Sela

Primary Sela

Lots of rewording and moving around.

Actives
Part of a Whole: Sela, Jao, and Myst are all connected but distinct individuals. As such, some of their abilities are either similar or the same. Some things they share in particular are:
  • They are mentally connected, allowing them to share memories and telepathically communicate.
  • Senses and bodies can be shared.
  • When Jao and Myst sleep, they return to Sela's dimension. They must leave through Sela to reenter the awake world.
Connected: When Jao, Myst, or Sela suffers, they all do. If one's form is destabilized from their emotion, the same will happen to the others. If Sela is forcibly put to sleep by having their horn touched or is trapped in a container, Jao and Myst will fall asleep and return to Sela's world. Sela causes the most effects on the two, while Jao and Myst's effects will be more subtle.
Constellation: Sela is the head of a body they subconsciously split. Jao and Myst are akin to their limbs. It's hard to say they're distinct individuals, but they're not the same either. This comes with some benefits:
  • They are mentally connected, allowing them to share memories and telepathically communicate.
  • When someone in the Constellation suffers, they all do. Sela's damage directly translates to Jao/Myst. Jao/Myst's suffering does not affect Sela as much, but is still noticeable.
  • When Jao/Myst sleep, they return to Sela's dimension. They must leave through Sela to reenter the awake world.
Wild Dreams: Sela can sense the approximate location of dreams/daydreams and enter dreams/daydreams that are nearby. When in the same room as a dreaming or day-dreaming person, they can get a vague idea of what the person dreaming about. This sense is always on, but Sela must focus if they want more information. It's comparable to being in a busy crowd but only hearing a clear conversation when you're looking for one.

When sleeping or meditating, Sela is sent to their dream dimension while their body stays behind. From there, they can open pathways to dreams. With dreams being fickle, they can take a very short or very long time, no matter the distance. Constructs from their dreams and the dreams of others can be brought to and fro. Meditation allows Sela some awareness of the outside world with heavily dulled senses.
Hear Think Feel: Sela is caught between the real and fake. The awake and asleep. Most of the time this takes the effect of them having one foot in their daydreams and the other in reality. Sela must force themself to stay aware of their surroundings to make anything feel grounded. They are completely lucid when asleep.

Meditation and focusing on the gradient separating the words they're between allows Sela to access information they should have no way of knowing. Meditation allows Sela some awareness of the outside world with heavily dulled senses.

This information can concern the past, present, future, and dreams. Sometimes this information is vague, lasting a short time or not connecting to all of their senses. Other times this information is so vivid that, when taken out of it, their normal reality feels faker than the one they were seeing.
Bedtime Stories: Sela is always hungry and tired, being able to eat without getting full and sleep for days. By turning a significant portion of their body into a mouth, they can envelop a living creature in their body to slowly drain them of their emotions, memories, and dreams, dissolving them in the process. Absorbing an object's memories is only a snack and cannot sustain them for long. Not eating results in a deep sleep as an alternative to regaining energy.
Black Hole: Sela is always hungry, unable to ever feel full, and tired, being able to sleep for days. By turning a significant portion of their body into a mouth, they can envelop a living creature in their body to slowly drain them of their emotions, memories, and dreams, dissolving them in the process. Absorbing an object's memories is only a snack and cannot sustain them for long. Not eating results in a deep sleep as an alternative to regaining energy.

Eating a living creature makes them a permanent resident of Sela's dimension. All information within that creature will be stored in Sela's library. Similarly, absorbing an object gives Sela its "memories" and a vague idea of the emotions the object gave living creatures.
Storyteller: Those who wish to have vivid control over their dreams, daydreams, and have a restful sleep, nap, or meditation session can share stories to Sela. Stories can come in any medium, as long as Sela finds it entertaining. The more entertaining, the more days the person will keep their benefits. Those who manage to tell an excellent story by being creative will receive a wish from Sela. This wish can grant items, but it cannot directly change anyone but the wisher. People who tell stories that are not entertaining may not receive all or any of the benefits.

