Advertisement
PeanutSkyez

[ROSEWOOD]: Nesryn Roth

Aug 5th, 2019
386
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 28.05 KB | None | 0 0
  1. `NAME:` Nesryn Roth
  2. `NICKNAMES:` Ryn, Rin, Nes, Raven, etc.
  3. `ALIAS:` Demon, Hybrid, etc.
  4. `AGE:` Ageless
  5. `GENDER:` Female
  6. `SEXUALITY:` Straight
  7. `AFFILIATION (Student/Teacher):` Student
  8. `GRADE (9th-12th):` 12th
  9. `CLASSES:` (If a teacher)
  10. `ETHNICITY:` Unknown.
  11. `BIRTH PLACE:` Azarath
  12. ---------------------------------------------------------------------------------------------------------------------
  13. `POWERS:` (Not compulsory.)
  14. | 3 Main Powers |
  15. 5 Limitations per power.
  16.  
  17. [Psionic Abilities;]
  18. Advanced Telekinesis: Nesryn can merge a small part of her soul-self into objects in order to take control of them, with the object essentially becoming an extension of her soul-self; this may be the reason why she prefers to take control of inanimate objects rather than people. The limit to how much matter she is able to control is unknown, though it ranges well into hundreds of tons, allowing her to hurl city buses, mounds of rubble or even uprooting whole slabs of pavement. Whenever she takes control of something, it is covered in the same dark energy that composes her soul-self.
  19. User can influence/manipulate/move objects/matter with their mind. Telekinesis is one of the basis of many superpowers that are based on "controlling/manipulating", and may evolve to the point that a Telekinetic can control anything at a subatomic, particle and universal level. 
  20.  
  21. W E A K N E S S
  22. * Telekinesis Immunity
  23. * Psychic Energy Absorption can negate this power.
  24. * May only be capable of moving objects they could physically move.
  25. * May be unable or only able to move certain objects.
  26. * May be able to move only the objects that they can physically perceive.
  27. * Psychic strength may be proportional to user's capacity, meaning an opponent with greater physical strength than the user's mental strength may break free, or even be immune to the ability altogether.
  28. * May be weakened or nullified by stress, fear, distractions, disbelief, lack of confidence, morale and willpower, etc.
  29. * May be linked to or unwittingly triggered by emotions, thoughts, dreams, causing the user to be unable to control or possibly even access their ability.
  30. * May require intense amounts of concentration, focus and mental effort to use properly.
  31. * May only be able to manipulate targets of certain number, size or weight at once.
  32. * May be physically or psychologically fatiguing, straining or even crippling for the user, with the user either bleeding from the nose or eyes, falling unconscious, entering a coma, or even dying from the mental effort of using the ability.
  33. * May not be able to manipulate magic-based matters/energies.
  34. * User may not have control over the speed of which the target moves.
  35. * User may not be able to affect objects above certain momentum.
  36. * Could be ineffective against those who control themselves at fundamental levels.
  37.  
  38. Telekinetic Constructs: With her soul-self able to be molded into any shape, Nesryn often creates simple domes or walls that act as barriers against attack. She can project solid bolts to be used as projectiles, or a steady stream of solid force. She has been shown making razor-sharp blades to cut through obstacles, claws that can restrain foes, and floating platforms to ride on.
  39. User can change telekinetic energy into tools, objects, weapons and other items, create semi-living constructs and/or create structures of varying permanence. Users who have mastered this ability can use it for almost any situation, creating anything they need.
  40.  
  41. W E A K N E S S
  42. * May require constant focus to maintain a construct.
  43. * May drain the user.
  44. * Construct structural strength may be limited by the user's will.
  45. * In most cases, constructs will return back into their original state if the user becomes unconscious, leaves the proximity or otherwise loses contact/control of the item.
  46. * May be limited on how complicated constructs they can create (ie. no/limited amount of moving parts).
  47.  
  48. Telekinetic Force-Fields: She can erect unusually strong shields of sheer telekinetic and dark energy around herself and others for protection.
