Male
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Young Adult
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Dawnseekers
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Dawntreader
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Powers
Oct 3, 2018 21:10:49 GMT
Post by Kopa on Oct 3, 2018 21:10:49 GMT
Genie
Shape-Shifting All genie can shapeshift, but Genie takes the prize when it comes to shape-shifting. Genie has the ability to shapeshift into anything he chooses. Animals, objects, you name it and he can pretty much turn into it.
Making Items Genie has the ability to make items. For instance, he can make weapons out of thin air. He can make food, clothes, but it is not known if he can make structures.
Drawbacks & Restrictions There are some restrictions, some quid pro quos if you will. He cannot bring people back from the dead, he can not make others fall in love. He also can't kill anyone.
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Powers
Oct 6, 2018 21:29:27 GMT
Post by Violet Parr on Oct 6, 2018 21:29:27 GMT
Number of Powers:3
Type of Powers: Genetic based.
Invisibility:Violet has the ability to turn herself invisible. The exact scope of her power not explained nor are the limits. Violet’s ability is limited and only extends to only her body.
Drawback:Anything She is carrying or wearing does not also become invisible with the exception of her suit designed to coordinate with her powers.
Force-Field generation:Violet can generate a force field that is near-indestructible and purple tinged around herself or other targets which she has used defensively or with the right assistance offensively.
Drawback: The field does not seem to deflect things like bullets.
Levitation:If Violet is not touching the ground when she creates a force bubble she is able to levitate it. When levitating she moves with the bubble and she can adjust her position or even use her own body to propel it forward. This is what gives it the primary offensive ability especially when it’s combined with Dash’s superspeed.
Drawbacks: It can drain her physical energy if she attempts to maintain them under sustained heavy attack.
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Female
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24
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Dawnseekers
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Dawntreader
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Powers
Oct 18, 2018 8:36:19 GMT
Post by Huela on Oct 18, 2018 8:36:19 GMT
Huela
Active Abilities:
Acid Spit: All Geck are able to spit an array of elements, from fire to electricity. Huela can spit globs of highly corrosive acid. Only about the size of a gumdrop at best, Huela would be hard-pressed to kill anyone with it. Using her spit on an enemy is usually reserved for an attempt to shake a predator, giving her time to flee. Huela can only produce about a cup of acid per day.
Passive Abilities: None
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Female
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3,000+
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Dawnseekers
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Council Member
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Powers
Oct 18, 2018 8:39:23 GMT
Post by Dhall on Oct 18, 2018 8:39:23 GMT
Dhall Active Abilities:
Heatwave: A dangerous move on a Fire Elemental’s part, Dhall can burst the magical, protective layering surrounding her molten core to release a massive wave of blistering, skin-melting heat. While effective in removing threats from the immediate area, this is an extremely exhausting motion. The longer the experience, the longer it will take to recover.
Glass Spitter: A common tactic among Fire Elementals. With cores that can exceed 2,000° F, individuals will often store molten materials in their bodies to regurgitate and spit at enemies. Glass is commonly used due to its quick-cooling nature and ability to shatter. On average, individuals will carry about one gallon of molten material with them, and will need to ‘reload’ after it’s been used.
Herbal Remedy: Dhall’s knowledge of Forge Enchantments has lead to an awareness of herbal remedies of varying strengths and usage. When mixed with her brand of fire magic, Dhall can consume small pouches of herbs and produce a healing smoke, similar to incense. Each pouch must be prepared carefully before use.
Dormant Abilities:
Forge Queen: Dhall’s biggest strength lies in her ability to forge Firebrat Armor. Unlike more common armor smithing techniques, Firebrat Armor uses little to no metal. Instead, it is composed of Firebrat Silk woven into cloth, with powerful and varying enchantments spun and fired directly into the thread. Enchantments May vary widely in utility, from simply warming someone’s form, to melting blades on contact.
Pseudo-Immortality: Like other elementals, Dhall will age, but has an infinite lifespan. While passing decades will cause her to grow larger and more powerful, she can only be killed by outside forces.
Bladebane: Due to her stone-and-magma composition, blades and many other standard weapons have little to no effect on Dhall.
Sharp Hide: Dhall’s obsidian shell, when moved the wrong way, can slice through flesh and softer materials. Splintered off, and it can be used similarly to a honed knife.
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Female
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???
