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PeanutSkyez

Jasmine

Jun 18th, 2019
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  1. __∆ CHARACTER TEMPLATE ∆__
  2. `NAME`: Jasmine Rose.
  3. `AGE`: Ageless [Looks 19].
  4. ->Has lived for decades on end.
  5. `GENDER`: Female.
  6. `SEXUALITY`: Straight.
  7. `AFFILIATION (HERO/VILLAIN/NEUTRAL)`: Neutral.
  8. `CREATURE TYPE`: Tribrid;
  9. -> Demi-God (Daughter of Zeus)
  10. -> Elf
  11. -> Kitsune
  12. `BIRTH PLACE`: Unknown.
  13. -----------------------------------------------------------------------------------------------------------------------------------
  14. `POWERS`:
  15.  
  16. || Thunderbird Physiology
  17. With her Thunderbird Background, Jasmine possesses many abilities that come with it, including;
  18.  
  19. [Shapeshifting]:
  20. User with this ability either is or can transform into a Thunderbird, a vast bird capable of creating storms and thundering while it flies: clouds are pulled together by its wing-beats, the sound of thunder made by its wings clapping and lightning the light flashing from its eyes when it blinks.
  21.  
  22. •Shapeshifting into her ThunderBird form is extremely painful as her form is bigger than that of a Phoenix or other Bird/Creature-like forms.
  23.  
  24. [Wings Manifestation/Flight]:
  25. User has or is able to manifest wings that grow or are attached to the body allowing flight. They may also protect from rear attacks or detach and re-grow for quick getaways.
  26.  
  27.  
  28. •May not be able to retract the wings.
  29. •Because of the size of the wings needed, has to have enough room for both the lift-off and flight itself, not to mention enough speed to avoid stalling.
  30. •Flight-ceiling depends of both the density of air needed to fly and breath, and how cold-resistant the user is.
  31. •Some wings can be damaged or destroyed, causing user to lose ability to fly efficiently, plummet to the ground, or render them unable to fly.
  32. •May expend energy if user has to flap their wings, either when taking off or while flying.
  33. •Damage to wings may be injury similar to that of other limbs, leading to pain, bleeding, and infection.
  34.  
  35. [Storm/Thunder/ Electricity Manipulation]:
  36. User can sense, create, shape and manipulate storms, including strong wind, hail, thunder and/or lightning (a thunderstorm), heavy precipitation (snowstorm, rainstorm), heavy freezing rain (ice storm), strong winds (tropical cyclone, windstorm), or wind transporting substance through the atmosphere as in a dust storm, blizzard, sandstorm, etc. User of this ability can manipulate the shockwaves caused by lightning during a storm, known as thunder, to deal deadly and possibly concussive results. They can release thunder energy to make someone deaf by busting their eardrums, or even make organs burst, killing the opponent.
  37.  
  38. •May not be able to generate storms, having control over existing ones.
  39. *•May require the necessary elements for a storm, ie enough moisture, etc.
  40. •May only manipulate certain aspects of storms, instead of all aspects.
  41. •May require pulling heat/moisture from the surrounding environs to create the proper storm conditions.
  42. •Users of Electrical Immunity are not affected.
  43. •Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user, and their power's natural limits.
  44. •Electricity needs a conductor like metal or water to move through, therefore electricity can neither exist in nor move through a vacuum (such as outer space) and may be insulated by non-conductive matter, such as air and rubber.
  45. •May be unable to create electricity, being limited to manipulating only from already existing sources.
  46. •Electricity may be redirected by certain materials.
  47. •A strong enough magnetic force/source may be beneficial or hinderful.
  48. •May be limited only to the path of least resistance.
  49. •May become useless if confronted with electrical resistant material, such as rubber or silicate.
  50. •May have to find electrical sources of power in order to recharge.
  51. •Reflection Manipulation could cause a problem since it's unclear if users are immune or not.
  52. •May have problems using electronics.
  53. •May be short-circuited under certain conditions:
  54. Contact with water, a magnet, the opposite polarity, etc.
  55. •Absence/lack of electrical resistance between the positive and negative polarities.
