<spoiler=Zircon Bloodline> Common Alias: Minus. Zero. Negative.
Power/Abilities: Simply put, Power Negation. The Zircon bloodline carries with it the traits too simply stop other everything. The power has fluctuated throughout generations, leaving some with auras that make it so powers cannot be used, while some have condensed powers in the shape of an object, usually a body part. The abilities, given enough energy, can stop trivial non-powers objects, though it takes more energy that just stopping a normal power.
Common features: Generally tall and a medium build, pushing closer to the muscular side of things. Pitch black hair. Eye colour varies through generation, but each one has the common feature of eyes glassing over whilst the powers are activated. Most common amplifier for powers is the hands.
Power/Abilities: Mental powers. This is able to range from empathy and mind-reading to being able to influence the emotions of others and manipulate senses.
Common Features: Blue eyes, pale skin and intense facial features are frequent traits. Hair greying at earlier ages is also common.
I'm afraid you'll need to be more specific when talking about your powers...
CJ1145 said:
Common Alias: Commonly uses aliases based around light, the bringing of it, or the banishment of darkness. Can occasionally incorporate the bloodline's surname, originally Langr.
Power/Abilities: An ability to manipulate energy into a shining golden form, casting bright light on everything around the constructs. It can be used in various ways. Some prefer using it as a source of light, and an inspiring aura for those around them. Others use it as a formless source of power to wash and burn their enemies. Still others prefer crafting it into various weapons and items to use in battle.
Common Features: The Langr bloodline is well-known, if somewhat infamous, for its unnatural yellow and orangish hair. It is as if the sunlight itself had been woven into it, and to the trained eye it almost seemed to glow of its own power. Beyond that they also tend to have bright eye colors, whatever those colors may be, and very stern and angular features.
I am shocked, shocked my good sir!
[/sarcasm]
As always, Oliver is allowed in.
avouleance2nd said:
Common Alias: Lorronix (technically a legacy title) also goes by the initials B.B.W.
Power/Abilities:
Active-Lorronix can control the weather and climate as has mild shape shifting abilities in which Lorronix can take on the qualities of other species by drinking their blood and as a side effect can learn about some by physical contact with their blood.
Passive-Lorronix is very nature resistant in two ways, one they can survive any natural climate and two all living things naturally view Lorronix as a friend. So as long as Lorronix doesn?t attack them or they don?t have some unnatural or supernatural motivation they won?t feel the need to attack. This even extends to germs.
Weaknesses-Lorronix?s resistances only work on natural things for example cyanide (found in apple pits and peach stones) is cool but bleach with its non-biological origins is very poisonous. Also Lorronix is just as vulnerable to physical damage as anyone so a shot or two and they are down. That and while diseases liking you is nice and they never attack it means you never attack them so they stay in you indefinitely making you the perfect carrier.
Common Features: quite hairy often with a beard (regardless of gender), large amber eyes shaper than nail nails and teeth. Often well-built if a little wiry
You always seem to choose the weirdest powers... Anyways, seems fine... I'll need to PM you some small restrictions with it though, but it won't change much.
Gypsy ninja pirate zombie king said:
<spoiler=Rath Bloodline>Common Alias: Blue wrath. (Rath is their last name)
Power/Abilities: Ability to control, generate or absorb electric fields to shock their enemies. ability to shoot metal projectiles at high destructive speeds like a railgun. can manipulate iron particles into a chain-sword whip
Common Features: Electric blue hair. green eyes. medium build.
Electric Blue hair... One of the top reasons to be called a witch or heretic throughout the ages. It's fine to be there, just a little warning that you will be often treated as a freak...
Scarim Coral said:
Common Alias: Vortex/ Fortex (The modern character will use the codename Fortex)
Power/Abilities: The user can create a small swirling circular vortexes that are colour black swirling with purple. At the least there is one "in" and one "out" vortex. The in vortex is near the user while the out vortex is within the area that the user can see (but not long sighted) although the user can turn his/ her back on that vortex just at long the user can picture the vortex currently position in the user mind. This ability allows the user to grab/ steal and to trip a person up or to throw attacks from distances. The in vortex can move along side the user while the out vortex is fixed to that position until the user change it. Lastly the user can put a object into the in vortex and is allow to be holding somethign handheld into it as well
While this ability has a lot of potential there are limitations-
The user cannot use it as a form of teleportation. At most half of the person body can enter the vortex.
