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๐๐๐ ๐๐๐๐: Keep in mind that this page will be a constant WIP as I work through the kinks and is not known IC. There is a section below what has been made specifically for public knowledge. If you feel that your character would know more of this please whisper me in game or PM me and we'll discus it further. |
๐ญ๐ฒ๐ผ๐ฌ๐ต๐ช๐ฒ๐ถ๐ฎ๐ป: I am taking many liberties in trying to combine the 'natural' earthy semblance of 'witchcraft' and mixing it with the more shamanistic, bloodthirsty aspect of the Aztec beliefs. Because of this consider this page to be a constant WIP as I work out the kinks of how it all will work out for Larynn. This is therefore a Fiction Concept (a mix of the sheer basics) in which nothing is set in stone as of yet. ๐ถ๐ ๐ฐ๐ธ๐ช๐ต: Is to seek a balance between mystery and magic, of life and death. And perhaps it is born in my imagination to also rationalize the fact that she would use and or kill which she reveres most: plants, animals, and sometimes other men with souls that could provide magical benefits. In a sense it is blood magic; or sacrificial magic, inherently natural to her and on some terms ritualistic that is then amplified through her tattoos. Doesn't mean she is good, not at all. This will come with the good and the bad and there in the fine line she will walk on. This is how I will RP her witchcraft, like the fine art of poisoning and a delicious balancing act.
๐ฒ๐ท๐ผ๐น๐ฒ๐ป๐ช๐ฝ๐ฒ๐ธ๐ท:
Link โค Link โค Link โค Link โค Link โค Link โค Link โค Link โค Link โค Link |
โฐ ๐๐๐๐๐๐๐๐๐๐๐ ๐๐๐๐๐๐๐๐๐ โฐ
โฐ ๐๐๐๐๐๐๐๐ ๐๐๐๐๐๐๐๐๐ โฐ
โฐ ๐๐๐๐๐๐๐ & ๐๐๐๐๐๐๐ โฐ
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๐ฏ ๐ฎ ๐ป ๐ฝ ๐ฒ ๐ต ๐ฒ ๐ฝ ๐
โฝ โค โพ ๐๐๐๐๐ ๐๐๐๐๐ Laryn need only touch a large plant (such as a tree or bush) or a one-square-yard patch of smaller plants (from a window box of daisies to a sheet of algae). That plant or patch can then survive for a whole year (or for its whole life if its natural span is shorter) without food or sunlight or water. Her ministrations keep the plant healthy through drought, nutrient deficiency, unnatural darkness or other environmental shortfall. She however can't nurture seaweed on the desert floor, for instance. ๐๐๐๐๐๐๐ Every gardener and farmer has to deal with blight or vermin sometimes, but doing so is easy for Larynn. The blight clears up and as if it had never occurred, and vermin suddenly find the affected plants unappealing. The effects will depends on a dice roll to determine the number of plants or the number of square yards of a patch. Plants successfully protected against the acute blight are not protected from future blights, and it stops only the current generation of vermin infestation. ๐๐๐๐๐ ๐๐ ๐๐๐๐๐๐ With a blessing, she can protect a patch of land from all natural blights and vermin infestation for one year. Alternatively, she can curse the land with a blight that either kills the plants within the outright or makes them so attractive to vermin that the resulting infestation as the same effect. If a patch has been protected by something similar it simply cancels each other out. ๐๐๐๐๐ ๐๐๐๐๐๐ She imagines a specific shape she wants the nearby plant life to take, and her will makes it so. It doesn't move the plants around fast enough or with enough finesse to attack people, but she can weave them into bindings or cages to hold people who aren't moving. Alternatively, she could twist nearby treer and underbrush into a comfortable shelter of herself or cause the surroundings to lay a false impression to throw pursuers off her trail. In time she would be able to learn to use plants in order to attack. ๐๐๐๐๐๐๐๐๐๐ ๐๐๐๐๐๐ With this Larynn can cause a plant or area of plants to grow to its maximum size in a dramatically reduced time. The more energy put into it the quicker the affected plants grow to their maximum sustainable size.