  56.  
  57.  
  58. || Elf Physiology
  59. User with this ability either is or can transform into an Elf (also known as Alvar, Daoine Sidhe, Sidhe, etc.), who are either close relatives for faery or near-mortals with exceptional living-span and magical inclination, there just doesn't really seem to be anything between. In general all elves appear humanoids of close to human size (some are notably smaller, other good deal taller), beautiful, young-looking or ageless, graceful and generally both wondrous and haughty. Although some (especially those of the Primal back-ground) could pass as particularly attractive humans, most have distinctive look of slender physique, vulpine facial features and arresting eyes, but especially their ears that range from but human sized with points to variously elongated. While most have relatively normal skin-tones, some have anything but (blue seems common); this includes both groups.
  60.  
  61. As mentioned elves are divided into two broad groups that can be described as Lesser/Modern and Mythic/Primal: the Elves of Modern group are near-mortal, with closer to human abilities and also potential (amusingly they also tend towards more haughty behavior). Primal Elves are very close to Fae, many of them powerful enough that they were considered Gods.
  62.  
  63. =In which case, Jasmine is that of a Primal Elf.=
  64.  
  65. [Magic]
  66. The user has access to magic, the use of rituals, symbols, actions, gestures, language, etc., to exploit supernatural forces to varying degrees, with only their skill, personal power-level, imagination/knowledge, and/or morality to define the borders. Given the flexibility of magic, its users have essentially limitless possibilities for what they can accomplish;
  67.  
  68. —Invocation
  69. —Luck
  70. —Magic Combat
  71. —Magic Empowerment
  72. —Magical Energy Manipulation
  73. —Magical Energy Generation
  74. —Mana Manipulation
  75. —Magic Intuition
  76. —Magicians Intuition
  77. —Potion Creation
  78. —Potion Amplification
  79. —Spell Casting
  80. —Spell Amplification
  81. —Spell Creation
  82. —Spell Destabilization
  83. —Spell Mixture
  84. —Spell Negation
  85. —WitchCraft
  86. These are only a few of what Magic can achieve. Jasmine is capable and open to all forms of magic.
  87.  
  88. •Anti-Magic
  89. •Unfamiliarity with the rules of magic may cause unintended effects.
  90. •May need proper training to be able to achieve their fullest potential.
  91. •Like metahumans, they still have the same exact limitations as regular humans unless they have specific immunities/resistances, or even immunity/resistance spells.
  92. •Over-Use of Abilities can cause unconsciousness, bleeding from the nose, or even death.
  93. •There are always loopholes to every spell, despite her being specific about it. Find the loophole, you’re able to use it against her.
  94. •If energy is drained, she can’t cast any spells.
  95. •There is always a price. Always.
  96. •Always make sure you know what the price is, it will come back to haunt you.
  97. -It will be paid, one way or another.
  98. -The price can range from something as insignificant as the magical energy required to activate your magic, a part of your sanity, or even something devastating, like your own life, or worse.
  99. •The insignificance of magical energy may vary based on its source and availability.
  100. •Magic is balance, meaning the benefits it provides may result in consequences to offset it.
  101. •Magic may be needed to defeat magic.
  102. •Stronger magics will overcome weaker ones.
  103. •Magic Resistance may foil your plans.
  104. •Magic Immunity is a problem.
  105. •Magic Negation is an even bigger problem.
  106. •Magic often drains a person's stamina or mana.
  107. •Naturally, stronger magic puts a much greater strain.
  108. •Magic is unpredictable, if one gets too creative or is interrupted in a crucial moment. Results range from amusing to annoying, but correctable, to destructive to lethal, to catastrophic to apocalyptic.
  109. •Without the knowledge or proper skill, the intended use of a spell can create unpredictable or potentially dangerous results.
  110. •There may be some side effects to using a certain type magic or spells.
  111. •Society with knowledge about magic is likely to have rules/laws about its use, and areas of magic that are forbidden.
  112. •In some societies, magic may be limited to a specific class or status.
  113. •User may be unable to use spells that are beyond their imagination.
  114. •Using magic may take concentration, focus and mental strength.
  115. •May react disastrously with Science Manipulation.
  116. •May disrupt/cancel out technology.
  117. •May need to perform certain actions/fulfill conditions to use magic, ranging from specific words/songs, certain hand/body moves, materials that may be consumed or even extensive rituals.
  118.  
  119. [Advanced Elemental Manipulation]
  120. Jasmine can control all sorts of elements within an advanced level, although her strongest is Water. With Water, she is able to control ALL types of Water.
  121. A few is listed below.
  122.  
  123. —Conceptual Water Manipulation
  124. User can manipulate the abstracts (or concept) of water. This can have many feats, including water that can flow in any direction and against any force, not just in a downward gradient or manipulated by gravitational pull, water that can exist in specific matter states under ordinary pressure conditions despite temperature variations (such as water remaining liquid under normal pressure despite boiling or freezing temperatures) and even water capable of combining fluidly with substances that are normally unmixable like certain oils.
  125. —Hell Water Manipulation
  126. The users can generate and manipulate the mystical water of hell, which can completely destroy anything. The color of the water varies, but may be green, black, blue, clear, etc, Sometimes, the water isn't generated, but instead is summoned from the planes of hell itself.
  127. Hell Water can cause excruciating pain upon contact, cause instant death, and disease, but can possibly be used for relatively beneficial purposes, such as summoning spirits of the deceased temporarily back to the world of living from Hell. Some users can even use Reanimation or Resurrection via Summoning the damned and/or Demons.
  128. —Holy Water Manipulation
  129. The user can create, shape and manipulate holy water that's highly effective against the supernatural, such as demons and/or angels. The effectiveness, in question, can range from trapping and/or immobilizing to outright banishing or killing supernatural threats. Furthermore, it may have other properties and abilities, such as healing, Resurrection, summoning angels and/or spirits of the deceased from Heaven to the material plane.
  130. —White Water Manipulation
  131. User can create, shape and manipulate water of beneficial nature; that which strengthens, enhances and causes anything/everything it comes across to flourish, representing the sustaining and preserving side of water, which in turn ignores most of the common limitations and weaknesses of its normal elemental variety. In essence, this is about solely controlling the pure positive powers of water.
  132. —Water Magic
  133. The user is able to perform a form of magic that allows the user to cast magical spells and feats through water.
  134. —Life Water Manipulation
  135. User can create, shape and manipulate creative/life water; lake/rivers/oceans capable of creating/giving/granting life. This allows them to not only create and give life with their water, but even grant it sapience/sentience and possibly even free will/soul of its own. Some users may even have enough skill to heal/restore others with their water.
  136. —Esoteric Water Manipulation
  137. The user can generate, manipulate and/or absorb water that has magical properties, and are able to use it for various purposes, such as enhancing their physique, healing, teleportation, etc.
  138. —Blood Manipulation
  139. User can create, shape and manipulate blood of oneself, others or from their surroundings, whether it be from blood-banks, hospitals, or battlefields.
  140. —Cosmic Water Manipulation
  141. The user can create, shape and manipulate cosmic water in all its states from the depths of deep space, or/and from celestial objects such as from comets, constellations, planets/planetoids, etc.
  142. —Spiritual Water Manipulation
  143. The user can create, shape and manipulate water formed from one's soul/spirit. Due to being comprised of spiritual power, the water isn't only stronger than usual water, but also have the power to affect one's in varying ways.
  144.  
  145. •Countered by Hell Water Manipulation and Demonic Lightning Manipulation.
  146. •Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user.
  147. •The water may be hard to control and master due to its cosmic nature.
  148. •If the water is brought from another planet it may have no differences to regular water.
  149. •Despite powers being cosmic, user may still be vulnerable to electricity.
  150. •Countered by Holy Water Manipulation and Divine Lightning Manipulation.
  151. •May corrupt user.
  152. •May be susceptible to Electricity Manipulation.
  153. •Overall power depends on the user's own spirit.
  154. •Weak against Water Sealing.
  155. •Users of Water Absorption are immune.
  156. •The stronger type of Water used;
  157. -The harder to keep it within control.
  158. •Gets drained easily.
  159. •Electricity affects all these types of Water, though depending on the strength of the water, the electricity can have little to no effect.
  160. •Flames such as;
  161. Holy Flames
  162. Cosmic Flames
  163. Can counter the corresponding water.
  164. •What the user gains in versatility/fine control, they lose in sheer power.
  165. •May be unable to create water, being limited to manipulating only from already existing sources.
  166.  
  167. [Plant Manipulation]
  168. User can create, shape and manipulate plants, including wood, vines, plants, moss, and parts of the plants, such as leaves, seeds, roots, fruits and flowers. The user can cause plants to grow, move/attack or even rise from the soil and "walk", mutate plants by rearranging DNA structure and revive withered or dead plants.They can use their power for defense and support, cause flowers and other plants to bloom instantaneously, manipulate tree branches to use them as whip-like weapons, control spores and pollen, and bring plants back to life and make them sprout seeds/fruits/berries, use plant chemicals to heal people/objects or manipulate their properties for a wide range of effects. User may also control plants in their altered forms, i.e. concentrated forms, such as cotton clothing/fabric, paper, etc.
  169.  
  170. •Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user and their power's natural limits.
  171. •May be unable to create plants, being limited to manipulating only from already existing sources.
  172. •Most users are powerless in areas without plants or at least the potential for plants to grow (infertile/barren soil).
  173. •High levels of radiation in a concentrated area may cause defects in the ability.
  174. •Attacks from Fire Manipulation and/or Ice Manipulation can pose an issue.
  175. •Susceptible to lightning strikes.
  176.  
  177. || Kitsune Physiology
  178. User with this ability either is or can transform into an kitsune (Japanese: fox), a fox-spirit, who usually gain their powers by living long and keep growing stronger as they age: the more tails a kitsune has (they may have as many as nine) the older, wiser, and more powerful it is.
  179.  
  180. [Fox-Fire Manipulation]
  181. User can create, shape and manipulate fox-fire which usually manifests as fire, electricity and/or light. Kitsune who are the main users of this power usually expel it from their mouth or tails.
  182.  
  183. Certain users may be able to use fox-fire for additional purposes, including hypnosis, draining life-force or even souls or as a form of travel, either by riding the fox-fire or changing into/becoming it.
  184.  
  185. •May be harder to control.
  186. •Hypnosis only lasts for a maximum of an hour.
  187. •May be put out by a STRONGER TYPE OF WATER.
  188. •Can only stay within form for a maximum of 2 hours with a recharge of 15 minutes.
  189.  
  190. //Immortality
  191. User possesses immortality: an infinite life span, as they can never die, never age, and can shrug off virtually any kind of physical damage. Some users are the defensive type, simply preventing all damages, to appear physically invulnerable, while others are the regenerative type, surviving and quickly recovering from anything you throw at them. Due to this, Jasmine has an incredibly high pain tolerance.
  192.  
  193. •Cannot overcome the End of Time, unless the form of immortality is an absolute type, hence why just like Regenerative Healing Factor, it is unclear how long it would last.
  194. •May be erased from history via the effects of time-manipulating powers, killing the immortals in question before they become immortal.
  195. •While users are immune to the ravages of time, most are vulnerable against direct application used against them.
  196. •Nonexistence can wipe the user out of existence, as opposed to simply killing them biologically.
  197. •May have certain weaknesses that are lethal (i.e. decapitation, disintegration, and/or poison).
  198. •May have weaknesses to single source (item, event, person, etc.) that is lethal to them.
  199. •May be killable by certain specific way, item or people.
  200. •User may go mad, from the effects of time and boredom.
  201. •This can also cause madness overtime because the immortal is forced to watch those who aren't immortal die.
  202. •May forget events that happened long ago.
