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08/23/2024 

Founding Families abilities {being worked on}
Category: Uncategorized


Disclaimer: This is a list for those who are within these families. This list was all done through looking up and determining which abilities matches with what family. Each family has their own selected abilities, however, each person within the family will have their own set of abilities that are not inherited.


Founding Families special abilities:


Tenebris: The eldest of the founding families. Their abilities are darker than the rest of them. The blood magic in later generations can turn into Shadow Magic


Blood magic:he user is able use blood magic, an ancient and very powerful but still dangerous form of magic that relates to blood. This particular kind of magic predates the modern word-based magic via incantations and was considered by some to be more powerful than most due to the esoteric nature of blood, as user has the inherent power in their blood, they can cast extremely powerful spell.

Blood Magic was a kind of magic based on the employment of blood which is an important component in many rituals, spells and other aspects of the supernatural world, an due to the supernatural properties of the user's blood they can inherit specific magical blood-based powers (E.g. Blood Manipulation). Due to diversity of blood, users can used different blood type to preform different forms of spells which can bound to the blood they used.


Blood Manipulation:Users can create, shape, and manipulate blood, an essential body fluid in humans and other animals that delivers necessary substances such as nutrients and oxygen to the cells and transports metabolic waste products away from those same cells. The majority of users are only able to exert control over the blood of themselves, using them for various purposes, such as for rituals, examining, or most commonly combat. They can shape their blood into tendrils to strike enemies from afar or use it to trap opponents in a prison of blood. Users can concentrate blood into a single point, and shoot it out akin to bullets, or sharpen their blood to the point that they can slice and tear flesh with ease or solidify blood to use as rock-hard ammunition.

 

Some users would be able to indirectly control the movement of objects by leaving traces of blood on them and manipulating that blood in order to move said object. When manipulating blood, users are at risk of anemia and dying of blood loss for users that use their own blood. Being in a wet environment can also prove troublesome, as exposure to water will cause the membrane of red blood cells to tear, making 45% of blood uncontrollable.

 

Another use of blood manipulation is controlling the blood within the body of oneself, increasing physical abilities by speeding up the transport of nutrients and oxygen via blood to all parts of their body, thus improving their energy and power. They can also use this to speed up healing by immediately clotting their blood, preventing blood loss and speeding up the recovery process, gaining a form of manual healing factor. Sometimes, users would be able to control the composition of their blood down to the number of red blood cells present in their blood stream. Blood manipulators can also gain a form of cold immunity by increasing body temperature through blood-flow.

 

More advanced users would be able to manipulate blood from anywhere in their surroundings, such as the bodies of other living creatures, allowing them to control them like puppets, induce nosebleeds or headaches, or cause blood-related diseases or conditions such as Sickle Cell Anemia Thrombosis. At an even higher level, users could instantly kill others by making blood explode from the inside out or forcibly causing their heart to stop or knocking them unconscious by restricting blood-flow to the brain.


Bleeding Inducement:The user is able to induce bleeding in oneself and/or others, either inflicting bleeding wounds or causing them to bleed heavier than they would otherwise.


Blood Removal:The user can remove the blood of oneself or others, which could lead the target to confusion, unconsciousness, death and other symptoms of blood loss.


Death Inducement:Users can kill anyone and possibly even anything using varying means, either instantly, slowly over time, after certain conditions are met, or after a certain period of time has passed. May be induced by touch, at a distance, simply willing it to happen, or by performing a certain ritual.


Neurocognitive Deficit:The user can attack a target mentally and cause their upper brain functions to shut down temporarily or permanently, causing anything from pain to incapacitation to unconsciousness to outright brain death.

 


Novikov family magic: The Novikov family were known to be interrogators, thus their abilities grew to that. They each have their own set of abilities that is separate from their family abilities, but inheritance is still a magical thing.


Interrogation Mastery:The user, either innately or through training, is a master of interrogation, making them capable of extracting information from their opponents through various means. The use of the bad cop technique involves the means of intimidation, scaring opponents, pain infliction, or psychically extracting the information. The user can even use a more subtle way of getting information from opponents called the good cop techniques where it includes making them feel comfortable, being friendly with them or using reverse psychology to get information.


Investigation Mastery:The user possesses unnaturally high skills in investigation and can uncover even the most elusive of secrets with enough effort. The user of this power can solve various mysteries and conspiracies that are considered almost impossible to solve under normal circumstances.


Enhanced Intelligence:Users with this power possess extreme levels of intellect, enabling them to memorize and calculate vast amounts of information with exceptional precision. They can handle and interpret vast amounts of information at a phenomenal speed, and use their mental capabilities to predict their enemies’ movements and attack trajectories with pure logic alone. They can also apply their intellect to various fields of knowledge, such as science, engineering, medicine, art, philosophy, etc. They can invent new technologies, devise ingenious strategies, solve complex problems, and create masterpieces with ease. They can also learn new skills and languages in a matter of minutes and master them in a matter of hours. Users with this power are essentially living supercomputers, capable of performing feats that would be impossible for ordinary humans.


Lie detection:Users can sense when they are lied to by various means. Unlike regular humans who can also discern when they are lied to with limited accuracy and consistency, the user can detect all lies being told at any moment, even if the one spewing lies is doing so through supernatural or abnormal means.


