Female
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Shadowglen
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Baroness
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Powers
Jul 4, 2018 17:57:26 GMT
Post by Shiloh on Jul 4, 2018 17:57:26 GMT
Shiloh: Active powers: ~ Bat summon: Can summon a hoard of bats to attack enemies, or distract to get away. Cooldown: 2 minutes for large hoards. Single or small groups take little to no cooldown.
Dormant powers:
~ Shapeshifting: Can shapeshift into a bat. drawbacks: can't do much in this form. mostly just for getting around.
~Night vision Can see very well in the dark. drawbacks: she is sensitive to bright light. This is possibly one of the reasons vampires are said to be allergic to sunlight.
~Immortality She physically doesn't age.
-- Shiloh doesn't need to drink blood to live, but it keeps her healthy, like a multivitamin would do for a human. Also, if she goes too long without any, it does begin to affect her active powers, and she may become lethargic.--
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Deleted
Deleted User
Deleted
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Powers
Jul 11, 2018 2:40:26 GMT
Post by Deleted on Jul 11, 2018 2:40:26 GMT
Johnny Appleseed Nature Druid Friend of All Creatures Johnny carries an aura which most animals can sense and smell, which causes them to trust him. Even hostile animals turn to be staunch friends once they feel the aura around him. The power of the aura grows stronger when the carrier helps animals, and as such, Johnny’s aura is strong and as vibrant as the trees he plants. NPC effect Johnny somehow always has a small group of animals following him, helping him find food and shelter. This ranges from tiny chipmunks to impressive grizzly bears. However, his constant companion is a skunk, which Johnny affectionately calls Zacchaeus. Other significant animal companions include Luke the mountain lion, Matthew the timber rattlesnake, Levi the brown bear, and Simeon the American robin.
Player Effect Speaking animals (i.e. Player characters) are mostly unaffected by this ability, but they can feel the goodness from Johnny and know he’s something special.
Cooldown This being an bonus effect of his growing druid power, Johnny cannot turn it off, but it also does not tire him. Plant Manipulation As a nature druid, Johnny can control and manipulate plants through magic. He has a special affinity with apple trees, and in his hands become like clay to the potter. Johnny is currently unaware of the extent of this ability, and uses it to stimulate and rapid decrease the growing time of his apple trees. In theory, should Johnny need to protect himself, he would be able to bring forth vines and roots in attempts to restrain his attackers. Player Effect: Form of defense from attackers once mastered. Allows Johnny’s apple trees to grow within several week rather than years. With more experience, the time of growth accelerates from several weeks to one to even mere days.
Cooldown: Depending on the situation, the effect desired and amount used in a short amount of time, from a single second to several days of hard travel. Time spent resting would accelerate the cool down, but as we know, Johnny is not one to rest.
Food and Water Purification Historically, Johnny Appleseed’s species of apples were only able to be used for alcoholic cider. In the world of Conquest, the apples he plants are able to be used for pies, cakes, pickles, pastries, and all sorts of foods. Johnny’s specialty as a druid was his uncanny abilities to plant uneatable apple seeds and grow the most perfect apple treats. However, the power has been known to cause drinks to be non-alcoholic, poisons to dissipate, and any diseased food to be cured.
Effect Purifies foods and drinks to be safe to consumption (and, oddly, causes Zacchaeus' noxious gas to smell nice). Also causes any apple seed planted by Johnny to bear edible fruits. Cooldown Instantaneous. However, rapid usage within a small period of time can cause Johnny a severe and crippling headache that requires several hours of sleep to heal.
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Powers
Jul 15, 2018 23:50:24 GMT
Post by Ziare on Jul 15, 2018 23:50:24 GMT
Ziare: Active powers: Breath Weapon : Ziare is a dragon that is very rare she can breath fire that is almost energy like that is bust energy almost. It is almost energy like. It is very deadly to those that meet her if face with trouble
They can three different form of the energy and well at time that is when she does it. That is with trouble when it comes to it. Sometime it look like lighting blade or some form of one she does that. Some time these power three type energy but each most deadly then the next. She is fire breather and be warn. She usually give a a warning before she does it by letting out smoke and then the fire comes without warning
Drawback: When she breathe that fire she lack the abilities to control the fire itself it often become out control and will spread when it comes out of her. She herself immune to energy she blows. But water such as that can be used to stopped it but is with most of what she can do. Then even snow can effect it as well and ice.
Dragon Wings :She can fly with her wings that is she has those for very good reason she can take off and go place if she needs too. Drawback: They can be broken that is she can be when regard to things. That is she often finds herself tired from using them.
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Female
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Immortal
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Rogue
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Medic
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Powers
Aug 16, 2018 4:41:05 GMT
Post by Rhea on Aug 16, 2018 4:41:05 GMT
Active Powers:
-Natural RemedyIs able to heal injuries when applied to a hurt individual. Drawbacks: Can only apply to up to three people/creatures at a time. Drains Rhea's magic reserves if used too often or too much without rest and or sustenance to resupply her magic, which in turn will start to use up her natural energy from her body to compensate. Can only heal things like broken bones, heavy injuries up to minor to moderate internal and/or external bleeding/tearing of organs and or skin and blood vessels, and cannot heal injuries that are fatal. Cool down: 10 - 15 minutes to up to a few hours depending on injury healed. -Wild FloraIs able to summon the use of local natural flora to control for various reasons via the left arm or if no flora is around, to summon native Greek flora physically from left arm.
Drawbacks: Like Natural Remedy, it will drain Rhea's magic reserves if used too much or too often without rest or sustenance to resupply magic. Smaller plants are harder to use and control and don't offer much in the way of use for fighting compared to bigger or more poisonous plants. Plants summoned physically can cause injury to Rhea by leaving open wounds and/or cuts on left arm which can heal slowly if not healed properly, and can scar.
Cool Down: A few minutes to up to a few hours or even a week depending on the size of plant.
-Lesser SorceryIs able to use other magics (Fire, Illusion, etc) for use in battle or other needs.
Drawbacks: Magic is not as powerful compared to Rhea's native nature magic and will likely be overpowered by someone who has more skill with the other magic being actively used. Will still drain Rhea's natural magic reserves, though not as much compared to main magical abilities. Magic may back fire on Rhea and leave lightning bolt like markings up her right arm for a few hours and cause pain until they disappear.
Cool down: A few minutes to up to an hour, up to a few hours if magic back fires.
Passive Powers:
-Continued Vigor
Plants personally cultivated and/or actively around Rhea for more then 2 weeks tend to stay alive and more perked up compared to other plants.
Drawbacks: Plants will wither and go back to normal if not around or touched by Rhea for 3 weeks, or possibly die.
Cool down: N/A
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Deleted
Deleted User
Deleted
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Powers
Aug 24, 2018 17:27:00 GMT
Post by Deleted on Aug 24, 2018 17:27:00 GMT
Ability Flight
Description Pepita takes to the air with strong wings, and is able to carry several people on her back.
Drawbacks Pepita is as victim to the wind as any bird is; if the wind direction and strength is unsuitable, trying to take off will result in her becoming grounded. Wet weather will also be detrimental. Heavy fur means extra weight, which leads to faster tiring.
Cooldown Pepita's ability to fly depends on how tired she is, or whether she has any injuries preventing her from doing so.
~~~
Ability Shifting
Description Pepita shifts between her two forms: an ordinary cat, and an Alebrije.
Drawbacks When Pepita shifts into her ordinary cat form, she lacks any of her powers, and is unable to transform back for a full day.
Cooldown Pepita can transform once a day.
~~~
Ability Tracking
Description With icy breath, Pepita can reveal the footsteps of someone she is tracking.
Drawbacks Pepita may only do this with guaranteed success with members of the Rivera family. With a stranger, the trail will quickly run cold, though she may be able to get a better lead on a person she knows very well, as she will be more familiar with their scent.
Cooldown Pepita can only reveal footprints once every five minutes, which means she must rely on her nose more than the visual aid.
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Female
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26
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Dawnseekers
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Medic
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Post by Anka on Sept 1, 2018 1:51:56 GMT
Calming Presence: All Lohi subconsciously produce a pheromone that induces a peaceful state in those surrounding them. This pheromone evolved in them as a means of subduing prey, though these days it's most commonly utilized to help keep negotiations smooth. The effect is mild by default, but Lohi can amplify the output to have greater effect. At stronger doses, the pheromone can completely dull the senses.
Drawback: A person with high willpower can resist the effects, and should Anka try to boost it for more than a minute, it leaves her drained and dizzy.
Healing Waters: Anka carries a vial around her neck that holds a shard of the Weeping Stone, the crystal that provides her home planet with its unique and powerful healing water. The water produced by the shard is powerful enough to bring a person back from the brink of death.
Drawback: The shard creates water very slowly, and it takes over a month just to fill the small vial she wears.
Peeling: The ungulate-like appearance donned by all Lohi is only a guise, hiding their more "upsetting" nature as a walking mass of plant fibre and vines. When a Lohi chooses to expose this form, their body splits open to reveal the tendrils and pitcher-plant stomach underneath. Lohi are faster and immensely more dangerous in this state, able to reach far, snatch up, and eat unsuspecting prey.