  49. The user can create force-fields of psychic energy, either around themselves or to a wide radius around an area.
  50.  
  51. W E A K N E S S
  52. * Shields' strength and duration may depend on the user's mental strength and stamina.
  53. * Psychic Energy Absorption can absorb the shields.
  54. * Shield Penetration/Shield Removal
  55. * Shields have limited size and can only protect what is behind them.
  56.  
  57. Telekinetic Teleportation: In conjunction with her telekinesis, Nesryn's soul-self is able to envelop her (along with a max of four other people) and travel to other dimensions, primarily Azarath. She can use this technique to travel vast distances on Earth or to teleport by momentarily displacing herself and then re-appearing in another location. She can pass through walls and obstacles by simply teleporting past them, giving the illusion of intangibility. At times, Nesryn has been shown creating portals with her dark energy in order to travel, rather than utilizing her soul-self.
  58.  
  59. W E A K N E S S
  60. • Can only travel with 4 people with her at a time.
  61. • Can only travel to places she’s been/seen, whether physically or virtually.
  62. • Teleporting multiple times in a time can wear her out.
  63. • Long ranges of teleporting distances can wear her entirely out momentarily.
  64. • Whilst she can travel to other dimensions of her choosing, she must have some type of item that she can tether the location to.
  65.  
  66. Telepathy:
  67. User can read/sense another person's thoughts, communicate with them mentally or affect their minds/thoughts. Telepathy falls into two categories; Telepathic Communication, which is the ability to transmit information from one mind to another and Telepathic Perception, which is the ability to receive information from another mind.
  68.  
  69. W E A K N E S S
  70. * Does not work on mindless beings (corpses, animated objects, robots, etc.).
  71. * Users of Psychic Shield (highly resistant) and Psychic Immunity (impervious).
  72. * The more intense the thought, the louder it sounds to the user.
  73. * May be limited to a certain range to work, including touch only.
  74. * May be limited to certain number of targets at a time.
  75. * May be constantly active and have to constantly hear thoughts.
  76. * Since the user constantly hears thoughts, this power becomes ineffective in large crowds.
  77. * May be limited to the thought(s) which the target is currently thinking.
  78. * May be limited to reading either thoughts or memories.
  79. * May not be able to read impulsive actions.
  80. * 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.).
  81. * Users of Divided Mind may be especially complicated because of so many conflictual thoughts in one mind.
  82. * 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.
  83. * 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.
  84. * May risk detection, losing themselves, and/or being "hacked" themselves.
  85. * May need focus all their attention on the task, thereby leaving their physical body and/or mind vulnerable.
  86. * May be susceptible to the pain/injury as the person with whom they are communicating.
  87.  
  88. Empathy:
  89. The psionic ability to sense the emotions of others, allowing her to gain insight into their thoughts and intentions, and even experience their own feelings. This also enables her to sense the mental state of others, as she has stated that she would know if someone's mind had been tampered with. Nesryn can absorb the pain of others into her own body in order to induce rapid healing for them and can heal herself by going into a trance of emotional calm. She can receive precognitive flashes of the future when exposed to extreme emotion. By using her empathy to guide her, she can track others with her soul-self.
  90. The user can fully interpret and replicate the emotions, moods, and temperaments of others without reading apparent symptoms, allowing them to understand introverts or discover one emotion is actually hiding another. They can attack someone in a personal and emotional way since they know exactly what emotion is flowing through themselves and can use this knowledge to play against them. Some users may learn to read emotional imprints left into environment or objects.
  91. Usually over time, an Empath's power grows to the point that they can manipulate emotions on others, and possibly use them to empower themselves. The user may learn to extend their power over/on vast number of sentient beings or reach extreme distances, even other levels of existence but this may be possible only if the user has emotional link to those they search already in effect.
  92.  
  93. W E A K N E S S
  94. * Defenseless against beings that have no emotions, such as robots or users of Apathy.
  95. * Users of Psychic/Empathic Shield (highly resistant) and Psychic Immunity (impervious).
