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Update Profile: Phoebe Hellsing-Tepes
By: Coolcat207 Date: November 14, 2020, 10:00 pm
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(WIP)
"When the moon is full and bright, and children lie awake in
fright. Beware the beast that lurks the halls, to chew you up,
bones and all. But do not cry when it draws near, for the beast
can smell your fear."
~Phoebe releasing her Tepes power.
Name:
Regina "Phoebe" Hellsing-Tepes
Other Names:
Phee
Hati (Her Old Hunter Name)
Little Wolf
She Wolf
Firecracker
Angel of Darkness
Hellsing's Pup
Hellsing's Little Monster
Mommy's Little Monster
Vampire Girl
Wolf Girl
Big Sis (By Enju Aihara)
Age:
Unknown
Physical Age:
Somewhere in her mid twenties
Gender:
Female
Species:
Dhampir (Human/Vampire Hybrid)
Family:
Grandfather: Vladimir "Dracul" Tepes III (Deceased; Killed
during the Second Scarlet War)
Grandmother: Karasu "Raven" Darkfire-Tepes (@Raven Tepes)
Mother: Integra Hellsing (Deceased; Killed during the Second
Scarlet War)
Father: Lucius Tepes (Presumed Dead; Might come back)
Brother: Lloyd Hellsing-Tepes
Uncle: John "Akiba" Hellsing
Godfather/Mentor: Kindron Darkfire
Godmother: Acillia Rynn-Darkfire
Godbrother: Zack Fair-Darkfire
Cousin: Chelsea Hellsing
Height:
5'8
Weight:
127 lbs
Appearance:
Phoebe is a tall young woman who has fair yet slightly pale
skin. She has her mother's blue eyes and her father's long,
raven black hair that reach to the middle of her back (She used
to have blonde hair like her mother but was changed to black
after some mental training from her older cousin, Kendrix). Her
hair is mainly in a ponytail but it's sometimes either out or in
a bun. Phoebe has a lean yet pretty athletic body due to her
years of training as a supernatural hunter. As a dhampir, Phoebe
has slightly sharp canines which people sometimes mistaken her
for a werewolf (which doesn't bother her surprisingly). At will,
Phoebe's fingernails can grow into claws, her teeth can grow
more into full grown fangs and her blue eyes can turn black with
yellow pupils. But under such intense emotions such as stress or
anger can force these changes to come out as well (bit more on
that later).
At work, Phoebe is normally seen in a gothic work clothes attire
though she sometimes wear lighter clothes such as sky blue or
wine red depending on her mood. Out in public, she is seen
wearing leather jackets and other clothes that seems like she's
in a biker gang or any other gothic attire. In battle, she used
to wear hunter attire equipment along with a mask (think of the
hunter from Bloodborne). Now, she is normally in her work
clothes when doing her job though she is not afraid to wear
protective police gear if needed. Though if she is thrown in
battle, she would not hesitate to fight, even if she's naked.
Birth Clan:
Hellsing/Tepes Clan
Clan Disciplines:
Demonic, Auspex, Celerity, Dominate, Potence
Organization:
Civil Security
Rank:
Leader
Partner(s):
Rentaro Satomi
Enju Aihara
Sosuke Sagara
Allies:
Mithril
Quantum Crew
Powers:
Dhampir Physiology:
~User with this ability either is or can transform into a
dhampir, a vampire/human hybrid, which in most cases has all the
strengths that a normal vampire has without any of the
weaknesses. Blood is still a factor in most cases, either they
need to feed because they will die or they simply are weakened
when they don't feed. Some dhampirs can subsist on either blood
or human food. Whatever the case, just like with vampires, the
quantity of blood a dhampir needs will vary greatly. Their
resistance to sunlight varies as well; some may be weakened by
it, while others are completely immune to its effects.
Physically dhampirs are in top form, having the strengths of a
vampire they are very strong, most do not age and others age
very slowly. There are far less variations in appearance when it
comes to dhampirs because of their human side. Most dhampirs
will look like normal humans, some will be extremely attractive
but there are not many non-humanoid dhampirs out there.
Phoebe is the dhampir child of Integra Hellsing and Lucius
Tepes. Due to her also being the granddaughter of Vladimir
"Dracul" Tepes III and a descendant of Abraham Van Helsing,
Phoebe is one of the most powerful and dangerous dhampirs to
exist on Earth. Although trained in both skills and abilities
she is gifted with, Phoebe has also trained under her godfather,
Kindron Darkfire. Despite her demonic vampire heritage, Phoebe
has similar abilities as her father, which resembles more of a
fallen angel type.
Hybrid Lord Physiology:
~The user either is or can become a hybrid lord, a hybrid being
that is vastly superior to most other hybrids and members of
their parent species. They possess incredible supernatural
power, unchallenged dominion over hybrids and minions, and
tremendous supernatural abilities in both domains. Regina is
known as the infamous dhampir lord due to her family bloodline,
being stronger than many, if not most dhampirs in her home world
and across the multiverse, making her dangerous towards humans
and vampires alike to the point that even her own kind fears
her.
Hybrid Vitality:
~The user possesses augmented powers as a result of being a
hybrid between two species, making them more powerful than
either of their parent races. This is a trait that can be
observed in real animals; the most famous example is that of the
mule: it has a lifespan 10 years longer than either horses or
donkeys, and are also considered to be stronger, smarter and
less obstinate than either species.
Apex Predator:
~The user is an apex predator, a vastly superior predator in the
known world, with a fearsome capacity for hunting down
practically any species in their ecosystem, even other
predators.
Predators of this category are at the top of a food chain and
are never preyed upon by any other predators, as they are the
most dangerous and fearsome creatures in their
environment/world, with qualities of a greater degree.
There are many variants of apex predators, many of them can come
from any particular species from foreign to common, others can
come from nature while others can come from different sources of
creation that can enhance any predators to their highest danger
in being, raising their predatory potential to its maximum
making them the most dangerous beings in the natural world or
even their own universe. These solitary creatures have no known
natural enemies/predators.
Black Dog Physiology:
~The user either is or can transform into a black dog, (also
called Barghest, Black Shuck, Cù Sìth, Moddey Dhoo (or Mauthe
Dhoo), Gytrash (or Guytrash), Oude Rode Ogen, Tibicena, Dip,
Hairy Jack, Padfoot, Skriker, Churchyard Beast, Shug Monkey,
Capelthwaite, Hateful Thing, Swooning Shadow, Bogey Beast.
Although the Church Grim is not a Barghest or Shuck, it can also
take the form of a large black dog, a being found primarily in
the folklores of the British Isles. The black dog is essentially
a nocturnal apparition, often associated with the Devil or a
Hellhound. It is generally supposed to be larger than a normal
dog, and often has large, glowing eyes, often associated with
electrical storms, crossroads, places of execution and ancient
pathways.
Black dogs are almost universally regarded as malevolent, and a
few (such as the Barghest) are said to be directly harmful. Its
appearance was regarded as a portent of death, while exact
abilities vary wildly between different variations.
Church Grim Physiology:
~A user with this ability either is or can transform into a
church grim, a hellhound-like guardian spirit of cemeteries and
church's on cemeteries grounds in English and Scandinavian
folklore from evil or those who would do harm to the church
including; thieves, vandals, evil witches and warlocks, and the
devil himself they say. In the 19th century folklorists believed
that it had once been the cruel custom to bury a dog alive under
the cornerstone of a church as a foundation sacrifice so that
its ghost might serve as it's guardian. During funerals the
presiding priest may see the grim looking on from a church tower
as the creature determines from its post whether the soul of the
deceased is destined for Heaven, or Hell. The grim inhabits the
churchyard day and night and is associated with dark stormy
weather.
The grim often appears as a black dog since they were mainly
used in it's creation, but it is also known that other animals
were as well, buried under the churches such as boars, pigs and
even horses.
This hellhound form is unique to Phoebe as well since she's one
of very few members of the Hellsing Clan who have this hellhound
transformation. This makes sense in a way due to Phoebe's
guardian like nature.
Vampiric Force Manipulation:
~The user of this power possesses and is able to utilize strong
vampiric power. This ability not only grants the user great
strength and control over numerous variations of vampiric
abilities but also allows them to overwhelm weaker vampires as
well as rival that of powerful vampiric entities.
Through this, the user can perform such feats as infusing
weapons with vampiric power, allowing them to transfer blood
and/or life-force to the user, or into projectile weapons that
would continuously drain the target's blood/lifeforce once stuck
in their body, nullifying regeneration and softening them up for
the finishing blow, as well as convert other beings into
vampires without biting them or mixing blood.
Vampirism Immunity:
~The user is immune to vampirism, meaning that they cannot be
transformed into a vampire by any means.
Blood Consumption:
~The user can absorb (usually by ingesting) the blood of others
for either sustenance, offensive, defensive, or regenerative
purposes.
Blood Empowerment:
~User becomes stronger, faster, more durable, etc. when they
come into contact with or are near blood, possibly unlocking
abilities related to the affinity and enhancing their existing
powers. Some users may be able to draw sustenance from the blood
or even slow or stop aging.
Blood Flow Vision:
~The user will have the ability to see all major and minor veins
of any living being. The user can even see them through
inanimate objects like trees, concrete, clothes, and so on.
Blood Sense:
~The user has the ability to sense the awareness of the
circulatory system allowing to detect the presence of drugs,
alcohol, other substances in a subject’s blood.
Night Vision:
~User has excellent night vision, the ability to see in low
light conditions or even total darkness. Whether by biological
or technological means, night vision is made possible by a
combination of two approaches: sufficient spectral range, and
sufficient intensity range.
Daytime Walking:
~The user is a nocturnal creature (typically a true vampires)
able to withstand exposure to direct sunlight and be active
during the day. This can be because they are a Dhampir, are
endowed with magic or are unique physically in one way or
another.
Maternal Powers:
Mana Manipulation:
~Every mana user learns to summon the mana from their own body.
Every mana user is able to generate their mana after learning
how about mana, where they are able to use it for different
things like amping power, forming attacks, or using it for other
purposes. While most associate mana with magic, which mana is
most often used for, groups learned that mana is useful as a raw
energy that can damage most creatures, as even those with magic
are able to be hurt by mana itself even if they're immune to
magic. Not only that, but mana users found that mana is highly
customizable in combat, with some mana users have different
types or unique types of mana they develop over time, such as
the demon mana or chi/mana. This depends on the user, but every
mana user learns to manipulate their mana in a variety of ways
with it being very easy to manipulate into new forms while still
keeping it's raw energy power. Some develop two to four types of
mana if they're creative enough. Out of all the types of energy
the body uses, mana and chi are the two most adaptable energies
in most mortal bodies. However, that doesn't mean it can't be
countered by other energies, like chi, spirit energy or even
elemental energy depending on what one has. Energy is easily the
best way, though one can also use aura breaker style techniques
as well.
Surrounding Mana Manipulation:
~Those with enough understanding of mana, and the sense of mana
that comes with manipulating mana eventually learn to control
mana from the environment around them. This lets a mana user
not only use this to use more powerful mana, but also use it to
replenish their own mana they've used. However, this is
difficult to use, as absorbing mana is quite difficult, since
some of the absorbed mana is used just trying to absorb the
mana, which makes this sort of a pain to use, so most mana users
save this as a last resort. While powerful, this mana is hard to
absorb and hold on to, usually requiring concentration to absorb
completely. This is essentially a replication of how some chakra
users developed their own "Sage Mode", but instead of using
chakra, they used mana to do this. This is why most mana users
try to use weapons that gather mana for them, so they don't
expend energy doing so. This mana is stronger than normal mana,
but costs more power to maintain. The most used method for this
is empowering oneself through what mana users call "Mana Mode."
Dark Mana:
~When the mana in an area is used up completely, and the mana
user tries to pull more mana, the result becomes the generation
of dark mana. Dark mana is essentially the opposite of normal
mana, being empowered by darker energy than normal mana. When
there's not enough mana in an area, the result is that the
leftover energy pulled up is fused with dark energy, and creates
a more evil type of mana energy. Because of how easy mana is to
manipulate and fuse to other energies, this mana is a natural
mana for depleted mana in an area. This mana is dangerous, and
often taboo among mana users, as stories of people becoming
disfigured or not being able to use things like their mana power
amp correctly have led to a misconception about dark mana. Dark
mana can be controlled, and while not as customizable as normal
mana (since the only energy that can be combined with it is
demon energy), it is still very strong, and as long as it's
properly controlled, it can be used effectively. This mana is
dangerous to the user though if proper control is not taken,
something that can be used against them. And except in certain
situations, one can only use this if mana is pushed completely
out of an area, or the mana in an area runs out completely. Only
certain select people can draw dark mana in the presence of
normal mana. And while normal mana's strength often depends on
the user, dark mana is the same for everyone, making it evenly
matched with any other dark mana, for better or worse.
Mana/Magic Negation:
~There's a few things mana users usually have issues with, one
of which is stronger mana users who can use their mana to
overpower theirs, and others without a talent for magic that can
use their magic to overpower the user's mana, usually a problem
for mana users with no real magic ability. This skill was
designed to use mana to replicate a frequency that cancels out
all mana in an area, not allowing any mana use. This skill was
designed mostly to counter magic users by non magic users, in
which all mana gets cancelled out and forcing all opponents to
rely on other abilities. This also works well against stronger
mana users who would normally overcome the user's mana as well.
Each mana user has a unique method of using this, such as a
finger snap activating and deactivating this (which is fairly
common) or some releasing a wave. Of course, the one thing to
note is not only does this cancel out mana for the opponent(s),
but also cancels out mana use for the user. So this negates mana
and magic for everyone, not just the opponent. Also, only
mana-based magic can be affected, as things like chi magic,
celestial magic and other forms of magic that don't rely on mana
are not affected by this. However, this can be useful for
drawing out dark mana, since mana vanishing from an area means
there's no mana to draw from, making this an easier way to
summon dark mana without having to waste the mana in an area.
Radiating Mana:
~Similar to those with auras, mana users, when using their mana,
radiate mana from their bodies, creating an almost aura-like
mana around them. This is the body's natural expulsion of extra
mana produced by the body, and often times acts like a defense
similar to auras. This can dampen attack and grant mana users
power to draw from without wasting the mana in their bodies,
allowing them to generate mana attacks more easily. This also
lets mana users use this mana for things like power
amplification and mana regeneration, as this mana can be drawn
back into the body at will to be used for more power. This mana
aura type power is simply the radiation of mana from the body,
and normally doesn't effect the body negatively. Most mana users
feel this wastes usable mana, so they try to use this as their
primary source of power for mana attacks, and this is one of two
ways they try to deal with the expulsion of mana from the body
during combat. This is useful for using in combat, but really
doesn't mean their attacks are any stronger than normal, as
absorbing mana generated from their own body doesn't count as
surrounding mana absorption, so this power is not the same
thing, and is more along the lines of just reabsorbing their own
mana.
Full Mana Containment Mastery:
~This is the second way that mana users tried to keep from
wasting power in battle. This way is a bit more dangerous to the
user than the other, but provides a bigger power boost than
using mana similarly to an aura. This method, instead of using
the mana that radiates from the body, cuts off the mana's exit
from the body, containing the mana inside the body. As one can
imagine, containing mana is a bit of a double edged sword, as
while they do keep the energy in their body and gain a bigger
supply of mana than normal mana users, this method becomes very
hard on the body, and can result in damaging the body. This is
usually supplemented by feeding some of the extra mana into
regeneration, preventing too much damage too quickly, but this
can eventually cause more damage than can be regenerated by the
body if used for too long. Usually, this is meant to be used in
battles where the user needs a power boost beyond normal mana
amplification, in which this can provide such a boost, however,
the strain means that users should never stay in this state for
too long otherwise the strain could do permanent damage not just
to their bodies, but to their body's ability to generate mana.
This is a strong powerup, but dangerous if not properly used.
Mana Power Amplification:
~This is the main reason most mana users use mana, which is so
that they can use this to power up their bodies and supernatural
abilities. This power uses any of a mana users mana abilities to
power themselves up. This ends up being a passive powerup once
concentrated through the body, granting a temporary increase of
physical stats and temporary enhanced mana and other
supernatural abilities. When in affect, the mana enhances all
other supernatural abilities, like holy or unholy abilities,
powering them up with mana. And depending on the mana used, this
can power up the user with special abilities as well, depending
on what they can do with their mana. Some using holy or unholy
mana can do things like amp their holy or unholy power, while
creating more of a defense against the opposite power. Depending
on how much mana is put into the amplification, often determines
how much of an increase the user can get and what type of mana
they're powering themselves up with.
Dark Mana Power Amplification:
~This is very similar to normal mana amplification, but using
dark mana. If one can use dark mana, they can also use this to
empower themselves using this the same way as they would with
normal mana types. However, dark mana works slightly
differently, in that it has a different amplification effect on
the body. While it does amp physical stats and supernatural
abilities, it amps someone with darker power, and amps them far
more heavily than normal mana amplification. However, instead of
granting a normal mana enhancement, it gains an overall raw
power boost, making things like one's aura and natural energies
far stronger than any other mana type. However, this comes with
a cost, as any mana user who uses this will find that the strain
on the body is very high when using this, since dark mana is
much harder to keep contained in the body through power
amplification, and takes far more power to use. This means that
using dark mana provides a much higher boost than almost any
other type of mana, but at the cost of doing damage to the body.
This damage is akin to the same kind of damage that full mana
containment does, except that dark mana doesn't just do damage
to the body, but over time, if used too much, can mutate the
body if too much damage is done to the body.
Mana/Dark Mana Regeneration:
~This is another reason mana users like to use mana, in that
they developed a way to funnel mana into regenerating the body
passively, making it so their mana heals them from most
injuries. This is a supernatural type regeneration, and can be
used using mana or dark mana, or any other mana the mana user
can use. Often times, most mana users prefer normal mana for
this, not wanting to waste more power than they have to since
other types of mana take more power to use. Since mana is good
for regeneration and doesn't really require extra gimmicks, most
mana users just prefer to keep it simple and use normal mana.
Dark mana, on the other hand, is questionable by most to use
since dark mana has harder effects on the body. Normal mana can
regenerate most injuries, including replacing limbs, though dark
mana does the same thing, but heals much faster than normal
mana. Dark mana is more preferable to some because it takes less
time to heal fatal injuries, but they must be careful because
dark mana can mutate the body if it's not used properly, and if
it's used too much, then it can damage the body as well when
healing it. Usually, normal mana is dependable enough though
that unless one is pierced in the heart or brain or beheaded,
most mana users can regenerate, with them really only needing
dark mana to heal fatal injuries faster than normal mana.
Mana Armor:
~This skill is a technique by mana users that lets them up their
defense by hardening the mana around their bodies, similar to
other energy users. There are many ways mana users use to defend
their bodies against attack, as each mana user often does
something different. This lets them up the defense for parts of
their bodies, making them able to withstand attacks, or amping
their defense so they can reflect attacks. Usually, the most
common technique is hardening the body using mana which helps
defend against physical attacks and concussive attacks, and
reduces or negates damage depending on how strong the defense of
the mana is against the power of the attack. Another use of the
same method is when others use mana to protect themselves while
they deflect an attack, similar to a ki user. This technique
lets a mana user stop or push an attack away, and they can do
this without damaging the integrity of an attack, such as
knocking away an explosive attack without making the attack
explode. Some even use mana to create armor of mana around their
body. The exact method of using this varies depending on the
user, with some being able to just harden their body, some
preferring the mana shield or mana barrier techniques, or
creating armor. However, this method is still vulnerable to aura
breaker weapons, and stronger attacks can still break this armor
skill no matter what form it takes.
Mana Shield/Barrier:
~The mana shield skill can be used to create shields of mana
around the wrist as another method of using this, which can be
used to block attacks. The shields can be as big or small as one
wants, and can be used as long as the shield isn't broken and
the user has enough mana to use the technique. These shields are
meant to be used defensively, acting like protective shields
that don't need to be held by the hands, allowing the user to
carry weapons and still use the shield when necessary. This
technique is effective for defense, but only if the shield can
block the attack, since all it takes to avoid the shield is
getting behind the user, or attacking an area not covered by the
shield. The other ability, mana barrier, creates a spherical
barrier around the user, which is another method of shielding
oneself from attacks. The mana barrier blocks attacks, as long
as the barrier isn't broken, can protect the user. The cost of
using this technique compared to the mana shield or mana armor
is usually more though, not just for the technique itself
requiring more energy as it's a lot more energy being used, but
also because this technique requires energy to maintain. Of
course, both of these techniques can be broken with enough
force, and can be instantly broken with things like aura breaker
weapons or strong enough energies that can be used to counter
the user's mana.
Mana Wave:
~This is an attack wave which mana users fire from their
physical attacks, or just fire it from their hands. This wave is
very adaptable with some people firing it different ways. This
wave is designed to fire a concussive wave which is fired at
opponents, damaging them on impact and knocking them back with
pure concussive force. This does the same damage as a physical
attack, and can be increased or decreased in size. Usually,
larger waves are used to hit more enemies or hit a larger area,
but smaller waves are used to compress the wave and hit smaller
areas much harder. The waves are customizable to an extent
depending on how the mana user wants to use this technique. Most
mana users fire these from physical or weapon strikes, or can
even fire this from the sound waves of their voice by fusing
their voice waves with mana. It's also possible to concentrate
this in a 360 AoE form to blast back everyone around the user,
but this requires more power to do, and depending on how much
power is put into the attack, the wave may be stronger or larger
if more power is used to generate it. This is easily dodgeable,
as one can dodge the wave easily by moving out of the way, or
for the AoE attack, they just need to get away from the user
until the attack spreads out and disperses. This attack can also
be broken with enough force, or protected against with barriers
and other shielding techniques.
Mana Blast/Beams:
~Just like other energy types and users, mana users are able to
fire blasts of raw mana, or concentrate them into beam they can
fire. This is somewhat similar to ki users and similar energy
users who can fire beams, like hollow ceros. This technique is
designed to use mana's raw destructive power to damage opponents
with strong blasts which usually explode with mana when they hit
a target. The blasts are usually large balls or shapes made of
mana while the beams are usually just beam projectiles fired at
opponents. The attacks are easily customizable, in which some
can focus these from weapons to create weapon attack waves or
blast mana from other parts of their body. Most use their hands
to generate the mana they need, but some mana users channel mana
more easily in different ways, such as using a breath style
attack to fire a mana beam (similar to a dragon breath attack),
or they just fire from their finger-tips, or from their hands.
Some even learn to kick or punch blasts at people to give the
blasts extra momentum. This is dodgable by opponents, and most
attacks can be defended against with strong enough defenses.
Mana Constructs/Weapons:
~One thing most mana users do with their mana is create powerful
weapons and constructs out of their mana. This is far more
useful than other energies due to the raw power of mana, and
even among some who have physical weapons, they still use this
from time to time to create other weapons they can use in fights
or other constructs useful to them. Some do things like make
guns that fire mana bullets, or some might create certain
weapons to use on opponents. The variety of weapons and
constructs usually is limited only by the user's imagination
and if they have enough mana to make the weapon or construct
they want to make. Some have even been able to make canons out
of mana, though making larger or more powerful weapons often
requires more mana than simple weapons like swords and other
melee weapons. Constructs also can be granted specific
properties, such as creating a grenade style projectile that
explodes with mana on impact. As one might imagine, other
energies and weapons can counter these, and strong enough
defenses can counter more destructive constructs.
Mana Bullets/Mana Spears:
~This is another fairly simple ability among mana users, who use
their mana to create small, fast projectiles, or larger
spear-like projectiles. There are two main categories of
attacks, which, again, are highly customizable among each mana
user. The mana bullet technique was designed to fire small,
speed based projectiles using mana, which can be fired multiple
ways. The two most common ways are usually a finger flick,
flicking small projectiles at opponents with immense speed, or
firing the bullets from a radiating mana aura, which fires them
directly after they're created in the radiating mana. The mana
bullets are designed to be like bullets fired at opponents, and
work similar to gun bullets except the bullets are not metal.
The mana spear technique is very similar, but fires larger
spears designed for piercing opponents more than speed. The mana
spears are designed to pierce defenses, and can be used to
pierce things like barriers, defensive techniques or through
armor if concentrated properly. These techniques are both pretty
effective, and most mana users can use both of these powers
effectively. Of course, these can still be dodged and blocked,
though the mana spear is better dodged than blocked since it's
designed to pierce defenses.
Mana Familiars:
~Similar to other familiar techniques, mana familiars are
designed to replicate magic familiars in a way, an ancient magic
user art which summoned an animal to work alongside the magic
user. For mana users, they generate mana familiars based on what
they want to create, in which they create mana familiars that
are designed to help them in fights, somewhat similar to the
elemental familiar technique used by the Darkfires, but used
with mana. The familiars attack depending on what they are, and
depending on what's created, may have special properties, such
as bird familiars flying or wolf familiars having claws and
teeth to attack with, or even creating monsters that can attack
using mana like a dragon familiar that can breath mana almost
like a flame. Depending on the imagination of the user, they can
generate almost any kind of creature. Though the larger the
creature or more creatures made, the more energy is used and the
less power each or bigger familiars have since larger familiars
and making more familiars requires more energy to be used and
more focus between each one. Some mana users even learn to
create a permanent familiar they can keep with them at all
times, with some having familiars similar to magic users that
they just keep with them which could be almost any creature the
mana familiar is designed as. Once created, the familiar can
manifest itself as long as the user has mana, and can act on
it's own, also being able to share its senses with the mana
user.
Parental Powers:
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