Drawback: Without their thick fronds to protect their insides, Lohi are much more vulnerable in this state as well. Furthermore, they often find it extremely embarrassing to show this form in public, much in the same way one might be humiliated to be suddenly without clothes.
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Male
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48
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Rogue
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Shadowkeeper
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Post by Jack Skellington on Sept 2, 2018 0:05:35 GMT
Jack Skellington
Soul Robber (Weapon)
Description: The Soul Robber is a weapon invented by Dr. Finkelstein. It is a gel-like coil that rests around Jack's right arm that he can use as a whip, or as a tool to grab things from afar or fling himself onto higher ground.
Cooldown: N/A
Drawbacks: While very stretchy, the Soul Robber only has a reach of 10 feet.
~Pyromancy~
As the flaming Pumpkin King, Jack excels at wielding the power of fire at his bony fingertips. - Fireball
Description: Jack shoots out balls of flame from his hands.
Cooldown: Varies from the size of the fireballs. (Minimum 10 sec., Maximum 1 hour or more for more powerful attacks)
Drawbacks: Fireballs get weaker if Jack is wet and/or if it's raining.
- Fire Breath
Description: Jack swallows one of his fireballs to spit out a blazing cone of flame.
Cooldown: 1+ Hours.
Drawbacks: See Fireballs.
- Hail To the Pumpkin King
Description: His most powerful and spectacular of all his fire spells. Jack dons the illusion of his Pumpkin King guise, setting himself aflame and running along the battlefield, cackling like a madman while leaving a trail of flames behind him, and a hellish breath of fire ahead of him.
Cooldown: 24+ Hours.
Drawbacks: Using this attack will leave Jack utterly exhausted and unable to use his fire spells for a while. This is only used if there are no other options. His previous drawbacks also apply.
~Ballomancy~
(Dance Magic/Occultomancy) Even in a swarm of enemies, as long as he can find a rhythm or rhyme, Jack will dance even in war.
Description: Jack uses rhythm and momentum to build speed and use music and dance-based spells, hurting enemies as he casts spells or bolstering allies with songs.
Cooldown: Varies on the length of the 'concert.' (Minimum 6 hours, Maximum 24 hours)
Drawback: If Jack's concentration is broken, the magic immediately goes into cooldown and any beneficial effects will be halved.
~Passive Powers~
Semi-Immortality:
Jack is an undead being, and as such can pull off a rib or his head without causing him any pain or discomfort, and is able to have control of some of his detached body parts.
Drawbacks: While he may be undead, he is not invincible; he is still made of bone.
Enhanced Agility and Speed:
Jack is light on his feet, able to slink and slide his way through obstacles with acrobatic grace.
Drawbacks: If he doesn't have proper footing, he cannot move as fast as he normally would. (i.e. Ice, wet stones, etc.)
Strength: Despite being a skeleton, Jack is able to lift a handful of things without being inconvenienced.
Drawbacks: There is a limit to how much he can lift/carry. At the most he can carry 2 fully grown human beings.
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Powers
Sept 10, 2018 20:48:30 GMT
Post by Nanashi on Sept 10, 2018 20:48:30 GMT
<Nanashi>
~Electromancy~Nanashi can generate electricity from his body, allowing him to manipulate lightning, create static charges, and have a surplus of energy. Drawback:All of his Electricity-based powers have the same drawback: if he expends too much energy, he will get exhausted faster and eventually pass out for a few hours. Nanashi is able to channel electricity and shoot it out in the form of orbs of lightning from his palms. He can also create larger orbs by charging. Cooldown:Depends on charge. 10 secs - 30 mins. - Lightning-Infused Combat
Description:
When fighting, Nanashi is able to channel energy through his body and attack with lightning powered fists and kicks. Drawback:During this state, he cannot touch an ally unless he disengages his power. Cooldown:3 Hours. Electromagnetism
Description:Nanashi channels electricity in his body and stores it, becoming magnetic and being able to attract or stick onto metallic objects. Drawback: If Nanashi doesn't relax the charge in his body, he will be unwillingly attracted to objects, or objects would be attracted to him. Electronics also malfunction while he is in this state. Cooldown:2 hours. Lightning DashDescription:After charging himself with electricity, Nanashi can move at incredible speeds. Drawback:If he gets too fast, he will lose control of his footing, and cannot stop running until he hits a solid object. Cooldown:2 Hours. Static ClingDescription:A minor version of Electromancy, Nanashi can generate static electricity and expel it in small amounts. Drawback:While cooling down from any other electric abilities, an aura of static may remain on his person for a time, causing people who touch him to get hairs standing up on end, or a minor shock. Cooldown:N/A <Passive Powers>Increased Pain ToleranceDescription:Nanashi is able to take more of a beating than most people, allowing him to be a reckless powerhouse(no pun intended). Drawback:Due to increased tolerance, it is difficult for him to judge when enough is enough. While he can still feel pain, it takes a lot of damage for him to realize if things are going south with his body. Cooldown:N/A Increased Speed
