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THE BIG DREAMER

STORY

From his home in R'lyeh, the terrible Cthulhu dreams and waits. For him, the sleep of ages is only a momentary lull, and in his dreams he speaks to those willing to listen. It corrodes the minds of the weak and instigates the mad. The winds carry your voice, and the earth trembles with your thoughts. Go! Cthulhu fhtagn! Once, he reigned where today the insignificant deities of Earth reign, and soon he will reign again. For he has them all in his claws, although they do not yet know it. Winter after summer, summer after winter. He waits, patient and powerful, for the stars to align. Go! Cthulhu fhtagn! But he does not wait alone, for there are those who worship him, hidden in inhospitable and dark places. There, they prepare for the moment when their prayers will free their master from deep sleep. The great Cthulhu will awaken once more so that the world will bow at his feet, and teach men new ways to scream and kill. Go! Cthulhu fhtagn! Now, as the stars move towards the prophesied conjunction, while the great tree withers and R'lyeh rises from the depths of the sea, the great Cthulhu longs to retake its ancestral domain. He plants the seeds of madness in the mind of dreamers and calls on all who wish to follow him. Go! Go! Cthulhu fhtagn! The old deities will bow down as he breaks the bonds of reason and throws insanity over the world. Kings will be turned into madmen, madmen will become kings, and even the dead will not escape their wrath. Go! Cthulhu fhtagn! The stars are aligned. Cthulhu will rise again. Go! Cthulhu fhtagn!

heralds of cthulhu

Appearance: Because they are children of other deities, the Herald's appearance can vary completely. However, the Heralds always use a hood to hide their faces.

Personality: Cthulhu's heralds end up having their personalities altered after following Eldricht. They have a distorted personality and sadistic attitudes. Not caring about others, only about yourself.

SKILLS

Passive Powers

Dreamer's Wings

The Heralds of Cthulhu have wings just like the great dreamer. However, these wings are invisible to others and can only be seen if the Herald allows it. These wings are fused to the Herald's body passively and provides certain advantages. The Herald's wings passively emit energy around the user, allowing him to breathe underwater and in places where normally it would not be possible, even in the vacuum of space.

Level 1-10: Its wings are as resistant as iron and when flying or swimming its speed doubles.

Level 11-25: Its wings are as resistant as steel and when flying or swimming its speed triples.

Level 26-35: Its wings are as resistant as titanium and when flying or swimming its speed quadruples.

Level 36-50: Its wings are as resistant as diamond and when flying or swimming its speed increases fivefold.

Level 51-99: Its wings are as resistant as adamantium and when flying or swimming its sixfold speed.

Level 100-150: Its wings are as resistant as vibranium and when flying or swimming its eptoplicate speed.

Level 151-200: Its wings are as sturdy as divine iron and when flying or swimming its octuple speed.

Level 201-250: When flying or swimming your speed increases by 10x. Their wings are as sturdy as angelic iron.

Level 251-300: When flying or swimming, your speed reaches the peak, reaching about 11x its previous capacity.

 

Asleep or awake?

The Heralds of Cthulhu remain at all times in a kind of trance that varies between being awake and not being. The truth is that the Heralds are “sleeping” all the time, but they are still able to perform the actions that a body in a state of sleep is not capable of.

 

Level 1-10: Thanks to the fact that they are sleeping at all times, the Heralds cannot suffer any kind of sleep induction.

Level 11-25: Now your immunity to sleep induction is increased, not even semi-absolute attacks related to the topic will be able to put your body to sleep.

Level 26-35: Not even absolute sleep inducements are now effective against you;

Level 36-50: Now whether the induction is light or even above the absolute concept. It will be ineffective against the Herald who is already asleep.

Level 51-99: Now the Herald is not only totally immune against sleep induction, but he is also immune against any power that tries to put the Herald in a "faint" state.

Level 100-150: Illusions are also considered to be a state where the individual loses control of his own conscience. At this level, the Herald also gains immunity against supreme illusory attacks.

Level 151-200: At this level, the Herald's immunity against illusion attacks is so great that he can even glimpse such attacks in third parties and undo the illusion with his presence alone.


High Speed

 

The heralds exhibit great speed, being one of the fastest beings in existence.

 

Level 1-10: They can reach speeds of up to 1,500km /.

 

Level 11-25: They can reach speeds of up to 3,000 km / h.

 

Level 26-35: They can reach speeds of up to 4,500km / h.

 

Level 36-50: They can reach speeds of up to 5,000 km / h.

 

Level 51-99: They can reach speeds of up to 6,500 km / h.

 

Level 100-150: They can reach speeds of up to 8,000 km / h.

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Level 151-200: They can reach speeds of up to 9,500 km / h.

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Level 201-250: They can reach speeds of up to 11,000 km / h.

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Level 251-300: They can reach up to 12,500 km / h.

 

Eldricht regeneration

 

Being heralds of a supreme deity, these offspring exhibit powerful regenerative power.

 

Level 1-10: The offspring can recover from minor cuts and simple injuries / damage.

 

Level 11-25: The offspring can recover from larger external cuts and injuries. Managing to recover from more extensive drilling.

 

Level 26-35: Can recover from burns and major injuries, recovering from extensive bleeding and even bleeding.

 

Level 36-50: Can recover from major damage to the body including loss of small limbs, such as ears, eyes, fingers and etc.

 

Level 51-99: Can regenerate large parts of the body that includes organs, and members of the body including vital parts of the body such as the lung.

 

 

Dreamer's Immortality

 

The Heralds have a relative immortality with some limitations compared to the Great Dreamer.

Level 1-50: Initially the degree of immortality is more limited. The camper after becoming a herald ends up acquiring five hearts requiring him to be killed at least five times in a battle before he actually dies. It should be noted that hearts regenerate one round after being destroyed. Beheading can also be a problem.

Level 51-100: Your immortality now allows you to survive countless fatal accidents, and almost any form of dismemberment, the herald is still able to speak even after having his head cut off.

Level 101-150: Your immortality is now considerably higher, Your body now has a special gene capable of allowing you to completely regenerate when you suffer a deadly attack, but if it is reduced to almost ashes it will die.

 

Level 151-200: Herald is now able to regenerate with only a single cell left.

 

Level 300: Upon reaching the peak of regeneration, the Herald cannot be killed by natural causes in this world, your soul cannot be cut off or controlled, and you simply will not die unless your existence is decimated in some way.

 

 

Dreamer's Scales

 

The Herald is totally invulnerable, unaffected by virtually any blow regardless of who performs it. His strength and endurance are gigantic for all his achievements. His Eldrichtian blood and primordial scales also give him a resistance practically impossible to break without any weakness.

 

Level 200: Your bestial body is totally physically invulnerable, and cannot be destroyed / cut / hit by practically any being that does not have at least one hundred levels of difference in relation to the Herald, and cannot have this immunity broken. The only way to destroy the scales is to be hit by a blow with power higher than your defenses completely.

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Chaotic Mind

Level 1: The inner workings of the Herald's mind are very different from what could be considered "normal" or "sensible" by the standards of most living beings. Possible causes include natural things, such as suffering from serious mental problems or just thinking differently or unnatural things, such as being infused with chaotic forces or else being one, as a follower of an eldritch abomination.
This condition has several beneficial effects, as the differences between the Herald's mind and those of normal demigods confer immunity to mental or dream-based powers of all kinds. Powers such as Telepathy or Mind Control, do not work on the Herald and backfire, turning against whoever is attacking the Herald. Anyone foolish enough to invade the Inner Herald World will find an uninhabitable death trap. Even using Mental Shield Penetration on the Herald can be dangerous, as thoughts can start to leak and infect anyone nearby. Since the Herald's mind is pure chaotic and cannot be deciphered by others.

 

Eldricht body

The bodies of Eldrichts' followers and children are altered by the creatures that make them inexplicable to others, considering that the Eldrichts are creatures older than even the angels.
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Level 1: The Herald's body is simply unique, although it acts like a common human body like other demigods, the body is totally different, all organs, cells, tissues, oxygen, carbon, hydrogen and nitrogen existing in a body of another common demigod is NON-EXISTING in Eldricht's body, if the opponent tries to control something like blood against Eldricht he will fail, or try to control his brain he will also fail, if a demigod can see inside of the Herald's body he will have the impression of seeing the body of an alien, he will never be able to decipher how that body works, only the Eldrichts and semi-eldrichts themselves can decipher.

 

 

Cosmic Knowledge

Eldrichts are extremely ancient beings, even though they were trapped for ages in purgatory, they were able to follow events in the universe and transmit this to their followers and children.

Level 1-10: Initially, they will know everything that happened up to 3 years ago, also knowing facts that will happen in a time span of up to 3 hours, whether they may or may not involve campers or any other type of thing that is on the destiny. It can cover an area up to a neighborhood.

Level 11-25: They will have knowledge of up to 5 years ago, they will also be able to know facts that will happen within 6 hours. Instinctively, they will also be able to detect presences, threats, attacks, potential diseases and several other things as long as they are in the same residence where the Herald is at the moment. It can cover an area of ​​up to several cities.

Level 26-35: Have knowledge of 8 years ago, having knowledge of up to 9 hours in the future. Its ability to detect singularities expands, covering an entire city at this level. It can cover an area of ​​several states.

Level 36-50: Have knowledge of up to 10 years ago, having knowledge of up to 12 hours in the future. It can cover an area of ​​several countries.

Level 51-100: Have knowledge of up to 15 years ago. 15 hours in the future. It can cover an area of ​​several nations.

Level 101-150: Have knowledge of up to 20 years ago. 20 hours in the future. It can cover an area of ​​a continent.

Level 151-200: Have knowledge of up to 30 years ago. 2 days in the future. It can cover an area of ​​several continents.

Level 201-250: Have knowledge of up to 50 years ago. 4 days in the future. It can cover a planetary area.

Level 251-300: They have complete knowledge of the past since the creation of the land. A week in the future.

Note: These beings are directly linked to pseudo-omniscience, being able to predict the actions of even beings that impede such ability, seeing through the target's destiny.

 

 

Eldrichts World

The Eldrichts' World is where the Outer Gods, and other beings in the Lovecraft universe generally live and inhabit throughout their existence. This place has a connection to the Early Universe. This world is dark and looks lifeless by human standards. Plants and other standard things are never seen there, the world is surrounded by deserts that have several strange objects.

Level 200: By almost fully mastering their powers, the Heralds are able to access the Eldrichts' World as a dimension of their own. The Herald can live “outside” the Campgrounds area residing in its particular dimension and have practically absolute control while on it, thus being able to lock or freely release access to that dimension and create accesses and doors for it in the physical, spiritual or any other plans. It should be noted that other eldrichts and semi-eldrichts live in the same dimension, and possible conflicts may occur.
 

Active Powers

Tentacles of Cthulhu

 

The Herald has the ability to generate tentacles for himself to use against opponents. As the Herald increases his level, his tentacles end up gaining variations of powers thanks to the pseudo-alteration of the Big Dreamer's reality.

Level 1-30: Initially the tentacles created by the Herald can be laminated, spiny or stingy and can create and fire basic elementalism attacks.

  • Fireball: Tentacles can create spheres of flame with high destructive power and can destroy an entire house with a sphere. The stronger the Herald, the stronger the attack.

  • Water Bubble: Tentacles can create a water bubble with very high resistance that increases as the target causes continuous damage to the bubble, breaking up after two turns. You can fill the bubble with water and drown your opponents.

  • Earth Blasts: Tentacles can release dams and create barriers creating ores with their magic, having a high resistance capable of withstanding blows that destroy houses and has the same destructive potential. The dams have the same speed and resistance as the Herald.

  • Hurricane: Tentacles can create tornadoes made of pure elemental energy, and can destroy an entire building with winds that resemble the Herald's speed, increasing its power with the level.

  • Energy Ray: The tentacles can release rays with electrical elemental energy, thus being able to explode, electrocute and spray their opponents with their rays.

  • Metal Prison: The tentacles can trap their targets with an attack that creates bars made of vibranium - from level 100 onwards they become made of divine iron - on the ground with speed equivalent to the Herald, curling their targets and sealing their energies upon completion the process.

  • Seven Tentacles of Cthulhu: This power activates automatically when the Herald is about to receive a fatal attack, leaving seven of his tentacles that prepare the ability that needs to be cast before and lasts until the end of the event. Tentacles of chaotic energy form around it, reflecting such an attack with 25% of power. (at level 41, it reflects 50%; at level 81, 75% and at level 121, 100%.)

  • Destroyer Sphere: The tentacles create a magic sphere with a clock in its center, which after 3 turns, releases a surge of energy that nullifies all the magic of the place for 1 turn. After level 120, it increases to two turns.



Level 31-80: You are now able to create a little more lasting powers like orbs that stay in the air performing a proper function for example, being able to create runes and basic magic circles through your tentacles covered by the pseudo alteration of reality. Your powers can be done quickly but need verbalization.

  • Magic Runes: The tentacles can create runes with a high power of warlike or defensive abilities, thus creating a very versatile way of fighting using them. To create the runes it is necessary to draw them and apply their magic energy, leaving them active for a maximum of two hours.

  • Orbs of destruction: Tentacles can create black orbs of pure destructive energy that pulverize anything it touches, being fully manipulable by the Herald.

  • Vital Spheres: Tentacles can create spheres of energy that constantly suck vital energy from nearby opponents - up to 20 meters range -, sucking about 10% of the target's vital energy per turn.

  • Temporal Spheres: The tentacles can create green spheres that can trap a certain member of the target that is hit for about 20 seconds in time, being paralyzed in a spatiotemporal way.

  • Protective Sphere: The tentacles can create white spheres that deform the space around the Herald, serving as a defense absorbing blows and skill shot attacks that the Arautovenha to receive, directing all the damage to the sphere that, when filled with energy, uses the spatial change to appear next to the opponent and release the energy. Withstands powers with the maximum extent of destruction of several cities (after level 81, increases to one state; after 121 multi-state and thus continues to the planetary level at level 250).

  • Space Spheres: Tentacles can create gray spheres that teleport everything they touch to a random dimension, leaving it banned there indefinitely. Up to level 200, only inanimate objects.

  • Go! Go! Cthulhu fhtagn! : The tentacles make skulls appear and make them fly with their mouths open towards the opponent, each one of them has inside its jaw a bomb that when touching the opponent, implode generating a great space vacuum that sucks everything inside it in a ray 3 meters.

  • Subatomic Spheres: The tentacles create spheres that, when touching something, begin to reduce its size exponentially, until reaching the subatomic level. Up to level 150, it is only valid for objects.

  • Astral projection: The tentacles release a bundle of mystical energy that is able to expel the soul from the body of the victim, leaving it out of his body for about 20 seconds and preventing him from acting on his physical body in any instance. The affected person will be in a vegetative state if he has no form of spiritual awareness.

 

Level 81-120: The Herald's tentacles are already able to create powers with better perfection, such as attacks to imprison or restrict the movements of their victims, for example, derived from seals, etc.

  • Never move: Tentacles can create an area of ​​up to 20 meters around the target like a seal, which holds the target in greenish energy after about a second and leaves the target totally paralyzed, trapping even your soul in the process.

  • Quen: The tentacles can create a protective barrier of energy that, when destroyed, gathers all the energy from the attacks that were used against it and releases them in a great explosion of magical energy.

  • Portal: The tentacles can create can create portals with extremely varied capabilities of translocation, this being at its initial level allowing the Herald to cross between states. They can create portals anywhere.

  • Cosmic Prison: The Herald generates 100 tentacles on the ground below the opponent that will grab him at twice the speed of the offspring, preventing him from using escape powers like teleportation and portals and canceling his body movements, immobilizing him.

 

Level 121-150: Tentacles can now create attacks capable of altering the reality around them, leaving the state of pseudo. Being able to summon objects from nowhere and destroy them. They have the ability to channel energies and different forms.

  • Devour appearance: By killing / fainting a being with its tentacles, they are able to “consume” the target's appearance and make it their perfect shape, assuming a Perfect The cult that can last for an entire day (ON), simulating all aspects of appearance, energy and even time records.

Level 151-200: They already demonstrate the ability to use varied powers, possessing an extremely extensive capacity of powers that can be created only using mentalism.

  • Caotic Sphere: Your tentacles can create spheres of Chaos energy and launch at your opponents, up to 10 cubic meters in size, the spheres when meeting a target partially cross it and leave it trapped inside the sphere as if it were a bubble, accumulating energy and then collapsing in a dimensional vacuum, destroying / corrupting the body, soul and mind of the one inside the sphere. The whole process takes just two seconds.

  • Reality Fold: Its tentacles can thicken the fabric of reality, avoiding teleportation, dimensiocinesis and general movement skills that involve time and space, trapping the target in a "dome" that surrounds it within a radius of 200 cubic meters.

  • Exchange: Its tentacles can place a rune on an object / person and thus, can exchange a characteristic with the same, being able, for example, to be wounded, transfer the wounds to that object and be healed. It doesn't work with powers.

Level 201-250: Your tentacles acquire new types of powers derived from altering reality. Your powers can break immunities.

  • Appear !: The Herald with this power can literally create anything under his tentacles. Pre-existing objects that cannot be cloned can be teleported - if possible - to the Herald's tentacles.

  • Short !: Manipulating the aspect of death, after touching the target with the tentacle is able to explode with pure magical-cosmic energy from the inside of the target, deforming the space and causing the explosion itself to be swallowed next to the target. It is only possible if the target is weaker / equal power, since the Herald's own energy is used for this purpose. It can be performed with objects.

Incarnation of Destruction

 

As a being focused on destruction, the Heralds of Cthulhu have extremely high destructive capacities, thus having the ability to release bursts, create auras and deliver spheres of pure destructive energy, erasing virtually any being, matter or energy in whatever state it is in. find.

 

Level 1-50: Can generate smaller amounts of destruction energy, enchant weapons with destructive potential, create small concentrated spheres of energy or partially erase something by touching it with your five fingers. Nowadays its energy of destruction is not so powerful and it only erases the being from Space, but not from time, thus remaining the memory of its existence for other beings.

 

Level 51-99: You can create larger spheres of energy from destruction, and now you can create lasers, horizontal bursts or even coat something with such energy, and you can now hide it from the visual sense and thus not show your vision to other beings. It can deliver small concentrated spheres of destruction energy at a highly frequent rate, thus creating a burst of explosive destruction energy balls. You can make directional omni explosions with your energy within a radius of 20 cubic meters around you.

 

Level 100-150: You can freely model the energy of destruction, being able to create spears, swords, shields and other constructs freely, becoming resistant to the very effects of the energy of destruction coming from lower beings or gods. You can now erase space / time, thus erasing any records of the existence of this target on a timeline.

 

Level 151-200: It can manipulate the energy of destruction in such a way that it can change its properties and transform it into something physical, thus being able to change the physical state of the energy / matter of destruction freely, being able to create destructive gases, water with properties of destruction and has greater control over constructs.

 

Level 201-250: Can create giant spheres, auras, beams and bursts of energy, expansive explosions and even the ability to create a surplice or mantle of destructive energy. It can erase more specific concepts such as a being's mind or even his will to live.

Increased Size

 

Cthulhu is extremely large, having a gigantic size, due to this, heralds also inherit some of this gift and can increase their size exponentially.

Level 1-10: Can increase your size by 50 meters.

Level 11-25: Can increase your size by 100 meters.

Level 26-35: Can increase your size by 200 meters.

Level 36-50: Can increase your size by 250 meters.

Level 51-99: Can increase your size by 300 meters.

Level 100-150: Can increase your size by 400 meters.

Level 151-200: Can increase your size by 500 meters.

Level 201-250: Can increase your size by 600 meters.

Level 251-299: Can increase your size unlimited depending on the need. Increasing at very extreme points can end up pushing your body and energy to the limit.

Note: Your strength increases by 10% for every 10 meters of height reached
 

Dreamer's Reality

 

The Herald, like Cthulhu, now has the ability to control Reality Alpha or Metha Reality: a power that is based not only on changing reality, but on creating new realities, thus being able to create something real or unreal in the reality in which it resides for up to two rounds, his skills allow him to even create pocket dimensions and metaphysical environments, being able to dominate Concepts of this new reality as much as he wishes and create new concepts and employ them against his opponents. It is necessary to trap your opponents in this new reality to affect them.

 

Level 150: Creation of Reality: Initially, the Herald can create new realities and pocket dimensions using this capacity - they have the same space as their destructive capacity -, being able to overlap the physical space with this new reality and determine the rules and laws of this and even create parallel micro dimensions to send your opponents, objects or whatever to that other dimension. The reality properties of this new dimension cannot be very different from its resident dimension.

 

Level 200: Metaphysical Environment: The Herald can create metaphysical environments where the existence of metaphysical feats becomes irrelevant - for beings unrelated to the Herald -, increasing his ability to determine laws in his realities to be exponentially greater, thus manipulating the entire metaphysical environment while within this specific dimension. You can combine that ability with your other skills.

 

Level 250: Total Control: The Herald acquires total control over his reality, derived from an ability to change the complete reality (which only becomes total at level 300), allowing the Herald to have absolute control (in the linguistic sense) of all capacities of the dimensions and new realities created, being able to create objects, beings and situations impossible for the standard reality in the form of paradox - 3 times per event -, being undone if possible after two rounds. Thus, in his reality, the Herald totally controls everything and everyone without any limitation.

 

Level 300: Overlap: In an area comparable to a city, the Herald can create a field of manipulation of the Reality of Alpha that allows it to place its dimension above the usual, thus overlapping the space and being able to perform its feats without necessarily being in another dimension.
 

Shockwaves

 

Cthulhu is described as being capable of generating shock waves capable of shaking the entire earth. Thus, heralds acquire their ability to control shock waves.

 

Level 1-10: Can generate kinetic energy in physical form in your limbs, generating a pseudo super strength and super jumps, you accumulate kinetic energy in your arms and they start to swell, being able to increase by up to 30 cm, this area starts to shake , as if affected by extremely fast vibrations, the kinetic wave caused can stop trucks and cars at high speed towards you, like shock waves even caused by jets when breaking the sound barrier.

 

Level 11-25: The kinetic energy generated is capable of sinking and destroying areas made of concrete and steel, which can generate a cylindrical wave of kinetic energy capable of destroying, for example, an entire bridge or two houses in a row, you can now use this on the legs, being able to jump up to 10 meters.

 

Level 26-35: Your power increases, the "swelling" in your arms can be up to 1 meter in size from the arm to all sides, after the release of kinetic energy is able to destroy even an entire building in a cylindrical shape , can generate rapid succession of shock waves with the legs when playing the sound, generating waves on the ground capable of destabilizing sprinters and opponents in general, this power can be combined with explosive hands and generate a concentrated cylindrical explosion with increased power, their hops can also be increased, with no explosions reaching 20 meters, and with explosions it depends on the amount of clay.

 

Level 36-50: shock waves to their maximum can destroy a block, now your arm is shattered by the shock wave generated, but quickly regenerates, it can swell your whole body like a frog and after that release successive shock waves kinetic by a limb, such as swelling your whole body and then generating destructive shock waves to the maximum in sequence, deflating your arm and transferring power to the external environment, then deflating your torso, moving to your arm and repeating the process , its strength is so great that it can jump 50 meters with shock waves and even jump in the air creating shock waves.

 

Level 50-99: Becomes able to use shock waves so powerful that they can undo a hurricane with only kinetic force, the energy released can allow jumps of 100 meters and the destruction of almost any mundane material, having some difficulty with the densest ones , how to create a powerful hurricane just by concentrating the kinetic energy in such a way, having total control over its shock waves on a large scale can lead to destruction equivalent to your own physical strength.

 

Level 100-150: It can create seismic waves and even conduct tsunamis, being able to vibrate materials to the point that any type of matter can be reorganized, destroyed or even reformed, changing its atomic structure and reorganizing its physical state. It can generate intense vibrations that “copy” your own physical strength.

 

Level 151-200: You can create vibrations from nothing, just by looking you are able to generate shock waves capable of destroying entire continents with earthquakes, tsunamis and even emancipating the appearance of volcanoes and other earth structures. Your shock waves can now affect energies in general, repelling them.

 

Level 201-250: It can manipulate waves in general, such as electric energy waves, radio or even manipulate sounds and sound frequencies freely, being able to destroy entire continents with just its shock waves without moving a single muscle.
 

Perfect Illusion

As expert illusionists, the Heralds are capable of creating a perfect, inescapable type of illusion and each time he gets stronger he also acquires his maximum potential. The Heralds had assistance from Cthulhu himself to develop such a technique. In its basic capacity, the Perfect Illusion of the Heralds is an extremely powerful illusory form that can merge with its manipulation of reality, which makes the illusory force real in this case by making a selective reality change, affecting even immune due to nature of the illusion that makes reality itself become involved in the illusory process.

Level 1-50: Initially, for this illusion it is necessary to use two moments; the first is the exchange of physical reactions in the form of memories, forcing the opponent to remember this event by replicating it in the same way as the previous one, thus trapping the opponent's mind in an eternal looping that leaves him in a vegetative state. In addition, it takes a touch of about 5 seconds on your opponent to transfer his energies to himself, thus making the illusion affect him even on the energetic plane, limiting his use of powers while unconscious. They can only use it once per event.

Level 51-99: Acquire a second, milder illusory form, being weaker but being able to affect the target even if the target does not realize that he is in an illusion. Such an illusory form can be used with just a touch and the user's speech, making the target fall into his Perfect Illusion before he realizes it. When caught in his illusion, the target's mental capacity is reduced and his reflexes are slower, affecting his mind over three rounds and limiting his perception so that he becomes less and less susceptible to perceiving the use of the illusion. When effectively done, the Herald can remotely manipulate what the target sees, smells, feels and other sensory abilities, manipulating his opponent's senses while the illusion is active.

Level 100-150: Your mildest illusion is able to enter the mind of anyone in your field of vision and give you false experiences, making you believe that you are doing things willingly, when in fact you are being controlled by the Herald, affecting even your soul that will be controlled by the Herald. Reduces the time required to apply the loop to about 3 seconds. They can only use it twice per event.

Level 151-200: You can totally manipulate your target's mind with your illusions, thus being able to manipulate your perception of time freely so you can transform a few seconds into several days. Your illusions can go in a loop and potentially be eternal, being necessary to fulfill essentially a command made previously to the illusion to be able to free yourself. Applying his milder illusion, the Herald is able to manipulate the target's memories and create a link with his previous and current memories, being able to apply the Perfect Illusion only when performing such feat, but it is still necessary to touch and exchange energy.

Level 201-250: Deriving from the alteration of reality and joining it totally with this technique, the Herald is able to use his illusions that alter reality and thus being able to create real illusions that cause real physical damage to his target. Putting together his manipulation of Reality Alpha, he is able to create perfect metaphysical environments, transcending the imagination so that the enemy will never know he is in an illusion because he really is not, because he is trapped in a pocket dimension. They can only use three times per event.

Level 251-300: They can affect even the soul of your opponents with such an illusion, thus being able to destroy and leave a permanent mark on your soul, which can generate traumas that plague you for the rest of your life.
 

Corrupting Mist of Madness

 

The Heralds of Cthulhu are able to release a mist through their mouths with the intention of concealment and defense, possessing the individuality of being totally impassable and thickening the fabric of reality, preventing beings with hyper-senses or extrasensory gifts from being able to see beyond the fog. Apart from that, the main feat of the corrupt fog is to avoid semi omniscience. In addition, the corrupt fog upon contact with the target can create, control and manipulate the affected person's madness / insanity. Being able to control the energy of the target's madness, either increasing, decreasing, causing or removing insanity, or even manifesting emotional energy at the physical level and gaining strength with it.

Level 1-30: Your Corruption Mist manipulation is initially basic, and can affect beings that are at most 100 meters away and with no usual difference with the Heralds' manipulation.

Level 31-60: Your manipulation of the Corrupted Mist becomes low-medium, which can affect beings that are at most 250 meters away. The fog can now become invisible and imperceptible by ordinary senses.

Level 61-90: Your manipulation of the Corrupted Mist becomes average, and can affect beings that are at most 400 meters away. The fog can now thicken not only the fabric of reality, but the space itself around and within it, reducing the locomotion of any being by 25% except Corrupta himself who is inside the fog or surrounded by it.

Level 91-120: Your manipulation of the Corrupted Mist becomes medium-high, which can affect beings that are at most 700 meters away. The Mist reduces the speed of those who are there by about 50% and can now limit the target's senses, thus reducing the speed of their abilities, senses, perception and other aspects.

Level 121-150: Your Corruption Mist manipulation becomes high, which can affect beings that are at most 1,000 meters away. The fog now deforms the temporal tissue as well, allowing the Herald to control the time and space within the fog's manipulable area using it itself, thus being able to teleport through the fog, transport and alter the position of anything within it imperceptibly and reduce their ability to move around by 50%, greatly limiting those affected.

 

Level 151-200: Your handling of Corrupted Mist becomes almost perfect, affecting beings that are at most 2,000 meters away. The mist can reduce the speed of the beings affected there to the threshold of the sound speed or reduce it by 75%, if it is less. Your deeds with the Primordial Mist can now break immunities. The fog has the same hiding characteristics as the Herald and even more.

Level 200-250: Your handling of the Primordial Mist becomes perfect, and can affect beings that are at most 3,000 meters away. You can reduce the speed of your targets by about 90%.

Level 251-300: The mist can hide itself even from Omniscient beings who may have less power than the Herald. Furthermore, the use of any power based on manipulating space and time is denied within the fog, as this fabric is under the Herald's total control.
 

Eldritch Magic

 

Eldritch Magic is the power to use magical forces beyond human comprehension, a form of magic that is generally derived from eldritch abominations. It is a form of magic that the followers and children of the eldrichts use. Practitioners of this type of magic are able to do things that may exceed many limitations of typical magic, but usually at the cost of their sanity or even their physical form. Eldritch magic is accomplished through the user's fellowship with their eldritch masters.

Level 50: At this level you have the following abilities through Eldricht Magic.

  • Astral Manipulation: With eldricht magic he is able to get in touch with spiritual beings on the plane.

  • Dimensional Connection: Obtain energy from higher dimensions.

  • Madness Magic: Unleash madness on enemies, giving them visions of the beyond.

  • Dream Magic: Enter mortals' dreams and even affect the dreams of entire species.

  • Mental Breakdown: Probe your opponents' minds and make their minds break.


Level 100: At this level he has the following abilities through Eldricht Magic.

 

  • Psionic Manipulation: Manipulates matter at the most fundamental level and the minds of multiple individuals at the same time.

  • Strange Energy Manipulation / Strange Material Manipulation: Control supernatural energies and matter that are so strange in nature that they defy the laws of perceptions of the reality of lesser beings.

  • Magic Denial / Magic Destruction: Due to the nature of eldritch magic, it is possible for the user to be able to negate "regular" magic.

  • Soul Absorption: Absorb your opponents' souls.

PS: All of these powers are variants of the Herald's Eldricht Magic.

 

The Great Face

The Herald increases his capacities to divine levels, his body begins to change and grow without stopping, the same then acquires an appearance similar to that of Cthulhu. The targets will then be able to see the true face of Cthulhu, something that is beyond physics and divine saying, something that cannot be explained or described. Those who see it instantly will be static, their minds will be insane and broken, a terror so great that it cannot be measured or qualified. There is no barrier or immunity that prevents vision, not even absolute immunities will work or those that cannot be broken. Those who see the face will be static and unable to reason for three rounds, at the end of these three rounds they will go into shock, a great and eternal trauma that will remain in their minds forever. It can only be used twice per event. Through divine transformation, the Herald also increases his powers by 10x.

Level 180-200: lasts up to 1 round.

Level 201-220: lasts up to 2 rounds.

Level 221-240: lasts up to 3 rounds.

Level 241-260: lasts up to 4 rounds.

 

Note: The divine form can only be used twice per event.

       PRESENTES DE RECLAMAÇÃO       

Braceletes de Kora-llé

Os braceletes (item de pequeno porte) possuem uma aparência dourada, quase como ouro, embora mais puro que estes, quando equipado ao corpo de um usuário , estes indivíduos recebem uma proteção da princesa protegendo estes de tentativas de roubar a sua alma, graças a proteção imbuída ao item, que torna o mesmo imune a tentativas de controlar a alma destes ou mesmo absorve-las, é como-se a alma estivesse presa ao corpo. A resistência do item é planetária.

       MASCOTE       

Grande Lince

 

Nível 01-50: Como dito, este mascote é nada mais que um lince, inicialmente tendo apenas um metro e meio de comprimento e já demonstrando um certo apreço por seu dono. Possui uma velocidade de viagem de mach 30, e já tendo força e resistência de nível montanha.

 

Nível 51-100: Força e resistência alcançam nível ilha, passando a ter uma velocidade de viagem de mach 60. Passa a demonstrar baixa resistência contra impacto.

 

Nível 101-150: O lince alcança os dois metros de comprimento, tendo força e resistência no nível de um país mediano, tal qual velocidade de viagem de mach 90. Adquire média resistência contra impacto, assim como baixa resistência contra sombras e magia. Se torna capaz de se acumular ao ambiente óptico ao redor de si, tornando-se praticamente imperceptível ao sentido ocular.

 

Nível 151-200: O lince passa a ter força e resistência no nível continental, assim como velocidade de viagem de mach 120. Adquire alta resistência contra impacto, assim  como média resistência contra sombras e magia.

 

Nível 201-250: O lince passa a ter força e resistência no nível planetário, assim como velocidade de viagem de mach 150. Adquire imunidade contra impacto, assim  como alta resistência contra sombras e magia.

 

Nível 251-300: O lince passa a ter força e resistência no nível de um pequeno planeta, assim como velocidade de viagem de mach 180. Se tornam imunes contra sombras e magia.

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