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Dawnseekers
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Dawntreader
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Powers
Oct 18, 2018 8:41:48 GMT
Post by Zamora on Oct 18, 2018 8:41:48 GMT
Zamora
Active Abilities:
Frenzy: Essentially an ‘overclock’ of the body, high levels of distress can force a Pit Beast into a frenzy. This causes blood pressure to rise as the triggering hormones flood the system, allowing for already-impressive feats of strength and agility to be dwarfed. A Frenzy causes a Pit Beast to release a dry dander from their crests, which signals other individuals into a Frenzy as well. As crests will often rattle violently when an individual is upset, the dry conditions will often cause a minor display of static electricity. A Frenzy is a terrifying sight, impossible to hide, but is an exhausting endeavor. Often, a Pit Beast leaving a frenzy will simply fall unconscious for a varying time, allowing the body to recover and return to its normal state.
Dormant Abilities:
Untrained Potential: Zamora’s tribe was known for their grasp of the elements around them, often utilizing fire and earth to protect themselves from danger. Unfortunately, due to her early separation from her people, Zamora was never properly trained in channeling such magic. While these things are completely useless to her as a form of weapon, strong emotions may cause flames nearby to flicker, or stones to float.
Sturdy: Due to her size, species, and conditioning for battle, Zamora isn’t an easy creature to bring down. It will take more than your average attack to stop a Pit Beast, and all of that strength won’t slow until she’s cold and dead.
Sensitive Senses: Where sight has failed, other senses have become stronger. Zamora’s strongest sense lies in her sense of smell, followed by hearing, touch, and taste. Despite her lack of operational eyes, Zamora still makes an excellent hunter.
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Female
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???
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Shadowglen
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Baroness
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Powers
Oct 18, 2018 8:44:47 GMT
Post by Lindsay Curie on Oct 18, 2018 8:44:47 GMT
Lindsay
Active Abilities:
Rad-Bomb: In a violent explosion of radiation, Lindsay can disrupt her own surface tension to carpet-bomb the area around her with massive levels of deadly radiation and inflict near-instant radiation poisoning in all caught in the blast. While there is little limit to how often this can be done, doing so is extremely painful, and is reserved for only dire situations. Physical disruptions from outside forces — stabbing, biting, or other unexpected interruptions— can cause a small-scale Rad-Bomb, triggering similar afflictions in the opposing individual.
Morph: Due to her composition, Lindsay can morph parts of —or the entirety of— her body into a multitude of states. Most often, this is seen as melting down sections of her form, be it to attack individuals or access small areas, or forming sharp needle-like or knife-like ridges. The shapes and forms taken are limited to her volume, and cannot exceed it in size.
Dormant Abilities:
Formless: As a mass of irradiated, destabilized cells, Lindsay has no bones, muscle, or organs to speak of. Thanks to this, poisons, weapons, and most other dangerous objects are rendered harmless, and annoying at best.
Self-Storage: As there’s nothing in the way, Lindsay can store objects of varying sizes in her body. While this is often reserved for a few key items, as long as it’s not bigger than she is, she can store it. Larger objects are often given away by volume displacement, so smaller objects are preferred. Common objects consist of a simple energy pistol, a survival knife, and a spare pen.
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"Let the sea swallow you whole."
Male
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He/Him
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Too Old
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Demisexual
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Shadowglen
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Knight
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Powers
Oct 18, 2018 15:44:27 GMT
Post by Perthmail on Oct 18, 2018 15:44:27 GMT
Perthmail SkoskarWater | Thunder | Shadow Overall Drawbacks: The more often his powers are used, the more he loses his grip on his humanity. If he loses complete grasp on it(uses his powers too much) he will turn into his arch demon form and will be an unstoppable force that will kill without constraint. Friend, foe, none will stand in his path of destruction. He can only be subdued by being knocked out, worn out to exhaustion or killed. -If he is knocked out or exhausted it will take a week in game time for him to be able to use his abilities again Active PowersIce Spikes - Can cause a row of extremely sharp impaling icicles to appear or sharp 'crystal' like icicles to appear and harm his opponent, can also create a singular giant ice spike to appear that can impale large opponents or ships(see Son of A Beach) Duration: 30 mins-1 Hour Cooldowns For smaller icicles cooldown is 20-30 Minutes For 'Pillar' Ice Spike cooldown