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Age: 120
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Capricorn
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08/23/2024
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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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