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Jul 19th, 2018
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  1. - Amulet of sealing: An amulet that is his grave, sanctuary and prison. He is locked within this amulet that prevents him from using some of his powers and actually leaving, meaning he has to stay within this one. The only way for him to leave it is to inhabit another body.
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  9. Abilities/powers:
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  13. - Sealed: He is sealed within an amulet that he cannot leave without a proper body for himself, this means he is generally stuck to an area near the amulet and cannot use any of his offensive powers himself.
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  17. Stage 0: These are the powers that the amulet inhibits even before anyone decides to wear it and become his host.
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  20. Telepathy: He may faintly whisper into the minds of people in his surroundings, though he cannot do much more than that.
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  23. Familiar: He assumes the form of either a shadowy or normal animal that is normally immune to injuries but cannot attack itself (It still can be dispelled with anti-magic or weapons created to fight the arcane).
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  26. Teleportation: The amulet may switch places in the form of teleporting, though it can do so at most once two hours.
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  29. Unnatural sense: Rather than relying on sight, the amulet has a sort of sense that allows it to sense beings within 200 meters of itself and even detect invisible enemies and the supernatural auras of beings.
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  32. Hide aura: He can hide the supernatural aura surrounding himself, making him nearly undetectable by other magical beings.
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  36. Stage 1: This is the stage where the user just picked up the amulet and wore it, they still are perfectly able to take off the amulet and the deity has no control over their actions except speaking to them in telepathy.
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  40. Boosted power: Those that wear the amulet are given a boost to their strength, speed, senses and reflexes. All of these are increased by a factor of 1.5x
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  43. Shapeshifting: He gives those that wear the amulet the ability to shapeshift into beings that atleast vaguely resemble them.
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  46. Regeneration: He gives the wearer of the amulet greater regeneration of wounds, able to heal minor cuts and bruises in minutes and gunshot wounds in hours or days. Though fatal wounds are still fatal.
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  49. Telekinesis: The wearer may lift up to a hundred kilograms with their mind alone.
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  52. Telepathy: He may speak to the user directly via telepathy, though he cannot do much more than that at the moment.
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  56. Stage 2: After some time has passed, approximately two days of wearing the amulet comes the second stage. During this time the person himself cannot take off the amulet by himself and can only get someone else to do it for them. The deity can also take over their body for a short time whenever convenient. The deity then rolls against the wearer for control of the body and every win the deity has, he can do one action against the wearers will. These effects bypass any normal immunity to mind control because they willingly allowed the being to enter their mind by wearing the amulet. They also gain an increase to their powers.
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  60. Arcane shielding: He passively gives the wearer an invisible arcane shielding that can stop up to two dozen rifle rounds before breaking. Alternatively he can focus the whole energy into a very specific direction to stop any attack for three seconds before the whole shielding is broken and needs to be recharged (5 /me rounds to recharge). If the active shield is used then the passive one is destroyed as well. It also passively blocks direct magic onto the user like mind attacks and telekinesis.
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  63. Telekinesis: The wearer may lift up to five hundred kilograms with their mind alone.
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  66. Superior physiology: Their need to eat, drink and sleep decreases and they gain a resistance to toxins, poisons, alcohol and narcotics. Disease also doesn't seem like a problem anymore.
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  69. Boosted power: Those that wear the amulet are given a boost to their strength, speed, senses and reflexes. All of these are increased by a factor of 2x
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  73. Stage 3: After wearing the amulet for approximately 5 days and without any incidents, they reach into the third stage. At this point it becomes physically impossible to directly ask for help with the amulet or discuss it negatively, even on paper. They simply have to somehow give clues to them being slowly taken over by the amulet. Their eye color also changes slightly to a more intense yellow. During rolls of taking over their body, the demon gets a 30+ bonus.
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  76. Regeneration: He gives the wearer of the amulet greater regeneration of wounds, able to heal minor cuts and bruises in seconds and gunshot wounds in minutes and can even regrow limbs in a day or two depending on severity. Whenever a critical wound is landed, they go into a sort of coma of regeneration that lasts a whole day.. The deity itself can act during this time but the host is completely immobile, meaning they can be finished off really easily.
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  79. Boosted power: Those that wear the amulet are given a boost to their strength, speed, senses and reflexes. All of these are increased by a factor of 2.5x
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  82. Tendrils: Up to four tendrils may emerge from their back that are pretty tough and can be used to block attacks/ constrain enemies or attack.
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  85. Telepathy: Now the deity can access the memories of the host along with directly showing them images in their mind. They may also trick their mind with illusions
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  87. Teleportation: Gives the user ability to blink to other positions in the form of teleportation.
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  90. Dispel supernatural: He gives off a burst of anti-supernatural energy that disables spells/buffs or effects around him. It's just a burst so it disables everything working at the moment and doesn't stop anyone from using the abilities again.(Works on most supernatural abilities such as magic, ki, the force etc). He cannot use it again for a bit after using it.
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  93. Telekinesis: The wearer may lift up to a ton with their mind alone. Including themselves.
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  99. Stage four: Around a week has passed since putting on the amulet and the being holding the amulet is adjusted to what the deity requires. From this point onwards the deity can attempt and permanently push the soul of his host out and himself inhabit the body to control it fully, effectively killing the person. The host can still try and hold onto his life by rolling against the deity and seek out help, though the only way to get the amulet off at this stage is through magical intervention and even then it's not too easy. This bypasses immunities as by this stage, the deity has deeply entered the body and mind of the being.
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  103. Ice manipulation: He can create icicles, decrease the temperature around him, create walls/ pillars and other structures from true ice (Imagine ice that is similar in strength to steel). He can also emit a beam of absolute zero like cold that instantly freezes any spot it touches. With his touch he can flash freeze just about anything, too.
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  105. Obviously the user is quite immune to the cold.
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  108. Telekinesis: The wearer may lift up to one and a half tons with their mind. Including themselves.
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  111. Boosted power: Those that wear the amulet are given a boost to their strength, speed, senses and reflexes. All of these are increased by a factor of 3x
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  114. Godlike physiology: They can neglect the need to eat, drink, breathe and are immune to toxins, poisons etc. Now they are also immune to effects like paralyzation, polymorphic magic, mind tricks, illusions and such.
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  117. Shapeshifting: They are now able to shapeshift into creatures that don't even resemble them much such as animals. They can also sprout additional appendages and even wings.
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  121. Stage Five: This only is achieved if the deity takes over the body, at which point they retain the powers of the previous stages but simply fully control the body of their host.
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  125. Misc abilities:
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  127. The undying amulet: If the in stage five is damaged beyond repair, the deity returns back to the amulet and has to start over. This means that both of the body and the amulet has to be destroyed for him to truly die. Though destroying the amulet is not a problem since he has no offensive abilities in stage zero.
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  130. Forceful advance: He may quicken the pace of the stages with two methods. Either he may advance one stage a day if the host willingly allows him to dig deeper into their psyche and body, though it has to be willing.
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  132. The second way is advancing one day worth of progress whenever the host is in a vulnerable state (heavily injured, knocked out etc).
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