Truth Detection:The user can sense when they are being told the truth by various means. This ability allows the user to constantly sense when information told to them is credibly given by another and whether a person speaking is telling the truth. The ability to control one's own emotions and body changes do not act as a definite limitation for the user as they can sense whether a person is speaking the truth without such details.


Anhalt Family Magic: The Anhalt family was high in enforcing the rulers of Germany in the shadows. This will give the Anhalt descendants would be able to inherit the enforcing magic used by their ancestors. Each family member would be able to not only have their own magical abilities that they learned and mastered, but also the abilities from the family.


Universal Enforcement Manipulation:User can manipulate universal enforcement, meaning that they can affect how the laws of the universe are enforced. With this power, the user can effectively enforce the laws of the universe, making it so that they cannot be broken or defied at all, and if they are, there will be consequences and punishments for trying to break or defy them. The user can make it so reality cannot be changed and reset reality back to the way it was if it is changed.


Consequence Manipulation:The user can create, shape and manipulate consequences, result of actions and effects. Unlike Outcome Manipulation, this power mainly affects the consequences of actions alone, and the power does not affect possible results, but the number, nature and timing of consequences that do happen from an action. The consequences may or may not be linked or related to the action, such a punch to the face affecting the stability of the whole universe. The user may not be able to control exactly how a consequence occurs or manifests.


Causality Manipulation:Users can manipulate causality, the relationship between causes and effects, allowing them to decide what happens and what doesn't, when and how. There is no need for a "why" however, as the why of something is determined by causality itself, which is at the users' command, making it one of the few powers that reasonably don't need a reason.The causal alterations can be either specific or systemic. Specific alterations are momentary ones, naturally ceasing with their realization i.e. wishes, or Systemic Alterations permanently change the causal structure of reality, enforcing new chains of fate upon it until the user decides otherwise.


Enforcement Inducement:User can induce universal enforcement, or how the laws of the universe are enforced. They can make it so that some laws, or all laws for that matter, cannot be broken at all, so that law defiance, paradoxes, etc. of the universe cannot be bypassed in any way, and if they are, punishments will occur to those who break them.


Law Inducement:The user is able to induce a law, punishing the one who is breaking the law. The user can also induce laws to escape out of difficult situations or create law to make a situation even more difficult for his or her opponent.


Real World Enforcement:User can enforce the laws and attributes of the real world inside fictional realities, enforcing real life laws of physics in that universe and undoing all supernatural effects.


Fact Inducement:The user can induce facts onto anything, whether historical, social, financial, biological, physical, mental, spiritual, any kind of fact there is. They can effectively change history, a being, reality or so on by inducing facts onto the entity in question, making it so that something is true about them that was never true before.


Punishment:The user can physically, mentally, or spiritually punish any being for breaking the rules or the law depending on the circumstances of the offense. The user can either banish, kill, or torment the victims with various forms of powers. When the law or rules are broken, the user's power of punishment can be absolute and unrelenting.


Banishment:The user can banish an object or being from a specific place to either a certain place/area they choose or into the area the target is most connected, in case of summoned beings their home plane of existence. Anything from abilities, traits, people, animals, properties, objects and even gods and everything else in-between can be affected by this power irrespective of difference in power. This also bypasses any/every negations and immunities. Unlike Vanishment, which is the act or process of vanishing or disappearing, banishment is the act of banishing.


Curse Inducement:Users can place a curse, a negative supernatural effect, on whatever they wish (people, places, objects, etc.). The exact effects can be nearly anything the user desires, ranging from minor annoyances to tortuously extended death. Among the most common effects are misfortune/bad luck, various sicknesses, infertility, physical defects/ugliness, etc. when affecting people, breaking or working wrong or causing problems when used on objects and tendency to draw various disasters for places. Traditional magical curses include transforming the victim fully or partially into an animal/monster that fits the offense, bloodlust, insanity, unstoppable rages, unhealing wounds, misshapen/inhuman offspring, and a whole host of other effects. Curses are also well known to create and induce supernatural anomalies capable of warping reality too, such as dimensional rifts appearing on any surface like the ceiling, wall, or floor, and among other things like various objects appearing out of thin air, etc.


Death Inducement:Users can kill anyone and possibly even anything using varying means, either instantly, slowly over time, after certain conditions are met, or after a certain period of time has passed. May be induced by touch, at a distance, simply willing it to happen, or by performing a certain ritual.


Guilt Inducement:The user can induce and cause a great sense of guilt into others. The guilt can be caused by something they try to keep hidden (such as robbing someone or murder) or something as small as stealing a pen, making them feel immense guilt and shame for it.


Binding:Users are able to use mental, physical, spiritual, etc. traits that bind, imprison, paralyze and/or otherwise stop targets moving normally and possibly completely freezing them where they were. It can be achieved using various means including energy-based or physical restraints or mental effects.


Torment Inducement:The user can induce torture onto a target with illusions and thoughts from past, present and future. It may be induced to all degrees of intensity, from mild to unbearable to full-on physical suffering. This power is mostly used with illusions. The scale of this power can vary from a single person to a population, the time can also vary from a few minutes to eternity. The user may also torment their victims mentally, emotionally, physically and spiritually.

 

 


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