Powers
Inherited Witchcraft
Proficient in holistic witchcraft: potions, magical herbalism, spell jars, and handmade charms.
Passes down magical knowledge generationally, fostering plant growth and enhancing its magical properties.
Eldest Magic
Enhanced magical capacity unique to eldest daughters.
Specializes in enchantments, illusions, and emotional manipulation, especially over love and lust.
Influence requires initial proximity but can persist remotely depending on the target’s willpower and resistance.
Learned Skills
Firearms Expertise
Skilled with various firearms, including handguns and heavy artillery, with strong marksmanship abilities.
Manipulation
Master of psychological influence and charm, complemented by physical beauty.
Plant Knowledge
Extensive understanding of plants' medicinal and harmful properties, crucial for crafting potions and remedies.
Combat Training
Proficient in self-defense, with specialized training in Brazilian Jiu-Jitsu (BJJ) and Judo.
Weaknesses
Mind vs. Mind
Effectiveness of manipulation magic depends on the target’s mental fortitude, awareness, or magical resistance.
Heirloom Dependent
Relies heavily on her necklace for enhanced protection and magical output. Without it, she reverts to baseline human physical capabilities.
Limited Expertise
Outside her specialties, attempts at unfamiliar magic are more prone to failure or inefficacy.
Power Metrics
Intellect: 5/7
Physical Power: 2/7 (3/7 with necklace)
Speed/Agility: 2/7 (3/7 with necklace)
Stamina/Endurance: 2/7 (3/7 with necklace)
Energy Output: 5/7
Combat Skill: 4/7
Tools of the Trade
Gear and Utilities
Heirloom Necklace: Boosts magical strength, shielding, and escape capabilities.
Flashbangs: Enhanced with magical sigils for increased impact.
Magical Charms and Sigils: Jewelry imbued with protective and empowering magic.
Weaponry
Handguns: .22 pistols enhanced with sigils for precision and magical effects.
10-Gauge Shotguns: Reliable close-combat options.
Switchblade: A signature black tourmaline and amethyst-handled blade.
Mobility
Armored Car: Stylish yet discreet protection for travel.
Powers
Mutated Speed Physiology
Enhanced Strength: Can lift up to 10 tons, with collision force output reaching 50–65 tons while running.
Superhuman Durability: Resistant to collisions and blunt trauma.
Accelerated Cognition: Processes information at 500–600 bits per second, enabling rapid strategic thinking.
Enhanced Vision: Registers movement at up to 1000 Hz, doubling the human maximum for precision movement and analysis.
Super Speed Manipulation
Creates an aura affecting objects and people within 10 meters, increasing their speed relative to his own.
Objects retain speed boosts for 10 seconds upon leaving the aura.
Living creatures and objects can be boosted up to Mach 3; objects in physical contact can reach Mach 7.
High-speed use risks damaging objects due to friction and pressure.
Frame-Lock Running
Divides one second into “frames per second” to predefine movement paths.
Locks up to three targets into 24, 60, 120, or 300 FPS, with failure to move correctly causing internal damage.
Can adjust the visibility of objects by altering their perceived FPS, creating effects from stuttering (6 FPS) to imperceptibility (700 FPS).
Learned Skills
Soccer Genius: Former professional-caliber player with agility, precision, and tactical insight.
Marksman: Proficient with firearms and projectiles, especially when combining them with his speed powers.
Exceptional Driver: Skilled getaway driver, able to augment vehicle speeds.
Acrobat: Agile and flexible, capable of high-difficulty maneuvers like aerial kicks.
Dampened Familiarity: Years of living with power-dampening devices make him adept in combat even at normal human levels.
Weaknesses
Visual Impairment: Flashbangs, intense lights, or vision distortions disrupt him severely.
Frames Vulnerability: Tactical or fast opponents can counter his Frame-Locking through precision movement.
Mental State: Emotional instability undermines his strategic capabilities.
Intellect: 2/7
Physical Power: 4/7 (5/7 while sprinting)
Speed/Agility: 5/7 (Mach 7)
Stamina/Endurance: 4/7
Energy Output: 2/7
Combat Skill: 3/7
Gear and Utilities
Speedsuit: Reinforced suit to withstand high-speed friction.
Personal Power Dampeners: Devices that suppress powers to normal human levels, used for training and adaptability.
Weaponry
Beretta A900: Preferred firearm, enhanced by his speed powers for deadly precision.
Mobility Options
Super Speed: Capable of Mach 7 movement.
Vehicle: Drives a 2020 Mustang, used for blending in and augmenting speed.
Powers
Frostwyrm Staff: Amplifies ice and shadow powers; enables devastating magical abilities.
Frostfire Eruption: Releases bursts of frostfire that burn and freeze simultaneously.
Icy Constructs: Summons spectral ice creations for combat and barriers.
Blizzard Conjuration: Creates localized blizzards that disorient and hinder enemies.
Fear Empowerment: Grows stronger, faster, and more resilient with the fear of opponents.
Limited Shadow Manipulation: Shapes shadows into weapons, barriers, and illusions.
Soul Freeze: Temporarily paralyzes targets, forcing them to relive fears and regrets.
Winter’s Aura: A chilling field that weakens enemies by sapping warmth, energy, and morale.
Learned Skills
Master Tactician: Expert at analyzing terrain and exploiting weaknesses in combat.
Linguistic Mimicry: Perfectly replicates voices and speech patterns to manipulate prey.
Combat Expertise: Combines ferocity and precision, adapting to opponents’ strategies.
Herald of Fear: Exploits psychological weaknesses to maximize terror and disarray.
Stalker’s Stealth: Moves silently despite his size, excelling in snowy and shadowed terrains.
Environmental Manipulation: Uses natural and supernatural landscapes to gain tactical advantages.
Intellect: 3/7
Physical Power: 3/7 (6/7 when fear-empowered)
Speed/Agility: 4/7
Stamina/Endurance: 4/7 (5/7 when fear-empowered)
Energy Output: 3/7 (6/7 in winter or during heightened fear)
Combat Skill: 4/7
Gear and Utilities:
Frostwyrm Staff: Weapon of devastating power and psychological impact.
Weaponry:
Claws of Frost: Razor-sharp claws causing freezing injuries.
Mobility Options:
Shadowportation: Short-range teleportation through shadows.
Powers
Steroid Augmentation ("Mickey Juice")
Strength Amplification:
Enhanced strength capable of lifting 25-75 tons and breaking reinforced steel or concrete effortlessly.
Enhanced Speed and Reflexes:
Superhuman reaction times; able to dodge projectiles and outmaneuver opponents.
Heightened Senses:
Sharpened vision, hearing, and touch allow ERRATIC to detect subtle changes in his surroundings.
Pain Immunity:
Suppressed pain receptors; fights through injuries that incapacitate others.
Accelerated Recovery:
Heals minor to moderate injuries within minutes during augmentation.
Learned Skills
Firearms Mastery:
Proficient in handguns, sniper rifles, and improvised weapons; unpredictable yet precise marksman.
Close-Combat Expertise:
Brutal, unorthodox hand-to-hand combat style enhanced by steroids and high pain tolerance.
Chemistry Proficiency:
Self-taught chemist skilled in concocting volatile substances, including his Mickey Juice formula.
Adaptive Improviser:
Creatively uses his environment for weapons, traps, and survival tactics under chaotic conditions.
Global Combat Experience:
Trained in guerrilla warfare, explosives, and tactical strategy from mercenaries and extremist groups.
Power Grid
Intellect: 4/7
Physical Power: 3/7 (Base), 5/7 (Steroid-enhanced)
Speed/Agility: 2/7 (Base), 3/7 (Steroid-enhanced)
Stamina/Endurance: 3/7 (Chemical-reliant)
Energy Output: 1/7 (No energy attacks)
Combat Skill: 5/7
Weaknesses
Insanity:
Unpredictable and impulsive; vulnerable to calculated opponents.
Addiction:
Reliance on steroids and painkillers creates dangerous withdrawal symptoms, including seizures and hallucinations.
Physical Toll:
Prolonged steroid use leads to cardiovascular strain, organ damage, and reduced longevity.
Tools and Gear
Reinforced Kevlar Vest:
Graffiti-patterned tactical armor.
YO MOMMA Van:
Mobile base with hidden compartments, reinforced plating, and chemical lab.
Arsenal:
Includes AK-47, Glock 19, Barrett M107, and sawed-off shotguns.
Powers
Psychokinetic Energy Generation and Infusion
Generates telekinetic energy naturally stored in his body’s cells.
Converts objects, liquids, or even people into bombs via touch, with explosion size determined by the target’s atomic structure.
Explosions can be immediate or set to various triggers (timed, impact, pressure).
Human bombs are highly potent but require more energy.
Telekinesis
Limited telekinesis; lifts objects up to 1.5 tons with his mind.
Can apply telekinesis through touch, though rarely needed due to enhanced physical strength.
"Poisoned Body"
Enhanced physical strength (lifting 1.5 tons) and speed (running up to 120 MPH).
Body naturally produces chemicals that enhance muscle growth and resilience.
Psychic Roar
Emits a wave of psychokinetic energy causing internal explosions in objects within range.
Primarily used as a distraction.
Telepathy
Capable of mind-to-mind communication and reading thoughts.
Can invade and attack minds via psychic overload or by forcing bad memories onto the target.
Learned Skills
Martial Arts and Weaponry
Basic martial arts training to aid in grappling and close combat.
Skilled in weapon throwing for precise and effective bomb deployment.
Genius Intellect
Exceptional intelligence due to experimental brain enhancements.
Expertise in chemistry, particularly in creating toxins and chemicals.
Programming
Proficient in developing functional software and programs for personal or tactical use.
Weaknesses
Instability
Overuse of powers causes temporary cellular degradation, amplifying insanity and destabilizing his abilities (bombs detonate uncontrollably).
Mental State
Vulnerable to psychological manipulation due to a fractured psyche.
Removing his mask may incapacitate him or trigger unpredictable reactions.
Intellect: 5/7
Physical Power: 3/7 (1.5 tons)
Speed/Agility: 3/7 (120 MPH)
Stamina/Endurance: 4/7
Energy Output: 5/7
Combat Skill: 3/7
Powers
Sentience Infusion
Grants sentience to inanimate objects upon physical contact. Awakened objects develop unique personalities and enhanced abilities.
Examples:
A knife becomes sharper and faster.
A car gains superhuman agility, speed, and wall-driving capability.
A toy soldier transforms into a miniature powerhouse with real firepower.
Limits:
Capabilities depend on the object’s structure (e.g., paper remains fragile).
Requires sustained contact for full sentience; brief contact yields limited effects.
Lifespan of Animations:
Objects remain sentient for 24–48 hours unless periodically recharged.
Side Effects:
Overuse causes severe mental and physical exhaustion. Emotional attachments to creations add psychological strain.
Learned Skills
Strategic Creativity
Exceptional at improvising with surroundings and utilizing animated objects in combat.
Intermediate Combat Skills
Limited formal training; relies on animated creations for combat effectiveness.
Example: An awakened knife enhances his attacks with precision.
Craftsmanship
Skilled in creating objects for animation, driven by perfectionism and obsessive tendencies.
Mental Strain
Excessive use exacerbates Borderline Personality Disorder, PTSD, and survivor’s guilt.
Energy Drain
Awakening multiple or large objects rapidly depletes energy. Awakening massive objects (e.g., a building) leaves him incapacitated.
(Awakened objects can cause stats to fluctuate)
Intellect: 6/7 (Creative Genius)
Physical Power: 2/7
Speed/Agility: 2/7
Stamina/Endurance: 2/7
Energy Output: 4/7 (Touch Based)
Combat Skill: 3/7
Gear and Utilities
"Echo" (Awakened Walkie-Talkie)
Personality: Cryptic and enigmatic; offers guidance through riddles or distorted echoes of past conversations.
Abilities: Amplifies Grant’s voice to deafening levels or replays recorded messages to disorient enemies.
Weaponry
"Hunter" (Bowie Knife)
Personality: Ruthless and cold, with pride in its destructive capabilities. Arrogant but reliable in battle.
Abilities:
Razor-sharp, capable of cutting metal or stone.
Lengthens or shortens for combat needs.
Can independently propel itself for surprise attacks.
Mobility Options
"Rev" (1967 Black Chevy Impala)
Personality: Confident and sarcastic, demanding high maintenance in return for loyalty.
Abilities:
Enhanced speed and durability (bulletproof).
Self-driving with 360° awareness.
Capable of performing stunts like wall-driving or impossible jumps.
Powers
Peak Human Strength:
Exceptional muscular development granting near-maximum human strength.
Vast bulk acts as natural armor, reducing the impact of superficial injuries.
Able to overpower most opponents through raw physical power.
Master Martial Artist:
Skilled in multiple disciplines, including sumo wrestling, judo, boxing, and hapkido.
Notably defeated 8 martial artists in 17 seconds, showcasing speed and technique.
Learned Skills
Criminal Genius:
Expert strategist and organizer with a vast network of loyal operatives.
Proven ability to execute complex operations swiftly and effectively.
Leadership acumen ensures loyalty through fear, respect, and manipulation.
Indomitable Will:
Highly resistant to psychological and psychic attacks.
Multilingual Proficiency:
Fluent in English, Spanish, Mandarin, Japanese, and Russian, enhancing global operations.
Weaknesses
Major Weakness:
Easily manipulated by those claiming poverty or hardship due to a soft spot for the underprivileged.
Requires beneficiaries to return favors, adding potential operational risks.
Minor Weaknesses:
Functional alcoholic with impaired judgment in high-stress situations.
Gambling addiction that occasionally undermines financial stability.
Hedonistic and overtly sexist tendencies, negatively impacting team morale and reputation.
Intellect: 4/7
Physical Power: 6/7
Speed/Agility: 3/7
Stamina/Endurance: 3/7
Energy Output: 1/7
Combat Skill: 4/7
Tools of the Trade
Gear and Utilities:
Access to various firearms and high-tech equipment through his organization.
Employs a vast network of minions, often superhuman, for specialized tasks.
Mobility Options:
Lightly armored, bulletproof vehicles with tinted windows for discretion.
Regularly travels in a limousine, emphasizing his larger-than-life persona.
Powers
Ghost Physiology
Intangibility: Phase through solid objects and structures, avoiding physical attacks and obstacles.
Invisibility: Vanish from sight, undetectable to most forms of perception.
Spectral Possession: Control living beings or objects temporarily by entering them.
Energy Absorption: Drain life force, stamina, or vitality to weaken opponents or fuel abilities.
Flight: Move freely through the air at high speeds.
Telekinetic Manipulation: Control objects without physical contact, creating poltergeist-like effects.
Memory Extraction: Extract memories or thoughts through proximity and concentration.
Passive Abilities
Partial Immortality: Immune to aging, disease, and decay in spectral form.
Enhanced Senses: Detect life energy, emotions, and supernatural presences.
Environmental Immunity: Immune to extreme temperatures, pressure, and radiation.
Weightlessness: Silent and undetectable by weight-sensitive mechanisms.
Specter Flame
A supernatural white-hot fire that can be summoned from the hands, mouth, or eyes and used as hair.
Can coat weapons or the user’s body without harm.
Dispelled by holy water or specific magical interventions.
Learned Skills
Master Manipulator
Expert at understanding and exploiting people’s behaviors and vulnerabilities.
Puts people into a trance via direct eye contact, useful for disabling guards or gaining minor advantages.
Often wears shades to control unintended activation.
Weaknesses
Salt
Cannot cross saltwater, phase through salt lines, or operate effectively with salt on his body.
Silvered and Holy Objects
Vulnerable to weapons or items imbued with holy power or silver, bypassing intangibility.
Contractual Binding
Must provide high-quality souls or magical artifacts monthly to Matilda, risking his own downfall if he fails.
Intellect: 2/7
Physical Power: 5/7
Speed/Agility: 4/7
Stamina/Endurance: 5/7
Energy Output: 5/7
Combat Skill: 3/7
Tools of the Trade
Gear and Utilities
Owns Phantom Punk’s Pimpin’ Pawn Shop, specializing in magical artifacts and relics.
Weaponry
Bump (Weight): Mystic chain weight used for bludgeoning.
Lift (Hook): Mystic chain hook used for grabbing souls at a distance.
Mobility Options
“First Love” (Chopper): A spectral-powered motorcycle capable of phasing and interdimensional travel.
Hellgate (1976 Cadillac Eldorado): Mana-fueled car powered by a minor demon’s soul, with the ability to transfigure any vehicle into itself via a key.
Powers
Lich Physiology
Undead resilience allows Ignacio to take immense punishment, including the ability to "respawn" up to two times under specific conditions.
His durability is measured by his ability to withstand damage, not avoid it.
Reforming process is near-instant compared to standard liches.
Phylactery
Stored in a hidden dimension, accessible through three locations (Mexico City, El Paso, and a crater in Southern Mexico).
Acts as a base for reforming and harvesting life energy from captured humans for future preparations.
Necromancy
Manipulates necromantic energy as fluidly as his fire.
Raises and combines undead, emits curses, and drains life through physical contact.
Creates curses from afar and imbues objects with necrotic energy.
Shapeshifting
Can alter his form to appear as his prime (30 years old) or as a 60-year-old human, masking his magical signature entirely in these forms.
Natural Weave Spellcasting
Versatile spellcasting focused on life, fire, death, and stone.
Can heal wounds or worsen injuries.
Requires short, concise phrases to cast spells.
Fire Generation and Manipulation
Generates flames of extreme temperatures and manipulates them with precision.
Can transform into a phoenix form made of corrupted fire, increasing his speed and mobility.
Learned Skills
Proficient in a self-styled MMA combat technique adapted for close and long-range encounters.
Highly stealthy and adept at disappearing into crowds despite his imposing size.
Skilled carpenter capable of creating furniture and other wooden items.
Surprisingly adept at playing basketball.
Sanity
Mental attacks are highly effective due to his fractured psyche.
Risk of collateral damage increases when his mind is attacked.
Natural Weave Spellcasting
Spells are unstable and easily countered by skilled magic users.
Limited to phrases of four to five words.
Necromancy
Necromantic spells emit detectable, corrupted energy, revealing his position.
Christianity
Holy artifacts and blessings are highly effective, bypassing his defenses.
Holy water severely weakens him, and blessed containment is nearly inescapable.
Shapeshifting
Using necromantic magic while shapeshifted breaks his disguise and exposes his position.
Phylactery
Vulnerable to destruction; reforming takes time unless permanently destroyed with a specific holy weapon.
Loss of phylactery makes Ignacio mortal, reducing his durability.
Intellect: 4/7
Physical Power: 3/7
Speed/Agility: 3/7 (4/7 in Phoenix flight)
Stamina/Endurance: 7/7
Energy Output: 6/7
Combat Skill: 3/7
Gear and Utilities
Cloak of the Lich: Silences any sounds beneath it.
Weaponry
Magical staff that amplifies his spells.
Mobility Options
Ground speed: 85 mph.
Flight speed in phoenix form: 1,500 mph.
Powers
Reverse Infection
Emits a healing and empowering aura that mends injuries, cures diseases, and grants temporary superhuman abilities.
Effects are entirely dependent on proximity; separation causes relapses with worsened conditions.
Empowerment by Devotion
Gains strength from the faith and emotional investment of his followers.
Amplifies the range and intensity of his aura, making his powers symbiotic with his cult's loyalty.
Learned Skills
Charismatic Oratory
Expert in persuasion, capable of rallying crowds and manipulating individuals.
Ritualistic Knowledge
Proficient in conducting elaborate ceremonies to bolster faith and dependence.
Strategic Leadership
Skilled in psychological warfare, leveraging fear and hope to control followers and outwit enemies.
False Healing (Major Weakness)
Healing effects are temporary, creating a dependency on his presence.
Separation from him reveals the fragility of his miracles, exposing vulnerabilities to enemies.
Moral Dissonance (Minor Weakness)
Struggles to inflict harm directly, relying on manipulation or delegating violence.
Intellect: 5/7
Physical Power: 2/7
Speed/Agility: 2/7
Stamina/Endurance: 3/7
Energy Output: 5/7
Combat Skill: 2/7
Powers
Goo Mimicry:
Clayton’s entire form is composed of a malleable, goo-like substance.
Absorption:
Can absorb matter to grow or propel it.
Absorbs physical attacks, though he is not indestructible.
Body-wide Sensations:
Senses (sight, pain, hearing, taste, smell, touch) are spread across his entire body.
Makes ambushes difficult but amplifies pain sensitivity.
Spy Drones:
Able to separate parts of himself to act as small, gooey spies.
Adhesion:
Can stick to objects and surfaces, acting as an adhesive.
Density Shifting:
Capable of altering his weight, becoming lighter or heavier with effort.
Requires significant concentration.
Weaknesses
Cold Temperatures:
Vulnerable to freezing.
Fire:
Easily damaged by flames.
Unstable Form:
Constantly drooping and falling apart.
Dispersal Vulnerability:
Explosives can disperse his form, temporarily neutralizing him.
Cognitive Challenges:
Difficulty with clear communication and focused thinking due to his unstable form.
Intellect: 2/7
Physical Power: 5/7
Speed/Agility: 2/7
Stamina/Endurance: 6/7
Energy Output: 1/7
Combat Skill: 1/7
Powers
Broadcast Distortion: Overlays reality with immersive, multi-sensory illusions that victims perceive as real.
Examples: Victims may feel trapped in collapsing buildings or chased by horrors from their past.
Nightmare Broadcasting (Passive): Projects fears and insecurities onto his screen and into his illusions.
Static Corruption: Disrupts electronic devices and communication systems.
Perception Looping: Traps victims in repetitive, surreal "reruns" of events, disorienting and exhausting them.
Cognitive Editing: Alters memories and perceptions, forcing victims to confront fabricated or distorted versions of their identities.
Learned Skills
Manipulation: Expert in psychological torment and exploiting vulnerabilities.
Artistic Vision: Constructs detailed and emotionally charged illusions with meticulous precision.
Screen Fragility: Damage to his screen severely weakens him and causes intense pain.
Overexertion: Complex or multi-target illusions quickly deplete his energy reserves.
Anchored Defenses: Magic, psychic resilience, or stabilizing technology can neutralize his illusions.
Intellect: 5/7
Physical Power: 2/7
Speed/Agility: 3/7
Stamina/Endurance: 4/7
Energy Output: 6/7
Combat Skill: 2/7
Gear and Utilities
Demonic TV Screen: Core of his abilities, fused with fragments of his soul and Abraxas's essence.
Weaponry
Broadcast Chains: Streams of static energy used to immobilize victims and bind them within his illusions.
Mobility Options
Travels primarily on foot, using electromagnetic fields to obscure his presence.
Powers
Metal Density Manipulation
Alters the density of metal, making it either impossibly heavy or weightless.
Nullifies the density of projectiles mid-air or enhances the weight of his chains to destructive levels.
Enhanced Strikes
Amplifies the density of punches using brass knuckles or gloves, delivering force comparable to car crashes.
Self-Density Augmentation
Increases his own density to become nearly immovable or impervious to attacks. Prolonged use causes significant exhaustion.
Learned Skills
Combat Mastery
Skilled in chain combat and density-altered strikes, blending brute force with precision tactics.
Tactical Planning
Expert at utilizing his environment to trap and manipulate foes, turning their tools into burdens.
Ritual Knowledge
Proficient in Red Harvest's mystical practices for performing intricate ceremonies.
Weaknesses
Major Weakness: Dimensional Imbalance
Vulnerable to magical forces disrupting interdimensional physics, potentially forcing him back to his origin.
Minor Weakness: Exhaustion from Prolonged Use
Extensive use of density powers weakens him, leaving him susceptible to counterattacks.
Power Metrics
Intellect: 4/7
Physical Power: 3/7 (Normal), 5/7 (Weighted Power Strikes)
Speed/Agility: 3/7
Stamina/Endurance: 5/7
Energy Output: 2/7 (Limited by touch-based ability)
Combat Skill: 4/7
Tools of the Trade
Gear and Utilities
Chains of Obsidian Iron
Wielded with precision to strike, ensnare, or crush enemies.
Void Brass Knuckles
Inscribed with alien runes, enhancing density-focused punches to demolish reinforced structures.
Weaponry
Weighted Chains
Adjustable in weight and speed, enabling versatile and devastating attacks.
Mobility Options
Enhanced Jumps
Alters his density to leap great distances or create shockwaves on impact.
Powers
Snake Scales
Transforms skin into protective scales, 3x as strong as Kevlar. Lasts up to 30 minutes before retracting.
Thermal/Terror Stare
Snake-like hair grants thermal vision. Physical contact and sustained eye contact trigger intense panic in victims. Vulnerable to bright lights.
Paralyzing Venom
Retractable fangs deliver venom causing progressive paralysis over 4-25 minutes. Effects range from sluggishness to near-fatal immobilization.
Healing Factor
Regenerates severe injuries in 10 minutes to 3 hours, faster in heat. Vulnerable to cold, chemical attacks, and fire.
Enhanced Stamina
Can fight for up to 5 days but fatigues quickly in cold environments. Requires minimal sleep.
Medusa's Rage
Heightened strength and reflexes under stress. Lasts up to 3 days, with extreme exhaustion afterward.
Skeleton Enhancements
Dense, elastic bones absorb damage. Reduced buoyancy hinders swimming.
Learned Skills
Proficiency in Gun Usage
Marksman with handguns, rifles, and other firearms. High-pressure accuracy.
Fighting Skills
Expert in close-quarters combat. Utilizes street-fighting techniques and environmental advantages.
Situational Awareness
Master of guerrilla tactics, ambushes, and escapes.
Adaptability and Resourcefulness
Thrives in unpredictable situations, improvises effectively.
Bright Lights: Intense pain and disorientation during snake-haired transformations.
Cold Sensitivity: Healing slows in cold; prolonged exposure can be fatal.
Chemical Vulnerabilities: Scales can be eroded by acids; susceptible to certain toxins.
Fire Damage: Burns overwhelm healing factor.
Heavy Skeleton: Difficulty swimming, prone to sinking.
Medusa's Rage Drawbacks: Loss of logical thinking; extreme exhaustion afterward.
Limited Venom Supply: Requires time to replenish venom after heavy use.
Tranquilizers: Susceptible to incapacitation via sedatives.
Intellect: 3/7
Physical Power: 3/7 (4/7 in Medusa's Rage)
Speed/Agility: 3/7
Stamina/Endurance: 5/7 (6/7 in Medusa's Rage)
Energy Output: 1/7
Combat Skill: 5/7
Cybernetic Arm
Grappling Hook: Extends up to 150 feet for mobility or retrieval.
Taser Palm: Delivers incapacitating electrical shocks.
Storage Compartment: Houses explosives or small items.
Electrified Wrist Blade: Inflicts both physical and electrical damage.
Enhanced Lifting Pistons: Enables lifting 3-4 tons.
Weaponry
Sawed-off shotgun.
Modified AKM with venom-dipped bayonet.
Beretta M9.
Tomahawk engraved with "The Fang."
Mobility Options
Grappling hook.
High-speed motorcycle.
Powers
Crocodilian Transformation
Bite Force: His jaws are capable of crushing steel and bones effortlessly, making escape nearly impossible once he latches on.
Dermal Armor: His scales become nearly impervious to conventional weapons, deflecting bullets and resisting most blades.
Supernatural Strength: Grants immense physical power to tear apart vehicles, smash through barriers, and dominate in close combat.
Extended Lifespan: Slows aging, allowing him to survive for centuries. However, each transformation further erodes his humanity.
Hybrid Form
Enhanced Durability: Retains some of his crocodilian form’s defensive scales, though slightly less impervious.
Deadly Agility: Moves with precision despite his size, using claws and tail to devastating effect.
Claws and Tail: Claws slash through metal, while his tail delivers crushing, sweeping attacks capable of clearing groups of opponents.
Mystical Aura
Exudes an aura of fear and unease, causing hallucinations and sapping the will of enemies. For allies, the aura can instill courage and determination.
Water Affinity
Underwater Respiration: Can breathe indefinitely underwater, granting superiority in aquatic environments.
Enhanced Swimming: Moves swiftly and silently through water, outpacing boats and predators.
Environmental Control: Summons thick mists, stirs waters to disorient enemies, and manipulates swamp terrain for strategic advantage.
Regeneration
Heals rapidly from injuries, recovering from wounds that would incapacitate others. Vulnerable to silver weapons and consecrated artifacts, which bypass this ability.
Learned Skills
Hoodoo Magic Mastery
Commands a deep understanding of hoodoo, enabling him to craft powerful talismans, cast curses, and manipulate natural forces. Often uses magic for traps or battlefield control.
Survival Expertise
A master of swamp survival, capable of navigating treacherous terrain, foraging, and crafting improvised tools and traps.
Psychological Manipulation
Intimidates and unravels foes using his fearsome reputation, commanding presence, and cryptic speech. His legend amplifies his ability to sow terror.
Weaknesses
Humanity Erosion: Each transformation chips away at his humanity, risking permanent loss of his mind if he remains in his crocodilian form too long.
Vulnerabilities: Silver weapons and consecrated artifacts cause immense pain and can permanently wound him.
Solitude: His isolation and mistrust of others often leave him without allies in critical moments.
Power Metrics
Intellect: 4/7
Physical Power: 2/7 (base form), 4/7 (hybrid form), 7/7 (full croc form)
Speed/Agility: 2/7 (base form), 3/7 (hybrid form), 5/7 (full croc form, particularly in water)
Stamina/Endurance: 2/7 (base form), 5/7 (hybrid form), 6/7 (full croc form)
Energy Output: 2/7 (hoodoo magic and mist manipulation)
Combat Skill: 4/7
Hoodoo Talismans: Small charms made from swamp materials, used for protection, enhanced regeneration, and concealment. Glow faintly when activated.
The Crook of Mami Wata: An ancient cypress staff adorned with serpent and crocodile motifs. Summons currents, mists, and channels swamp energy.
Swamp Blade: A black iron machete etched with hoodoo runes, capable of inflicting wounds that resist healing and cutting through magical barriers.
Swamp Cloak: A tattered cloak made from swamp hides and vines, resistant to fire and tearing, aiding in camouflage and environmental blending.
Crocodilian Form: An apex predator in aquatic environments, capable of swimming faster than most boats and navigating complex waterways with ease.
Swamp Gateways: Spiritual corridors that connect distant wetlands, enabling rapid travel across vast regions when properly prepared.
Mist Travel: Summons dense fogs to vanish and reappear unpredictably, turning the terrain into a weapon and escape route.
Powers
Longevity
As a dragon, Chrysalis naturally enjoys an extended lifespan spanning thousands of years. Her relic, which previously granted further extension, is now nonfunctional post-Nexus Point.
Fire Breath
She can unleash torrents of fire. The ability is less effective in cold climates.
Ice Breath
Capable of emitting freezing blasts, though this ability weakens in warmer environments.
Lightning Breath
Fires quick bursts of high-speed electricity, but the process is energy-intensive and requires recharging—typically achieved by absorbing energy during storms.
Lava Immunity
Completely resistant to extremely high temperatures, including molten lava. However, she is highly susceptible to cold.
Shapeshifting
Can shift between her dragon and human-like forms. The process is gradual and physically taxing, leading to discomfort if overused.
Telepathy
Communicates mentally while in dragon form. This is a one-way ability—she can speak to others but cannot read their minds.
Energy Absorption
Absorbs and stores energy temporarily, primarily to fuel her lightning breath. Limited capacity and duration.
Learned Skills
Hunting
Lifelong practice makes her a skilled hunter, though not as sharp as in her youth.
Flight
Mastery over aerial mobility, honed through centuries of experience.
Roar
Her perfected roar in dragon form can burst eardrums and disorient foes. Not possible in her human guise.
Combat Expertise
Near mastery in both flight and regular combat due to age and experience. She has faced countless battles and emerged victorious almost every time.
Weaknesses
Cold Vulnerability
Severely weakened in cold climates, becoming sluggish and prone to hibernation-like states.
Overconfidence
Her arrogance often leads to underestimating opponents, leaving her susceptible to strategic or unexpected attacks.
Impatience
Driven by a need for immediate gratification, she often forgoes long-term strategies, leading to reckless decisions.
Isolation
Lacking meaningful connections or allies, she is vulnerable to physical or emotional attacks when cornered.
Intellect: 4/7
Physical Power: 5/7 (6/7 in dragon form)
Speed/Agility: 3/7 (5/7 in dragon form)
Stamina/Endurance: 5/7 (6/7 in dragon form)
Energy Output: 5/7
Combat Skill: 6/7
Gear and Utilities
None significant.
Weaponry
Relies on natural weapons like claws, fangs, and fire breath. Occasionally uses knives in human form.
Mobility Options
Primarily flies but often employs private drivers when blending into the modern human world.
Powers
Kinetic Acceleration:
Harrison can accelerate the atoms of objects, turning them into explosives. The longer he charges an object, the more powerful the explosion.
This ability only works on non-organic materials and requires significant energy for larger objects.
Minimum yield: Comparable to a potassium-water reaction.
Maximum yield: Comparable to a rocket-propelled grenade.
Harrison can accelerate his own hands into flaming fists for melee attacks, though this completely depletes his energy and requires 24 hours to recover.
Kinetic Leaping:
Can propel himself into the air using an explosion. This ability is limited to land-based use and cannot be repeated mid-air.
Maximum jump height: Approximately a small apartment building.
Produces a small explosion upon impact with the ground.
Learned Skills
Muay Thai: Trained in this martial art during his time with the Freedom Corp by his coworker, Vagabond.
Skilled Gambler: Learned various gambling techniques, particularly excelling at pool, during his time in prison under the mentorship of Eric Yager (The Original Cueball).
Ticking Time Bomb:
His powers are becoming unstable, threatening to make him lose control and unintentionally turn objects into explosives.
Fractured Psyche:
Due to trauma from his time in prison, Harrison is highly vulnerable to mental attacks and is prone to breaking under psychic pressure.
Emotional Instability:
Experiences major mood swings and inconsistent morality, alternating between heroism and chaos.
Wanted Criminal:
Escaped from prison and must keep his identity hidden, making trust and public appearances risky.
Ego:
Struggles with insecurity and constantly strives to prove himself, often at the expense of rational decisions.
Intellect: 2/7 – Limited strategic thinking but shows occasional ingenuity.
Physical Power: 2/7 – Relies on powers rather than raw physical strength.
Speed/Agility: 2/7 – Average mobility, though enhanced by kinetic leaping.
Stamina/Endurance: 3/7 – Moderate durability but drains energy quickly with power use.
Energy Output: 5/7 – High destructive capacity through explosive powers.
Combat Skill: 3/7 – Proficient in Muay Thai but not highly skilled.
Gear and Utilities:
Cueball Helmet: A lightweight helmet resembling a pool ball that provides visibility but lacks bullet resistance.
Modified Suit: A repurposed EOD suit painted white for his Cueball persona. It sacrifices certain features, such as team tracking.
Weaponry:
Pool Balls: Carries a bag of 7-8 pool balls as throwable weapons, combining lightweight construction with surprising impact.
Leaping: Uses kinetic leaping to cover ground but requires time to recharge and plan travel.
Public Transport or Vehicle Theft: Adopts mundane methods of transportation when necessary.