Foxy

Romi

Secretly a Bird
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Jun 18, 2015
10,109
Gender
Female
Pronouns
She/Her
Posting Status
Irregularly
June Power Upgrades:

Link to PM Chain

This is just a MASSIVE reorganization. Almost every character gets rewritten. This is a nightmare.

Completed Powers:

Ceidwen Evans, Eroshay Rosales, Kylar Defan, Rhymien, Vinanye Reed, Wess, Hattie, Ravina Evans:

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Species Abilities said:
The Eros are a rare form of Fae feared Under the Hill for their ability to lie where most Fae cannot and their power to feed off love. Love being a general term for affection or sexual gratification. They are sometimes referred to as "Cupids, " and their court in Underhill has been branded Cupid's Court.

The Eros are dependent on love and desire. For them, it is both curse and cure. Being in the same proximity as those in an affectionate or aroused state isn't enough for them, though they're drawn to places of desire. To them, the smell of love or desire is similar to the aroma of good food. It causes hunger but does not sate it.

To feed, the Eros need skin on skin contact. Generally speaking, to actually feed, an Eros needs a form of sexual contact like kissing or intercourse. While the Eros do not need to feed like this to remain alive, they can eat human foods and are energized by such, they do prefer this type of feeding and the addiction of it is always in the back of their mind.

Feeding on people empowers them further, adding youth to their already long lifespan, along with slight increases in strength and speed (think professional athlete level). By far the best thing about this ability would be their improvement in durability. After feeding, the Eros can take a damn good amount of damage; their body can rebuild from anything save for things that also destroy the heart.

These abilities last up to two weeks, and when this mark hits, if the Eros isn't feeding at all they will go through withdraw symptoms, very similar to withdrawing from hardcore drugs like heroin.

To get to that point they must feed well, which is very noticeable to the person whom they're feeding on. A little feeding, say through a kiss or makeout session isn't enough for their empowerment to kick in, but can subside the adverse effects of empowerment and their addiction along with giving them a euphoria boost. To gain the above abilities, an Eros must have sex.

Unfortunately, the Eros are rare because they struggle with reproduction to an extent. While they have an easy enough time having children, having an Eros child is extremely rare. The gene is recessive, and one is never half Eros, they're either full Eros or nothing. Having children with almost any mythical creature that can be birthed virtually never results in an Eros child, especially if the other partner is Fae. The Eros are most likely to have a cupid child with humans, but even then, it's a hit or miss.

Beyond this, like most Fae from Under the Hill, the Eros have a strong form of glamour that allows for them to slightly bend reality where their appearance is concerned. They can make themselves taller, or shorter, or change nearly anything about their body, including gender.

That isn't to say this is shapeshifting. Making themselves look like they have wings won't give them the ability to fly, for instance, and changing their gender won't let them bear children or get someone pregnant. However, height changes do actually change their size, just like bending their gender does allow for sexual intercourse as that gender.

Though, changing size or gender, or even facial shape does require a good deal of practice to get down how a new body works. How it walks, eats, moves, or how the face moves. All this must be done for it to look natural and for the glamour not to fail (aka for people to see through it). Many who use this glamour (especially when the glamour is new) have a tendency to move in a way that gives a hint to their real body.

Ceidwen is still very new where glamour is concerned. She can alter her hair color or eye color and her gender. Basic things are easy, but completely changing her appearance from the two she's gotten adequate with (her male and female form respectively) isn't something she's good at and the glamour would be flimsy and unnatural. She has but two glamours*, her male and female self, and sees no reason to get more. Biologically, she is female, and cannot sire child.

Like the other Fae of Underhill, Ceidwen can give someone the mark of the Fae. This mark deems someone a friend or foe of a particular court Under the Hill. All Fae can see this mark and know who gave it and to which court the Fae who placed it belongs. This mark is reserved for someone who has either committed an atrocious crime or grand deed to a particular court or prominent member of said court. The mark does nothing but let the other Children of Underhill know where this person stands with a distinct court when the mark is seen. Ceidwen must state openly to the person she has marked that they have been marked and which mark has been given to them. She must also say to which court their mark applies.

*Any new glamours will be threaded out.
The Eros are a rare form of Fae feared Under the Hill for their ability to lie where most Fae cannot and their power to feed off love. Love being a general term for affection or sexual gratification. They are sometimes referred to as "Cupids, " and their court in Underhill has been branded Cupid's Court.

Love Addicted: The Eros are dependent on love and desire. For them, it is both curse and cure. Being in the same proximity as those in an affectionate or aroused state isn't enough for them, though they're drawn to places of desire. To them, the smell of love or desire is similar to the aroma of good food. It causes hunger but does not sate it.

To feed, the Eros need skin on skin contact. Generally speaking, to actually feed, an Eros needs a form of sexual contact like kissing or intercourse. While the Eros do not need to feed like this to remain alive, they can eat human foods and are energized by such, they do prefer this type of feeding and the addiction of it is always in the back of their mind.

Feeding Empowerment: Feeding on people empowers them further, adding youth to their already long lifespan, along with slight increases in strength and speed (think professional athlete level). By far the best thing about this ability would be their improvement in durability. After feeding, the Eros can take a damn good amount of damage; their body can rebuild from anything save for things that also destroy the heart.

These abilities last up to two weeks, and when this mark hits, if the Eros isn't feeding at all they will go through withdraw symptoms, very similar to withdrawing from hardcore drugs like heroin.

