Advertisement
PeanutSkyez

[MARVEL/DC]: Kaycee Fate

Oct 11th, 2019
768
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 22.02 KB | None | 0 0
  1. NAME: Kaycee Fate
  2. AGE: 16
  3. GENDER: Female
  4. AFFILIATION [Hero, Villain, Vigilante, Civilian]: Civilian
  5. SEXUALITY: Straight
  6. BIRTH PLACE: Unknown.
  7. CANON PARENT(S): Dr. Fate
  8. ======================================================================
  9. POWERS:
  10. [3 Main Powers]
  11.  
  12. ---HELMET ON ABILITIES---
  13. // MAGIC/MYSTICKONESIS \\
  14. 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.
  15. Due to the fact that, when the Helmet is on and Nabu is in full control of Kaycee’s body, her Magic is far stronger and more powerful than without the helmet on. The magic that originally lives within her strengthens and Kaycee gains ALL of the magic knowledge that Nabu has - therefore, Magic wise, she’s on an advantage considering Nabu has lived on for over decades and centuries.
  16. The user can utilize the Order Magic, allowing mastery of spells capable of manipulating and/or reconstructing reality and the very fabric of existence, and bring about order to the cosmos.
  17. The user can create, shape and manipulate the energy of supernatural Order in varying ways, allowing things such as energy projection, using the energy for various supernatural feats, to inducing effects of chaos, etc.
  18. Kaycee possesses, but is not limited to:
  19. —Invocation
  20. —Luck
  21. —Magic
  22. —Magic Combat
  23. —Magic Empowerment
  24. —Magical Energy Manipulation
  25. —Magical Energy Generation
  26. —Mana Manipulation
  27. —Magic Intuition
  28. —Magicians Intuition
  29. —Potion Creation
  30. —Potion Amplification
  31. —Spell Casting
  32. —Spell Amplification
  33. —Spell Creation
  34. —Spell Destabilization
  35. —Spell Mixture
  36. —Spell Negation
  37. —WitchCraft
  38. -Divination;
  39. User can employ divination, a method of reading the future, the present and the past and/or provide help to a problem at hand by using an occultic, standardized process or ritual. Divination can be achieved by communicating with the supernatural (i.e. gods, demons, spirits, nymphs) or by reading certain patterns. Due to this, she has a danger sense, being able to predict any sorts of danger of any type/kind.
  40. **KAYCEE IS OPEN TO ALL FORMS OF MAGIC|MYSTICKINESIS.**
  41.  
  42. WEAKNESSES
  43. -User must be strong enough to withstand the energy's orderly nature.
  44. -Like with Order Manipulation, this power is naturally opposed by chaos (Order Immunity).
  45. -Order energy may eliminate beneficial aspects of chaotic influence.
  46. -Excessive exposure to Order energy may warp the user physically and/or mentally.
  47. -May require certain powerful objects for the user to acquire and control Order energy.
  48. —Anti-Magic
  49. —Unfamiliarity with the rules of magic may cause unintended effects.
  50. —May need proper training to be able to achieve their fullest potential.
  51. —Like metahumans, they still have the same exact limitations as regular humans unless they have specific immunities/resistances, or even immunity/resistance spells.
  52. —Over-Use of Abilities can cause unconsciousness, bleeding from the nose, or even death.
  53. —There are always loopholes to every spell, despite her being specific about it. Find the loophole, you’re able to use it against her.
  54. —If energy is drained, she can’t cast any spells.
  55. —There is always a price. Always.
  56. —Always make sure you know what the price is, it will come back to haunt you.
  57. •It will be paid, one way or another.
  58. •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.
  59. —The insignificance of magical energy may vary based on its source and availability.
  60. —Magic is balance, meaning the benefits it provides may result in consequences to offset it.
  61. —Magic may be needed to defeat magic.
  62. —Stronger magics will overcome weaker ones.
  63. —Magic Resistance may foil your plans.
  64. —Magic Immunity is a problem.
  65. —Magic Negation is an even bigger problem.
  66. —Anti-Magic is a problem of it’s own league.
  67. —Magic often drains a person's stamina or mana.
  68. —Naturally, stronger magic puts a much greater strain.
  69. —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.
  70. —Without the knowledge or proper skill, the intended use of a spell can create unpredictable or potentially dangerous results.
  71. —There may be some side effects to using a certain type magic or spells.
  72. —Society with knowledge about magic is likely to have rules/laws about its use, and areas of magic that are forbidden.
  73. —In some societies, magic may be limited to a specific class or status.
  74. —User may be unable to use spells that are beyond their imagination.
  75. —Using magic may take concentration, focus and mental strength.
  76. —May react disastrously with Science Manipulation.
  77. —May disrupt/cancel out technology.
  78. —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.
  79.  
  80. // ELEMENTAL MANIPULATION ! ADVANCED \\
  81. [Just look at Aella’s App for this. Basically the same thing, except Kaycee is more experienced with Energy and Light elementals and is VERY advanced with the two elements, therefore opening her up to ALL forms of Energy and Light (examples are in Aella’s Application such as Life Water Manipulation). Weaknesses are the same].
  82.  
  83. // CHRONOKINESIS \\
  84. The user can manipulate the time in the general area or a specific target in various manners, the basics revolving around accelerating, slowing, stopping and even rewinding or looping. The range of area affected is proportional to the mastery of the user, with top levels can affect the entire space and time continuum.
  85. Since "time" exists and flows within "space", the two are interrelated, and by manipulating time, one is basically distorting space proportionally. The effects of this relative distortion can vary, such as controlling time of a mere object or person may not affect the space they reside in, but to twist the time-stream of a region of space can cause the area itself to warp. Due to time existing in one space, manipulating it cannot affect another dimension.
  86.  
  87. WEAKNESSES
  88. -May be able to affect only themselves.
  89. -May have limited ability in both the length of time and area they can affect.
  90. -Users of Omnilock, Spatial-Temporal Lock and Temporal Lock are immune to this power.
  91. -Over-usage may strain the user.
  92. -May be unable to affect certain objects, such as the deceased or inanimate.
  93. -Given time, space, location, individual, object, dimensions, etc. may have a limited number of times and/or ways in which it can be manipulated before "breaking", "tearing", or ceasing to exist
  94.  
  95.  
  96. ---HELMET OFF ABILITIES---
  97. // MAGIC/MYSTICKONESIS \\
  98. [Look at the top]
  99. Without the helmet on, Kaycee’s magic is SLIGHTLY weaker in strength and power, although all the Mystic/Magic Knowledge that she has gained from Nabu stays with her, whether she has the helmet on or not.
  100.  
  101.  
  102. WEAKNESSES
  103. [Look at the top]
  104.  
  105. // Three T’s \\
  106. Telepathy- The user is able to manifest this through touch, they not only sense the emotions but they can also hear their thoughts. User is able to communicate through a long distance with whomever they wish to speak to. User has found loopholes with this ability. With a touch to one’s forehead, she can easily make them fall asleep/drowsy or alter what they see, reality, and etc. Being linked to one’s mind, she can search deep and hard for whatever is needed or enter their dreams and send a message considering that dreams are linked within the mind. User can only use this if the person she is doing it to has contact with her or she has a strong bond with them. She can also put up a telepathic wall in her mind to stop any sorts of telepathic attack one may want to use against her, whether it be Mind Compulsion, entering her mind, etc. She can manipulate the telepathic wall, allowing certain people only to enter if she wishes. Due to how advanced Kaycee is, she can do much more than what was stated. Telepathy is an “umbrella” term, therefore anything relating to the mind, she can do.
  107.  
  108. WEAKNESSES
  109. - Can only communicate with people she knows.
  110. -The more distance is between the user and those she wants to communicate with, the harder it is to maintain contact.
  111. =Those that are a higher rank than her can attempt to break the wall/force their way.
  112. -Can create a group link to a maximum of 5 people altogether
  113. -Does not work on mindless beings (corpses, animated objects, robots, etc.).
  114. -Users of Psychic Shield (highly resistant) and Psychic Immunity (impervious).
  115. -May be limited to reading either thoughts or memories.
  116. -May not be able to read impulsive actions.
  117. -May get overwhelmed by too many thoughts, especially the ones which are too complicated (e.g. a genius' mind which is doing calculus), detailed (e.g. an artist's or photographer's mind which has a photographic memory), insane/morally corrupted (e.g. "murder is good", "I will create my idea of the perfect world by genocide", etc.), and/or ones which don't make any sense (e.g. "2+2=5", "a square circle", etc.).
  118. -Users of Divided Mind may be especially complicated because of so many conflictual thoughts in one mind.
  119. -Depending upon the user's ability, skill, and tolerance, attempting to read certain minds (e.g. genius or the insane) may be hard, impossible, or not a good idea.
  120. -Unless one is multilingual or has the automatic ability to translate and/or decrypt, the ability may not work if the target is thinking in alternate languages or encrypted codes.
  121. -May risk detection, losing themselves, and/or being "hacked" themselves.
  122.  
  123. Telekinesis- User can influence/manipulate/move objects/matter with their mind. This level of telekinesis is for advanced practitioners such as himself, who can exert more extreme and precise amounts of force on targets that cannot normally be perceived (such as organs) and can can even defy extreme forces already exerted on a target (such as the force propelling a bullet). Therefore, users of telekinesis have demonstrating being able to stop bullets. Advanced users such as himself are able to generate more force that basic users, enough to suspend the movements of targets, immobilize them or even control their motor skills to some extent. They are able to torture others by causing internal damage, usually by crushing organs or breaking bones, which often results in the receiver convulsing and coughing up blood. A user can specifically target other parts of the body, such as the neck, allowing the user to restrict air and blood flow, and to squeeze or even break the neck of a victim. Their more extreme precision allow them to not inflict lethal or truly debilitating damage, unless they want to. Using her telekinesis he is also able to lift large objects.
  124.  
  125. WEAKNESSES
  126. -Strength max level: 90tons
  127. -Users with Telekinesis Immunity will defeat this ability
  128. -Other telekinesis stronger than herself
  129. -Users advanced users at Wind Manipulation can affect his telekinesis
  130. -Advanced uses at Air Manipulation can affect her telekinesis
  131. -Energy affects this ability
  132. -If she pushes himself beyond her limits he will pass out or worse
  133.  
  134. Teleportation - The user can teleport, or transfer matter (beings/objects, including themselves) or energy from one point to another without traversing the physical space between them. This can be achieved by various means, including causing the atoms/molecules to travel at light-speed, warping the space, or use quantum superposition, in which the user teleports by spatially rearranging the subatomic contents of a system.
  135.  
  136. While teleportation may seem like it is simply for travel, it can be a valuable ability as it can be used offensively (and quite powerful, as a spatial attack) while offering superiority regarding movement speed and distance coverage. A skilled strategist/tactician can use it for many innovative manners.
  137. WEAKNESSES
  138. -Can only teleport to places she has been or has seen before, whether that be through visual photos, etc.
  139. -Can only take a maximum of 4 people with her when teleporting.
  140. -Teleporting long distances is a strain for her.
  141.  
  142.  
  143. // MAGNETIC MANIPULATION \\
  144. Users can generate, control and manipulate magnetism in all its forms, both natural (planetary, solar, lunar, stellar, magnetosphere, magnetic materials/ferromagnetism, etc.), organic (generated by the electric currents of living beings) or artificial (everything creating/using electricity). User can affect any matter that is magnetic (iron, nickel, cobalt and their alloys, some rare earth metals, naturally-occurring minerals such as lodestone) manipulating and controlling them as they will and indirectly use them to manipulate other things. Note that this power isn't Metal Manipulation, it is the ability to control magnetism, but using this capability a Magnetism Manipulator can control certain metals. One can effortlessly levitate, attract, bend, and warp ferrous objects, generate a revolving vortex, generate magnetic fields, or intensify or weaken fields.
  145. The user can increase, decrease or redirect the flow of magnetic energy. With little concentration, the user could move/manipulate magnetic metals (even using the power to attract/repel them). One with this ability could even reverse the polarity of magnetic fields, or deactivate magnetism in normally-magnetic metals
  146.  
  147.  
  148. WEAKNESSES
  149. -May be limited controlling existing/local magnetic fields
  150. -Molten metal cannot be manipulated by a magnetic field, as the metal loses its magnetic properties in a molten state
  151. -Distance, mass, precision, etc. depend upon the knowledge, skill, and strength of the user, and their power's natural limits
  152. -May not able to manipulate non-magnetic metals
  153. -Controlling it may be difficult, depending on its size
  154.  
  155.  
  156. ---SET ON BOTH---
  157.  
  158. [2 Sub-Powers]
  159. [ IMMORTALITY ]
  160. User possesses immortality: an infinite lifespan, 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.
  161.  
  162. WEAKNESSES
  163. -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.
  164. -May be erased from history via the effects of time-manipulating powers, killing the immortals in question before they become immortal.
  165. -While users are immune to the ravages of time, most are vulnerable against direct application used against them.
  166. -Nonexistence can wipe the user out of existence, as opposed to simply killing them biologically.
  167. -May have certain weaknesses that are lethal (i.e. decapitation, disintegration, and/or poison).
  168. -May have weaknesses to single source (item, event, person, etc.) that is lethal to them.
  169. -May be killable by certain specific way, item or people.
  170. -User may go mad, from the effects of time and boredom.
  171. -This can also cause madness overtime because the immortal is forced to watch those who aren't immortal die.
  172. -May forget events that happened long ago.
  173. -Some immortals are infertile, or incapable of passing this ability to their descendants.
  174. -Immortality may depend on outside sources and objects (Horcruxes, Shikon shards, etc.).
  175. -Can be sealed/imprisoned in an empty dimension with no chance to escape.
  176. -May survive indefinitely in conditions where death would be preferable to them.
  177. -Can still be killed and injured, though it’d be difficult to.
  178. [ SUPERHUMAN CONDITIONS ]
  179. =Invulnerability
  180. [Look at Will’s app; Zachary]
  181. =Phasing|Intangibility
  182. User is able to move through objects and ignore most physical effects in their way, exact means how this is done vary between slipping partially into other dimensions, being able to make their own particles move between other particles, being non-physical being of energy, vibrating their molecules into a new quantum frequency, etc. Regardless the user is able to ignore most attacks, physical dangers and gravity.
  183.  
  184. WEAKNESSES
  185. -Intangibility Cancellation/Intangibility Immunity
  186. -Electricity can bridge the molecules in quantum phasing.
  187. -May need to hold their breath while inside solid objects.
  188. -Some materials/effects may be un-passable.
  189. -May be affected by energy or mystical effects.
  190. -May be limited in terms of effect (some may only be able to allow physical attacks to phase through their bodies, for example).
  191. -May only be able to phase certain parts of the body.
  192. -May be able to be harmed by other intangibility users.
  193. -May be limited to either solids, liquids, gases or something else.
  194.  
  195. =Flight
  196. User can fly or otherwise move through the air using various methods. Some possibilities include using one or more forms of energy, wings or similar structures, harnessing anti-gravitons, or even mimicking or becoming an animal that can fly. Users are generally able to Levitate, and Glide as well.
  197.  
  198. WEAKNESSES
  199. -May require apparatus to control direction and altitude.
  200. -May be limited to a particular length of time they are able to spend flying.
  201. -May be limited in speed or acceleration.
  202. -May not be able to hover and has to keep a certain speed.
  203. -May suffer from cold/altitude sickness, unless they are able to adapt to the changes in altitude.
  204. -Unless the user also has Vacuum Adaptation, they cannot go beyond the borders of the atmosphere.
  205. -May not be able to fly if the user's weight is increased, such as from Gravity Manipulation.
  206. -Weak against Flight Negation.
  207.  
  208. =Strength
  209. -Only up to 70 tons.
  210. -Pushing above her limits can weaken her.
  211. =Regenerative
  212. In the rare event of suffering a serious injury, Kaycee can heal from mild to moderate injuries at an amazing rate. Her normal regenerative abilities allow her to recover from injury within seconds to minutes. She possesses an incredible immunity from poisons, toxins, as well as disease.
  213.  