is 4 hours Thundra - Lightning appears around both arms and can turn into a 'lightning blade' of sorts that Perthmail can use to attack opponents. He can through the lightning at opponents and if hit with this ability the opponent will be shocked and possibly paralyzed. Duration: 30 mins Cooldown: 1 hour Demonic Essence - A 'power-up' of sorts a thick carbon shield appears over the whole of Perthmail's body, horns and a tail sporting from him and it will be harder to break his skin. Duration: 1 Hour Cooldown: 48 Hours Passive PowersEnhanced Healing - Able to heal at twice the speed of a normal, wounds don't stay long on Perthmail. Within a mere day more slashes, cuts and or bruises will be gone like they were never there. Other more serious wounds though may take a bit longer to heal. Enhanced Strenght - Being a demon comes with the obvious bonus, can easily lift up items the size of a motorcycle without a struggle. Items bigger and heavier though can cause him some strain. Night Vision - Able to see in the night as though the time of day never changed, Perthmail's eyes constantly give an ethereal glow and he can see movement even in the darkest abyss. Semi-Immortality - Perthmail cannot die by sickness, infection, or age however he can be killed or slain. Elemental Manipulation - Able to bend and control the elements of water, ice, lightning and shadow. Image Credits: Drawn-Mario
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Male
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~100 Y/O
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Shadowglen
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Knight
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Powers
Oct 22, 2018 15:41:23 GMT
Post by Kattz on Oct 22, 2018 15:41:23 GMT
(reposting this from his own account for simplicity's sake)
Kattz
Umbramancer // Electromancer
Kattz’s magic is geared for show and not for usefulness in battle. He, as an artist who strives to create spectacles of horror, likes to psychologically torment his victims as opposed to actually hurting them. However, he is a feline hunter and has developed some basic darkness attacks to hunt with, the most effective of which require physical contact.
Strengths - Illusion/Water
Weaknesses - Light/Nature
..::Damage Dealing Abilities::..
..Electrical Abilities.. Kattz is able to produce static as well as small bolts from his body that he may use to shock an attacker. His magic also is able to control electronic devices, possessing them and making them move. Drawbacks: Kattz cannot possess sentient electrical components (i.e. robots, AIs), nor components attached (i.e. cyborg parts) to a sentient organism. Kattz cannot produce enough voltage to kill an adult human.
Cooldown: 20 sec to 1 minute depending on the relative strength of the shock
..Smoke Breath.. Kattz is able to exhale a thick black smoke. This smoke quickly fills an area (about a 1,000 foot radius at maximum) and is difficult to penetrate using any light source, including magical light. However, the smoke is completely harmless, save perhaps some minor irritation to the nose and eyes. It’s most often used to conceal Kattz from view and is most effective at night. Drawbacks: Smoke is completely harmless. Dissipates completely after thirty minutes without aid of wind. Cooldown: One hour between each “breath”.
..Shadow Claw/Fang.. A physical attack in which Kattz surrounds his claws or fangs (or both) in dark magical energy. This attack requires contact with his claws or fangs to work. Upon contact with a surface, the darkness will stick and cause a burning sensation. The dark magic (if left unhealed) may also cause one to slowly become sick: symptoms like sore joints, less energy but also an inability to sleep, disorientation and lowered capacity to regulate body temperature will manifest within a few hours. He uses this attack mostly when he’s hunting to wear down prey. Drawbacks: Open wounds exposed to dark magic can be cleaned out using most cleansing rituals. The sickness is not deadly and will clear off on its own without cleaning in about two weeks. Cooldown: Twenty minutes to produce a new dark magic coat once one is spent
..Dark Beam.. A longer range attack using dark energy. The beam originates from his mouth and, upon contact with a surface, has similar effects to his shadow claw or fang, although more intense and painful immediately after contact. As this one of his more harmful attacks, Kattz tends to reserve it for self-defense. This dark beam can be surprisingly powerful, though its strength tends to rely on Kattz being in a “rage state”. Drawbacks: It’s rarely able to be used to its fullest power due to relying on Kattz being enraged to unlock its greatest potential. Pain and sickness fade quicker than a shadow claw/fang. Wounds may also be cleansed to hasten healing. Cooldown: 15 minutes for a low power, 1 day for high power
..::Passive Abilities::..
..General Super Strength.. In addition to naturally being strong even without the aid of magic, Kattz has some supernatural strength. A punch from him would floor the vast majority of normal humans. He could knock a door off its hinges if he was so inclined. He can hold objects up to the size of a small car over his head. His strength has its limits (he’s not building-destroying strong) and comes at the cost of his general dexterity.
