Advertisement
Eternal_Horizon

Zephyrus' Abilities / Tools V2

Feb 1st, 2020 (edited)
278
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. Abilities [Post-SOUL Absorption]
  2.  
  3. PASSIVE:
  4.  
  5. [Tempered Body] — Thanks to his father's harsh training, Zephyrus is capable of inhuman feats, such as jumping three feet off the ground, lifting 175 lbs. with one arm, and having enough stamina to run consecutively at full speed for roughly an hour. Combined with this, he is capable of great athletic feats such as flips, somersaults, twirls and climbing.
  6.  
  7. [Sturdiness] — Zephyrus is capable of taking numerous hard blows to the body without faltering, due to his thick fur weakening the force of the blow. This sturdiness does not apply so much to bladed weapons, as the edge will tear through his fur should it be sharp enough. However, if the blade is not keep in top condition, while it may cause him to bleed, the likelihood of the wound being fatal is low.
  8.  
  9. [Fire Resistance/Heat Immunity] — Thanks to the magical nature of his fur, Zephyrus has high resistance to Flame-based attacks, even more so if magical fire. This Fire Resistance becomes immunity if presented with flames created by him, as the magical synergy between his flames and his fur prevents him from burning up or even feeling the heat from his own flames. As of obtaining Jake's SOUL, he has gained complete Heat Immunity.
  10.  
  11. ['Jumping Jack' Style] — Zephyrus' father often hammered into him the basics of the 'Jumping Jack Style', a martial art technique that often relied on quick, light movements during close combats, focusing on light blows that wore down the opponents defense with heavier blows when the opponent is caught off guard. This style also incorporated the use of Arm-blades as their weapons of choice, allowing Zephyrus moderate knowledge on use of Arm-blades as weapons but often chose hand-to-hand combat instead. Despite Arm-blades being the weapon of choice for the style, Zephyrus' father forced his son to learn swordsmanship and thus, Zephyrus knows how to wield swords of all calibers, though would easily lose against a true master of the art.
  12.  
  13. [Synergy of the Body and Soul] — Thanks to the absorption of Jake's SOUL, Zephyrus' body has even further increased physical stability, allowing him to easily utilize his full strength even at his emotional worst. While **HIS** SOUL retains the characteristics prior to the absorption, he also has a Bravery SOUL that outlines his own. Unlike before, the Determination that he once generated can no longer be used to enhance his magical strength (given that it is now naturally doing so). Zephyrus can still utilize Hate to increase his strength, as his SOUL still contains that trait within it. Like before, if he continues using it, he will lose his ability to rationalize properly, thinking only of getting rid of all things that may cause him pain (First on that list being loved ones.) Upon extreme overuse of Hate, his magic begins to "reject" his intentions, causing most of his magical abilities to either go out of control or be shut off entirely. This lasts until the Hate subsides.
  14.  
  15. ACTIVE:
  16.  
  17. [Pyrokinesis] — Zephyrus is a powerful monster able to create and control Fire. Upon his absorption of a SOUL, this power has been even further enhanced. Using his Pyrokinesis, he can suddenly ignite flames immediately on or around his body, though once it goes beyond a few centimeters, his flames often make a spark before igniting, due to requiring the gathering of magical energy. This spark can happen multiple times, depending on the distance, with the max being 8 times due to the limit of how far he can create flames directly away from his body, being 2 meters. Once the flames themselves are set however, he is able to manipulate them almost at will, creating entire walls of flames or even covering entire areas in fire. This control is no longer nearly as exhausting however, can become so with constant use. When in combat, he often covers his entire forearms in fire as a way to enhance the strength behind his blows though can use this for ranged attacks as well, such as Fireballs, Fire-blasts (Fireballs that explode upon impact), Sparklers (Miniature Fireballs that simply set things ablaze on contact) and Beams of Flames (Charged Fireballs that he emits as a concentrated beam, resulting in high level burns and often death if exposed for too long). Zephyrus is also capable of controlling and near instantaneously extinguishing any Flames embedded with his magical energy and often uses this technique when bombarded with flames that aren't his own. This isn't nearly as exhausting as controlling his own flames directly, however if this ability is used consecutively on larger flames, it can wear down his stamina just as effectively. Resulting from his fusion, Zephyrus gained a unique sub-ability of his Pyrokinesis that he, in memory of one of his subordinates, named "Turn Up the Heat".