To get to that point they must feed well, which is very noticeable to the person whom they're feeding on. A little feeding, say through a kiss or makeout session isn't enough for their empowerment to kick in, but can subside the adverse effects of empowerment and their addiction along with giving them a euphoria boost. To gain the above abilities, an Eros must have sex.

Slim Population: Unfortunately, the Eros are rare because they struggle with reproduction to an extent. While they have an easy enough time having children, having an Eros child is extremely rare. The gene is recessive, and one is never half Eros, they're either full Eros or nothing. Having children with almost any mythical creature that can be birthed virtually never results in an Eros child, especially if the other partner is Fae. The Eros are most likely to have a cupid child with humans, but even then, it's a hit or miss.

Glamour: Beyond this, like most Fae from Under the Hill, the Eros have a strong form of glamour that allows for them to slightly bend reality where their appearance is concerned. They can make themselves taller, or shorter, or change nearly anything about their body, including gender.

That isn't to say this is shapeshifting. Making themselves look like they have wings won't give them the ability to fly, for instance, and changing their gender won't let them bear children or get someone pregnant. However, height changes do actually change their size, just like bending their gender does allow for sexual intercourse as that gender.

Though, changing size or gender, or even facial shape does require a good deal of practice to get down how a new body works. How it walks, eats, moves, or how the face moves. All this must be done for it to look natural and for the glamour not to fail (aka for people to see through it). Many who use this glamour (especially when the glamour is new) have a tendency to move in a way that gives a hint to their real body.

Ceidwen is still very new where glamour is concerned. She can alter her hair color or eye color and her gender. Basic things are easy, but completely changing her appearance from the two she's gotten adequate with (her male and female form respectively) isn't something she's good at and the glamour would be flimsy and unnatural. She has but two glamours*, her male and female self, and sees no reason to get more. Biologically, she is female, and cannot sire children.

*Any new glamours will be threaded out.

Mark of the Fae:
Like the other Fae of Underhill, Ceidwen can give someone the mark of the Fae. This mark deems someone a friend or foe of a particular court Under the Hill. All Fae can see this mark and know who gave it and to which court the Fae who placed it belongs. This mark is reserved for someone who has either committed an atrocious crime or grand deed to a particular court or prominent member of said court. The mark does nothing but let the other Children of Underhill know where this person stands with a distinct court when the mark is seen. Ceidwen must state openly to the person she has marked that they have been marked and which mark has been given to them. She must also say to which court their mark applies.

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Species Abilities said:
Shay is a hybrid of white and black magic. Life mage and Reaper. Two opposite halves rolled into one. This could have gone very well, or terrible. In Shay's case, it seems to have landed closer to the latter. Despite all her magic being dark in nature, to the darker side of life, she almost appears to glow.

The one good thing Shay has to look forward to are immortals, those who can truly one hundred percent never die. She can touch people like this without any visions. They're her silver lining, and she's been known to show them extreme amounts of physical affection.

Spirits find her quickly as if she were shining and they move toward her like moths to a flame. This is true primarily of souls who are lost and can't speak to the people around them. Death magic, like ghosts, is also attracted to her in much the same way. If she's to stand between someone and their target, dark magic is more likely to cling to her, as if she had some gravitational pull to it.

Beyond the death and magic of the world, in everyday situations, Shay has the tendency to find herself in the company of less than reputable people and situations. People on the cusp of change are subconsciously more attracted to her (in the sense that they want to poke her or be around her). It's very common for Shay to stumble upon criminals, crime scenes, and other unsavory types. Despite that this may seem like Shay only feels drawn to "bad" people, she is equally drawn to those who show signs of zealotry. In the end, Shay is drawn to unbalanced things that need righting, as well as people who are about to go through a great change in their life (whatever that change may be).

At times, it can be hard to predict Shay's powers on Manta Carlos. By nature, her abilities are reactive and tend to create odd effects with most other powers. Can you send spirits to their rightful place but have killed people? Congratulations, her death whispers ability is warped around you, making it difficult for her to tell if you've killed or not. Are you a literal Grim Reaper? Well, you make a constant buzzing noise to Shay, similar to an industrial light.
Opposite Collide: Shay is a hybrid of white and black magic. Life mage and Reaper. Two opposite halves rolled into one. This could have gone very well, or terrible. In Shay's case, it seems to have landed closer to the latter. Despite all her magic being dark in nature, to the darker side of life, she almost appears to glow.

The one good thing Shay has to look forward to are immortals, those who can truly one hundred percent never die. She can touch people like this without any visions. They're her silver lining, and she's been known to show them extreme amounts of physical affection.

Spirit Beacon: Spirits find her quickly as if she were shining and they move toward her like moths to a flame. This is true primarily of souls who are lost and can't speak to the people around them. Death magic, like ghosts, is also attracted to her in much the same way. If she's to stand between someone and their target, dark magic is more likely to cling to her, as if she had some gravitational pull to it.

Danger Magnet: Beyond the death and magic of the world, in everyday situations, Shay has the tendency to find herself in the company of less than reputable people and situations. People on the cusp of change are subconsciously more attracted to her (in the sense that they want to poke her or be around her). It's very common for Shay to stumble upon criminals, crime scenes, and other unsavory types. Despite that this may seem like Shay only feels drawn to "bad" people, she is equally drawn to those who show signs of zealotry. In the end, Shay is drawn to unbalanced things that need righting, as well as people who are about to go through a great change in their life (whatever that change may be).

Reactive Magic: At times, it can be hard to predict Shay's powers on Manta Carlos. By nature, her abilities are reactive and tend to create odd effects with most other powers. Can you send spirits to their rightful place but have killed people? Congratulations, her death whispers ability is warped around you, making it difficult for her to tell if you've killed or not. Are you a literal Grim Reaper? Well, you make a constant buzzing noise to Shay, similar to an industrial light.

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Species Abilities said:
The Crocotta are a mythical canid creature originating from India or Ethiopia and said to be dangerous enemies of both man and dogs. They are known for their powerful jaws, stomachs, and skin. As such, Kylar's jaw strength averages a PSI (pounds per square inch) of 7000, approximately 700 less than a saltwater crocodile. While initially the Crocotta was thought to be invincible to steel weaponry, that isn't entirely accurate. Kylar's skin is very tough and can take quite the beating. It has less resistance to sharp objects to things like bullets and hammers and greater resistance to sharp objects like knives or spears.

He is stronger and faster than an average person, easily able to keep up with bodybuilders and professional athletes, even while not seeming to maintain the muscle mass to do so. He regularly runs and does some weight lifting to ensure he stays in good physical condition, despite the boost he gets from his supernatural blood.

It is also a skill of the Crocotta to unnervingly mimic the voices and tones of the people around them. This works best in short bursts or sentences, rather than any long speeches. He can't keep up using someone's voice for long periods of times, so this ability is best used to lure ignorant people via calling out in the voice of their loved ones. Notably, he can make sounds like bird calls, or other natural things pretty well, but nothing mechanical or electronic.

The final two aspects belonging to the Crocotta is gender switching and longevity. Kylar is capable of switching his gender on a dime, taking only a few seconds. Biologically, he can either be female or male depending on his mood. He has a long lifespan but is not immortal.
The Crocotta are a mythical canid creature originating from India or Ethiopia and said to be dangerous enemies of both man and dogs.

Strong Jaw: As such, Kylar's jaw strength averages a PSI (pounds per square inch) of 7000, approximately 700 less than a saltwater crocodile.

Enhanced Durability: While initially the Crocotta was thought to be invincible to steel weaponry, that isn't entirely accurate. Kylar's skin is very tough and can take quite the beating. It has less resistance to sharp objects to things like bullets and hammers and greater resistance to sharp objects like knives or spears.

Super Strength and Speed: He is stronger and faster than an average person, easily able to keep up with bodybuilders and professional athletes, even while not seeming to maintain the muscle mass to do so. He regularly runs and does some weightlifting to ensure he stays in good physical condition, despite the boost he gets from his supernatural blood.

Mimicry: It is also a skill of the Crocotta to unnervingly mimic the voices and tones of the people around them. This works best in short bursts or sentences, rather than any long speeches. He can't keep up using someone's voice for long periods of times, so this ability is best used to lure ignorant people via calling out in the voice of their loved ones. Notably, he can make sounds like bird calls, or other natural things pretty well, but nothing mechanical or electronic.

Gender Switching: The final two aspects belonging to the Crocotta is gender switching and longevity. Kylar is capable of switching his gender on a dime, taking only a few seconds. Biologically, he can either be female or male depending on his mood.

Longevity: He has a long lifespan but is not immortal.

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Species Abilities said:
In his own realm, one of utter anarchy the likes that ordinary mortals couldn't perceive, Rhymien's power is unspeakable. He lives in a world all his own and his form there is both terrifying and alluring in ways no human could describe. Something so utterly captivating, yet so horrific it would leave a mark of trauma on those who stared too long. In this world, Rhymien is the discord he spreads onto the world.

It goes unspoken that Rhymien doesn't wield any of that power in the mortal realm. When in his true form, his face is hazed over, sometimes people can catch the barest hint of his eyes, but beyond this any details are unrecognizable.

Like his home world, Rhymien's mind and magic are sporadic, pure chaos bundled into a strangely controlled form. Telepaths and other mental magics struggle to break through and do any harm. It's less of a wall or armor than thousands or false paths for the magic to take. Even empaths struggle to understand or manipulate his emotions.

And so long as Rhymien continues his work on the physical realm, spreading discord and tricking the population, he bears a form of immortality. It's not that he revives, rather, Rhymien simple doesn't die no matter the damage inflicted on his body. He can be burned, exploded, torn apart, etc. but he will remain alive and semi-lucid. Damage affects his body as normal, and when under intense physical duress Rhymien will barely be conscious.

The downside to all of this is that, obviously, he doesn't die or generally fall unconscious when in pain, so he'll be forced to sit and endure whatever is happening to him at the time if wounded enough that he can't move or speak.

Quaintly enough, Rhymien's limbs can never utterly be destroyed. He can be stabbed, shot, burned just as easily as any human, but not to the point where he can't pull himself together again. Life has lent him a comical form of regenerative ability, closer connected to cartoons than real life.

When missing body parts, or having his body completely and utterly destroyed, Rhymien can heal within a few minutes, or reattach his missing limb (once they have been found har har). But things that keep his body intact, he heals from those regularly, with the exception of gaining scars or disfigurements.
In his own realm, one of utter anarchy the likes that ordinary mortals couldn't perceive, Rhymien's power is unspeakable. He lives in a world all his own and his form there is both terrifying and alluring in ways no human could describe. Something so utterly captivating, yet so horrific it would leave a mark of trauma on those who stared too long. In this world, Rhymien is the discord he spreads onto the world.

It goes unspoken that Rhymien doesn't wield any of that power in the mortal realm. When in his true form, his face is hazed over, sometimes people can catch the barest hint of his eyes, but beyond this any details are unrecognizable.

Controlled Chaos: Like his home world, Rhymien's mind and magic are sporadic, pure chaos bundled into a strangely controlled form. Telepaths and other mental magics struggle to break through and do any harm. It's less of a wall or armor than thousands or false paths for the magic to take. Even empaths struggle to understand or manipulate his emotions.

Immortality: And so long as Rhymien continues his work on the physical realm, spreading discord and tricking the population, he bears a form of immortality. It's not that he revives, rather, Rhymien simple doesn't die no matter the damage inflicted on his body. He can be burned, exploded, torn apart, etc. but he will remain alive and semi-lucid. Damage affects his body as normal, and when under intense physical duress Rhymien will barely be conscious.

The downside to all of this is that, obviously, he doesn't die or generally fall unconscious when in pain, so he'll be forced to sit and endure whatever is happening to him at the time if wounded enough that he can't move or speak.

Comical Regeneration: Quaintly enough, Rhymien's limbs can never utterly be destroyed. He can be stabbed, shot, burned just as easily as any human, but not to the point where he can't pull himself together again. Life has lent him a comical form of regenerative ability, closer connected to cartoons than real life.

When missing body parts, or having his body completely and utterly destroyed, Rhymien can heal within a few minutes, or reattach his missing limb (once they have been found har har). But things that keep his body intact, he heals from those regularly, with the exception of gaining scars or disfigurements.

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Species Abilities said:
Like the majority of the Fae, Vinanye's blood has an addictive quality. It's like champagne with its afterburn. Vinanye is also capable of changing the length of their hair, though they cannot change its color or any other attributes about themself.

They have a strong connection to Underhill, which is a major contributor to most Fae's magic. Due to this connection, Vin has an easy time honing in on magic and feeling have it works. That doesn't mean Vin understands what particular magic does, but they are sensitive to magic in the air and have an innate understanding of how said magic moves and interacts with things.

Being made from a gem, Vinnie also has a tendency of finding gemstones around the world. They cannot create these gems and finding them seems to be pure chance. It's less that Vin feels where they are and more that they have a higher chance than most of stumbling upon them. Vinanye has an irrepressible urge to give these gems to those who have been kind to them. They cannot control this; it is at Underhill's whim that Vin may stumble upon a precious stone.

Like the other Fae of Underhill, Vinanye is capable of giving someone the mark of the Fae. This mark deems someone a friend or foe of a particular court Under the Hill. All Fae can see this mark and know who gave it and which court the Fae who placed it belongs to. This mark is reserved for someone who has either committed an atrocious crime or grand deed to a particular court or important member of said court. The mark does nothing but let the other Children of Underhill know where this person stands with a distinct court when the mark is seen. Vinnie must state openly to the person they have marked that they have been marked and which mark has been given to them. They must also say to which court their mark applies.
Fae Blood: Like the majority of the Fae, Vinanye's blood has an addictive quality. It's like champagne with its afterburn.

Slight Alteration: Vinanye is also capable of changing the length of their hair, though they cannot change its color or any other attributes about themself.

Sensitive to Magic: They have a strong connection to Underhill, which is a major contributor to most Fae's magic. Due to this connection, Vin has an easy time honing in on magic and feeling have it works. That doesn't mean Vin understands what particular magic does, but they are sensitive to magic in the air and have an innate understanding of how said magic moves and interacts with things.

Gem Finder: Being made from a gem, Vinnie also has a tendency of finding gemstones around the world. They cannot create these gems and finding them seems to be pure chance. It's less that Vin feels where they are and more that they have a higher chance than most of stumbling upon them. Vinanye has an irrepressible urge to give these gems to those who have been kind to them. They cannot control this; it is at Underhill's whim that Vin may stumble upon a precious stone.

Mark of the Fae: Like the other Fae of Underhill, Vinanye is capable of giving someone the mark of the Fae. This mark deems someone a friend or foe of a particular court Under the Hill. All Fae can see this mark and know who gave it and which court the Fae who placed it belongs to. This mark is reserved for someone who has either committed an atrocious crime or grand deed to a particular court or important member of said court. The mark does nothing but let the other Children of Underhill know where this person stands with a distinct court when the mark is seen. Vinnie must state openly to the person they have marked that they have been marked and which mark has been given to them. They must also say to which court their mark applies.

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Species Abilities said:
Being a Wendigo changes the body in unusual ways. Over the course of his new life, Wess has found out some useful and some not-so-useful things about his new body. Without getting into the obvious malnourished appearance and constant hunger Wendigos are so known for, Wess can eat nearly anything without it hurting his stomach. That is to say, anything he can bite and chew (sorry, buildings and metal are out of the question. No way). Natural poisons and toxins don't affect him and altered poisons used by assassins have irregular effects on his body, such as making him spit up blood and ichor, making him drunk, or screwing up his depth perception.

His body functions more as if it were dead than alive. While he cannot become sick by natural means, he also can't warm himself up during the cold seasons, leaving him in a half-hibernation. He can walk around, but he's not all there. He doesn't respond to things in even half the amount of time he would normally and he's in basic survival mode, meaning he doesn't think things through with the intelligence of a man. In the times of winter, he's more animal than he is a man, if he's around at all.

His body doesn't function completely dead, though, he can still drown and starve to death. He can hold his breath much longer than is normal (12 minutes), but he also starves much quicker than any living thing. While a normal person might last 30-40 days without food, Wess can't last a full week before he's dying.

Wess' body functions don't make sense from a logical viewpoint. He is extremely lightweight and easily thrown around, and his strength is no different than when he was a human, but he has increased speed and agility. His speed is his most valued asset of these two; he is capable of reaching up to speeds of 100 mph (160.934 kph) — that's twenty miles less than the average car at max acceleration — in four to six seconds.

Unfortunately, his agility isn't up to snuff with his speed, meaning if he hopes to change course, make even wide turns, or react to anything in front of him, he should only run at speeds of 75 mph (120.701 kph), which is about as fast as a cheetah. He doesn't have an endless supply of stamina so much as his stamina replenishes swiftly when he's stopped moving. He can do short bursts of high speed for a few hundred yards and rest for a few seconds (anywhere from ten to fifteen) and be prepared to run another short burst.

While Wess' footsteps are completely silent, he hisses loudly with every breath. The sound is similar to a snake if a snake were having an asthma attack.

Wess' senses are as odd as his body functionality. He is capable of smelling blood as well as the average animal, but people's scents and things like perfume, body wash, or body odor are almost lost on him. He smells things at a much lighter rate than the average person. His nose is extremely selective; he can hone in on one source of food and smell that well, but everything else is lost on him. Overall, his sense of smell is worse than a human's; which is incredibly lucky for him, as Wess himself smells like rotting flesh. It's bad enough to make a person want to gag. And no, there is no way for him to disguise that smell, it follows him, no matter how often he were to bathe, it would remain just as strong.

As for taste, well have you ever felt so hungry you gobbled food down and only afterward realized that you hadn't tasted even a little of it? That's how Wess is all the time. He pretty much has no taste. Every once in awhile, he has a brief, slight aftertaste, but that's it.

Wess is not capable of enhanced healing; he heals at a normal rate, but his body is extremely durable. He can take a lot of damage before he's taken down and it can take quite a bit to break his skin. Think of him as someone with armor; punching and stabbing him hurt, but they don't keep him down. Bullets knock him back and they hurt, but he can keep fighting through them. Now, say, being smashed by a tree or boulder? Yeah, he'd be dead. Durability only gets you so far. He also doesn't seem to age, he's not immortal, he can die, but he doesn't age, and Wess' is about 99.9% certain he's infertile now. Not that he's gotten to test the latter.

Living in total darkness has given Wess perfect night eye, unfortunately, those rare times he is awake in the day, he's completely blind. Ambient light like flashlights also disorient him. He's like one of those deep cave creatures, light is a no no. He tries not to look at fire when he's around it, that hurts his eyes, too.

By far, however, Wess considers the biggest change to be his new thought process. Emotional attachments and qualms don't tend to color his thinking as much as they once did. He is very much animalistic at his core, and he sees situations in the same critical, cold light that an animal might. This is particularly the case when he's wounded. When hurt, the part of his brain that makes him Wess is dormant and in a fight, he doesn't tend to differentiate ally to enemy, friend to prey.
Glutton's Stomach: Being a Wendigo changes the body in unusual ways. Over the course of his new life, Wess has found out some useful and some not-so-useful things about his new body. Without getting into the obvious malnourished appearance and constant hunger Wendigos are so known for, Wess can eat nearly anything without it hurting his stomach. That is to say, anything he can bite and chew (sorry, buildings and metal are out of the question. No way). Natural poisons and toxins don't affect him and altered poisons used by assassins have irregular effects on his body, such as making him spit up blood and ichor, making him drunk, or screwing up his depth perception.

Odd Body Functions: His body functions more as if it were dead than alive. While he cannot become sick by natural means, he also can't warm himself up during the cold seasons, leaving him in a half-hibernation. He can walk around, but he's not all there. He doesn't respond to things in even half the amount of time he would normally and he's in basic survival mode, meaning he doesn't think things through with the intelligence of a man. In the times of winter, he's more animal than he is a man, if he's around at all.

His body doesn't function completely dead, though, he can still drown and starve to death. He can hold his breath much longer than is normal (12 minutes), but he also starves much quicker than any living thing. While a normal person might last 30-40 days without food, Wess can't last a full week before he's dying.

Wess' body functions don't make sense from a logical viewpoint. He is extremely lightweight and easily thrown around, and his strength is no different than when he was a human, but he has increased speed and agility. His speed is his most valued asset of these two; he is capable of reaching up to speeds of 100 mph (160.934 kph) — that's twenty miles less than the average car at max acceleration — in four to six seconds.

Unfortunately, his agility isn't up to snuff with his speed, meaning if he hopes to change course, make even wide turns, or react to anything in front of him, he should only run at speeds of 75 mph (120.701 kph), which is about as fast as a cheetah. He doesn't have an endless supply of stamina so much as his stamina replenishes swiftly when he's stopped moving. He can do short bursts of high speed for a few hundred yards and rest for a few seconds (anywhere from ten to fifteen) and be prepared to run another short burst.

Silent Steps: While Wess' footsteps are completely silent, he hisses loudly with every breath. The sound is similar to a snake if a snake were having an asthma attack.

Strange Senses: Wess' senses are as odd as his body functionality. He is capable of smelling blood as well as the average animal, but people's scents and things like perfume, body wash, or body odor are almost lost on him. He smells things at a much lighter rate than the average person. His nose is extremely selective; he can hone in on one source of food and smell that well, but everything else is lost on him. Overall, his sense of smell is worse than a human's; which is incredibly lucky for him, as Wess himself smells like rotting flesh. It's bad enough to make a person want to gag. And no, there is no way for him to disguise that smell, it follows him, no matter how often he were to bathe, it would remain just as strong.

As for taste, well have you ever felt so hungry you gobbled food down and only afterward realized that you hadn't tasted even a little of it? That's how Wess is all the time. He pretty much has no taste. Every once in awhile, he has a brief, slight aftertaste, but that's it.

Extreme Durability: Wess is not capable of enhanced healing; he heals at a normal rate, but his body is extremely durable. He can take a lot of damage before he's taken down and it can take quite a bit to break his skin. Think of him as someone with armor; punching and stabbing him hurt, but they don't keep him down. Bullets knock him back and they hurt, but he can keep fighting through them. Now, say, being smashed by a tree or boulder? Yeah, he'd be dead. Durability only gets you so far.

Functional Immortality: Wess doesn't seem to age, he's not immortal, he can die, but he doesn't age, and Wess' is about 99.9% certain he's infertile now. Not that he's gotten to test the latter.

Perfect Nighteye: Living in total darkness has given Wess perfect night eye, unfortunately, those rare times he is awake in the day, he's completely blind. Ambient light like flashlights also disorient him. He's like one of those deep cave creatures, light is a no no. He tries not to look at fire when he's around it, that hurts his eyes, too.

Predator's Thought Process: By far, however, Wess considers the biggest change to be his new thought process. Emotional attachments and qualms don't tend to color his thinking as much as they once did. He is very much animalistic at his core, and he sees situations in the same critical, cold light that an animal might. This is particularly the case when he's wounded. When hurt, the part of his brain that makes him Wess is dormant and in a fight, he doesn't tend to differentiate ally to enemy, friend to prey.

Profile

Species Abilities said:
The Sozari are a species of carnivorous plants on the planet Ameratha. They are a small, dexterous race with more agility and speed than strength.

This species is made up of bright golds, reds, greens, and purples. Their eyes tend to be gold, orange, or red with black or green sclera. Their torsos, legs, and arms are on the longer side, giving them a willowy physique. They have three fingers on each hand, and their feet are sharp, with long thorns up the back of their legs.

The Sozari have no noses or ears, but that isn't to say they can't smell or hear things. Again, the foliage on their heads helps with this. They hear through vibrates using their anthers and are extremely sensitive to even minor changes in the air, such as a person whispering. To counteract this, they really can't smell all that well, though they can smell using their mouth. Like snakes, they taste smell but not nearly as well. Even strong scents are mild for them.

Their blood is on the thicker side and a bright golden that seems to shimmer when hit by the sun. Notably, they don't taste very good. Too much like medicine, sour and sticky, clinging to the back of the throat.

It should be noted that the Sozari also have five hearts. One on each side of their chest, one at each of their sides, and one around the abdomen, located somewhere beyond their womb. Their body lacks bones in favor of a skeleton made up of cartilage and connective tissue. This is what helps the Sozari be more nimble and flexible; it also means they heal a little faster than humans, due to not getting broken bones.

By far the most important part of their body would have to be the leaves on their head. These serve multiple purposes, including being part of their mating ritual, a sign of attractiveness in their culture, and the most vital part of their body language cues.

When on the hunt, feeling profoundly aroused, extremely excited, or in a state of intense fear the petals at the back of their head will open up. As a form of intimidating the petals will shake viciously and the Sozarien will make a long hissing sound along with sharp coughing noises. When in a state of submission or depression, the leaves will hang limply on the head. Typically, they're neither open nor slack and tend to appear wind struck.

Their body is made up of foliage that the Sozari have control over. Most of them prefer to use this as a method of dress, rather than wearing real clothing. These plants are no less a part of their body than their hands or feet are. They can change the shape, density, or color. There are limitations to this ability, of course.

For one, this manipulation ability is only to the leaves directly connected to their body; they have no actual control of the environment. Secondly, everything on them is still just plants and as weak and protective as natural plants are, which is to say not a whole lot. The colors on their "clothing" are limited to the coloration of their species (red, orange, gold/yellow, white, pink, and green) unless they take the time to paint themselves the colors they wish to be.

This plant mimicry isn't instantaneous, depending on the intricacy of the clothing the Sozarien wants to make it can take anywhere from fifteen seconds to a total of seven minutes. When casting this ability, the foliage on their body can be seen moving into place or being pulled within their body (when undressing). In simplest terms, this ability is just how this race dresses.

Mentioned previously, the Sozari are primarily carnivorous. They hunt small prey or in small groups for larger prey. They tend to be scavengers or ambushers by nature. That said, the Sozari have a few inherent abilities that help them in the pursuit of prey.

The first of these abilities is the skill to secrete a sweet scented adhesive over the entirety of their skin. The smell is rich and subtle, a beckoning thing that pulls people in close enough to touch. The adhesive is similar to a Chinese finger trap in that the harder someone struggles to get away the stickier the adhesive is, but if they relax and gently pull themselves free, they can slip away with ease. Unfortunately, most creatures panic and don't think to do this.

The second of these abilities is the capability for the Sozarien to unhinge their jaws like snakes to help them consume their prey. They can unhinge their jaw enough that their mouth opens to about the size of a watermelon and reveals their two rows of sharp, serrated teeth. Generally speaking, these teeth are hidden well enough that it's likely one could wonder if the Sozarien had them at all.
The Sozari are a species of carnivorous plants on the planet Ameratha. They are a small, dexterous race with more agility and speed than strength.

This species is made up of bright golds, reds, greens, and purples. Their eyes tend to be gold, orange, or red with black or green sclera. Their torsos, legs, and arms are on the longer side, giving them a willowy physique. They have three fingers on each hand, and their feet are sharp, with long thorns up the back of their legs.

Taste and Hearing: The Sozari have no noses or ears, but that isn't to say they can't smell or hear things. Again, the foliage on their heads helps with this. They hear through vibrates using their anthers and are extremely sensitive to even minor changes in the air, such as a person whispering. To counteract this, they really can't smell all that well, though they can smell using their mouth. Like snakes, they taste smell but not nearly as well. Even strong scents are mild for them.

Unappealing Taste: Their blood is on the thicker side and a bright golden that seems to shimmer when hit by the sun. Notably, they don't taste very good. Too much like medicine, sour and sticky, clinging to the back of the throat.

Body Structure: It should be noted that the Sozari also have five hearts. One on each side of their chest, one at each of their sides, and one around the abdomen, located somewhere beyond their womb. Their body lacks bones in favor of a skeleton made up of cartilage and connective tissue. This is what helps the Sozari be more nimble and flexible; it also means they heal a little faster than humans, due to not getting broken bones.

The Head: By far the most important part of their body would have to be the leaves on their head. These serve multiple purposes, including being part of their mating ritual, a sign of attractiveness in their culture, and the most vital part of their body language cues.

When on the hunt, feeling profoundly aroused, extremely excited, or in a state of intense fear the petals at the back of their head will open up. As a form of intimidating the petals will shake viciously and the Sozarien will make a long hissing sound along with sharp coughing noises. When in a state of submission or depression, the leaves will hang limply on the head. Typically, they're neither open nor slack and tend to appear windstruck.

Self Plant Manipulation: Their body is made up of foliage that the Sozari have control over. Most of them prefer to use this as a method of dress, rather than wearing real clothing. These plants are no less a part of their body than their hands or feet are. They can change the shape, density, or color. There are limitations to this ability, of course.

For one, this manipulation ability is only to the leaves directly connected to their body; they have no actual control of the environment. Secondly, everything on them is still just plants and as weak and protective as natural plants are, which is to say not a whole lot. The colors on their "clothing" are limited to the coloration of their species (red, orange, gold/yellow, white, pink, and green) unless they take the time to paint themselves the colors they wish to be.

This plant mimicry isn't instantaneous, depending on the intricacy of the clothing the Sozarien wants to make it can take anywhere from fifteen seconds to a total of seven minutes. When casting this ability, the foliage on their body can be seen moving into place or being pulled within their body (when undressing). In simplest terms, this ability is just how this race dresses.

Sweet Secretion: Mentioned previously, the Sozari are primarily carnivorous. They hunt small prey or in small groups for larger prey. They tend to be scavengers or ambushers by nature. That said, the Sozari have a few inherent abilities that help them in the pursuit of prey.

The first of these abilities is the skill to secrete a sweet scented adhesive over the entirety of their skin. The smell is rich and subtle, a beckoning thing that pulls people in close enough to touch. The adhesive is similar to a Chinese finger trap in that the harder someone struggles to get away the stickier the adhesive is, but if they relax and gently pull themselves free, they can slip away with ease. Unfortunately, most creatures panic and don't think to do this.

Unhinged Jaw: The second of these abilities is the capability for the Sozarien to unhinge their jaws like snakes to help them consume their prey. They can unhinge their jaw enough that their mouth opens to about the size of a watermelon and reveals their two rows of sharp, serrated teeth. Generally speaking, these teeth are hidden well enough that it's likely one could wonder if the Sozarien had them at all.

Profile

Species Abilities said:
Finwomen are renowned for an ethereal magnetism, and Ravina is no different. There's just something about her that's bright, adorable, and appealing. Once one notices her, it's hard to stop!

As a member of the Finfolk, Ravina can switch between living on land and in water. She can breathe underwater and deal with the intense cold and increase in pressure that comes with going to the depths of the sea.

Right now, at such a young age, Ravina doesn't have much control over her shifting. Generally, when she is submerged in water, she will automatically take on her aquatic form sprouting a tail among other changes. In time she will be able to choose whether she changes forms or not, but for now, she can only delay the shapeshifting for around five seconds if she wants.

Her abilities in her aquatic form are best compared to a shark. Ravina is capable of swimming at an incredible pace, rivaling the likes of sharks at around thirty-five miles per hour in short bursts. She is also in possession of electroreception to help her see underwater and hunt prey.
Magnetism: Finwomen are renowned for an ethereal magnetism, and Ravina is no different. There's just something about her that's bright, adorable, and appealing. Once one notices her, it's hard to stop!

Aquatic Adaptation: As a member of the Finfolk, Ravina can switch between living on land and in water. She can breathe underwater and deal with the intense cold and increase in pressure that comes with going to the depths of the sea.

Shapeshifting: Right now, at such a young age, Ravina doesn't have much control over her shifting. Generally, when she is submerged in water, she will automatically take on her aquatic form sprouting a tail among other changes. In time she will be able to choose whether she changes forms or not, but for now, she can only delay the shapeshifting for around five seconds if she wants.

Aquatic Abilities: Her abilities in her aquatic form are best compared to a shark. Ravina is capable of swimming at an incredible pace, rivaling the likes of sharks at around thirty-five miles per hour in short bursts. She is also in possession of electroreception to help her see underwater and hunt prey.

0 threads total, all reorganization.
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Romi

Secretly a Bird
Administrator
Supporter
Jun 18, 2015
10,109
Gender
Female
Pronouns
She/Her
Posting Status
Irregularly
October Power Upgrades:

Link to PM Chain

Any notes.

Completed Powers:

Wess:

Human Shape Charm: Wess now owns a charm that lets him have a human form. This doesn't affect any of his powers of weaknesses (with the exception that he is much smaller in this form, no more high shelves for him.)

—-

While wearing his human charm necklace, Wess stands at an even five foot. A staggering difference to his normal height. He's much healthier looking, with a kind of wiry, muscular frame although there isn't a lot about his general appearance that would make anyone think "wow so masculine!"

His shoulders are still rather sharp, as are his elbows and knees. His arms aren't large or thick, and he strikes a rather feminine physique.

It'd be more accurate to call him pretty than handsome, as his attractiveness falls more toward the effeminate. His eyes are long-lashed and teal-ish color, with upturned corners and a natural kind of squint. Below his left eye is a small beauty mark that stands out against some very light and pink skin.

Surprisingly, his hair is shorter in this form, and darker. Rather than dark blonde, it's a strawberry blonde that can come off faded brown when in less light.

He's less uncomfortable in clothing like this, and he has a particular taste for ear and hair accessories, along with pinks and other colorful wear. It's simple but cute.

1 threads total, 1 threads completed:
http://159.65.241.122/index.php?threads/character-creation-month-2017.15509/page-3#post-177415

Power Approved and added to app.
 

Romi

Secretly a Bird
Administrator
Supporter
Jun 18, 2015
10,109
Gender
Female
Pronouns
She/Her
Posting Status
Irregularly
October Voucher Power Upgrades:

Link to PM Chain

Duo'd by Romi and Kait.

Completed Powers:

Eroshay:


The magic umbrella, or Reapella as Shay likes to call it, is an umbrella Shay found in a thrift shop that happened to call to her. When asking to buy it, the shopkeep warned her it was a completely ordinary umbrella unlike most of the other trinkets in the store.
As it turns out, the umbrella was in fact magic. It bound with Shay's life and reaper magic (making it able to be used only by her) and functions differently depending on whether it's closed or opened.
Hidden Weaponry: When folded, the umbrella's tip can be used as a spear. It is unable to be broken and able to harm all supernatural creatures as if they were human. The umbrella is as light as a standard umbrella to Shay, but when striking someone with one of the blunt sides, it feels roughly as hard as a steel baseball bat. Only the umbrella's point may harm creatures as though they were human, but a blunt strike does not function this way.
The umbrella cannot be snapped or destroyed entirely, but the top can be torn as easily as one might tear a mundane umbrella, stopping her from being able to use her limbo manifestation. When held by someone else, the umbrella functions as normal and has the same weight as an average umbrella.
Limbo Manifestation: By stabbing the top tip of the umbrella into the ground while it's opened, people can get a glimpse into their limbo. This includes brief memories, relationships built, sins committed, etc.
She is also capable of manifesting brief views of the same thing using the umbrella as a type of wand. Although, these manifestations last only around a minute at the most.
As a passive ability, Shay has now gained the ability to visit limbo using the umbrella.
Limbo is the place between life and death, perhaps some type of spirit world. Many Reapers can access this place by instinct or by being taught.Limbo is more closely associated with Underhill (the land of the Fae) than it is any Heaven or Hell. It's a land of pure magic that is ever-changing and based on one's perception of the world.
Limbo is commonly described as such:
  • Dark, with shadows and only sprinkles of light. Some say this darkness is a comfort, but for others, it is suffocating.
  • Limbo isn't always the same when one returns to it, in fact, it rarely ever is. It tends to hold challenges for whoever is there.
  • Limbo can ve deemed terrifying or comforting but in the end, all magic there is a neutral source and any emotions people feel or express is brought on by their innermost self.
  • Limbo is easily influenced by the people inside, changing based on their beliefs, their emotions, and their memories. That being said, if one believes hard enough they can mold Limbo as they see fit, though this is usually only Reapers and half Reapers.
  • Limbo has many pocket dimensions rather than there being separate Limbos, they are all connected and intertwined but can be severely different.
No-brella: While not in the presence of other beings, the umbrella passively heals its tearings. Generally speaking, minor tears will recover within minutes, but more significant manners of destruction can take around two hours so long as no one walks in. While in other peoples presence, any healing being done will pause until the umbrella is alone once more.
While the umbrella can be taken/stolen, it does have the habit of popping up around Shay randomly. She does not possess the ability to summon it, the umbrella just has a habit of appearing wherever Shay is. She is often tripping over it, as it seems to prefer inconvenient locations to surface.
The umbrella's passive healing or moving cannot be done while it is under any kind of electronic watch, such as surveillance cameras, etc.

2 threads total, all threads completed:
http://159.65.241.122/index.php?threads/character-creation-month-2017.15509/page-3#post-177415
http://159.65.241.122/index.php?threads/character-creation-month-2017.15509/page-3#post-177415

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