  96. * Emotion locked users are immune.
  97. * May only be able to receive emotions.
  98. * Might get taken over and act on those emotions.
  99. * Inexperienced Empaths may find their powers completely useless in a fight.
  100. * May experience headaches.
  101. * May not be able handle large amounts of emotions at once.
  102. * May be easily possessed by Spirits and Ghosts, as they are beings bound by emotions.
  103.  
  104. *Nesryn is immune to all psionic attacks|abilities.*
  105.  
  106. [Magic;]
  107. Magic: Nesryn has displayed a wide arcane knowledge, possessing a vast library of mystic tomes, spell books and ancient scrolls. She has been shown making potions, using mystical objects like charms and talismans, and has performed elaborate magical rituals.
  108. 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.
  109. Mystiokinesis: It’s the ability to cast and manipulate magic, for example: creating snow, changing the weather, turning other people into animals, etc. Thus, giving it control over everything and everyone. Magic is a very complex and dangerous force as it gives control of natural energies in order to produce a needed positive change, but also could be used for evil purposes.
  110.  
  111. With Mystiokinesis and Magic, Nesryn can use it for either Light Magic [good purposes] or Dark Magic [evil purposes].
  112.  
  113. Spell-casting: The high-level spells she casts are usually spoken out loud; though she does have some practice in casting nonverbal spells to give herself more of an advantage over her opponents.
  114.  
  115. W E A K N E S S
  116. * There is always a price. Always.
  117. * Always make sure you know what the price is, it will come back to haunt you.
  118. * It will be paid, one way or another.
  119. * 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.
  120. * The insignificance of magical energy may vary based on its source and availability.
  121. * Magic is balance, meaning the benefits it provides may result in consequences to offset it.
  122. * Magic may be needed to defeat magic.
  123. * Stronger magics will overcome weaker ones.
  124. * Magic Resistance may foil your plans.
  125. * Magic Immunity is a problem.
  126. * Magic Negation is an even bigger problem.
  127. * Anti-Magic is a problem of it's own league.
  128. * Magic often drains a person's stamina or mana.
  129. * Naturally, stronger magic puts a much greater strain.
  130. * Magic may be 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.
  131. * Without the knowledge or proper skill, the intended use of a spell can create unpredictable or potentially dangerous results.
  132. * There may be some side effects to using a certain type magic or spells.
  133. * Society with knowledge about magic is likely to have rules/laws about its use, and areas of magic that are forbidden.
  134. * In some societies, magic may be limited to a specific class or status.
  135. * User may be unable to use spells that are beyond their imagination.
  136. * Using magic may take concentration, focus and mental strength.
  137. * May react disastrously with Science Manipulation.
  138. * May disrupt/cancel out technology.
  139. * 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.
  140.  
  141. Darkness/Shadows Control: Nesryn has the power to create and control the element of pure darkness and shadows and bend it to her will; often using it in conjunction with her telekinesis.
  142. User can create, shape and manipulate darkness and shadows. By itself, darkness is mostly used to cloud everything into total darkness, but by accessing a dimension of dark energy it can be channeled to a variety of effects, both as an absence of light and a solid substance: one can also control and manipulate the beings that exist there, create and dispel shields and areas of total darkness, create constructs and weapons, teleport one's self through massive distances via shadows, etc.
  143.  
  144. W E A K N E S S
  145. * Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user, and their power's natural limits.
  146. * Light Manipulation and Light Generation are especially effective against this power.
  147. * As shadow is a dark area produced by a body coming between rays of light and a surface, light may strengthen shadow magic or may even be a requirement in some universes.
  148. * Umbrakinetic Immunity.
  149. * May be unable to create darkness/shadow, being limited to manipulating only from already existing sources.
  150. * May have to be in sync with darkness, whether their own or the source of their power.
  151. * May become affected/corrupted through extended exposure.
  152.  