  203. •Some immortals are infertile, or incapable of passing this ability to their descendants.
  204. •Immortality may depend on outside sources and objects (Horcruxes, Shikon shards, etc.).
  205. •Can be sealed/imprisoned in an empty dimension with no chance to escape.
  206. •May survive indefinitely in conditions where death would be preferable to them.
  207. •Can still be killed and injured, though it’d be difficult to.
  208.  
  209. //Superhuman|Thunderbird Conditions
  210.  
  211. Enhanced Vision
  212. Enhanced Endurance
  213. Enhanced Agility
  214. Enhanced Lungs Capacity
  215. Enhanced Balance
  216. Enhanced Reflexes
  217. Enhanced Senses
  218. Hollow Skeleton-The user's bones are hollow, making them lighter, faster and more agile than they appear.
  219. ‘Claw Retraction’ : The user has/can project/retract razor-sharp claws of energy, bone, metal, keratin, etc., from their fingertips/hands/fists/feet for various (mostly offensive) purposes.
  220. _Techniques;_
  221. Bullet Projection - Launch one's claws like arrows.
  222. Heart Rip - Tear out the hearts of others.
  223. Tear Apart - Savagely rip and tear up anything.
  224. Venomous Claws - Claws with natural venom.
  225. Enhanced Speed
  226. Enhanced Strength
  227.  
  228. •Can only run up to 100mph.
  229. •Has the strength of 100 tons [Due to her Father as well as the added strength of the Elf and Kitsune.]
  230. •It may be excessively painful to retract claws.
  231.  
  232. //Psychic Immunity
  233. The user is completely immune to any/all psychic phenomena regardless of its nature and origin (natural, supernatural, magical, technological, etc.). Their mind cannot be controlled, damaged, read, influenced, emulated, altered, detected or communicated with, forcing users with telepathic allies to rely on alternate means of long-distance communication, usually via technological or magical devices.
  234.  
  235. Simply put, users' mind cannot be entered or affected in any way, making them perfectly immune to any mind-related effects/abilities.
  236.  
  237. •Becoming vulnerable will open up her mind thus not being immune anymore until she blocks her mind off. Although either way, it’d be extremely difficult.
  238. •Applies to psychic phenomena only, user are still vulnerable to physical, soul-based and other supernatural occurrences.
  239. •Completely prevents any form of telepathic communication, requiring the use of external devices.
  240. •Users of Absolute Psionic Power and Immunity Bypassing may be able to effect the targets mind.
  241.  
  242. `WEAPONS`:
  243. Anything she can get her hands on.
  244. Her abilities.
  245. Bow and Arrow.
  246. Lightning Bolt.
  247. Sword.
  248.  
  249. `SKILLS`:
  250. Excellent Liar.
  251. Excellent Actor.
  252. Negotiations.
  253. Healing.
  254. Excellent Swordsmanship.
  255. Multilingual [Can speak more languages than one.]
  256. Excessively Persuasive.
  257.  
  258. `STRENGTHS`
  259. Air, Wind, and Sky.
  260. Her Abilities.
  261. Nature.
  262.  
  263. `WEAKNESSES`:
  264.  
  265. Extreme heat (to an extent).
  266. Pure Gold (to her Kitsune Side).
  267. Claustrophobic.
  268. Strong Fire Manipulation.
  269. Others that hold the ability of Weather Generation (to an extent.)
  270. The negative effects of Nature.
  271. Trusting others fairly easily.
  272. -----------------------------------------------------------------------------------------------------------------------------------
  273. `BACKSTORY`:
  274. Fathered by the God Zeus, Jasmine has always been pressured to be of something she doesn’t want; the next ruler of Olympus. Although she holds the heir and right to the throne, she’s always deemed herself to be of something else. Jasmine is fairly close with her Father, not having had the chance to know her Mother due to her death after giving birth to Jasmine. Upon venturing out one evening, looking for a type of adventure, she stumbled on BlackThorn Manor, where she currently resides to learn about all there is to mythical creatures and mortals before her duties take over.
  275. —Find more ICLY.—
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