Description:Nanashi is able to run faster than normal people. Drawback:See Lightning Dash. Hyperinsomnia
Description:Due to the high amount of energy stored inside of him, Nanashi is unable to have a normal sleeping pattern. He sleeps for only 5-6 hours minimum every month in order to recharge, and basically slips into a comatose state in which he cannot be woken up until he is 'recharged.' This condition requires him to consume more food than a normal human being. If he expends a significant amount of energy, he falls into this deep sleep early, and takes even longer to wake up. (12-24 hours)
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Male
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Lost To Time
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Shadowglen
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Powers
Sept 18, 2018 17:40:24 GMT
Post by The Horned King on Sept 18, 2018 17:40:24 GMT
The Horned King Lich (Necro-umbramancer)
Teleportation --- As the Horned King finds safe places to call home, he begins to leave specialized runes and symbols in various areas in the safehouses. Using a tiny bit of concentration, the Horned King disappears into a billow of smoke and arrives in a fog cloud anywhere a rune is placed. --- Drawbacks: Process for writing and placing rune meticulous and requires a short span of intense concentration. Only the Horned King can use these runes, and he can only bring himself and his clothing with him; any others are left behind (notably with the Horned King's sick approval). While not weakening his magic bonds, the Horned King can only use a rune so many times before it shatters.
Wisp Bolt --- An eerily greenish cloud of energy begins to form in the hands of the Horned King. Upon a direct point, the cloud fires a round sphere of power at the target. Upon impact, the bolt does not leave foes physically wounded, but strike at their very souls. Due to its simple nature, it weakens his magic bonds the least of all his magic. --- Drawbacks: The bolt reflects off of well-polished armor, and does very little physical damage. The soul damage done can be healed by several days of rest and care. It can be strengthened to deal more and more damage, but this taxes the magical bonds on his body further and further.
Shadows of Memories --- The Horned King fixates on an object, creature, or person he had seen at least once in his extended life and from similar clouds of greenish energy, form visions and odd shapes based on those memories. These "shadows" can move on their own, and act under the influence of their master. The shadows can rip through skin and cause men to bleed. --- Drawbacks: The larger the shadow, the more it tears and rips at the energy store of the Horned King. Shadows are also easily dispelled by light magic.
Rise, Cauldron-Born --- Only with the Black Cauldron can the Horned King attempt his strongest magic. Using a corpse, recent or long-since passed, the Horned King activates the Black Cauldron, and the mist emitting from the unholy relic begins to seep into the ground. Bones of warriors rise up from their graves, ready to fight in the service of their master, the Horned King. They reform when broken, they never flinch, and they cannot be swayed. The Cauldron-Born become an unstoppable army. --- Drawback: The Horned King needs to find the Cauldron first. In addition, the only way to turn off the Cauldron is for a good man to jump into it and sacrifice his or her life to end its power.
Reformation --- So long as the lich's soul is not ripped to shreds, even the destruction of his mortal shell or the breaking of the magical bonds cannot truly stop the Lich King. Reforming at the last rune site he used, the Horned King rises several days after his body was destroyed. --- Drawbacks: It takes several days for the Horned King to return. Also, if all rune sites are destroyed as well, the Horned King cannot reform. Reforming at the rune site destroys the rune there as well. If the Horned King were to be dropped into the Black Cauldron once more, he would be sealed (and effectively taken care of).
Everlasting Corpse --- The body of the Horned King can live forever without food or water or sleep. While its appearance may seem to wither away, the functions of muscles and organs began to be supplanted by magic. --- Drawbacks: The Horned King can still be defeated by means of combat. (However, see Reformation above.) While this also means fatigue does not affect the lich-mage (meaning little to no cooldown), it also means that the Horned King's magic drains significantly faster than other magi. (At the same time, his magical stores are incredibly deep.)
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Powers
Oct 3, 2018 20:50:43 GMT
Post by Atlas Stellar on Oct 3, 2018 20:50:43 GMT
Active:
Telekinesis: Telekinesis that can be used for a wide range of applications, namely lifting things, energy constructs or enabling him to fly through the air, or energy blasts. He only has a limited reservoir of energy for this. In addition it gives him painful headaches if he uses it. This is why he prefers to save it as a last resort.
Passive:
Enhanced Condition: Due to the experimentation on him, Atlas is many times as strong, and as fast as a normal human.
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