  153. Light Manipulation;
  154. The user can create, shape and manipulate visible light, commonly referred to as light, is electromagnetic radiation that is visible to the human eye, and is responsible for the sense of sight.
  155. Primary properties of visible light are intensity, propagation direction, frequency or wavelength spectrum, and polarization, while its speed in a vacuum (299,792,458 meters per second/186,000 MPS) is one of the fundamental constants of nature. Visible light, as with all types of electromagnetic radiation (EMR), is experimentally found to always move at this speed in a vacuum.
  156. In common with all types of EMR, visible light is emitted and absorbed in tiny "packets" called photons and exhibits properties of both waves and particles. This property is referred to as the wave–particle duality. The study of light, known as optics, is an important research area in modern physics.
  157.  
  158. W E A K N E S S
  159. * Photokinetic Immunity
  160. * May be unable to create light, being limited to manipulating only from already existing sources.
  161. * Distance, energy mass, precision, etc. depend upon the knowledge, skill, and strength of the user, and their power's natural limits.
  162. * Users light is affected by everything that all light is, unless they are powerful/skilled enough to overcome these limits:
  163. * Glass Manipulation and/or Reflection Manipulation bounces back by a reflective surface.
  164. * Gravity Manipulation bends light.
  165. * No matter how powerful the light is it will pass through anything completely transparent.
  166. * May be overwhelmed by Darkness Manipulation.
  167. * Since light is a constant existing element, the user will have to keep any light constructs in check to keep them from going on forever.
  168. * Weak against Light Boundary/Light Absorption.
  169.  
  170. Levitation|Flight: Nesryn can levitate off the ground and hover, without visible projection of her dark energy as is shown when she utilizes telekinesis. Her power is also sufficient to enable her to counter the gravitational pull of other planets.
  171. 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.
  172.  
  173. W E A K N E S S
  174. * May require air/atmosphere to maintain lift.
  175. * May require apparatus to control direction and altitude.
  176. * May be limited to a particular length of time they are able to spend flying.
  177. * May be limited in speed or acceleration.
  178. * May not be able to hover and has to keep certain speed.
  179. * May suffer from cold/altitude sickness, unless they are able to adapt to the changes in altitude.
  180. * See Aerial Adaptation.
  181. * Unless user also has Vacuum Adaptation, they cannot go beyond the borders of the atmosphere.
  182. * May not be able to fly if the user's weight is increased, such as from Gravity Manipulation.
  183. * Weak against Flight Negation.
  184.  
  185. Accelerated Healing Factor: Though she is rarely seen using this talent, this is one of her most controllable and easiest skill to use. Her healing powers have an apparent tendency to function by themselves when Nesryn is hurt, placing her in a coma-like state and speeding up her recovery.
  186. 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.
  187. 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.
  188. Regeneration differs from wound healing, which involves closing up the injury site with a scar.
  189.  
  190. W E A K N E S S
  191. * Healing Immunity
  192. * Useless against Irreversible Destruction.
  193. * Can’t raise the dead, but as long as there's even a hint of life left, healing is possible.
  194. * Healing may not be permanent.
  195. * May be limited to healing either oneself or others.
  196. * May only be able to heal non-fatal wounds.
  197. * May have limited range, including touch only.
  198. * May need direct body-to-body contact (possibly naked "for better skin contact"), various kinds of blood or power transfers through kissing/licking, a Magic Kiss with healing properties, and so forth.
  199. * May be limited to healing only certain types of wounds or diseases.
  200. * May not work on permanent injuries or abnormal injuries that cannot be treated.
  201. * May not occur automatically, thus preventing the users from healing injuries by reflex.
  202. * May be painful for the recipient of the healing.
  203. * Certain methods may require delicate control when healing, otherwise, it may cause cellular damage.
  204. * May cause the healer's body to deteriorate.
  205. * Damage inflicted by Irreversible Destruction cannot be regenerated.
  206. * Function of power:
  207. * Anti-Regeneration
  208. * Healing Erasure
  209. * Healing Factor Nullification
  210. * Regeneration can be lost if it depends on external source/object.
  211. * Removal of power may undo previous regeneration.
  212. * Misaligned body parts, foreign objects in wound, or mitosis-inhibiting drugs may affect regeneration.
  213. * Instant death may kill the user before they regenerate.
  214. * Death Inducement, Destabilization, Destruction, Disintegration, Incineration, One Hit Kill, etc.
  215. * Damage may exceed the rate or extent of regeneration.
  216. * Damage to the brain/head:
  217. * Decapitation/destroying the head can kill low-level users. High-level users can re-attach their head or regenerate a new head/body. Head Liberation users are unaffected.
  218. * If regeneration needs brain signals, damage may hinder the process.
  219. * May lose skills, senses, memories, or other powers. Loss may be permanent.
  220. * Healing may not include Pain Suppression.
  221. * May also involve inflammation.
  222. * If power is biological:
  223. * Biological Manipulation.
  224. * Excessive cell division may damage mitochondria and/or telomeres, causing premature aging and associated health problems. Mitochondria/Telomere Regeneration solves this problem.
  225. * Healing too fast may cause DNA replication errors, resulting in mutations, cancer, or the gain/loss/alteration of powers (including this power).
  226. * Disease:
  227. * May still be vulnerable to disease.
  228. * May overload immune response, causing allergy/auto-immunity.
  229. * Power may replace immune system. User never develops natural immunity, and is vulnerable if de-powered.
  230. * Sustenance:
  231. * Self-Sustenance/Energy Independence bypasses this limitation.
  232. * May still require food, water, air, etc.
  233. * Regeneration may increase nutrition requirements.
  234. * Starvation, dehydration, and suffocation may kill user.
  235.  
  236. Soul Sealing: The user is able to seal a soul or a part of it inside body or object. By sealing the entire soul of a victim, they can prevent reincarnation or resurrection, using this on a living body, this would lead to a Lifeless Body Creation. The user can also seal only a portion of a soul, granting target a form of immortality, as the sealed portion anchors the "main" soul to earth even if the body is destroyed. This can also be used to seal a portion of the victim's souls "body-parts", with the corresponding body part suffering necrosis and paralysis, and cannot be used for life-force abilities anymore.
  237.  
  238. W E A K N E S S
  239. * If the enemy has a fragment of a soul stored somewhere else, the sealing would be futile.
  240. * Seals can still be broken.
  241. • It’s not something Nesryn can do whenever and wherever she wants. It requires a great deal of control as well as her emotions being incredibly strong enough to bring forth the power.
  242. • Can quickly lose control of this if not careful.
  243. • It weakens her abilities for a period of time after using the ability. [15-25 minutes OOCLY]
  244.  
  245. [Emotion Manipulation;]
  246. User can sense and manipulate the emotions, including feelings, moods and their affects, of themselves, people, animals and other creatures, whether by increasing, decreasing, causing or otherwise channeling emotions, even manifesting the emotional energy to physical level.
  247. Emotions have been described as discrete and consistent responses to internal or external events which have a particular significance for the organism. They are brief in duration and consist of a coordinated set of responses, which may include verbal, physiological, behavioral, and neural mechanisms.
  248. In addition, relationships exist between emotions, such as having positive or negative influences, with direct opposites existing. The contrasting and categorization of emotions describes how emotions are thought to relate to each other.
  249.  
  250. W E A K N E S S
  251. * Users of Psychic Shield (highly resistant) and Apathy/Indomitable Will/Psychic Immunity (impervious).
  252. * Requires training to reduce chances of any side-effects and keep the user's own emotions controlled.
  253. * May be limited to certain number of targets at a time.
  254. * May have limited range, including touch only.
  255. * Some applications may cause emotional backlash.
  256. * May have to absorb the emotion replaced.
  257.  
  258.  
  259. [2 Sub-Powers]
  260. 4 Limitations per power.
  261.  