When Sela tells a story, active listeners, readers, or viewers will find themselves in a daydream where they can vividly imagine the story. Based on how the story is told, they can feel like watchers or characters. While it takes a bit of work, it's not hard for people to have their attention broken away, such as from sitting in a very uncomfortable chair or loud music passing by. After experiencing the story, it will stick to them like a memorable dream. Those who are only passively paying attention may not get the full experience or be sucked into the story at all.
Storyteller: Benefits can be received by anyone who directly tells an entertaining story (in any medium) meant for Sela. The more entertaining, the stronger the benefits and the longer they'll stay. Benefits include vivid control over their dreams/daydreams and/or a restful sleep/nap/meditation session. Uninteresting stories will receive little to no benefits. An excellent story through creativity will receive a wish from Sela. This wish can grant items, but it cannot directly change anyone but the wisher.
La-La's Land: Sela's body holds an infinite dimension where they are all-powerful. They can transport people and objects to and fro this dimension by using their body as a portal. Sela can specify what they want to summon, and items without permission to enter will pass through them. Alternatively, Sela can summon a doorknob that, when connected to a door, leads to their dimension. The doorknob disappears after one use.

Absorbing a living creature makes them a permanent resident of Sela's world. The process is easier and quicker when the creature is seriously injured or otherwise unable to move. Sela will then take on their memories and all of their dreams with clear details. The same can be done with objects, which they cannot later retrieve. They will have access to the object's "memories" (what the object experienced, they know) and a vague idea of the emotions the object gave living creatures. This information, as well as their own memories, can be stored in their dream world's library, allowing them to experience information for the first time. Sela must be asleep or meditating to access their library.
La-La's Land:
Sela's body is a portal into an infinite dimension where they reign supreme. People and objects can be transported to and fro this dimension. Alternatively, they can summon a doorknob to connect to any surface, turning it into a door to their dimension. What they summon from their dimension can be specified with a thought, and objects that did not get permission to enter will pass through them. Sela must be asleep or meditating to access their dimension.

From this dimension, Sela can open pathways to dreams. With dreams being fickle, they can take a very short or very long time, no matter the distance. Constructs from their dreams and the dreams of others can be brought to and fro.

Passives
Spaced Out: Sela can take on any form between the sizes of 1' and 12' but will always retain their natural colors. Their shape-shifting is only cosmetic. Sela may subconsciously shape-shift to match their emotional and mental state. In between their change, they take on an amorphous, gaseous form.

Keep it Together: Sela is hard gas with no internal structure and no need for most bodily functions. Putting enough pressure on their body where you might push skin near a person's organ will make you slip through them. They reform around anything inside of them.

Sela cannot die but can be stunned. When something goes straight through their body, they "destabilize" as their body reforms and fills the gap that was made. Reforming doesn't take more than a couple of seconds based on how big the hole is, but during those seconds, most of their focus goes to fixing their body, leaving them immobilized. If more holes are made, they'll be stunned for longer.

A Nightmare to Deal With: Sela can fly up to 60 miles-per-hour and move with supernatural agility. Their hearing is as strong as a wolf's and they have night vision.

Shine Bright: The stars on Sela's body sparkle and glow in proportion to their mood. Positivity makes them shine, negativity makes them dim. They can shine brightly enough to light up a small radius around them in a dark room.
Unknown Physiology: Sela is a being of hardened cosmic gas, lacking any sort if internal structure. They are not truly solid, and can be pushed through with enough force, or cut by sharp objects. If cut, their essence will leak, causing their size to shrink and allowing them to be trapped, requiring them to sleep to recover.

Being made of gas, Sela is naturally buoyant, floating just off the ground naturally. They do not walk, instead flying everywhere, and are capable of reaching 60 mph. They cannot submerge themself in water without bobbing to the surface, and any more than a light breeze can blow them away.

Sela's body is ever-changing, capable of taking any shape between 1' and 12' in size. These changes are purely cosmetic: no matter how Sela changes themself, they always have the same general look. Their voice sounds as if it is coming from multiple places at once, although Sela can also mimic the voices of others. Their body also matches their mood: when happy, the stars on their body will shine brightly enough to light up a small room.

