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by Segral » Tue Mar 24, 2020 11:48 am
- Aeromancy: Carter can manipulate air in all forms, including air, wind, gas, vapor, and much more. He can manipulate the molecules to perform several different attacks and maneuvers. These include wind gusts and waves, balls of condensed wind, smokescreens, clouds of gas, etc. As well, he can manipulate the individual molecules to speed up or slow down, simulating the effects of heat energy being exerted. This can, with time, turn gases into liquids, although he can't control them once they become liquid. This also helps him speed up and slow down the actual wind itself, turning extremely calm breezes to wild gales and vice versa. He can even remove the air from a certain area, creating small vacuums. He has been working on some other skills to add to his aerokinetic bag of tricks, including using air to create insulation from heat and electricity, generating heat and electricity via friction, using air pressure to land harder strikes and sharper blows, nullifying or amplifying sound using airwaves, and creating explosions with compressed gases.
- Like The Wind: Carter doesn't just control wind, his body acts like it. He has faster reflexes, light-footedness (doesn't make noise when he walks/runs), acrobatic abilities, and overall more speed, agility, metabolism, and leaping prowess than a normal human.
- Enhanced Senses: In a form of tactile telekinesis, Carter has a thin field of air molecules that constantly orbit and lay over his body. While they cannot protect Carter from any harm like in traditional tactile telekinesis, what they can do is enhance his hearing and touch. The molecules vibrate very quickly, and when he concentrates and manipulates this field of air, it can sense vibrations in the air. Usually, this manifests in either a "radar sense" (being able to detect disturbances in the air), enhanced touch (being able to enhance the molecules surrounding his fingers to get a better tactile feedback, or enhanced hearing (amplifying the midair vibrations around him).
- While he does have the strength to throw some human male adults around, he can't exactly throw cars and bend trees. With enough time and concentration, and in good shape, he can toss a 200lb human around, but definitely won't be destroying any cars. And while he can stop things that are moving slow enough by creating large amounts of drag, he can't stop small, extremely fast objects like bullets. Sure, they won't kill him, but they will leave a mark and will feel pretty bad.
- As well, many of his very powerful attacks, such as turning gas into a liquid and creating vacuums, require time and concentration to perform, sometimes taking longer than thirty seconds. As well, for him to be able to do said complex powers and throw men around, he needs to be in good condition. If he's tired or injured, he becomes weaker.
- Mental Attacks: Carter is vulnerable to telepathy, possession, and other mental attacks. Granted, it can be tricky to strike him effectively with one, but if an enemy can, he's helpless.
- Frail: Carter is only human, and his powers give him very little in the way of defensive measures, enhanced durability, or armor. As a result, if you can catch up to him, it's easy to give him a battering. Especially because he can be injured or killed by anything an ordinary human can. While it is difficult to catch him, it's not impossible, as his top speed is currently sitting around 32-35 MPH, and as a result, he can be caught up to and beaten. So, in conclusion, he's a major glass cannon.
- Reckless: Carter tends to be reckless in terms of his power usage and attacks, making him very clumsy and prone to over-extending himself, literally having so much fun he forgets to breathe. Which is never a good thing in the heat of battle, as due to his high metabolism and the high amount of energy his power needs, he can fatigue very quickly.
by Zarkenis Ultima » Wed Mar 25, 2020 3:23 am
Segral wrote:---
by New Finnish Republic » Wed Apr 01, 2020 12:36 am
by Zarkenis Ultima » Mon Apr 06, 2020 5:42 pm
- [Don't Fear The Reaper]: Unlike other superhumans, who gain enhanced physical abilities or become capable of manipulating an element, Megan has the uncanny ability to summon and dismiss a large scythe at will. The scythe itself has various powers, chief among them the ability to sever anything the blade touches - just a light tap is enough to sever an object at the point of contact. Any object thus affected will continue to function as before, with the caveat that a part severed from a mobile whole will not be able to continue moving on its own.
Upon dismissal of the scythe, parts severed from a whole will return to the whole and reattach, with the overall process causing no lasting damage to either organic or inorganic entities. Parts can be prevented from reattaching through force, but once limiting agent is gone, they will reattach as normal; if the whole succumbs while the part remains severed, however, the severed part will also succumb, and will not reattach.
While it remains summoned, the scythe confers Megan a degree of invulnerability: cutting and piercing attacks will, instead of harming her, affect her in the same manner her scythe affects other objects - she can move severed parts at will and can reattach them without needing to dismiss the scythe, and will suffer no lasting damage from the severing/reattaching process.
Megan can only summon the scythe by uttering its alleged name - Prince Omega - but can dismiss it with a thought at any moment. Virtually indestructible, it is light as a feather in her hands, yet cannot be lifted by other entities, no matter how strong; if the scythe remains summoned but is out of her hands, she can recall it from wherever it might be. Megan claims that the scythe talks to her sometimes and has the personality of an eccentric gentleman with a southern accent, but this is not verifiable. The scythe possesses limited shapeshifting capabilities, often assuming the form of a pen.
- As mentioned, Megan's only power is to summon the scythe. If it is not manifest, she is no different from a regular human.
- The scythe can only spend a grand total of five minutes away from her hands before disappearing, and if it disappears in this manner, it cannot be summoned again until next noon.
- While essentially impossible to lift, the scythe does not possess infinite mass - it's a lump of metal weighing a few kilos, it won't crush buildings when thrown.
- Unless used for bludgeoning, the scythe is entirely incapable of inflicting harm.
- [Silence]: Megan needs to speak the scythe's name to summon it, so silencing her somehow will render her completely powerless - as mentioned, she's just a normal teenage girl without it.
- [Surprise Factor]: Taking her by surprise or attacking faster than she can summon the scythe works just as well as silencing her.
by Galnius » Thu Apr 30, 2020 5:11 pm
Rich: She has money.
Family Training: Unlike the Mcharris' of the US, the McHarris family of Ireland trained their children in the ways of fencing and boxing. This is purely for a scene with rules, but she at least knows how to use her fists and foils.
Athletic human physiology: She's fit.
- Billionaire, not megahypernonillionaire:
Her money can run out
- [Pampered]: She is not accustomed to a tough life, so she isn't exactly good in high danger situations for now
by Absolon-7 » Thu Apr 30, 2020 5:34 pm
Galnius wrote:Name: Aislinn McHarris
by The Rebel Alliances » Wed Jun 03, 2020 2:51 pm
- [Super Speed]: (Chase has the power of speed. Naturally this branches into several smaller abilities such as reflexes but they manifest normally when he makes use of his super speed. Currently he is capable of running at speeds of about 350mph for short durations but normally cruises at around 200+ for longer periods)
- [Traction]: (Chase's abilities can be hard countered if he is unable to gain the traction he needs to run. An example would be if the ground were frozen, like trying to run in a hockey ring)
The Starlight wrote:Rebel Force: Noun - A strange power associated with street-level characters who are the weakest, yet most powerful of all.
by Finland SSR » Mon Jun 08, 2020 4:26 am
- Imitative Magic - Wechselkind (Clothing-Based Power Replication): By putting on a piece of clothing, Marcy receives the powers and abilities of the person who last wore them, not counting herself. This includes “standard” superhuman abilities, magical powers, and skills which are in some way unnatural, if any. The act of putting on a piece of clothing with a power signature attached also transfers all of the memories of the original wearer directly related to said powers - using them, training with them, employing them for various combination moves, etc.
How much clothing needs to be put on to fully transfer a power or ability depends on the nature of said ability. If the ability in question is a skill, such as martial arts mastery or magic, then any piece of clothing is enough. Superhuman powers carry over only to the parts of her body which are covered by the person’s clothing, however. So, for example, if she puts on a glove worn by someone with fire powers, only her hand will have access to those fire powers.
- Current clothing: Currently, Marcy wears the clothes of Maria Everdeen, an eccentric stage magician and supervillain - from her, she inherits low-level superhuman strength, agility and endurance, as well as fighting skills.
Marcy also keeps a few other outfits with herself, some for their powers, some for their fashion, as well as the gloves of a few people whose skills come of use, such as the glove of one supernatural hacker, one who can summon flashes of light with their hands, etc.- Rendezvous: Marcy’s parasol, which is secretly a capable fencing sword. Its base is reinforced and strong enough to parry real weapons, and its tip hides a steel blade which she can withdraw with the flick of her wrist. The parasol itself is reinforced with narrow light threads, giving it versatility as a shield while remaining light and mobile.
It also acts as the wand for her magical Wechselkind enchantment.
- Filling the Wardrobe: The nature of the Wechselkind spell means that Marcy is unable to replicate the powers of others on the fly - aside for a weird situation where she is able to undress her opponent to put on their clothes, she is reliant solely on preparation in advance.
- Putting it to Use: Marcy is only able to harness powers via the Wechselkind spell for the duration where she is wearing the original person’s clothes. If she has put on one costume, she cannot use the powers of another. And though she keeps several gloves in her pockets for ease of power switching, she still has to physically put them on in order to access their powers.
- Clothes Resetting: Marcy can only wield the powers of the last person who wore the piece of clothing in question. If a person with no extraordinary abilities puts on that piece of clothing, the power signature will reset and she will lose the powers she used to gain from it.
- Extraordinary Abilities Only: Marcy can put on the clothes of species other than humans (if her body shape allows for it), but she can only harness abilities which are extraordinary for the species of the original wearer. This includes, among other things, superpowers, magic, and rare skills which only a select few people are able to do. She cannot replicate the flight of a Dra’Quinni or the supernatural voice of a Hadrian, for example - those powers are ordinary for the members of their species.
It’s a magic spell, it can tell what’s ordinary and what is not, don’t worry.- Power Signature: The powers which Marcy receives via the Wechselkind spell are equal to the powers which the last wearer of the piece of clothing had upon taking it off the most recent time. This is the energy inprint onto the fabric (or other material) which composes the clothing and from which Marcy’s spell draws its power - a power signature. This power signature only updates upon the person putting the clothing on and taking it off again. Therefore, if Marcy puts on the clothes of a superhero and that superhero develops new powers, she will not have access to those powers.
- The Head: People do not usually wear clothing which covers one’s head, that is, hats, helmets, etc. nor does Marcy want to cramp her fashion sense with a cap unfitting to the rest of her uniform. Because of the way her powers work, however, it means that her head is unaffected by powers she’s replicated unless she finds a hat with a power signature somewhere. In her usual clothes, for example, the rest of her body has superhuman endurance, but her head is as strong as that of a normal person.
- Anti-Magic: Since Wechselkind is a magic spell, abilities and technology which nullifies magic will nullify her abilities as well.
- Weakness Transferal: Marcy inherits the limitations and weaknesses of all powers which she receives.
by Galnius » Wed Jun 24, 2020 2:56 pm
- [Hydrokinesis]: Living up to his name, Tidal has the ability to move mass amounts of water and use it as a weapon. Near a large enough body of water he can easily cover a large cruise ship, and can use the ability a myriad of ways. This includes creating air pockets by moving water away from an area, enhanced swim speed, and creating liquid constructs such as water snakes or hands to catch people.
- [Enhanced human condition]: Due to his travels to the deeper parts off the coast, Augusta has gained an enhanced strength and durability on top of his preexisting enhanced condition. This doesn't allow for any crazy feats but he can take a hit from a shotgun rather well and lift a baby elephant with strength alone.
- Water Volume: Can only move a max of 100 million gallons of water, or about the amount to cover a cruise ship.
- Range: He can only move water within eyesight or within 20 feet outside of eyesight.
- Pressure: Even with his enhanced status he can only go so far down, where either the lack of light or the amount of pressure will stop him.
- [Electricity]: Salt water, what he mostly uses, is highly conductive. He's usually in contact with it. A loose wire can be dealt with but an electric villain has to be dealt with in other ways.
- [Poisons]: Much like a fish in polluted water, a poisoned or oil filled water is much harder to deal with and he can't move it to make an air bubble in order to breathe.
by Segral » Wed Jun 24, 2020 11:48 pm
- Dhampir Physiology: As a dhampir, Miriam benefits from an enhanced condition and form that elevates her beyond the levels of even a peak human. This includes enhancements in strength, speed, stamina, senses, reflexes, and endurance, as well as a regenerative healing factor. Her maximum punching strength is enough to penetrate through a standard car door, and if she wanted to, she could easily lift and throw that same car. She can take shots to the torso from small firearms such as pistols and revolvers with ease (although heavier weapons, such as shotguns and sniper rifles do pose more of a threat). Although she's not much of a runner, she has been clocked at speeds of 40 km/h, easily outstripping even the quickest of Olympic sprinters with ease. Her healing factor is not to be underestimated either, as with it, she is able to repair broken bones in minutes, and repair damaged or severed limbs in hours. While the average vampire severely outclasses her in strength, speed, and overall condition, as well as certain powers (psionics, wall-crawling, shapeshifting, etc.), she does have one advantage over a vampire; daywalking. Despite being a nocturnal creature, she can withstand direct exposure to sunlight, although extended contact isn't great for her body.
- Blood Magic: Miriam has also proven herself to be an adept mage, specializing in a form of blood-based, haemokinetic magic. She claims that her father instructed her in the art during her childhood and teenage years, and that she has been honing them independently ever since. Some applications of this magic include:
- Haemokinetic Shapeshifting: Upon ingesting the blood of a living creature, she can essentially "copy" their form, shapeshifting into a perfect doppelganger with identical superhuman abilities, magical powers, and certain skills and abilities. This form can last anywhere from a few minutes to hours depending on how much blood is ingested.
- Supernatural Tracking: By casting a spell on a sample of one's blood, Miriam can track/sense them. If the subject is very close by, the sensing abilities will be very fine and accurate, allowing for her to easily pursue her target. However, at longer distances, this sense becomes more of a general compass, and will get progressively more or less accurate the more she moves towards or away from the target. As with the shapeshifting, the duration of this tracking ability depends on the amount of blood.
- Blood-Based Psionics: Using a sample of one's blood, Miriam can conjure a mental image of their current state, as well as experience limited precognition and retrocognition of that living thing's life. For example, if investigating a murder scene covered in blood, Miriam could take a large sample of it and use retrocognition in order to "rewind" back half an hour into their life and view the end of their life, in order to determine cause. Once again, this depends on the amount of blood. If it's a gory scene, she could likely view the last hour of a victim's life. If she only has a small vial to work with, she'll only see one, maybe two minutes before the end of life.
- Combat Training: Due to her work as a colleague of sorts to the San Diego Police Force, Miriam is trained in hand-to-hand combat and marksmanship. She won't be winning any world championships, but it's enough to keep cool in a fight and shoot a gun straight.
- Blood Diet: While her dependence on blood is not as strong as a pure vampire, she does need blood in order to function. Without an adequate supply, her physical condition and magical abilities will quickly deteriorate, and soon become unusable. Heavy use of her magical abilities and/or her powers in a short amount of time can actually lead to her metabolism spiking somewhat, requiring even heavier blood consumption than what was previously required.
- Limited Magical Capabilities: While she is a fairly proficient mage, as mentioned in the Powers section, her abilities are severely limited by the quantity of blood available. On a small vial or jar of blood, there's not much she can do. She can shapeshift for five minutes, keep a tracking scent for fifteen, or see two, maybe three minute's worth of precognition or retrocognition. If she wants her magicial abilities to be even somewhat useful, she's going to need a lot of blood in order to make it happen. Additionally, while her tracking sense is useful, it can be hindered by distance, as the farther away the prey gets, the more general and subtle the tracking sensation is. Finally, and this is very important, tainted blood is significantly less effective than pure, fresh-drawn blood. Miriam can sometimes mix blood from herself or others into a batch to produce a larger quantity, but this can reduce the effectiveness of the magic and lead to weaker spells. Even if say, a pool of blood on the ground was derived from a single victim, the magic would still be weakened by the presence of foreign particles such as dirt and pebbles in the blood.
- Vampire's Weaknesses: While Miriam is not as susceptible to traditional vampire weaknesses as, well, a traditional vampire, she can still suffer from many of these fatal flaws. Impalement through the heart is the most surefire way to end her life, that much is carried over. Holy water and other forms of angelic/holy magic are also effective against Miriam and can even temporarily dampen or nullify powers, although this occurs rarely. Even sunlight is a threat. Yes, she can daywalk for several hours at a time, but if she spends several hours or more in direct exposure to sunlight, it can cause her to deteriorate physically and suffer terrible burns.
- Magic: While magic is a valuable asset to her, it can also be her worst enemy. Those with the ability to nullify or negate magic can easily counter her hemokinesis, rendering her reliant on her physical condition. As well, those with psionic magic (or any other superhuman with psionic powers) can render her vulnerable within seconds, as she possesses no resistance to mental attacks beyond the standard will and resistance of the average human.
- Blood Rage: While Miriam is able to control her bloodlust most of the time, being exposed to very large quantities of it can cause her to lose mental clarity and lucidity, and submit to a desire to fulfill her hunger. This is especially true if her metabolism has spiked, or she hasn't ingested any blood recently.
by Galnius » Thu Jul 23, 2020 11:49 pm
- [Animal Features]: Rika could take on features of mammalian creatures at will, sometimes multiple of them, hence the name Nue, a Japanese chimera-esque creature.
- [Superhuman Anatomy]: Even without transformations, Rika was stronger, faster, and more durable than most humans.
- Range: She's a bruiser
- 5 features max, none of the same type. For instance, she could be as fast as a cheetah and have the claws of a badger, but wouldn't be able to add on a rabbits speed
- [Fire]: Simply put, she was a touch more flammable than most, and couldnt handle high temperatures too well.
by Segral » Fri Aug 28, 2020 12:58 am
- Enhanced Beauty: Natalya has been noted to possess beauty far beyond that of the average person, man or woman alike. It certainly helped during the days of her modelling career, and it most definitely has helped in the never-ending cycle of press conferences and interviews she's given since becoming editor of The Canary. It's worth noting that this is not a supernatural power along the lines of a siren or similar being; it's simply a combination of enhanced physical beauty, grace, and social poise that gives her an enhanced level of allure, charm, and sociability.
- Enhanced Charisma: In addition to beauty, Natalia also possesses an extraordinary amount of charisma, far beyond that of even the most gifted public speakers. Think of her like a human magnet; she attracts people with pure sociability and charm, people naturally see her as a leader, they are often agreeable to her suggestions and demands, and are more willing to put their trust and loyalty in her and her causes. It isn't enough to subliminally seduce someone or force others into subordination, it simply makes her a very likable individual to almost anyone and everyone.
- Hypnotic Eyes: The lack of sclera in Natalia's eyes isn't a cosmetic thing or weird defect; it's a superpower in and of itself. While her beauty and charm are usually enough to make most people suggestible to her orders and comments, when she needs a slightly stronger mental spell, her eyes can usually do the trick. Looking directly into her eyes for a prolonged duration of time can cause one to become progressively drowsy and uninhibited, experiencing a sensation akin to that of drunkenness. It's like an addiction; the longer and longer they look, the harder and harder it is to break free of her influence. Eventually, if eye contact is maintained for long enough, Natalia becomes able to enter their mind, first beginning with the ability to transmit basic thoughts, emotions, and impressions, and eventually revealing the contents of their entire mind to her, giving her the ability to both read the minds of and telepathically communicate with those under her influence. If the contact isn't broken at this time, this level of control will extend to the point where all conscious thought is vanquished from the person's mind, and they essentially become extensions of her own consciousness, mental slaves under her will. However, she has only achieved this three times in her life, and only two have lived to tell the tale.
- Eye Contact: Her hypnotizing abilities only work with direct eye contact, and cannot be achieved through other mediums, such as photos and videos. Generally, the closer the two pairs of eyes are, the better. Additionally, it is worth noting that while her basic hypnosis powers take a fairly short amount of eye contact time to pull off, more complicated psionic powers such as telepathy and mind control will take hours in some circumstances, making it impractical for almost anything not in conjunction with her enhanced beauty/charisma.
- No Attraction: Additionally, while her enhanced beauty will have effect on almost all people (the only ones unaffected being asexual individuals), the impact does depend on the sexual orientation of the affected. Typically, those that are naturally attracted to cisgender women will be more affected by Natalia's beauty, and while those that aren't attracted to cisgender women will still feel some effect, it will not be as great or alluring.
- Strong Will: Those with either psionic/mental powers or with extremely strong willpowers can resist, and in some cases nullify the effect of Natalia's beauty, charisma, and hypnosis-based powers, leaving her empty-handed.
- Not a Fighter: While Natalia's powers are certainly useful in a negotiation, the same cannot be said for a head to head brawl. Her non-offensive powerset leaves her thoroughly useless in combat situations, meaning that if she wants to play dirty, she has to get someone to do it for her.
by The Rebel Alliances » Thu Sep 03, 2020 1:29 pm
- [Super Speed]: (Chase has the power of speed. Naturally this branches into several smaller abilities such as reflexes but they manifest normally when he makes use of his super speed. Currently he is capable of running at speeds of about 350mph for short durations but normally cruises at around 200+ for longer periods)
- [Traction]: (Chase's abilities can be hard countered if he is unable to gain the traction he needs to run. An example would be if the ground were frozen, like trying to run in a hockey ring)
The Starlight wrote:Rebel Force: Noun - A strange power associated with street-level characters who are the weakest, yet most powerful of all.
by North America Inc » Thu Sep 10, 2020 5:33 pm
- [Kinetic Energy Infringement]: Any object with mass, that touches his body, Virgil can infringe with it's kinetic energy locking it in place and space. They do not fall, they do not go forward, they simple stay in place. Smaller or simplistic objects such as bullets and knives will freeze instantaneously, while those with more complicated parts will only lose the control of the part that was in direct contact. Objects locked in place can be moved by anyone as long as they have the strength to lift it's mass. This effect will continue as long as concentration is maintained.
- [Kinetic Energy Enhancement]: Should he cancel the object's infringement, it will instantaneously re-exhibit it's prior forces. In addition to this, any energy he infringes can be harnessed and distributed elsewhere to other objects. With continuous contact with his body, more often than not his finger, he can build up the kinetic force held within objects to supercharge the energy within for more volatile attacks.
- Self Affliction- Virgil can not control the kinetic energy of his body, thus he can not enhance his own physical attacks or freeze himself in place. If he were to fall he would need another object to freeze to lay under to stop.
- [Elemental/Nonphysical force]: Forces with little to no mass can not be frozen in place and the attack will pierce his natural defenses. This also counts for attacks that are working in conjunction with a physical mass. Should a piece of molten lead be thrown at him he could freeze the liquid in place but the object will still burn his skin.
- [Environmental Pyschometry]: Whenever visual contact has been maintained Lucy can, at will, view her surroundings's past, present, and future. For example: if she was to stare at a leaky pipe, she can see exactly when it began leaking, it's current state, and how and when it will be fixed. As long as she has her gaze, she can experience it's associated senses as well. This effect diminishes when she looks away and returns when she looks back.
- [Limited Precognition]: This psychometry allows Lucy to have a limited form of precognition, able to watch changes within the environment to make educated guesses on how to react and be in a more advantageous position.
- [Projection] If the participant is willing, she can project the premonition directly into their vision. She retains full control over what they see, and they do not receive the entirety of other sensations that she can experience. This is not telepathy, those without eyes can have the image projected.
- Organic Beings- The greatest limitation of Lucy's is that she can not view the organic being that has caused the disruptions and changes she views. While she can observe the effects, they do not appear in her vision and she can easily misinterpret what she sees based on her own failings or limited time. This limitation does not apply to machines or robots, who appear normally within her gaze. Each action they will and can take are not bound by this limits.
- Initiation Process- She can not skip to specific moments in the timeline, she instead must rewind or fast forward from the present.
- Interference- Once she has interfered or interacted with the environment, the vision is no longer fated. The farther she goes, the greater the butterfly effect is. While this is not a significant weakness when she is observing small amounts of time during encounters, her long term predictions can become nothing more than educated guesses after a certain point.
- [Frail Body]: With little in the way of strength, durability, or speed she has little she can do to actually capitalize on what she sees in a fight. This forces her into a more investigative and support role with a heavy reliance on a more direct partner. Though her reaction speed is the only item that excels compared to most, this is also reliant on her maintaining concentration of all the simultaneous events going on in her head.
by Zarkenis Ultima » Fri Sep 11, 2020 4:34 pm
by Absolon-7 » Fri Dec 18, 2020 6:57 pm
by The Knockout Gun Gals » Sun Jan 17, 2021 10:52 pm
by Zarkenis Ultima » Sun Jan 17, 2021 10:59 pm
The Knockout Gun Gals wrote:It really has been 3 years since the inception, isn't it? Well, late happy anniversary of 3 years!
by The Knockout Gun Gals » Sun Jan 17, 2021 11:01 pm
by The Rebel Alliances » Tue Jan 26, 2021 7:51 pm
The Starlight wrote:Rebel Force: Noun - A strange power associated with street-level characters who are the weakest, yet most powerful of all.
by Galnius » Tue Apr 20, 2021 4:52 pm
- [Musical emotion manipulation]: By using his own music (or recordings of it) he can cause different emotions.
Heavy music causes fear, upbeat music causes giddiness, soft music causes calm, and waltzes and ballads cause fatigue.- [Small random magic]: nothing more than party tricks. He focused on musical magic and really only excelled at emotions.
- No combat magic
- 67 years old and retired
- [67]: Years of working as a superhero and simply living have taken their toll. He's a little slower, little weaker, and not as ready for a fight
- [Pacifist]: Even before retiring he aimed for solutions that has no deaths or even harm to people
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