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๐ฑ ๐ฎ ๐ช ๐ต ๐ฝ ๐ฑ
โฝ โค โพ
๐๐๐๐๐๐ ๐๐๐๐๐๐ Larynn can access the current medical condition of a single living patient, well-being of beasts, mortals or other supernatural. Through time she can determine what is wrong, as well as any physical addictions, any illnesses or diseases with which he is infected with and any genetic defects that afflict him. ๐๐๐๐๐๐๐๐ ๐๐ ๐๐๐๐๐๐ / ๐๐๐๐๐ ๐๐ ๐๐๐๐๐๐๐ Larynn is capable of taking a person's reproductive capabilities or restore them, provided that the person already has all the necessary organs. This effects lasts for one year per the amount of a die roll. Use on a pregnant patient, this can make her unborn child (or the babies of animals) come into the world strong and healthy or sickly and deformed. She can cure or create the following conditions: a physical deformity, a life-threatening birth defect, a chemical dependency, an illness contracted from the mother, physical damage suffered in utero or a nonspecific immune system. Each separate condition increases the difficulty of the task. This can be used on an infant within the first 24 hours after birth. ๐๐๐๐ / ๐๐๐๐๐๐ She can repair a patient's injury or inflict harm directly. One one hand, she can heal as much as her own energy would allow. On the other hand, she can inflict an equal amount of damage as much as her energy would allow it. The healing only works once a day and can be repeated yet the hand is a one trick pony. It only works once a day and only once on a single person. ๐๐๐๐๐๐๐๐ Through the assessment of the patient's health she can purge the subject's system which forces poisons and diseases away. Any mundane toxin's or common disease disappears from the subject, although the leftover damage, crippling, scarring or similar symptoms remain unless cured with other powers. ๐๐๐๐๐๐๐๐ / ๐๐๐๐๐๐๐๐๐๐ By touching a male or female, she guarantees that the next act of sexual intercourse in which that the person engages that could result in offspring does result in offspring. An affected male definitely impregnates the next female he has sex with if she is even theoretically capable of having children; an affected female definitely becomes pregnant from the next male with whom she has sex. Even infertile participants become temporarily fertile, and birth control devices fail. This can work on supernaturals as well, however, the undead and similar creatures (vampires, zombies etc) are (thankfully) unaffected. ๐๐๐๐๐๐๐ ๐๐๐๐๐ With a touch, she can greatly slow down or accelerate a mortal's aging. So doing, she can either devastate an enemy with the ravages of time or bless a friend with nigh-eternal life. The more energy to fuel this effect, the quicker or slower the affected target ages. It can only be used on the same person once per story and must decide what it does at the moment of activation. It also only works on mortals and animals and someone with a similar ability is only capable of counteracting the effect before it's duration is up/ Doing so cannot reverse the effects of accelerated or decelerated aging - demigods cannot turn back time -- but the victim returns to his normal aging pace. ๐๐๐๐๐๐๐ / ๐๐๐๐๐๐ She can either heal the most terrible damage a patient suffers or inflict awful damage that's almost impossible to resist. She only need to touch her patients or victim and will that person's body to react. If she chooses to heal and her patient is mortal, she can instantly heal all of her patient's lesser wounds and some of the more graver ones in time. Alternatively, she can restore one lost or damaged body part or internal organ to its full functionality without a scar. If she chooses to harm a mortal, her touch inflicts searing pain, and can target that pain in such a way that an affected limb or non-vital organ withers and disintegrates. It will heal in its normal time, but the missing body part stays gone thereafter - unless you convince her to fix that problem. Mortals cannot resist these effects but those of a supernatural base can. |
This page uses acronyms
โโโโโโโ โโโโโโโโโ โโโโโโโโโโโโโ โโโโโโโ โโโโโโโโโ โโโโโโโโโโโโโ โโฝ โค โพโ โโโโโโโโโโโโโ โโโโโโโโโ โโโโโโโ โโโโโโโโโโโโโ โโโโโโโโโ โโโโโโโ |
๐ญ ๐ฎ ๐ช ๐ฝ ๐ฑ
โฝ โค โพ ๐๐๐๐๐ ๐๐๐๐๐ Larynn can see ghosts even when those ghosts don't choose to manifest. To her, ghosts are livid, physical presences, sensible to feeling as to sight (as well as smell and hearing). She can't harm a ghost who hasn't manifested. This also allows her to look at a dead body and know what killed it, if that cause wasn't already obvious. The answer is always generic as it would tell her; for example, that the person had been poisoned, for instance, but not what poison. ๐๐๐๐๐๐๐๐๐๐ When a living being is on their deathbed due to wounds or a terminal illness, she can end that being's suffering. Larynn must touch a willing being in order to grant their dying wish, and emphasize on the willingness of this. ๐๐๐๐๐๐๐ ๐๐๐๐๐๐ By touching a corpse or its grave with her hand, she can raise the corpse as a zombie under her control. The zombie, or undead, remains animated until either it is destroyed or when Larynn dies. ๐๐๐๐๐๐ ๐๐๐๐๐ Larynn mystically calls out to a ghost and commands its immediate presence. To do so, she either holds some item of the dead person held dear or hold hands with a blood relative of the deceased as she speaks the ghost's full name aloud. The ghost hears the call, no matter how far away from Larynn it is. Obviously the ghost can resist the call and it becomes a battle of will. If successful, the ghost disappears from wherever it was and reappears before the witch. When it arrives, it is under no compulsion to materialize for any witnesses or to even acknowledge the witch's attention. This can only be attempted once a day, and a ghost cannot be summoned across a ward or an unbroken line of salt. ๐๐๐๐๐๐'๐ ๐๐๐๐๐ As stated before with 'Death Sense' Larynn can see ghosts but cannot interact with them on a physical level. With Mother's Touch, Larynn charges her body with flickering strands of black energy that can contain or disrupt a ghost's intangible body. This energy is only visible to ghosts and who can see ghosts. It lasts for a few minutes but it allows her to physically grapple ghosts as she can grapple her foes. ๐๐๐๐๐๐๐๐ Larynn can either expel a single ghost from a human host itโs possessing, hurl it from the world altogether, or repel a group of ghosts from the immediate area. To rid a host of its possessor, she need only make eye contact with the host, touch him on the chest with her open palm and shout โBegone!โ. This then becomes a battle of wills and if successful the ghost is expelled and cannot possess anyone else for the rest of the scene. To fling a ghost from the world to back where it came from, she does the same as she would to expel a ghost from a host but touches the ghostโs incorporeal flesh instead. This also allows her to create a protective boundary, a ward if you will. If she attempts to drive back a horde of ghosts, she claps her hands (which rings like thunder in the ghostsโ ears) and shouts โBegone!โ For every attempt, she hurls one ghost back from her. Each ghost is dematerialized and thrown backward 10 yards. Thereafter, the ghost can come no closer to Larynn than for a number of a couple of hours. ๐๐๐๐๐๐๐ ๐๐๐๐๐ Larynn takes a deep breath and exhales a billowing white mist that sinks to the ground and flows outward to cover the surrounding area in a knee-deep blanket. Doing so renders her inactive for as long as the mist remains. This area has a radius equal to 15 yards times the number of a die roll. The mist usually lasts for the rest of the scene, and while it remains, ghosts that enter the affected area cannot leave it or be forced out of it. Worse (for them), they become fully material and cannot dematerialize, which means anyone can hurt them. They can still use whatever ghostly powers they have at their disposal. If someone uses a power or performs an action that ought to hurl the ghost bodily out of the misty area, the ghost stops at the perimeter of the area as if it had hit a wall. ๐๐๐๐ ๐๐๐๐๐๐๐๐๐๐ ๐๐๐๐๐๐ It is like getting a set of keys to the realm of the dead. It allows her to open a safe tract of the Underworld. Larynn can lead with her a number of willing followers equal to a roll of a die. The willing followers however must be protected against death, or has a purview towards death, for travelling through this patch strips them of their mortal coil, effectively trapping them in the Underworld as ghosts. The portal remains open long enough for everyone of the party to step immediately through, however there is a catch. It is a one way only deal. Once they are in, they must find another path out. ๐๐๐๐๐ ๐๐๐๐๐๐๐ By possessing a piece of the ghost's corpse - such as a knucklebone, a lock of hair or a preserved eye, the ghost is all but her slave to be bossed around with. She can do the following: Through the moment she can communicate with the ghost from a far off distance. She could implant the momento in a body and temporarily bind the ghost to said body. If she convinces a living being to swallow the memento the ghost can freely possess said body. If Larynn herself devours the memento the ghost will boost her abilities and is therefore destroyed. While the memento is on her a ghost cannot lift it's hand against her. To make such a memento it must be taken from the corpse within 24 hours of its death and can only come from a regular mortal. This lasts for as many years as the person was alive. If the ghost is in danger of being destroyed before that time us up, the moment warms up noticeably and flows with an eerie yellowish-white light. If she doesn't do anything the momento disintegrates into dust. |