The vortexes are within a set sizes (small enough for a hand while the limits is a person waist) so it cannot expand. This mean the user cannot grab anything too big.
The "in" vortex will always be near the user and the "out" is always somewhere else. They cannot be switches places.
Common FeaturesThe user tend to have poor eyesight and can sometime be bad at judging distances (more of an running gag).
Power/Abilities:
-Generates immense energy within the body without the need for fuel
-Able to manipulate his own energy
-Endless stamina
-Resistant to own energy
-Able to convert energy into different types
Common Features:
-Silver coloured hair and eyes
-Pale, flawless skin
-Impulsive
-Arrogant
-Acrobatic build
-Insomnia(Meditates to gain daily rest and recovery)
-Black and silver clothing
Care to perhaps expand on the powers there a little bit? I honestly am not really sure what it can do and what it can't....
Okay, thats a fair few done tonight... I'll finish the others when I wake up...
A few extra things, could you perhaps give the common last name bloodline, it makes it easier to separate and such...
Also.
Nukey said:
Common Alias: Siege
Power/Abilities: The abilities of the "Siege" family are, at least on the surface, fairly tame when compared to other superhuman entities, being little more than them being superior to humans in regards to various attributes, such as their strength, speed and reflexes. It isn't to the point where one could call them superhuman, but these attributes are all at peak level, being able to do exactly what the "perfect" human would be able to achieve, being able to run quicker than the best Olympic sprinters, handle more weight than professional lifters and react quicker than the most agile of men without succumbing to fatigue.
However, their greatest ability is not a physical one, instead being a perfect memory and genus level intellect. Although seemingly mundane, their great mental power allows them to learn fighting styles practically instantly by doing little more than observation, ranging from martial arts to swordplay to firearms.
They are still very much bound by human limitation, however, unable to copy the abilities of other superhumans or achieve feats impossible for one to reach without the aid of superpowers.
Common Features: Although the perfect human regarding mental and physical capabilities, the Siege family has always been plagued with imperfect features. Although not exactly ugly, they have the misfortune of being fairly plain, all rather physically uninteresting and average, normally pale, dark haired and gray eyed. They are, however, usually rather tall, typically being two to three inches above what is considered average.
Power/Abilities:
Adoptive Muscle Memory - The user can copy any human movement after seeing it performed. Can copy Gymnastics, Martial Arts, and most physical stunts. Can not copy super powers, and can only copy the physical portion of a skill. Unless the skills are practiced they can be forgotten, in rare cases.
Enhanced Dexterity - Makes the user very nimble, and gives complete control over the body. Gives enhanced flexibility and balance.
Common Features: Thick black hair, Darker eye colors, Large noses, Usually have lean and tall builds. Very curious and easy to excite.
Common Alias: Vortex/ Fortex (The modern character will use the codename Fortex)
Power/Abilities: The user can create a small swirling circular vortexes that are colour black swirling with purple. At the least there is one "in" and one "out" vortex. The in vortex is near the user while the out vortex is within the area that the user can see (but not long sighted) although the user can turn his/ her back on that vortex just at long the user can picture the vortex currently position in the user mind. This ability allows the user to grab/ steal and to trip a person up or to throw attacks from distances. The in vortex can move along side the user while the out vortex is fixed to that position until the user change it. Lastly the user can put a object into the in vortex and is allow to be holding somethign handheld into it as well
While this ability has a lot of potential there are limitations-
The user cannot use it as a form of teleportation. At most half of the person body can enter the vortex.
The vortexes are within a set sizes (small enough for a hand while the limits is a person waist) so it cannot expand. This mean the user cannot grab anything too big.
The "in" vortex will always be near the user and the "out" is always somewhere else. They cannot be switches places.
Common FeaturesThe user tend to have poor eyesight and can sometime be bad at judging distances (more of an running gag).
If you having trouble picturing this power it pretty much act like the portal gun but with many restrictions (I already mention that the user can't use it as teleportation as at most half of the user body can enter the vortex).