..Undead Immortality.. Being undead grants Kattz a sort of immortality. He doesn’t age and is unable to die through means of starvation, sickness or even physical trauma (he will still feel discomfort at the very least from these). It takes him a long time, up to a few months, to regenerate a body should the original be destroyed. The only thing that can destroy him completely is exposure to a powerful cleansing ritual (such as an exorcism) for an extended period of time, which will cause him to slowly dissolve for as long as he’s directly exposed. Kattz will be gone forever should an exorcism be completed.
..Were.. Being a werecat, Kattz can transform between a ghoul and feline form at will.
~*~
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Agender
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Age Unknown
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Dawnseekers
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Dawntreader
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Powers
Oct 22, 2018 16:11:55 GMT
Post by Bivile on Oct 22, 2018 16:11:55 GMT
Bivile Umbramancer Subtype: Void
Strengths: Illusion Weaknesses: Light
..:Damage-Dealing Abilities:..
..Quills.. Biological, Non-Magical
Most of Bivile’s body is covered with tiny, backwards-facing, highly poisonous quills (the quills on their backside are much larger and easily visible compared to other parts of their body). Poison is injected and one would have to break the skin be injected with the toxin. Even without being injected, simply contacting the quills causes persistent irritation similar to poison ivy. They can flatten the quills to avoid injection, or straighten them to ensure injection. They can even shoot their quills is needbe, but this tends to be a last resort, as it takes time for quills to grow back.
Drawbacks: Due to being covered in poison barbs, Bivile needs to take care when touching things to avoid accidental poisoning. They avoid touch for this reason. Cooldown: Quills that have been shot out take one week to regrow.
..Bullet Hell.. Shadow (Void) Magic
Bivile can spawn thousands of tiny non Newtonian spears ranging size from sewing needle size to knitting needle size. These spears are nonreflective, pitch black and absorb directly into the body upon contact, causing the affected area of the body to turn grey and die. The spears drain the victim’s very life energy but otherwise leave no physical damage. Hits aren’t very painful, but they will gradually tire the opponent as their life is sapped. Coming into contact with enough to turn nearly the whole body grey is deadly. Drawbacks: It’s a good thing the bullets are so tiny: even with hundreds of them flying around, one has time to escape or get attacks in. The grey tint of contacted areas is an easy way to keep tabs on how much damage has been taken. Bivile seems to have patterns to their attacks, almost like a boss battle.
Cooldown: Bivile tries from using too much magic as much as any mage. Bullets grow less and less dense as exhaustion sets in. Areas affected by the bullets can be healed using traditional or magical practices, though light-based magic seems most effective. Otherwise, color and life will restore naturally to the body within a week and a half.
.:Equipment Manipulation:. Thunder Magic
While apparently the same species as notable electric mage Tabs, this seems to be the only electric ability Bivile retains. Bivile is able to enter and control electrical devices including (unlike Tabs) vehicles. Significant damage or destruction of the object will cause Bivile to be ejected from it. They seem fond of computers, TVs… and earthmover trucks if they can get their hands on them. Drawbacks: Their skill in this ability isn’t as refined as their relative Tabs, as they are entirely limited by the physical constraints of whatever device they’re in. Bivile would be able to make a robotic arm move, as it has been built to do so, but cannot make a laptop move, as it lacks any means to doso on its own. They also cannot enter anything sentient, or anything part of the physicality of anything sentient (i.e. cybernetic limbs/implants).
Cooldown: None
..:Passive Abilities:..
..Black Hole.. Shadow (Void) Magic
Bivile can pull a pitch black portal from their pocket. Something about this portal screams dangerous to most people and thus rarely anyone but Bivile passes through it. They claim this portal goes straight to “The Void”. Once someone vanishes into the blackness, they pop back out within a few minutes (although to them, anywhere between one hour to several days have passed in the Void) making the black hole completely useless for quick escapes. The black hole only leads to the Void, so it’s useless for fast travel as well.
..I Found This.. Shadow (Void) Magic Bivile can retrieve objects by entering the black hole. Whatever they bring back seems to be completely random. There doesn’t appear to be an upper limit on the size of things retrieved -- anything larger than the hole itself will simply squeeze through and return to its solid, normal state upon completely entering the real world. Things as large as battleships are occasionally pulled through. Half the time though... all Bivile finds is socks.
~*~
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"Kill the parasites; power to the workers!"
Intersex
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He/Him
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Age Unknown
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Monster BF
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Dawnseekers
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Com. Officer
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Powers
Oct 22, 2018 16:39:28 GMT
Post by The Gourmand on Oct 22, 2018 16:39:28 GMT
The Gourmand Channeler // Not Inherently Magical (Not any more or less effected by any particular type of magic)
The Gourmand is known for his terrifying feats in weaponry and technology, especially in comparison to other Adlantians who seem more or less stuck in the medieval age, but this warlord is more keen to magic than he lets on.