  18. [Turn Up the heat] — While he is unable to control these flames as well as his normal ones, Zephyrus can enhance the heat and strength of his flames, turning them blue at Level 1 and white at Level 2. At Level 1, his immunity to his own flames is slightly nullified (turning it into a Resistance), allowing them to be used against him however, as a result, the taxing manipulation of them is lessened, allowing him greater control. Any flames he's already created will not become blue when the ability activates however, the flames he is currently directly controlling will change color once the ability activates. He is unable to switch his control over to any flames he is not directly controlling and these flames will eventually extinguish themselves due to the cut connection to their magic source. At Level 2, Zephyrus loses the ability to control his flames at all, instead only being able to utilize ranged attacks that explode in flames upon impact. Similar to the conditions of Level 1, Zephyrus' flames created prior to Level 2 extinguish themselves due to the cut connection. Unlike Level 1 however, Zephyrus can only create these flames precisely 3 cm above his hands, putting him at intense risk when using the ability. Level 2 flames are unique in the fact that they drain the magic pool of any who are hit by it in order to maintain themselves, causing them to almost immediate extinguish themselves on anything non-Monster or Human, the average time they last being roughly 1 minute (on Monsters) or 4 minutes (on humans). While being immensely powerful, these flames cannot be used often as creating even a basic fireball weakens Zephyrus immensely, leaving him 5 shots before he is unable to use any magic at all for a time.
  19.  
  20. [Claws] — Zephyrus has retractable claws which he often uses to climb, or in combat, scratch his enemy. These claws often aren't very sharp but Zephyrus' strength allows them to have great piercing power, giving him the ability to climb most non-metal structures and, with enough effort, dent metal structures enough so to climb them as well.
  21.  
  22. ====================================================================================================================
  23. Tools:
  24.  
  25. [Ceremonial Great-sword] — Something he took from his father's cache before the Order of the Firestorm's final attack, it is a basic black metal great-sword with a 3 foot long blade that reaches across 6 inches. Along the blade is engraved the words: "For my son, I leave my best to you." Having been kept with Zephyrus since the war, it has long since dulled and rusted over, however Zephyrus has become determined to have it repaired and restored to it's former glory.
  26.  
  27. [Concealed Arm-blades] — Custom-fitted and equipped to the forearm guard portions of his armor, though can be worn separately if needed, Zephyrus has two 1'6" (45.72 cm) blades attached to the forearm guards that reveal themselves when he clicks the two together (How this mechanism works is unknown to even it's wearer, but it only works when the two forearm guards hit against one another). Each blade is silver in color and has magical capabilities, allowing the wearer to synergize their magic with the blades, creating a energy-like coating based on the properties of the user's magic (This can also be utilized by humans and their magic).
  28.  
  29. [Armor] — Having had his initial armor broken during his fight with Arik, Zeph's opted for an upgraded armor capable of taking on at least 3 high-powered sniper rifle shots (Akin to the original, it "technically" takes 4 bullets to actually break, while the 5th one will reach the wearer). While it is noticeably heavier compared to the original, Zeph's movements still are nearly 100% unhindered (When not tired). This new armor also has the ability to synergize with Zeph's magic, akin to his Arm-blades, allowing him to light the entire outside of the armor on fire and utilize it very similarly to using his own magic normally. However, since it is still using his magic to control the flames, he is under the same restrictions of his magic if he does so.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement