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Posted: Tue Jan 26, 2010 6:44 pm
God: Nywele Domain: Manes Temporary Powers: -The mane of Shame: A better term for this would be a lack of a mane. If angered or offended in some way Nywele may strip a lion of their mane for the duration of one day.
- A mane of Steel: For this power Nywele blesses the mane of one lion ((via rp)) the mane then cannot be penetrated ((IE neck cannot be bitten)) for the duration of one battle or raid.
- A mane of a different color: With this power Nywele can change the color of a lion's mane ((rp wise)) for 1 to 24 hours.
Permanent Power: A Mane to be envious of : If a lion gains his favor((must be full rps)), Nywele has the power to grow their mane to a luxurious fluff that could be rival to his own.
If someone is interested in having this power used on their particular SoA, how would you like them to contact you? Pm
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Posted: Sat Jan 30, 2010 11:16 am
Owner: Bluefire Dragonz God: Kiuma'azali Domain: Pain Temporary Powers: - Pain lash: Kiuma strikes the victim with pain, the intensity and duration dependent on what she wants to give. Like a punishment or weapon of hers, it only lasts for as long as she concentrates on it, rarely more than a few minutes though it can last up to a day of she really tries. - n/a (atm) - n/a (atm)
Permanent Power: Cursed Mark: a symbolic marking on a creature paired with a persistent pain. The marking is chosen by the goddess and placed with a touch of her paw, and for as long as the creature bares the mark, they will feel the level of pain from it that she sets into the mark. It can be anywhere from an ache to blinding, incapacitating pain, pain that never fades or only flares up when triggered by a specific action. ie: entering a place they are forbidden from or performing a certain act. The mark may be set as inheritable, as a punishment, with a specified number of generations. Any child born with the mark will feel the same affect as their parent, but proportionally reduced, so that it 'fades' away with each generation. Ie: set to four generations, children would feel 75%, grandchildren 50%, greats 25%, and then great greats are free of the curse. The mark's design changes to fit the curse's form, so may be different for each creature she curses. Once cursed, she can not remove it till its run its course. Non-inherited curses can have a time limit, or till a certain action is fulfilled, ie: death of the creature, recovery of a specific object, or return to a specified place. When inheritable, a majority of the cubs, -at least-, must bare the mark. ie: of five cubs, at least three have the mark. Of two, at least one.
Contact: PM me!
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Posted: Sun Jan 31, 2010 12:41 pm
Owner: Amon Laretehian God: Judeau Domain: Penance Temporary Powers: Penitent man - All creature around Judeau will suddenly remember any dark/sinful acts they have committed without penance. This effect has a range of 100 yard radius or line of sight and happens automatically. It does not affect those who do not understand that what they've done is right or wrong. I know what you've done - Looking into another creature's eyes, Judeau can see the dark/sinful acts they have committed (any acts that have been truly repented for will be concealed from him). This requires eye contact. Moment of respite - For a brief time Judeau can become, in effect, the penance for another creature, taking their darkness to himself. This is a very difficult power which leaves Judeau completely drained and is usually only used on those who are already on their death beds. The effect lasts no more than 24 hours. Permanent Power: Shackles of penance - A terrible curse, Judeau reaches into the mind of the target and forces them to relive their dark or sinful acts in their minds over and over and in increasing intesity, whether they are awake or dreaming. This curse can only be broken by true penance. Contact: PM
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Posted: Wed Feb 03, 2010 2:34 pm
Owner: Chobi_Chocobo God: Van'kal Domain: Innocence Temporary Powers: Innocence Aura - He has an aura that causes those in close range of him to feel an unguarded sense of innocence. Van’kals aura is felt more by those who have lost their innocence and so on and so forth. There is no lingering effect once Van’kal has left. Has only a minor effect on gods to their choosing. Proven Innocence – Van’kal has the power to form a halo of light around those falsely accused of a crime to prove their innocence. He can’t form a halo around a guilty party, only those who are truly innocent of what ever they are accused for are affected. Halo stays around for 24 hours icly or less. Vision of Innocence – Van’kal can see a halo of light always over those who truly have innocence in their heart. He sees nothing from those who hearts have lost their innocence.
Permanent Power: Innocence Returned – This can either be a blessing or a curse depending on how its viewed. Van’kal can destroy the memories which made the soa loose their innocence and return them to a very innocent state of mind. This can not be undone and the soa that was blessed/cursed will go about their days in a state of bliss. The SoA can loose their innocence again how ever if something so tragic happens to them again. Has no effect on other gods. Contact: PM
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Posted: Mon Feb 08, 2010 4:35 pm
Owner: Granny Niblo God: Xiu Xiu Domain: Sorcery Temporary Powers: Blue Flare: Xiu Xiu casts a dark-fire spell that can be used only at short distances. The spell does not burn psychically, but it leaves the victim feeling burnt. (Leaving the victim cold-almost like how dry ice is so cold, it burns.) Lasts up to 5 minutes. Scathe: This spell inflicts heavy non-elemental damage to a single enemy. This spell is instant, no long status effects. (This spell deals heavy in damage, it's meant to knock a mortal out, not kill.) Dispel: Is a spell that is used to remove other spells, but it can not lift a permanent spell or a curse, just spells like 'sleep' or 'shock'. Permanent Power: Ultima Break: This spell petrifies a target, while also damaging them physically. This power can last for as long as Xiu wants it to, she is the only one who can dispel it. Contact: PM.
-Working on the rest of my gods too-
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Posted: Wed Feb 10, 2010 2:30 pm
Owner: Kijani God: Dakota Domain: Outlaws Temporary Powers: •Rouse the Ruffians: Dakota can simply look at an individual and decipher where they stand in accordance with the law; often she uses this to better judge who she can trust and who she needs to evade. This is a good indicator also to the Goddess as to who would be a suitable candidate for a small band or mob to accompany her. In her presence those who are wanted or are considered outlaws would feel a likeness, a strange ‘brotherhood’ and a sense of trust while those who uphold the law and moral principles would feel cautious, unsettled and somewhat frightened. This also can cause an outlaw in Dakota’s presence to feel invigorated and empowered. •Robin Hood Complex : Whether its Dakota herself or those who accompany her that are viewed by the local ‘authority’ as criminals, Dakota can create a temporary safe haven amongst another society - meaning wherever this society is established its residence would see her, or those present with her, as a hero, avenger or an admired figure rather than an outlaw. Temporarily this power stirs a change of heart, while pulling the wool over the eyes, of the residence which can incur help and support to Dakota and those present with her while trying to give the law the slip. This temporary power can last for a night up to three day. •Sweet Success: The likelihood of a successful heist or outlawed deed is increase along with the odds of evading the law and making it out unscathed. This only can work if Dakota is present or in a close proximity. Permanent Power: •Outlaws Brand- Those whom Outlaws finds unfavorable whether they’re black-ballers or conspirators aligned with the law will be cursed; plans, true intentions and schemes are unintentionally unveiled and disclosed by the individual who is cursed. Essentially they become the epitome of the ‘worst outlaw ever’ with a lack of success and a potent magnetism that seems to attract the authorities. Essentially a mark will also appear on their body that alerts other outlaws of the individuals mistrust and ‘dishonor’. This mark, or brand, can range from a simple marking to the changing of ones fur color. Outlaws' Brand has no effect on Gods and its effect is permanent. Contact: PM
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Posted: Sun Feb 14, 2010 4:10 pm
all of these powers have been run past Thalion (peaces owner) so that no conflicts appear between the two domains <3
Owner: Syrius Lionwing God: Ghandi Domain: Pacifism Temporary Powers: My war sense is tingling : Sense conflict (within a certain distance of his current position 50 miles) and move quickly and efficiently to that area and pacify the conflict. Flower Power : Bombard an attacker with a heap of sweet scented flowers which neutralises the attack on either himself / others. The Lotus Position : Causes an soa to sit down and consider why exactly he / she is fighting / arguing. This can last up to three days if the soa is very stubborn. Power wears off when the soa feels passively about the fight / argument and no longer wishes to continue the conflict. Permanent Power: Make Peace not War : Changes a Tyrant in to a Pacifist. This changes the personality of the tyrant making him/her peace loving instead of war loving this is permanent and cannot be undone by Ghandi. Contact:pm or aim syrius lionwing
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Posted: Tue Feb 16, 2010 5:15 pm
Owner: Lilwolfpard God: Hayawani Domain: Animals Temporary Powers: * He can change his appearance to any animal he chooses. This takes some concentration on his part- and his base form will always be a lion. * He has a calming effect on all animals around him. Once he is not within a few hundred yards of the animal though, they go back to whatever they were doing/feeling. * He can communicate with any animal no matter the species. Permanent Power: * Being the god over all animals, his power is that he can permanently change the species of one SoA, into another. So literally, a Cheetah could turn into a leopard. Or a Rabbit into a lion. This change is permanent, and can never be reversed. (OOC note: I have permission from meep to color whatever species they are changed into on the actual lineart. The animals he can change them into are ONLY in SoAFRICA. He can not change them into the animals from SoAsia. Rogue lines only. Also, if a SoA is infertile before this change they will remain infertile even after the change. Lastly, he can not change ANYTHING into a god. i mean come on now guys XD srsly. ) Contact: PM me please XD
Owner: Lilwolfpard God: Domain: Flowers * She can touch a dying flowering plant and cause it to spring back to life. This is a temp power because if something steps on the flower after she healed it for example- the flower will die again. The flowers also will die at normal speed even if left un touched. * Wherever she walks, flowers will sprout under her feet. These flowers grow at a insanely fast rate- so once she walks away from the spot where the flower spawned... it soon turns to nothing and dissipates. This power works best in spring/summer. In fall she will produce only small, not so bright flowers. And in winter she produces no flowers. Permanent Power: * She has a place she calls her 'sanctuary'. It is a place where flowers will constantly bloom and stay alive. She calls this place her home. The only thing that will cause her sanctuary to be destroyed is if a natural disaster, like a flood/fire happens. Every winter her sanctuary is destroyed as well. She can create a new sanctuary if the previous one is destroyed. The only catch is that during the winter months she has no sanctuary and is a wandering goddess with only her base powers. (like flight, teleportation etc) She can create a new sanctuary when spring arrives. Contact:PM me please XD
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Posted: Wed Feb 17, 2010 9:56 am
Edited March 15th
Owner: ShinosBee God: Neltharion Domain: Hate Temporary Powers: -Festering: Neltharion is able to whisper into the mind of a SoA, telling them why they should hate someone, something, etc. Must be relatively close range to do it (100 yards? Willing to discuss range) and once he's out of range the whisperings fade away to nothingness.
-Amplification: All the little traits of others that a SoA finds annoying will, in Neltharion's presence, be amplified. If a SoA doesn't like when other SoAs talk with their mouth full for example, all those who do while near Nelth (or for a short time after) will seem to be doing it louder, or more exaggeratedly. Can include making pelt colors more vivid/girls more girly/whatever. If it's a trait a SoA hates it'll be more apparent to that SoA while near Nelth.
-Devouring: Grants Neltharion power as relative to the world's level of hatred. The more people that hate/hate him, the stronger he is in general. On rare occasions he can channel a portion of this power for brief amounts of time (no more than a handful of hours) into a SoA who asks for it, giving them incredible strength and willpower with which to take out their hatred on others.
Permanent Power: -Change of Heart: Neltharion will peer into a SoA's heart and find the person/place/thing they are most fond of. He will warp those feelings so that forever more, all that SoA can feel towards said person/place/thing is utter hatred. The stronger the love was before, the stronger the hatred will be in its place. Used as a punishment, and rarely, when Nelth thinks a SoA needs to learn to respect the power of hatred. Only used with permission of all involved, Neltharion, the SoA effected, the SoA/pride that will become hated, etc. Neltharion CAN undo it, but rarely would. Contact:PM, AIM at amandarbeckett
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Posted: Wed Feb 17, 2010 1:09 pm
Owner: endejester God: Ananasi Domain: Tricks Temporary Powers: 1) - Can for a limited period of time become something he is not in order to further a trick (A jar, a rock, a man, a spider, etc) 2) Can make an object or creature appear to be something that it is not (a rock appears to be a rabbit, a lion appears to be a buck or wild dog, a cheetah appears to be a rock etc.
Permanent Power: May curse one player so that when ever they speak they must attempt to trick the party with whom they are speaking, small attempts at deception are acceptable such as saying up when you mean left or down when you mean behind etc, but more serious tricks well played, and played well is more likely to result in the curse being lifted. Contact:PM or email at endejester@gmail.com
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Posted: Wed Feb 17, 2010 3:37 pm
Owner: Basil Brett God: Suramuni Domain: Philosophy Temporary Powers: Encyclopedia: Is able to recall all major philosophies, both ancient and modern and is able to comprehend them. Philosophical Nudge: Is able to influence an SoA to think/observe things in the mindset of a specific philosophy. He cannot make them think by his own views, only by that of recorded philosophies. Philosophical Debate: Muni can sense when a major debate concerning philosophies is happening, and feels compelled to attend. Permanent Power: None. Contact: PM
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