  214. The user can rapidly regenerate. In other words, they recreate lost or damaged tissues, organs and limbs, sometimes slowing, or even stopping aging. The rate and amount of healing vary widely (see Levels of Regeneration); some can regrow missing limbs, others must put the limb back in place for rapid regeneration. The user is generally in very good physical shape, as their bodies are constantly reverting to a healthy state, granting them nigh-inexhaustible stamina and vitality.
  215.  
  216. At higher levels, a user can regenerate not just their cellular tissues, but also their DNA, undoing genetic mutations and breakdown, as well as maintaining one's youth by extending telomeres. This also gives them immunity to diseases and infections, undoing any unwanted symptoms, as well as providing a form of self-sustenance, foregoing the needs for oxygen and food intake. If advanced enough, the ability will cause the body to cease aging as the cells are regenerating and dying in equilibrium, granting immortality.
  217.  
  218. Regeneration differs from wound healing, which involves closing up the injury site with a scar.
  219.  
  220. WEAKNESSES
  221. •Damage inflicted by Irreversible Destruction cannot be regenerated.
  222. •Function of power:
  223. Anti-Regeneration
  224. Healing Erasure
  225. Healing Factor Nullification
  226. Regeneration can be lost if it depends on external source/object.
  227. •Removal of power may undo previous regeneration.
  228. •Misaligned body parts, foreign objects in wound, or mitosis-inhibiting drugs may affect regeneration.
  229. •Instant death may kill the user before they regenerate.
  230. •Death Inducement, Destabilization, Destruction, Disintegration, Incineration, One Hit Kill, etc.
  231. •Damage may exceed the rate or extent of regeneration.
  232. •Damage to the brain/head:
  233. Decapitation/destroying the head can kill low-level users. High-level users can re-attach their head or regenerate a new head/body. Cephalophore users are unaffected.
  234. •If regeneration needs brain signals, damage may hinder the process.
  235. •May lose skills, senses, memories, or other powers. Loss may be permanent.
  236. •May also involve inflammation.
  237. •If power is biological:
  238. Biological Manipulation.
  239. Excessive cell division may damage mitochondria and/or telomeres, causing premature aging and associated health problems. Mitochondria/Telomere Regeneration solves this problem.
  240. •Healing too fast may cause DNA replication errors, resulting in mutations, cancer, or the gain/loss/alteration of powers (including this power).
  241. •Disease:
  242. May still be vulnerable to disease.
  243. May overload immune response, causing allergy/auto-immunity.
  244. Power may replace immune system. User never develops natural immunity, and is vulnerable if de-powered.
  245. •Sustenance:
  246. Self-Sustenance/Energy Independence bypasses this limitation.
  247. May still require food, water, air, etc.
  248. •Regeneration may increase nutrition requirements.
  249. •Starvation, dehydration, and suffocation may kill user.
  250.  
  251. ASSETS:
  252. Dr. Fate’s Helmet;
  253. Currently, only Kaycee has access to it, considering that she’s the wearer/daughter. The abilities don’t transfer over to anyone else other than Kaycee. Ultimately, she controls the helmet.
  254.  
  255.  
  256.  
  257. Amulet of Anubis;
  258. It houses all the souls of the previous Doctor Fates and the Lords of Order in their original energy forms. Kaycee can speak to them in her mind, being able to gain insight on what to do and etc.
  259.  
  260. Cloak of Destiny;
  261. The cloak is fireproof and overall acts as a protector to which is able to shield Kaycee from blasts, weapons [such as knives, arrows, etcs] being thrown at her, or even some physical attacks.
  262.  
  263.  
  264. SKILLS:
  265. Advanced Hacking Skills [Technology Expert].
  266. Expert in Magic and Sorcery.
  267. Mastery in Thief.
  268. Swordsmanship.
  269. Marksmanship.
  270. [Look at Aella’s Application]
  271.  
  272.  
  273. ======================================================================
  274. WEAKNESSES:
  275. [Minimum of 5 REAL weaknesses, with proper descriptions.]
  276. -Chaos Magic
  277. -Beryllium injected into system
  278. -Neptunium
  279. -Bromine injected into system
  280. -Pure Carbon
  281.  
  282.  
  283. BACKSTORY: [Not compulsory.]
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement