Naeva dos Martos (
desirestruth) wrote2019-02-15 09:08 pm
Power Loss Registry
Regained:
skills:
♛ hand-to-hand combat 1
nightkin powers:
♛ shapeshifting
♛ enhanced strength
♛ bestial senses
♛ blood bond
♛ regeneration
magical powers
♛ Witch of Blood (Manipulation)
♛ Witch of Blood (Grow)

Skills
Hand to Hand Combat.
At the initial regain, she is proficient in brawling and fighting with her bare hands, but not in using any fist-style weapons (khatar/brass knuckles/etc), improvised weaponry, or mixing it with other fighting styles.
Parkour
Free-Climbing
Woodland Survival
Hunting
Weapon Combat
Level 1: Whips. (Date regained:)
Level 2: Sticks. (Date Regained:)
Level 3: Sharps. (Date Regained:)
Level 4: All together now. (Date regained:)
Sewing and Knitting
Coffee
Herbal Alchemy
Nightkin
Shapeshifting
She can speak normally while in her jackal form.
Further forms will require further tokens.
rapid regeneration
bestial senses
--Naeva is capable of seeing in the dark/extremely low light. However, she is now much more sensitive to bright light.
--Naeva has hearing comparable to that of a jackal.
--Most notably, Naeva's sense of smell is vastly increased, roughly 100 times more potent than a human beings'. Additionally, she can smell magic/supernatural essence if it has been recently used, and can track blood with much greater precision than any other scent.
Queen of Beasts
The Blood Rite
Blood Bond
If Naeva has fed regularly on any person (more than three times), an empathic bond is formed between them. The more times she feeds, the stronger this bond grows. This bond works in both directions. As it strengthens, they will be able to find each other in any weather condition, and have a general sense of their proximity at all times.
At the strongest level (five or more feedings), they can communicate telepathically, and the bonded may gain some of Naeva's own regenerative abilities and superhuman senses, though at a much lower level. They cannot use the regenerative abilities until Naeva herself has regained them.
The bond may be immediately taken to the strongest level by ingesting some of Naeva's own blood. The bond will start to fade if she does not feed on them once a month.
Enhanced Strength
As this is not a magical ability, using her strength doesn't require her to feed, but as with all physical activity, she can definitely tire herself out.
Enhanced Speed
Animal Empathy
Poison Resistance
Temperature Resistance
Blood Rage
Magic
The Blood Witch.
Naeva is known as the Blood Witch due to her hunger, but in reality her domain is over life energy, allowing her to manipulate how it flows, grows, and gutters. This Skill will be broken into 4 separate parts to be regained separately; Manipulate, Transfer, Grow, Stifle.
Blood Witch - Manipulate
Naeva may also manipulate the movement of plants and animals smaller than a bear with this power. Creatures may resist, and the larger the animal the harder it is for her to make it move.
Mixing Naeva's own blood into the blood of another creature makes them much easier for her to manipulate. The more blood of hers they've been given, the easier a time she has.
This power triggers hunger the more it is used. Naeva will have to feed every day she heavily uses this power, every other day for regular, moderate use, and every three days from regular light use.
Blood Witch - Transfer
Blood Witch - Grow
Naeva can technically use this power on herself, but it is one of the most draining uses of her gift, and thus repeated use of it will force her to need to feed every day she uses this power.
Blood Witch - Decay
Queen of Schwarzwald
Magecraft
magecraft - creation minor
magecraft - matter transference
magecraft - warding and shielding
magecraft - light magic
magecraft - healing magic
As a healer, Naeva is very skilled, and can heal anything but truly fatal wounds within a matter of minutes. However, if she is forced to heal multiple grievous wounds quickly, she will probably pass out.
magecraft - minor curses
magecraft - major curses
magecraft - time magic
Other characters are not aware of the stopped time unless they have similar powers or a great deal of magic. Those with similar powers may become able to move within the stopped time.
Roadrollers not included.