Also, I added a little part in the second post about their current lair
I say current because they're probably going to burn it down
I say current because they're probably going to burn it down
![]() | ||




REALLY PUNCHY GUYS _______________________________ @redbaron1234 [@Kamen Evie] [@KaiserElectric] @Drag [@KremeSupreme] [@Megsychan] [@Oddsbod] | THE DISAPPOINTMENT CLUB _______________________________ @Spoopy Scary [@Junkmail] [@Maxx] @Luminous Beings [@Dragonbud] | OTHER SCRUBS _______________________________ @Zombiedude101 @Lord Wraith @FernStone @Atrophy [@Moth] @Skai @silvermist1116 |
SETTINGS _______________________________ The Tyrant Shell Universe - Mechapunk (Mecha and Cyberpunk mixed together). The Black Fall Universe - Modern-Superhuman tale. | LINKS _______________________________ The Collective - My Discord Server. The Ghost Lounge - My 1x1 Thread. The Ghost Archives - Character storage. |
![]() | ||
LIMITS ⫻ Whoever Nina empowers has a "charge" to it, which means over time their enhancement will weaken. It'll begin to drop off after a minute and after five minutes the ability will be completely gone. Nina can only charge two Extra-Normal beings at a time and she'll need to wait until their charge runs out before she charges a different person. She can charge as many people as her stamina allows (and the act is a great deal on her stamina, like working out intensely) and pushing herself beyond that isn't a great idea. She can only charge people who are within ten meters of herself.
WEAKNESSES ⫻ Due to the nature of the ability it has no weaknesses to speak of.
LIMITS ➣➣➣ Quinn can only summon one beast at a time and she'll need some time to summon the beasts. About thirty seconds uninterrupted and if she is by chance interrupted then the beast will be sent back. The summons have no limit on how far they can go and are considered normal animals - except they are still protected by Emotional-Fields (and their strikes are also limited by it). The Griffin is the more mobile one and is capable of flying at fifty mph assisted by magic, but has a harder time reaching those top speeds while carrying multiple people. The Chimera is the more offensive one and is strong enough to throw around a grown man (the strength of a lion, after all) and flip over a car however it lacks the speed of the Griffin (it's rather slow). The Chimera can shoot a jet of flames at least fifteen feet away like a flamethrower.
WEAKNESSES ➣➣➣ The primary weakness is that there isn't some type of magical mental link with the creatures she summons. Which functionally means that they are animals that Quinn has to train. They're easier to train than say a wild animal, but she has to teach them to follow her commands (verbal or physical). Otherwise, the creatures will act on full auto. Each of the creatures have a weakness of their own: The Griffin is incredibly frail and susceptible to damage, one solid hit will take it out of commission. The Chimera is incapable of running faster than a person and its weak against water and ice attacks (which will disable its firebreathing).
LIMITS ⫻ Elise can teleport pretty much anywhere within the bounds of Tampa, however, the further away she teleports the more stamina draining it'll be. So, teleporting from one block to another won't be that big of a deal but teleporting from the Mcdill AFB to Tampa Palms is gonna knock her right on out. Teleporting a lot is similarly draining on the girl and she can only teleport to places that she has been in the past. She can teleport a large number of people at a time provided that they are holding hands, but that's extremely taxing (like teleporting from one end of the city to the other). If she does it with like ten people then she's going to be knocked out for a while. In addition, she doesn't lose momentum.
WEAKNESSES ⫻ Teleporting from one place to another is very disorienting for Elise, as it would be anyone else. Upon teleporting she usually needs a second to regain her balance and get her bearings. Teleporting a lot causes fun like stuff nausea, vertigo, and will probably stun her. There's also the fact that her momentum is carried with her when she teleports. So if she's falling off a skyscraper and teleports in hopes that it'll save her then well... all she'll do is splatter a place that's familiar to her. If she's running then she teleports then she'll still be running (and she may trip over something).