I did explain the powers in a detail way just to ensure you that it's not over powered (and how it is used). I even mention the poor eyesight to prevent the user to fully utilise their power (well except for the modern user will be wearing glasses).
I also forgot to mention (although you probably picture it) is that once the user put his limb or head into the in vortex, it will look like the user limbs or head had vanish into that vortex so the user will appear limbless or headless while the out vortex will bring out that limb or head elsewhere within the area where the user is.
<Spoiler=Fuaim Bloodline> Common Alias(es):Fuaim (Pronounced Foo-uhm), Sonus (Later progressing to sounder, then tuner, then sonar)
Power/Abilities:The Sonitus bloodline consists of beings capable of controlling sound itself, starting off fairly primitive with simple things like enhancing a shout or scream to make a sonic boom or just to make it loud enough to spread over great distances (It was, in fact, a few members of the Fuaim bloodline that helped to inspire the myth of the banshee.)
Their powers steadily grew more sophisticated with each new generation, allowing them to affect the sounds of other objects, starting with musical instruments before moving on to more complex objects with less pure tones. It eventually evolved into the ability to control sounds down to the fundamental frequencies at which all things vibrate, allowing them to phase through walls (Or simply cause them to desintegrate) Or mute (or at least seriously dampen) The loudest noises, the reverse being true of quiet noises.
However: The more complex manipulations (Such as the manipulation of a pin dropping to make it loud enough to deafen or the afore-mentioned vibration frequency adjustment) require a good deal of time and effort, making them impractical in combat except perhaps in an ambush situation.
Common Features: Dark Brown hair, Square Jaw, Green Eyes, and usually between 5'10"-6'2". Tend to have a good ear for music and excellent singing voices and tend to be fairly mild-tempered, though some in the bloodline have had underlying rage issues
Gotta try to get in. Please don't hesitate on any criticism
EDIT:When d'you reckon you'll be starting her up? My weekend has suddenly gotten very busy so i'm not sure I'd be able to post until late sunday/at some point monday.
Common Alias: Nemesis, or some variation on the word "enemy."
Power: The Nemesis family have metal, or later on clockwork or robotics, infused with their flesh. This gives them increased resilience to damage and pain, along with extra endurance. They also have the ability to shift the metal in their bodies into equipment or weaponry. With time and technological advancement, the options for transformation increase with each generation. For example, in the Roman times, the Nemesis could create a gladius or a javelin, but in the World War era, they could fashion a machine gun.
Common Features: Black hair, piercing gray eyes, muscular build in the men, slightly buxom build in the women, incredibly sarcastic. While the metal is generally infused with their muscles, the metal will sometimes be visible as a metal portion of the body. They all have a strong hatred for criminals, dedicating their life to keeping things safe for the citizens or villagers.
Power/Abilities: he can fuse with any animal and become a half human half animal version of it, my it be more animal, more human or a mermaid kind of split. The limitations are:
1. he has to have physical contact with the animal
2. it can't be a human being
3. only 1 animal at a time
apart from those resdiction he can be anywhere between nearly human (e.g. if it is a fish he would have to keep webed fingers and toes) or nearly animal (e.g. if it is a fish he may have to keep his human teeth or eyes). also when he defuses from the animal there has to be room for it to materialize.
Common Features: normally very hairy and a love for nature and 20/20 vision
Common Alias: Undecided (though the modern alias might be something along the line of: Arm Of The Dragon)
Power/Abilities: At about the age of puberty a section of the body grows hard scales from the skin completely covering that body part. Once about a month has passed The scales are full developed and almost totally indestructible. In addition the part changed becomes super strong, capable of incredible feats of strength.
Sections changed this way can also grow spines, claws, ridges or other abnormal features depending on the location. The growths are usually very hard as well.
Such individuals also have the rest of their bodies become stronger and tougher to support the scaled area. This level though is no where near as powerful as the scaled area. They can also jump with incredible force.
Extra notes: The coloration of the scales is not fixed and can even slowly change over the course of a life. The coloration is possibly affected by environmental conditions, but it's hard to know.
While the scales on a person are indestructible they are constantly molting and being replaced by new ones. Scales separated this way retain their incredible harness for up to 10 years before they begin to turn brittle.
The initial metamorphosis and emerging of scales is excruciatingly
Common Features: F***ing scales man. How do you miss that? Also, amber colored eyes.
I do have a question though: You use mostly central European benchmarks for the past eras. Would it be allowed to have our character's origin and bloodline to originate elsewhere so long as they get to a designated place by the modern era?
Power/Abilities: Enhanced Markmanship - The ability to achieve complete accuracy on a target with little to no aim time. Only works with ranged weapons, or something that can be thrown fairly easily(Card, rock, pen, etc.) Can judge great distances easily, and also the power needed to launch something to get it that far.
Common Features: Usually tall and slender, with a pointed nose and light green/blue eyes. The pupil of the eye is crimson. Has dark brown hair, usually with a small amount of body hair, if any. Very curious and usually even tempered.
That's good. You're powers will get much better when guns are invented...
Crooked Halo said:
Common Alias:<spoiler=Levitas Bloodline>The Levitas Bloodline
B.C-The Nomad
Roman-Gorgon
Dark Ages-The Silver Knight
Renaissance-Levitas
War-Shock Trooper
Modern-Blackout
Power/Abilities:
-Generates immense energy within the body without the need for fuel
-Able to manipulate his own energy
-Endless stamina
-Resistant to own energy
-Able to convert energy into different types including light, heat, electric and kinetic.
Examples:By using converting the energy generated he is able to power up himself or objects
-Light energy makes an object or himself emit light of varying intensity
-Heat energy allows him to become super heated
-Electric Energy allows him to shock enemies through touch (Devices could be used to concentrate this energy and make it a ranged attack)
-Kinetic energy allows him to speed up body parts or objects and give them added force
Common Features:
-Silver coloured hair and eyes
-Pale, flawless skin
-Impulsive
-Arrogant
-Acrobatic build
-Insomnia(Meditates to gain daily rest and recovery)
-Black and silver clothing
Make that need a recharge time so you can't spam attacks and its fine. I love energy conversion.
Fjeld said:
Common Alias: Blink Power/Abilities: The character can enter a parallel dimension called the Plain of Ghosts. The character is one of the few that can enter and navigate this realm. The plain is compressed relative to the earth so travelling long distances is easier. In comparison to the time in the plain of ghosts is 5021 times slower. So there is no noticeable lag to the naked eye.
When a navigator brings someone into the plain he must remain contact with the one being escorted through. If the navigator let's go of the escorted they will fall through the plain until getting in contact with something solid in the real world.
The "Air" in the PoG is very dense, letting a navigator move through air like it is water. Solid objects are hard to push through in the PoG but it is not impossible.
There are quite a few drawbacks to this transportation though. First of all, people who are being taken in for the first time will be overcome by the vast emptiness and pass out, followed by intense vomiting when back in real time. It takes around 5 trips to get over this, they would still be overcome by nausea and dizziness. Navigators are restricted to only being able to "Blink" In and out of the PoG once every 30 seconds, making the ability for getting away and not fighting.
Now the plain of ghosts gets its name from the faded imprints of souls that the dead leave upon it. The entire realm is filled with whispers of temptation. Some Navigators and people being escorted have succumbed at been possessed by the sprits. Navigators end up gaunt and thin from the conditions and cold of the realm.
Mu old Roleplays had plenty of story, You just chose not to follow sometimes =D
Anyway, Remember the rules I set for you on the first roleplay? Yeah? Well can you follow them for this guy too?
If you follow the restrictions it's fine.
Power/Abilities: Connection to being beyond our comprehension. Commonly known as Gods. Though the ones the Eldritch have a connection to are not benevolent ones, these are ones that wish to destroy the world.
This connections grants them the ability to absorb the matter and soul of those they have killed to be used at a later date for things such as healing the Eldritch bloodline member to adding 'extensions' to themselves (Examples: An extra arm, making one of their own bigger, flesh tentacles).
Those who are absorbed into the Eldritch bloodline member are, terrifyingly, aware of what is happening to them. If their heads are being used they will begin to try to plead for help but find themselves only able to scream.
They can speak to and be possessed by these 'Gods' though this serves no piratical use.
A major weakness of this power is that while they are using it they slowly drain their own energy. If they use it for more then twenty minutes without a break of at least ten minutes then they will faint and will stay as such for another five minutes. Later generations are able to speed up their recovery if they consume another.
Common Features: Their eyes always emit a glowing white gas-like substance when they use their power. They all have white irises. They all have long white hair. They all tend to have a small build.
Power/Abilities: Umbramancy:
The characters of Grimm are gifted with the ability to manifest darkness into physical forms. It is said: "A Grimm's true companion is the shadow at their heel."
The manner in which Grimm's use their power varies greatly, however there are two major factor that must always be taken into consideration.
Firstly, the fact that the physical strength and density of the shadow is reliant on darkness. In pitch black the shadow could be hard as diamonds but in radiant light it can be a brittle as glass.
The second limiting factor is that the extensive use of their shadow powers in light causes it to dwindle in size. If the shadow is completely extinguished they user's heart will stop. However, the shadow can easily be restored by entering a source of darkness.
The shadows themselves are very versatile and can be manipulated in all manner of ways. The user could form a barrier or shield to defend against attacks. Shape and form the shadows to attack their opponents or even shroud themselves in poorly lit area's, thus cloaking their position. These are just bare basics of Umbramancy.
Common Features:
- Innocent, angular faces
- Sickly pale skin (often attributed to their constant avoidance of light
- Deep green eyes
- Black hair
- Tall (usually 6 foot)and lanky
- Very optimistic
First time so I decided to give it a shot. WALL OF TEXT INCOMING
Common Alias: Matri followed by the last 3 letters of the mothers / fathers name
Matriarch bloodline
] General: All of us are normal and guys until we hit puberty. We then develop a day every two months where we turn into females and if we are mated on that day we stay female transform into a blue creature with tentacles replacing the hair on the backs of our heads all varying length person to person. With it we also gain very mild telekinesis powers that put an extreme energy drain on us when we use them. In our mid 20's we develop a dragon flame inside us that strengthens out power amount meaning it will be less of a drain on our energy. Around 32 another conscience forms within our heads from the dragon flame. The person needs to find equal Librium with the dragon mind in order to keep advancing through our lifecycle if they don't they stay stuck at that stage for another 10 years and die. If the dragon mind wins it attempts to break free of the body and in doing so kill itself and the body in the process. Yet if they manage to survive 40 then they gain a second form a humanoid dragon form with Draconic powers. They may morph to this form on their choosing. But the less adrenalin pumping through their body the longer they are unconscious when they turn back in order to build energy to be active. Again. In this form they gain Draconic powers, mental communication, (because they cannot speak due to the snout) have the ability to breath fire or ice(depends on how they were treated as a child the loving warmth of the fire or the cold harshness of the ice.) and their scales are as strong enough to block blades and arrows. If they conserved their energy they can live up to 175 years. Constant use results in about 89 years and average is about 125 years. If they have conserved their energy they become an elder in the group and are respected by all.
Common Features: Humanoid form: shades of blue to purple. Instead of hair on their head thick tentacles of different length from person to person ( think Asari from mass effect.)
Humanoid Dagon form: shades of black to white, our bellies and eyes are the same color as our humanoid forms skin. around 8ft tall, 4 ft from where the wing connects to our backs to the top of the wing and another 5 ft down from that to the bottom of our wings.
Abilities:
Birth to puberty: nothing
Puberty to mid 20s: weak and draining telekinesis
Mid 20s to around 32: average telekinesis with draonflame inside us.
Around 32 to 40: dragon conscience and average telekinesis
40+: dagon morphing and dragon conscience
In morph abilities:
Scales able to stop blades and arrows.
Mental communication
Fire/ice breath takes rage to create.
Along with increased strength.
After turning back resting time:
Non adrenaline situation: 2 days
Low adrenaline situation: 12 hours
Mid adrenaline situation: 6 hours
High adrenaline situation: 2 hours
Power/Abilities
Extreme strength and speed when in the face of extreme danger. Since the beginning of time one person in every generation of the family had the power to evolve their muscles to impossible levels. this is only hindered by the fact that once they transform, they rage out of control for a longer period of time everytime they use it, and after a while it becomes more and more difficult to control. Which is why they have adopted a knack for a hand to hand weapon that has also been passed down through the ages.
common features
darker skin
large muscular build
thick black hair
midsize (5'7-5'10)
stoic pessimist
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.