing on their energy stores based on how much light they need to manipulate, the attacks can only ever target a few enemies at a time. They cannot wipe out an entire army.
Cool Down: A few minutes between attacks if they are small and don't cover a lot of surface area. However, the larger the surface area, the longer it will take, up to one day.
DORMANT POWERS
Immortality:
Unicorns live extraordinarily long lives, and can live potentially forever if they avoid being mortally wounded.
Teleportation: They have an innate ability to teleport short distances, but can teleport longer distances. However, this does require a lot of energy.
Telekinesis: Both siblings have the ability to lift small things with their magic, but the larger the object, the less able they'll be to lift it. For the record, neither of them have been able to lift anything larger than a full-grown male lion.
Healing/Purification: Their magic allows for them to be able to heal minor wounds rather quickly, but major wounds require more effort and do not heal fully with just their magic alone. As for purification, they can purify bodies of water, but nothing massive like the ocean.
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Unknown
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Blackblood
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Overseer
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Powers
Mar 30, 2018 2:37:45 GMT
Post by Claude Frollo on Mar 30, 2018 2:37:45 GMT
Claude Frollo (Work in Progress)Magic ItemsSword of the Crusader (Durandal, The holy Sword)- Item type: One Handed Longsword
- Element Type: Light (Sub-type Divine)
- Passive Abilities
- Armor of Faith: The Sword can only be used by one of True Faith, and when used by such a person, The blade becomes lighter to wield and makes it easier to see and counter oncoming blows, Providing protection for its wielder.
- Dark Mage Slayer: When the Sword is used against a Magic user, if that magic user is hit; for a short time the Target will be stunned <Longer for those whose power comes from Necrotic or Dark Magic in General> (Items with magic abilities can still be used)<No Effect on Light/Holy/Divine Elemental magic users>
A Sword Frollo Came across visiting one of the battle sites for the 1st Crusades before he given his mission of quelling the insurgents in the area. A blade this fine should never be just left to rust. Sword is possessed by the spirit of Roland a French Paladin in the service of God(Drawbacks-The Sword Was blessed by a priest of the knights that led the crusades and with such a weapon when drawn, cause those a deep feeling/urge/pull to slay all they see who is full of 'SIN' and in Frollo's case...He is a Berserker )Bible of the 'Holy one'- Item Type: Book
- Element Type: Shadow (Fey)
Abilities A.) Healing Touch? Reach: Touch/Melee Use: Frollo touches the Book and Prays to 'God' for the power to Heal the wounded ally (or enemy) in front of him. He then puts his hands on the target (cannot be himself) The Healing process takes about 5-10 minutes and is Excruciatingly painful to the one being healed. When the Healing has finished, the Target has a almost Euphoric reaction and all the pain they went through seems like it wasn't there at all. -Drawbacks: Use of the book requires Frollo's full attention and will not work if even the least bit distracted, The Book has a charge amount on set by Maleficent, and must be given "Her Blessing" in Regular Intervals. Interruptions while using the book will stop the process and cause the wounds that were healing to worsen instead. B.) Tunnel to Sanctuary Reach:N/A Use: Frollo uses the book by putting his hand on it and patting it. The Book creates a portal on a solid surface to wherever Maleficent set up her home base (i.e her castle) The book is a round way trip and can bring Frollo back from where he left from. Only the person with the book or any person holding the book while Frollo is tapping it can see, notice or use the portal.The portal immediately closes after the user of the book goes through it. This has no Charge but can leave Frollo weak after using it the further the distance he travels. Note Maleficent can use this ability of the book to call Frollo to her. (This fact is unknown to Frollo) C.) HELLFIRE
Reach: 10-20 meters Use: Frollo opens the book and begins Punishing his intended targets via their 'sins' against god. 6 Golden (to Frollo) Green (to everyone else) Spikes fall from the sky, into the ground creating a 10-20 meter area that is flooded with (Guess what?) the Flames of Hell. After finish his 'Sermon' he closes the book, and sentences the targets to hell itself, causing the spikes to explode and send all that force released from them directly to the targets in question. (The spell creates a area that encloses enemies inside <those with sin> the 10-20 meter area. Any aggressive attacks towards the user strengthens the intensity of the flames. The damage done by this attack is Divine and Dark elemental) Downsides: Once this skill is used it leaves it's user in a near-death state, and exhausts all the magic from the book making it a normal bible. <until enchanted once more.>
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Male
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25?
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Shadowglen
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Knight
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Post by Marius on Jun 11, 2018 4:50:04 GMT
Marius' Powers:
Active powers:
Passive powers:
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Powers
Jun 12, 2018 22:27:05 GMT
Post by Dashiell Parr on Jun 12, 2018 22:27:05 GMT
Number of Powers: 4
Type of Powers: Genetic based.
Superhuman Speed: Dash's primary superpower is his astonishing superhuman speed, which gives him not only the ability to run superhumanly fast, but also grants him several other abilities that come in handy when in combat or heroic missions. The Incredibles video game shows his maximum speed at over 190 MPH (305Km/h), however, after learning some new abilities while on the heat of battle, Dash realized he was fast enough to run on water and on horizontal surfaces, like walls or ceilings. Considering that the necessary speed needed to run on water is about 650 MPH (1050Km/h), this would put Dash's final limit in just under the speed of sound (Mach 1), nearly fast enough to cause sonic booms.
Drawback: Such fast speeds require a massive amount of energy and in order to get that energy Dash must consume about 6000 calories a day to maintain his energy reserves. If he fails to meet this his powers will fail him mid run causing him to crash or pass out.
Superhuman Agility: Combining his superhumanly fast speed, with the momentum he creates while on the run, Dash is capable of accomplishing feats of superhuman agility, no other normal human, or even a "Super" like his father, Mr. Incredible, could possibly do.
Drawback: While he can accomplish impressive feats and is incredibly hard to hit or pin down his speed does not lesson the impact of crashes or hit. He after all is still human and can have bones broken like all others and can be injured if he doesn't pay attention to where he's going.
Superhuman Reflexes: Dash's speed gives him a superhumanly fast mind and reaction-time, which he uses when engaging in combat or when in the need of improvising. This ability is very much needed when he needs to change direction, while running at superhuman speeds.
Drawbacks: This is the big one for Dash. Being a pre-teen even one with a super active calculating brain he is still prone to distraction. He has a hard time keeping focused on one thing for very long. This means that if he tries to do to much at any one time or his foes try to overload his senses he will be more prone to crashing, messing up or getting confused and overloaded.
Super-Speeding Combat Ability: Dash's speed affects his entire body, allowing him the ability to combat an opponent with super-speedy punches. However, this does not increase the impact of his blows.
Drawback: This one is simple. He may be able to hit fast and often but this does not mean he can hit HARD. He still his a pre-teen after all and has yet to gain the muscles through puberty for hard hits like his father. This is why Dash often runs into his foes to trip them up before outright attacking.
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