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☽ILLUSION☾
The act of manipulating light in order to cause something to appear- or disappear- from another's sight.x x x 1 Point: The ability to create shadow where there is none, either passively or actively. Where the Shadowfiend goes, darkness may follow. They may choose to dim the lighting in a room, or cause a shadow figure to appear and torment. 2 Points: The ability to create illusions to the eyes of others: items, clothing, food, furniture. To standard, mortal vision, the illusions appear real. To those with extraordinary sight, they will appear 'fake', but sometimes convincing enough to those who do not expect trickery. 3 Points: The ability to become invisible; to be unseen from mortal gaze. This does not prevent sound from escaping the illusion, however, so tread lightly... Those with extraordinary sight may be able to see a warp in the light around the invisible fiend- such interactions are up to the players. |
☽SHIFTING☾
The act of augmenting one's form in both appearance and (meta)physicality.x x x 1 Point: The ability to either actively or passively change the appearance of one's shadowy appendages: horns, tail, hair, etc. This also grants the fiend the ability to manifest other shadowy appendages, such as wings. 2 Points: The ability to actively change the shape of one's form, augmenting gender, height, weight, and other things. 3 Points: The ability grants the user a special form outside of their typical body. Often, the form is that of a large, shadowy creature- the most popular being wolves, large feral cats, or crows. The form is entirely up to the player, and their design is subject to change. The type of animal, however, remains a constant. |
☽PRESTIDIGITATION☾
The act of performing simple 'magic tricks', typically for entertainment purposes.x x x 1 Point: The ability to cause sounds to manifest such as footsteps, creaks, crying, or simple words; as well as create a small puff of wind or draft. Flickering of lights or candles is possible. 2 Points: The ability to cause lights, lamps, and candles to ignite or extinguish, or glowing orbs to appear. A true showman may utilize this to create sparks from fingertips or small fireworks in the air. 3 Points: The ability to cause temperature to drop or increase, making it extremely cold in a space (the size of a large room) or extremely hot in a space. Audible hallucinations are possible, such as screams and loud crashes. |
☽TELEKINESIS☾
justify]Moving objects or bodies with little more than thought.x x x 1 Point: The ability to move small objects (max usually 25-30 lbs) up to 30 feet away. 2 Points: The ability to move medium objects (max usually 50-100 lbs) up to 30 feet away, and small objects up to 50 feet away. 3 Points: The ability to move large objects (max 300 lbs.) up to 30 feet away, medium objects up to 50 feet away, and small objects up to 100 feet away. [/justify] |
☽DREAMWALKING☾
The act of watching, manipulating, or entering the dreamstate of non-fiends.x x x 1 Point: The ability to see the dreams someone is having, while they have them. Occasionally, the Fiend may pick up on the memory of a dream as well. 2 Points: The ability to manipulate a dream someone is having, such as turning it more tranquil, or escalating something into a nightmare. They may also pick up on memories of a dream and expand them so that the dreamer may remember more. 3 Points: The ability to enter the dream a non-fiend is having, whilst having it. From there, the fiend is able to manipulate the dream from the inside and interact with the dreamer. While the Fiend is present in the dreaming mind of the non-fiend, the dreamer is unable to wake unless extraordinarily strong-willed. (Player's discretion.) |
☽POSSESSION☾
An ability seen moreso in poltergeist and demons, the ability to influence, manipulate and ultimately reside within a mortal host.x x x 1 Point: The ability to influence another's emotions, causing them to be irate, crabby, or sad- or abnormally sunny, pleasant, and happy. 2 Points: The ability to hold sway over another's decisions and influence the choices they make, as well as attune the will of the fiend into the mortal host. 3 Points: The ability to embody the mortal host and dwell within them either permanently, or temporarily. Strong-minded hosts often do not lose themselves or their consciousness, but weak-minded hosts often succumb to the fiend and give it control over consciousness and body. (It is up to the players' discretion how they wish to play this out, whether NPC'd or between partners.) |