Sela's senses are significantly difference from that of a human. While they have excellent hearing, on the level of a predator, and night vision, they have no sense of taste, smell, or touch, except when in a dream world.
What Are You? Sela has no species. Reading their species gives no answer, something akin to "unknown," or "Sela" as an answer for those who know their name.
Cluster: Reading Sela's species gives no answer or many alien species. Soul-detecting magic will note that Sela has dozens of souls of varying spaces, acquired from their period of eating people. Locating Sela through their soul(s) will also bring up Jao/Myst (if outside of Sela's dimension) as locations.
Narrator: When Sela tells a story, active listeners, readers, or viewers will find themselves in a daydream where they can vividly imagine the story. Based on how the story is told, they can feel like watchers or characters. While it takes a bit of work, it's not hard for people to have their attention broken away, such as from sitting in a very uncomfortable chair or loud music passing by. After experiencing the story, it will stick to them like a memorable dream. Those who are only passively paying attention may not get the full experience or be sucked into the story at all.

Weaknesses
Let Me Go: Sela's horns are their weak spot. Touching one horn subdues Sela by heavily calming them down and tiring them. Touching them both makes them fall asleep. Within 30 seconds of doing this, pointing an open container towards them will suck them inside.
Of Dreams: Sela is 50% more vulnerable to mental magic. When awake, they view everything as a person would view their dreams: inconsistent, difficult to grasp, unreal. Sela must force themself to stay aware of their surroundings to make anything feel grounded. They are completely lucid when asleep.

Sela can't lift past 50 pounds and is so light that moderate wind can make it difficult for them to stay in place. Traveling by foot makes them clumsy and slow.
Dreamy: 50% more vulnerable to mental magic. Can't lift past 50 pounds. Is so light a moderate wind make it difficult for them to stay in place. Moving on the ground is clumsy and slow.
Numb: Sela only has hearing and eyesight as senses. When touched, they only feel a numb sensation. Only in their dream world can they give themself a body with senses.
Updated Sela's code.
Overall, some rewording to powers to shorten them down and simplify them.
Sela can open portals to their dimension by summoning a doorknob to connect to doors.
Removed the last paragraph of Wild Dreams that allowed them to astral project while asleep.
Gave them an ability to grant inspiration and wishes with stories and tell vivid stories.
Broke down their physiology into individual powers.
Species-reading abilities bring up nothing when focused on them.
Sela's tears can be used to give creative inspiration.

Part of a Whole: Sela, Jao, and Myst are all connected but distinct individuals. As such, some of their abilities are either similar or the same. Some things they share in particular are:
  • They are mentally connected, allowing them to share memories and telepathically communicate.
  • Senses and bodies can be shared.
  • When Jao and Myst sleep, they return to Sela's dimension. They must leave through Sela to reenter the awake world.
Spaced Out: Sela can take on any form between the sizes of 1' and 12' but will always retain their colors, patterns, and horns. Their shape-shifting is only cosmetic. Sela may subconsciously shape-shift to match their emotional and mental state. In between their change, they take on an amorphous, gaseous form.

La-La's Land: Sela's body holds an infinite dream dimension where they are all-powerful. This dimension also serves as storage. They simply have to think about what item they want and it comes to them. This can be used to transport people and objects. The entrance is through Sela's body. Pushing into any part of their body will lead to their dimension. Sela must want to store an object in their body. If they don't, it will go through them.

By absorbing a living creature, they can choose to make them a permanent resident of their world. This process is easier and quicker when the living creature is seriously injured or otherwise unable to move. Sela will then take on their memories and every dream they've had without the trouble of them mixing with their own. The same can be done with objects, which they cannot later retrieve. They will have access to the object's "memories" (what the object experienced, they know) and a vague idea of the emotions the object gave living creatures. This information can be stored in their dream world's library, allowing them to experience information for the first time. They can do this to their own memories too. To access this information, they must be asleep or meditating. Sela cannot absorb people who willingly enter their world as a visitor.
  • Limitations
    • For those who are not permanent residents, they can leave by simply willing it. The more they want to leave, the higher the chance they'll find a randomized door wherever they are, leading out of Sela's world and out of their body.
    • Injuries can be made or healed in their dream world, but all changes will be reversed upon leaving.
    • Cannot bring anything made inside of this dimension to the outside world.
    • What's brought from the outside world can be changed, but upon leaving their dimension, it will revert to its previous state.
Wild Dreams: Within 1-mile of their body, Sela can sense the approximate location of dream people, enter dreams, and enter daydreams. In half a mile radius, they can sense the approximate location of people in deep daydreams. When in the same room as a dreaming or day-dreaming person, they can get a vague idea of what the person dreaming about. Dreams that are creative and full of emotion are the most delicious to Sela. While this sense is always on, Sela must be focusing on it to retrieve the full amount of information they can get. It's comparable to being in a busy crowd, but only hearing a clear conversation when you're looking for one.

When Sela sleeps or meditates, they are automatically sent to their dream dimension. Their body, however, stays behind, leaving them vulnerable. From this dimension, Sela can open pathways to dreams within 1-mile of where their body is stationed, which takes as long as it does in real life to travel. The closer the body of the one dreaming is to Sela's body, the quicker it is to reach them. Reaching faraway dreams may result in Sela getting lost when returning to their body. They can bring constructs from their dream into the dreams of others and vice versa. With meditation, Sela has some awareness of the outside world, with their senses being dulled heavily. When asleep, they will sleep as long as their body needs to restore energy, no matter what happens to their body.

They can also leave their body and view the awake world as an invisible spirit. They cannot interact with the world in any way aside from telepathy. They speak to one person at a time while allowing the person to speak back mentally. After 30 seconds of no communication, the link is cut. They cannot read minds. Waking up outside of their dimension leaves Sela confused and unwell for several minutes.

Dream Physiology:
  • Can fly up to 60 miles-per-hour.
  • Supernatural agility and hearing as strong as a wolf's. Night vision.
  • Voice sounds distant and close as if it's coming from multiple places at once. It also sounds like multiple people of various genders and ages speaking the same thing at slightly different times. The voices match Sela's body, so child form sounds like children, adult form sounds like adults.
  • Can mimic the voices of other people and creatures.
  • Their tears are rainbow with the same galaxy look as the rest of their body. They dissipate when they drop from their face.
  • The stars on Sela's body sparkle and glow in proportion to her mood. Positivity makes them shine, negativity makes them dim. They can shine brightly enough to light up a small radius around them in a dark room.
Keep it Together: Sela is hard gas with no internal structure and no need for most bodily functions. Putting enough pressure on their body where you might push skin near a person's organ will make you slip through them. They reform around anything inside of them.

Sela cannot die but can be stunned. When something goes straight through their body, they "destabilize" as their body reforms and fills the gap that was made. Reforming doesn't take more than a couple of seconds based on how big the hole is, but during those seconds, most of their focus goes to fixing their body, leaving them immobilized. If more holes are made, they'll be stunned for longer.

Connected: When Jao, Myst, or Sela suffers, they all do. If one's form is destabilized from their emotion, the same will happen to the others. If Sela is forcibly put to sleep by having their horn touched or is trapped in a container, Jao and Myst will fall asleep and return to Sela's world. Sela causes the most effects on the two, while Jao and Myst's effects will be more subtle.

Of Dreams: Sela is a unique creature not meant for the awake world. Being a mental-aligned entity, they are 50% more vulnerable to mental magic. When awake, they view everything as a person would view their dreams: inconsistent, difficult to grasp, unreal. Sela must force themself to stay aware of their surroundings to make anything feel grounded. They are completely lucid when asleep.

Sela can't lift past 50 pounds and is so light that moderate wind can make it difficult for them to stay in place. Traveling by foot makes them clumsy and slow.

Let Me Go: Sela's horns are their weak spot. Touching one horn subdues Sela by heavily calming them down and tiring them. Touching them both makes them fall asleep. Within 30 seconds of doing this, pointing an open container towards them will suck them inside.

Defunct Senses: Sela's senses, other than hearing and eyesight, are defunct. They can't taste things, nor do they have a sense of smell, but they do have preferences with what they eat. They also can't feel things, only feeling a numb sensation when touched. When in their dream world, they can sense things like a human by giving themself a body that has the necessary organs.

Food Coma: Sela suffers from never-ending hunger and hypersomnia symptoms. They can eat forever without getting full. Their diet revolves around absorbing mental aspects of living creatures. By turning a significant portion of their body into a mouth, they can envelop a living creature in their body to slowly drain them of their emotions, memories, and dreams, dissolving them in the process. Absorbing an object's memories is only a snack and cannot sustain them for any significant period. If they don't eat, they will fall into a deep sleep as an alternative to regaining energy. This can last days.

Part of a Whole: Sela, Jao, and Myst are all connected but distinct individuals. As such, some of their abilities are either similar or the same. Some things they share in particular are:
  • They are mentally connected, allowing them to share memories and telepathically communicate.
  • Senses and bodies can be shared.
  • When Jao and Myst sleep, they return to Sela's dimension. They must leave through Sela to reenter the awake world.
Spaced Out: Sela can take on any form between the sizes of 1' and 12' but will always retain their colors, patterns, and horns. Their shape-shifting is only cosmetic. Sela may subconsciously shape-shift to match their emotional and mental state. In between their change, they take on an amorphous, gaseous form.

La-La's Land: Sela's body holds an infinite dimension where they are all-powerful. They can transport people and objects to and fro this dimension by using their body as a portal. Sela can specify what they want to summon, and items without permission to enter will pass through them. Alternatively, Sela can summon a doorknob that, when connected to a door, leads to their dimension. The doorknob disappears after one use.

Absorbing a living creature makes them a permanent resident of Sela's world. The process is easier and quicker when the creature is seriously injured or otherwise unable to move. Sela will then take on their memories and all of their dreams with clear details. The same can be done with objects, which they cannot later retrieve. They will have access to the object's "memories" (what the object experienced, they know) and a vague idea of the emotions the object gave living creatures. This information, as well as their own memories, can be stored in their dream world's library, allowing them to experience information for the first time. Sela must be asleep or meditating to access their library.
  • Limitations
    • People who willingly enter cannot be absorbed.
    • For those who are not permanent residents, they can leave by simply willing it. The more they want to leave, the higher the chance they'll find a randomized door. This door either leads out of Sela or through the door the visitor entered through.
    • Injuries can be made or healed in their dream world, but all changes will be reversed upon leaving.
    • Anything made inside of this dimension cannot be brought to the awake world.
    • What's brought from the awake world can be changed, but upon leaving their dimension, it will revert to its previous state.
Wild Dreams: Sela can sense the approximate location of dreams/daydreams and enter dreams/daydreams that are nearby. When in the same room as a dreaming or day-dreaming person, they can get a vague idea of what the person dreaming about. This sense is always on, but Sela must focus if they want more information. It's comparable to being in a busy crowd but only hearing a clear conversation when you're looking for one.

When sleeping or meditating, Sela is sent to their dream dimension while their body stays behind. From there, they can open pathways to dreams. With dreams being fickle, they can take a very short or very long time, no matter the distance. Constructs from their dreams and the dreams of others can be brought to and fro. Meditation allows Sela some awareness of the outside world with heavily dulled senses.

Storyteller: Those who wish to have vivid control over their dreams, daydreams, and have a restful sleep, nap, or meditation session can share stories to Sela. Stories can come in any medium, as long as Sela finds it entertaining. The more entertaining, the more days the person will keep their benefits. Those who manage to tell an excellent story by being creative will receive a wish from Sela. This wish can grant items, but it cannot directly change anyone but the wisher. People who tell stories that are not entertaining may not receive all or any of the benefits.

When Sela tells a story, active listeners, readers, or viewers will find themselves in a daydream where they can vividly imagine the story. Based on how the story is told, they can feel like watchers or characters. While it takes a bit of work, it's not hard for people to have their attention broken away, such as from sitting in a very uncomfortable chair or loud music passing by. After experiencing the story, it will stick to them like a memorable dream. Those who are only passive paying attention may not get the full experience or be sucked into the story at all.

Narrator: Sela voice is projected from multiple nearby places at once. It sounds like various types of people speaking the same thing at slightly different times. The voices match Sela's body, so child form sounds like children, adult form sounds like adults. They can mimic the voices of other people and creatures with an echo effect.

What Are You? Sela has no species. Reading their species gives no answer, something akin to "unknown," or "Sela" as an answer for those who know their name.

Sob Stories: Sela tears are rainbow with the same galaxy look as the rest of their body. They always dissipate before hitting the ground. If caught in a container, they can be drunk for creative inspiration. The tears have no discernible taste but will always taste good. A teacup can give a month of inspiration and lucid dreams, with the side effect being that the consumer will feel an insatiable need to release their ideas somewhere.

Keep it Together: Sela is hard gas with no internal structure and no need for most bodily functions. Putting enough pressure on their body where you might push skin near a person's organ will make you slip through them. They reform around anything inside of them.

Sela cannot die but can be stunned. When something goes straight through their body, they "destabilize" as their body reforms and fills the gap that was made. Reforming doesn't take more than a couple of seconds based on how big the hole is, but during those seconds, most of their focus goes to fixing their body, leaving them immobilized. If more holes are made, they'll be stunned for longer.

A Nightmare to Deal With: Sela can fly up to 60 miles-per-hour and move with supernatural agility. Their hearing is as strong as a wolf's and they have night vision.

Shine Bright: The stars on Sela's body sparkle and glow in proportion to their mood. Positivity makes them shine, negativity makes them dim. They can shine brightly enough to light up a small radius around them in a dark room.

Connected: When Jao, Myst, or Sela suffers, they all do. If one's form is destabilized from their emotion, the same will happen to the others. If Sela is forcibly put to sleep by having their horn touched or is trapped in a container, Jao and Myst will fall asleep and return to Sela's world. Sela causes the most effects on the two, while Jao and Myst's effects will be more subtle.

Of Dreams: Sela is 50% more vulnerable to mental magic. When awake, they view everything as a person would view their dreams: inconsistent, difficult to grasp, unreal. Sela must force themself to stay aware of their surroundings to make anything feel grounded. They are completely lucid when asleep.

Sela can't lift past 50 pounds and is so light that moderate wind can make it difficult for them to stay in place. Traveling by foot makes them clumsy and slow.

Let Me Go: Sela's horns are their weak spot. Touching one horn subdues Sela by heavily calming them down and tiring them. Touching them both makes them fall asleep. Within 30 seconds of doing this, pointing an open container towards them will suck them inside.

Numb: Sela only has hearing and eyesight as senses. When touched, they only feel a numb sensation. Only in their dream world can they give themself a body with senses.

Bedtime Stories: Sela is always hungry and tired, being able to eat without getting full and sleep for days. By turning a significant portion of their body into a mouth, they can envelop a living creature in their body to slowly drain them of their emotions, memories, and dreams, dissolving them in the process. Absorbing an object's memories is only a snack and cannot sustain them for long. Not eating results in a deep sleep as an alternative to regaining energy.
Forgot to include Sela's new weakness, Connected: When Jao, Myst, or Sela suffers, they all do. If one's form is destabilized from their emotion, the same will happen to the others. If Sela is forcibly put to sleep by having their horn touched or is trapped in a container, Jao and Myst will fall asleep and return to Sela's world. Sela causes the most effects on the two, while Jao and Myst's effects will be more subtle.

Weak Mind. Weak Body is changing from: 50% more vulnerable to mental magic. Sela can't lift past 50 pounds and they are so light that moderate wind can make it difficult for them to stay in place. Their movement on their feet is clumsy and slow.

to

Of Dreams:
Sela is a unique creature not meant for the awake world. Being a mental-aligned entity, they are 50% more vulnerable to mental magic. When awake, they view everything as a person would view their dreams: inconsistent, difficult to grasp, unreal. Sela must force themself to stay aware of their surroundings to make anything feel grounded. They are completely lucid when asleep.

Sela can't lift past 50 pounds and is so light that moderate wind can make it difficult for them to stay in place. Traveling by foot makes them clumsy and slow.

Adding this to their Physiology: Can mimic the voices of other people and creatures.
Added in a power they share with Jao/Myst about how the three of them are connected.
Removed/Retconning out:
Friends in Lowly Places: When worshiped as a god by several people, they can become a true deity. Worshipers of Sela are able to mentally call them. Sela is able to reply to these calls or initiate one themself.

Adding this to La-La's Land (Which was previously Spaced Out):
They will have access to the object's "memories" (what the object experienced, they know) and a vague idea of the emotions the object gave living creatures.

And this to Food Coma:
Absorbing an object's memories is only a snack and cannot sustain them for any significant period.
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