..::Damage Dealing Abilities::.. ..Sting.. Biological, Non-Magical
Like many jellyfish, the ends of his fifteen tentacles are venomous. Touching them causes great pain and paralysis. The venom itself isn't deadly, but the temporary paralysis might cause trouble, especially in the water. Paralysis lasts about a minute but pain lingers over 24 hours.
Drawbacks: Tentacles only have about a 30 foot reach (being generous). Full paralysis is brief: about one minute. As it takes one day to regenerate venom, he only has a maximum of fifteen uses in the course of a day, that being one per tentacle.
Cooldown: One day to produce new venom.
..::Passive Abilities::.. ..Long Lived..
Merfolk are so long lived, they’re practically immortal. The Gourmand is ever illusive to his age but is at least as old as King Triton himself. It is said that when merfolk finally do die, they become the seafoam.
..No Soul..
Possibly the causation of their extremely long lifespan, merfolk are said to have no souls. Most magics that supposedly effect a soul or spirit appear to have very little effect on the Gourmand.
..Mutant..
Exposure to the magical radiation from his pearl has had permanent effects on his body. Primarily, this has been bad for him, as the pearl is slowly but surely deteriorating his already Trident-weakened body. However, stories of this scourge of the seas allude to a monstrous side. That isn’t a necklace…
..::Items/Weapons::..
..Blue Pearl..
A mysterious magical item of great strength the Gourmand discovered at some point before his coup attempt on the Sea King. For its seemingly unlimited power, it also slowly mutates he who it binds to, the Gourmand in this case. It may kill him one day. Regardless, it is well protected within his pod and thus, never away from him. Flakes may be shaved off the pearl that will eventually grow into crystal spires with similar, but less powerful, properties; the Gourmand occasionally imbues theses crystals into weapons of his design.
..Harpoon.. A metal harpoon carved by a crystal spire and imbued with a small amount of magical energy. In addition to being a long range melee weapon, it may also shoot small beams of magic, though these beams are rather weak. Beams can break and burn the flesh, but rarely go deep enough to cause severe injury.
..Shard Daggers.. For close-quarters combat, the Gourmand keeps two long dagger-shaped shards of crystal hidden under each armrest (one for each hand). These generally only come out if an opponent manages to get up in his pod with him. The daggers are amazingly sharp, cut skin like butter, and leave a enigmatic lingering pain like tiny needles being stuck in the wound. However, they heal at a normal rate, as if cut with a regular metal knife.
..Pod.. Initially created by enchanting a barnacle-encrusted stone to allow him mobility, the Gourmand has since continually added to his vehicle so that now it is as much metal as it is stone. The pearl is kept within a containment chamber below the pod’s dashboard and is essentially used as a battery. Hovering and using the pod in low gear barely has effect on available power. However, travelling at a high speed and use of weaponry drains power faster. Idling the pod or (better) turning it off for awhile will allow the pearl to “recharge” on its own.
.Main Turret. The main turret, sometimes called the “big” turret, sits on the lowest part of the pod, usually retracted and protected by an iron door. The controls to this turret are right on the throttle, making this his most easily available and frequently used weapon. The turret is made from a crystal spire and fires concentrated beams of energy, similarly to a blaster gun. Wounds caused by the turret are similar to a bullet wound. The heat from the beam tends to also cauterize wounds, preventing most bleeding; regardless, this weapon isn't to be treated lightly. Blasts are strong enough to blow craters about six inches deep into solid stone, and dent metal to a similar degree. Drawbacks: Extended use drains the pearl quickly. While far more difficult than it would be for mounted weapons, it is possible to dislodge/disconnect the main turret with a great amount of force. Cooldown: There’s about a thirty second wait time between blasts.
.Mounted Weapons. Of which he has eight. They may be mounted on the pod itself or held (though a human would find them slightly cumbersome due to their size). They’re basically the same as the main turret, but smaller and weaker. Drawbacks: Can be dislodged if enough force is applied. Use of all the weapons at once drains the pearl at a similar rate to using the main turret alone. Cooldown: Ten to twenty seconds between blasts.
.Anchor. A large iron claw can extend from the back of the pod and clamp into the ground, holding the pod in place. Best used in things like soil, mud, sand, ect. Can be used as weapon, but that isn't it's usual purpose.
~*~
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