  262. Soul-Self/Astral Projection: The basis of almost all of Nesryn's powers are derived from her soul-self. She is able to project her own spirit from her body into a ghostly form, using it to interact with the physical world, affect others mentally, and to traverse through time-space. Her soul-self takes the form of a double of her own body, or more commonly, a large black raven. She is capable of changing its shape and mass at will, and can alter her own appearance with her soul-self, like increasing her size or making her face hideous. She is able to project her soul-self into the minds of others to communicate, facilitate calm or to force people into submission with a devastating mental attack. Though normally composed of energy that is colored black, Nesryn’s soul-self can change color depending on her emotional state, manifesting as red or white.
  263.  
  264. W E A K N E S S
  265. * User's body is essentially dead/in a coma and thus very vulnerable during astral projection:
  266. * May become possessed while on the Astral Plane.
  267. * May be killed trapping the user in astral form.
  268. * May be vulnerable to Astral Trapping.
  269. * May be unable to control corporeal and astral presences.
  270. * May require user to be asleep or be in a meditative state while riding the astral plane.
  271. * Some users may not be immune from those with Astral Manipulation while in spirit form.
  272. * May be unable to use any other abilities they possess while in astral form.
  273. * Most users are completely incapable of affecting the physical world in their projected state.
  274. * Prolonged separation may prove harmful to the user's body or soul.
  275. * Not returning to the host body in a period of time may render you a spirit forever.
  276.  
  277. Self-Resurrection: The user is able to revive themselves upon death either instantly or after some time, making abilities like Death Inducement meaningless in the long run. 
  278.  
  279. W E A K N E S S
  280. * Unavertable Death/Resurrection Negation
  281. * User cannot bring others back to life, only themselves.
  282. * If the power is gained through technology, destroying the technology can stop the user from resurrecting, making their death permanent.
  283. * May take awhile to revive.
  284. * May have a limited amount of resurrections.
  285. * May not be able to resurrect if soul or entire body is destroyed.
  286. * May be limited to deaths by certain causes (ex. killed through supernatural means).
  287. * May not be able to return back to original state.
  288. * May have certain conditions for activation.
  289.  
  290. -----------------------------------------------------------------------------------------------------------------------------------
  291. `ASSETS:`
  292. * Raven's mirror: Nesryn has a sinister-looking hand mirror, which is a portal into her own subconscious mind.
  293. * The Book of Azar: an ancient book from Azarath having some connection to the peacefully pacifist monk Azar, which came into Nesryn’s possession.
  294. * Magical Lore: Nesryn possesses an affinity for mysticism and occultism, and has numerous magical items of an occult nature and an extensive library dedicated to sorcery.
  295. * Spellbooks: She can also read runes, which is the written language of magic, and cast increasingly powerful spells inside certain spell books she has in her room.
  296.  
  297. `SKILLS:` (Maximum of 11.)
  298. •Impeccable Liar.
  299. •Manipulating the truth.
  300. •Multilingual
  301. •Reading people.
  302. •Flexibility.
  303. •Agility.
  304. •Fast Reflexes.
  305. •Quick Learner.
  306. •Expert in Technology.
  307.  
  308. `WEAKNESSES:` (Minimum of 5 REAL physical/mental weaknesses such as Pure Gold when pierced through skin.)
  309.  
  310. EMOTIONS
  311. •Anger = Anger is what changes her regular self into her demonic self every single time.
  312. •Fear = If Nesryn suppresses her fear, she is unable to connect with her powers until she admits she is truly afraid, whether that be to herself or out loud.
  313. •Letting go of her emotions = Even though her rage seems powerful, it could potentially corrupt her, leaving her very vulnerable to attacks with more power than her own.
  314.  
  315. HOLY OBJECTS
  316. •Angel Blades can do damage.
  317. •Holy Water.
  318.  
  319. CERTAIN MINERALS
  320. •Gold
  321.  
  322. CERTAIN GEMSTONES
  323. •A Ruby Gemstone
  324.  
  325. -----------------------------------------------------------------------------------------------------------------------------------
  326. `BACKSTORY:` Find out ICLY.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement