Abilities & Opt Out - Screened
Apr. 25th, 2024 11:57 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
ABILITIES: Sherwood calls himself a Druid, but he's actually a Warlock. His magic is powered by his connections to other people's souls. Souls are defined by this magic loosely as the energy that connects body and mind, a person's consciousness and spirit. The antennae-like branches growing from his head are a manifestation of his own soul. If these antlers are fully removed or heavily damaged, he will die from the trauma. These antlers also make him extremely susceptible to short term possession by ghosts and spirits, as they're basically lightning rods for collecting loose soul energy. He's going to be kicking random, horny ghosts out of his body on the regular, throughout his stay!
Animal Transformation: Sherwood can transform full bodied into a specific animal that represents the shape of his soul. His animal form is a praying mantis. He can swap in and out of this form at will, though it takes a lot of his mental energy to do so. He can be a small, naturally sized mantis or one as tall as his human form, 6' 2". If he stays in this form more than a couple of days, he risks losing his mind and becoming trapped in it.
In this form he can use his various magics, speak, and comprehend others fully. Beyond that, he has the physical abilities of a natural praying mantis, including brief bursts of flight using his wings. He cannot partially transform to any degree, all or nothing.
Soul Bind: A magical connection represented by an ethereal, silver string visible only through magically aided senses. Sherwood passively links the souls of those he meets to his own. This connection is made stronger by feeling passionately towards Sherwood, in either positive or negative ways. This allows him to tap into other people's energy to use as a magical battery. This can drain someone's current energy level or overall lifespan. Sherwood uses this as the power source for his other magical disciplines.
In his age, he has very little of his own energy to use, so this is his most reliable method to have access to magical power. The binding can only be broken by keeping physical and emotional distance from Sherwood. If he is forgotten about by a person, the bond breaks and would need to be reestablished by being in Sherwood's presence again.
Basically, the more he's in someone's head and heart, the more he can drain the life out of someone. He uses this en masse back home, as he is an influential historical figure. He'll be greatly nerfed arriving in the Hotel, were nobody knows him, but gain back strength over time.
Anytime he uses any of his disciplines, magic is tapped from these various connections. He can pull for any number of his sources at a time, usually all of them so the energy drain is dispersed and unnoticeable by his victims.
Life Drain: Sherwood's healing discipline. He taps the bonds he has and channels the life energy there to use for healing. This sooths pain and will linger a few hours, generally being pleasant for the person being healed. This cannot heal old wounds, scars, or anything chronic/reoccurring. Sherwood can regrow some flesh, but not full limbs or organs. He can reattached lost limbs or transplant organs without any concern for compatibility. This requires direct touch of his skin to another person, most effectively through his hands.
Time Halt: Sherwood's shielding discipline. A time stop field wound into thin, red, piano-wire like strings. He can weave these through empty space to form blockades between himself and others, stopping time wherever the strings are touched. If he weaves these around a person's body, they will be physically immobilized, but consciously aware. The person held in stasis will continue to feel full physical sensation throughout their body.
These strings require constant, conscious upkeep and will disperse the moment Sherwood is distracted. He cannot cast these at long distances or within a space he does not presently occupy. If he leaves a space, they disappear immediately. He can cast and recast in short bursts, which is why these are particularly useful defensively.
Energy Enhancement: Sherwood's providing discipline. Using a concentrated pulse of soul energy, he can give a reviving jolt of power to a person or other organic matter. With this he can revive dead plants or dormant seeds, causing them to rapidly regrow to a thriving state, baring any fruit or seed. These are a relatively short lived revival and the plants will often die shortly after propagating once.
If used on a person, this gives a sudden jolt of awareness and energy. When this fades, it has a hangover-like effect. This is especially true if the person pushed themselves beyond their normal limits using that energy. Their body will be left sore and aching from overuse.
Channeling this takes the most energy of all of Sherwood's spells and he'll often need a long rest after use, even if he drew the majority of the energy from his bonds.
Soul Manipulation: Sherwood's necromancy discipline. Allows him to reach into anything with a soul to grasp, study, and discern its qualities. He can transfer a soul into any nonmagical and inert object for storage, though the item needs to have a sentimental connection to the person whose soul is being placed inside it. When removing a soul this way, Sherwood leaves their body comatose, without connection between mind and body, which loses consciousness while continuing to function. If someone's body is dead or dying, he can remove the soul and revive the flesh with his healing. Returning the soul to the body thereafter will fully resurrect the person.
He can also transfer people's souls between bodies this way. If swapping two or more individual's souls, those involved all need a social connection to one another to complete the swap. While these swaps can be novel and interested for a few days, this will eventually cause an existential crisis of identity and rejection of the host body. This can kill both a body and soul if not swapped back to an original or more compatible body.
Puppetry: Sherwood's favored discipline. Using a combination of his above powers, he can transfer a soul into a marionette of his own creation. He manipulates a soul into an object of importance to a person, then uses that as a semi-conscious battery at the core of a Puppet. Lacking any mind and only a body to pilot, these Puppets are controlled entirely by his subconscious will. He orders them around verbally for show, but it is unnecessary to tell them anything as they lack conscious comprehension of outside stimulus.
If a Puppet's body is damaged or destroyed he can rebuild it, but if the item anchoring the soul is broken then it could set free a ghost. An unbound soul tends to be pretty vengeful towards Sherwood, so he likes to avoid that. He is very afraid of ghosts, which will be a real treat for him to deal with around the haunted hotel.
Animal Transformation: Sherwood can transform full bodied into a specific animal that represents the shape of his soul. His animal form is a praying mantis. He can swap in and out of this form at will, though it takes a lot of his mental energy to do so. He can be a small, naturally sized mantis or one as tall as his human form, 6' 2". If he stays in this form more than a couple of days, he risks losing his mind and becoming trapped in it.
In this form he can use his various magics, speak, and comprehend others fully. Beyond that, he has the physical abilities of a natural praying mantis, including brief bursts of flight using his wings. He cannot partially transform to any degree, all or nothing.
Soul Bind: A magical connection represented by an ethereal, silver string visible only through magically aided senses. Sherwood passively links the souls of those he meets to his own. This connection is made stronger by feeling passionately towards Sherwood, in either positive or negative ways. This allows him to tap into other people's energy to use as a magical battery. This can drain someone's current energy level or overall lifespan. Sherwood uses this as the power source for his other magical disciplines.
In his age, he has very little of his own energy to use, so this is his most reliable method to have access to magical power. The binding can only be broken by keeping physical and emotional distance from Sherwood. If he is forgotten about by a person, the bond breaks and would need to be reestablished by being in Sherwood's presence again.
Basically, the more he's in someone's head and heart, the more he can drain the life out of someone. He uses this en masse back home, as he is an influential historical figure. He'll be greatly nerfed arriving in the Hotel, were nobody knows him, but gain back strength over time.
Anytime he uses any of his disciplines, magic is tapped from these various connections. He can pull for any number of his sources at a time, usually all of them so the energy drain is dispersed and unnoticeable by his victims.
Life Drain: Sherwood's healing discipline. He taps the bonds he has and channels the life energy there to use for healing. This sooths pain and will linger a few hours, generally being pleasant for the person being healed. This cannot heal old wounds, scars, or anything chronic/reoccurring. Sherwood can regrow some flesh, but not full limbs or organs. He can reattached lost limbs or transplant organs without any concern for compatibility. This requires direct touch of his skin to another person, most effectively through his hands.
Time Halt: Sherwood's shielding discipline. A time stop field wound into thin, red, piano-wire like strings. He can weave these through empty space to form blockades between himself and others, stopping time wherever the strings are touched. If he weaves these around a person's body, they will be physically immobilized, but consciously aware. The person held in stasis will continue to feel full physical sensation throughout their body.
These strings require constant, conscious upkeep and will disperse the moment Sherwood is distracted. He cannot cast these at long distances or within a space he does not presently occupy. If he leaves a space, they disappear immediately. He can cast and recast in short bursts, which is why these are particularly useful defensively.
Energy Enhancement: Sherwood's providing discipline. Using a concentrated pulse of soul energy, he can give a reviving jolt of power to a person or other organic matter. With this he can revive dead plants or dormant seeds, causing them to rapidly regrow to a thriving state, baring any fruit or seed. These are a relatively short lived revival and the plants will often die shortly after propagating once.
If used on a person, this gives a sudden jolt of awareness and energy. When this fades, it has a hangover-like effect. This is especially true if the person pushed themselves beyond their normal limits using that energy. Their body will be left sore and aching from overuse.
Channeling this takes the most energy of all of Sherwood's spells and he'll often need a long rest after use, even if he drew the majority of the energy from his bonds.
Soul Manipulation: Sherwood's necromancy discipline. Allows him to reach into anything with a soul to grasp, study, and discern its qualities. He can transfer a soul into any nonmagical and inert object for storage, though the item needs to have a sentimental connection to the person whose soul is being placed inside it. When removing a soul this way, Sherwood leaves their body comatose, without connection between mind and body, which loses consciousness while continuing to function. If someone's body is dead or dying, he can remove the soul and revive the flesh with his healing. Returning the soul to the body thereafter will fully resurrect the person.
He can also transfer people's souls between bodies this way. If swapping two or more individual's souls, those involved all need a social connection to one another to complete the swap. While these swaps can be novel and interested for a few days, this will eventually cause an existential crisis of identity and rejection of the host body. This can kill both a body and soul if not swapped back to an original or more compatible body.
NOTE FROM GP MODS: "In addition to the limitations noted in the application, we also would like to note that any souls affected by Sherwood's manipulation abilities should eventually return to their own bodies, even without his intervention. Rather than reach the existential crisis point, they should automatically revert back at that time."
Puppetry: Sherwood's favored discipline. Using a combination of his above powers, he can transfer a soul into a marionette of his own creation. He manipulates a soul into an object of importance to a person, then uses that as a semi-conscious battery at the core of a Puppet. Lacking any mind and only a body to pilot, these Puppets are controlled entirely by his subconscious will. He orders them around verbally for show, but it is unnecessary to tell them anything as they lack conscious comprehension of outside stimulus.
If a Puppet's body is damaged or destroyed he can rebuild it, but if the item anchoring the soul is broken then it could set free a ghost. An unbound soul tends to be pretty vengeful towards Sherwood, so he likes to avoid that. He is very afraid of ghosts, which will be a real treat for him to deal with around the haunted hotel.
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