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GODDESS OF SOUVENIRS

HISTORY

Mnemosine or Mnemosyne (in Greek : Μνημοσύνη, transl .: Mnēmosýnē), was a titanid , daughter of Uranus and Gaia . [1] It is the goddess who personified memory .

SONS OF MNEMOSINE

Appearance: Light eyes of extreme purity, dark hair with a smooth texture and a skin of pural clarity, are the features that most distinguish Mnemosyne's children.
His features, however, are accompanied by severe and rigid expressions, as well as a physiognomy of high resistance and authority.
Sometimes they have light freckles on their nose.


Personality: With an unparalleled leadership instinct, Mnemosyne's children are the best when it comes to commanding.
They manage to be authoritarian and independent in enviable ways, handling the art of decisions in an extreme way.
They are loyal and cold, keeping their distance from strangers.

SKILLS

Passive Powers

Memory

Level 1: Everything that the son of the goddess sees, will be remembered for eternity by the same, in the smallest details, he will never forget.


Mental Immunity

Level 1: Your mind is clear, you will never be caught by mind games.


Mental Reading

Level 1: You can read the thoughts of whoever you want by invading their mind.


Flight

Levels 1-6: Can fly freely like a bird.

Levels 7-12: Can fly at sound speed.

Levels 13-20: They are able to exceed the sound speed.


Confuse Thoughts

Levels 1-6: You can confuse all your opponent's thoughts, stunning them completely.

Levels 7-12: You can delete recent memories from it.

Levels 13-20: You can erase all memories from it with a single touch.


Telekinesis

Levels 1-6: Can lift things up to 50kg with the power of the mind.

Levels 7-12: You can lift things up to 200kg with your mind.

Levels 13-20: You can lift things up to 500kg with your mind.


Baby

Levels 1-6: You emanate an invisible aura in an area of ​​10 meters around you, everyone who is caught in the aura will have a changed mind and will have the reasoning of a newborn. Even those immune to mental games will be caught, as this ability alters the opponent's brain.

Levels 7-12: The aura increases to 20 meters around you.

Levels 13-20: Increase to 30 meters on your back.

PS: As long as Mnmosine's child does not undo the ability, it will remain with a baby's reasoning in the body of a teenager / adult.

Active Powers

Memory Magic

Level 1: As the name says, it is a magic capable of shaping memories. It gives the demigod an incredible memory, capable of making him memorize the opponent's heartbeat, breathing, steps and magic. Memory Creation Magic can also create hologram-like "memories" of the demigod. This spell also allows the user to create skills that they have memorized before. He is also able to counter the spells he remembers. The skills that Mnmosine's son sees can be used by him, and also canceled if the opponent uses them again against him.


Memory of Light

The offspring extends their arms outward, releasing Light from their body, which is later molded into a series of large beams, reminiscent of shooting stars , which spread and change their trajectory to reach different opponents, no matter their position, striking them with great strength and were shown capable of ignoring intangibility.

Levels 1-6: Shoot five shooting stars.

Levels 7-12: Shoot fifteen shooting stars.

Levels 13-20: Shoot thirty shooting stars.


Copy Memory

Level 1: The offspring can create intangible copies of themselves, capable of speaking, but impervious to damage, which, if attacked, will simply falter as a Thought Projection , without being affected at all. These ethereal bodies are shown to be extremely realistic to confuse the opponent.


Burning Earth Memory

The offspring are able to set fire to the very ground that he touches with one of his hands, causing large, fierce flames, growing larger and larger as they move away from him, to be directed at their targets below

Levels 1-6: The area where the fire leaves the ground is up to 20 meters around it.

Levels 7-12: The area where the fire leaves the ground is up to 40 meters around it.

Levels 13-20: The area that the fire exits is up to 50 meters.


Freezing Black Rays Memory

By moving one of his outstretched arms, fingers outstretched, towards his target, he is able to summon quite a large number of black rays, reaching the target area from above. When each of these pillars of electricity hits, it is shown to generate a formation of ice spikes, which rise upwards from the point of contact.

Levels 1-6: Can cast 10 rays and 10 spikes.

Levels 7-12: Can cast 20 rays and 20 spikes.

Levels 13-20: Can cast 30 rays and 30 spikes.


Hurricane Memories

The offspring can generate several medium-sized vertical eddies, which quickly improve on the target, moving through the ground to reach them. When they connect with the enemy, these spiral air currents apparently combine into a single, much larger one, which hits the desired target with enough forceful force to lift them up in the air and sweep them away.

Levels 1-6: Can create up to five eddies

Levels 7-12: Can create up to ten eddies

Levels 13-20: Can create up to twenty eddies.


Forget

Level 1: Just as the offspring can memorize enemies' abilities, they are subsequently able to "forget" them, something that allows them to nullify the abilities, no matter who is launching them. By making things "forgotten", the offspring are thus immune to their use, with techniques that he has seen become completely ineffective against him.

 

Motor Intelligence

 

Level 1: Mnemosime's children with this type of intelligence have great talent in body expression and have an amazing sense of space, distance and depth. They have greater control over the body than normal, being able to perform complex, graceful or strong movements with great precision and ease. It is an intelligence related to the cerebellum, which is the portion of the brain that controls voluntary body movements. It is a type of intelligence directly related to motor skills and coordination.

Brain

 

Level 5: Mnemosine's children can connect to any brain in the world to communicate with people, it's a great "send message". When you are connected to that brain, you can use all the person's senses, a dangerous power, which can be beneficial or harmful. After the end of the call, the person will be in a nostalgic state, not knowing very well what happened or why he had said or done that.

 

Fighter

 

Level 2: One of the countless memories that my son has, is Semantics, in which he addresses the knowledge of the world. The term "struggle" remains unknown as to its origin, but primitive man was already struggling to survive, hunt and secure his space. We observed its appearance in several nations in the world and with different objectives, the Greeks had a way of fighting, known as “pancrácio”, modality present in the first Olympic games of the ancient era. The children of Mnemosine use techniques and strategies of imbalance, contusion, immobilization or exclusion, from a combat area, characterized by specific regulations in order to punish attitudes of violence and disloyalty for the development of attack and defense actions, and to make their techniques more perfect, they also have some motor skills, in which they stand out:

➴ Motor coordination - Due to the need to perform fast, precise movements, often with different body segments acting independently of each other, in the various actions of attack and defense.

➴ Balance - Dynamic, static and recovered. Success in fighting depends a lot on the ability to maintain stability, the foundation.

Espaço Spatio-temporal perception - Necessary to have control over the actions in the fight area and with opponents of different corporal dimensions, being developed in training with different opponents, with different fighting areas and fighting times.

➴ Knowledge of the body and its potential - Capacity necessary to establish the appropriate strategies that lead to success.

➴ Flexibility - The range of movements makes it possible to execute movements with less energy expenditure, more easily and collaborates in preventing the occurrence of injuries.

➴ Agility - The ability to change the direction and / or direction of movement of the body, or body segments is extremely important for the efficiency of the attack and defense actions that characterize the fights.

➴ Strength - In the disputes that characterize the struggles, it is necessary to have several manifestations of strength (static, dynamic, explosive or power). In each type of fight there is a preponderance, for example, in blunt fights explosive force is widely used, in immobilizing fights, such as Olympic wrestling, there is a considerable requirement for the static component of force. Therefore, whether in the disputes themselves, or in the preparatory exercises, the practice of fighting favors the development of this physical quality.

➴ Cardiorespiratory fitness - In general, in the various types of fighting, sports disputes are held in regulatory periods that last between 2 and 10 minutes, according to the modality, skill level or graduation, weight category, age and gender. Some are performed in just a period of time, like judo, which has 5-minute fights, others have intermittent sequences of matches, such as professional boxing that can be played between 4 and 12 rounds of 3 minutes each. Therefore, it is possible to say that the different forms of struggles require the ability to resist efforts that randomly vary in intensity, according to the actions developed, for relatively long periods (over two minutes). Consequently, the practice of fighting can favor the development of this ability, useful not only for success in the activity, but also necessary for a good level of fitness for health.

 

Wings to Imagination

 

Level 12: From the beginning, Mnemosyne's children have a very fertile imagination, and thanks to this ability, their mother has just given her wings for their imaginations, how will it work? Just imagine, anything, what you think will appear in front of you, it is not permanent and it is visible, the color will depend on your aura at the moment. For example: You can generate a double engine that will program you in the air, like a flight, you can create a wall in front of you preventing physical attacks, a machine gun, absolutely everything. Objects can hurt people who try to hurt you, or are your targets. These objects created from your imagination, are not so effective at first, that is, they are not reliable, but with a little training, the semititan will have a beautiful ability, where his creations will be as resistant as the original ones, or even more powerful.
 

Hypnosis

 

Level 2: Mnemosyne's children have the ability to introduce sensations to the brain of another demigod, leading him into trance. Hypnosis can be used to persuade a person, lead them to take action or answer questions. He manages to induce as many people as he wants at the same time, he gets full control over his actions, inciting them to hurt, betray or simply disappear from everyone's life. With his voice, he manages to command people by a mental voice, without the others realizing where the orders come from.

Psychogenesis

 

Level 5: Mnemosyne's children can design, control or manipulate creatures such as animals and pets from mental energy. My children can create any animal or monster with their mind, the three sizes, large, medium or small animals. With your mind, you can control their minds, providing them with strength and high resistance, with this manipulation, they end up regenerating if they have beheaded limbs.

Anthropophysics

 

Level 20: Mnemosine's children have the ability to attribute human characteristics to irrational beings, such as animals. In the case of objects, it not only manages to give life, but also intelligence. With this, he is able to control his offspring of anthropomorphized beings, since he is able to induce thoughts in them. Can make animals speak human languages ​​and acquire an upright posture. You can give life to objects of any size, and make both animals and objects obey orders from you, animals can now reason on their own. The way that you have creative subjects in combat, but that will not rebel. Objects can now speak and acquire human facial features. With a little training, animals acquire human needs such as clothing, as well as the ability to perform more complex orders, such as solving puzzles. Objects now become as intelligent as animals, capable of performing their functions perfectly, and even functions of other objects. Finally, and not least, their animals and objects acquire a humanoid physiognomy, becoming a hybrid being of man-animal, or man-object. You can transform as many animals and objects as you want, being able to form armies, ready to battle.

Daggers from Mnemosine

 

Level 4: Mnemosine's children at this level will be able to create two daggers made of light around them that will respect all their commands. Just a touch of the dagger on your body can turn your body into a simple powder.

Telepathic camouflage

 

Level 6: Ability to change the apparent physical appearance of yourself and others, changing the perceptions of those around you. This can go so far as to make other people believe that the Semititan son of Mnemosyne is not there camouflaged (invisible). The only limit to that possibility, if any, is only imposed by the number of people a telepath is trying to deceive, not the number of people who are actually a camouflage telepath.

Trauma healing

 

Level 7: It is the ability to erase a person's memories and to heal mental trauma through "psychic surgery", the power to stimulate or weaken the centers of pain and pleasure in a person's brain. Mnemosine's son grants healing to a target using this ability, being able to master it through the mind and, as said before, weaken it.

Mental detection

 

Level 4: Developing over time and gaining more and more acquired experiences, Mnemosyne's son, at this level, armed himself with one more skill manifested through his mental capacity: Detection. With this, the semititan gains the ability to feel the presence of another being through the mind that this door, within a circular radius of 10 kilometers. The trigger is spontaneous: it decides when it wants to detect minds.

Mental paralysis

 

Level 5: Dominant of mental abilities, the son of Mnemosyne, it is clear that he will manifest among them offensive abilities. Therefore, the Semititan is endowed with a curious mental ability that has the spontaneous will as its trigger. Mental or physical paralysis is able to induce the target of my offspring with temporary or permanent paralysis, which can be physical or mental.

Mental connection

 

Level 9: Mnemosyne's son develops the ability to create and manipulate a mental connection with any target of his choice, the individual remains connected with the semititan through the mind between that individual time after the call - only Mnemosine's son can interrupt it.

Possession

 

Level 17: Mnemosime's children manifest abilities, at this level, of mental and consequently bodily possession. Due to their experience and power acquired in these last levels, my offspring develops the ability to possess the mind of another person, and with this free and spontaneous use of their body and manipulate their actions.

Fears

 

Level 10: Talking about fear is something very complex, considering the uniqueness of the human being of all those who have feelings and the infinity of psychological factors capable of triggering it. The relevance of this power is due to the fact that it covers a topic that emerges in conversation circles, in all age groups and can, in a certain way, negatively imply the social coexistence of your opponent. The fear that terrifies, paralyzes, prevents and distresses, which often presents itself as a complaint in the offices of psychologists and psychoanalysts. Fear of driving, fear of dying, fear of cockroaches, fear of haunt, fear of aging, etc. There are so many that listing them would be impossible. There are several and unusual, declared and hidden, they exist and are increasingly being addressed in studies and research. Over the years of my offspring, some beliefs that make up people's daily lives will be approached, such as hauntings, lullabies that awaken fear, the boogeyman will from now on be manipulated by my children, where he has the freedom for my son to control or create any other kind of fear and phobias, in demigods or monsters. The power necessarily comes from your mind. You can separate a beautiful couple by creating a fear between them, access any mind by discovering their greatest fears and making them real and even creating fears in people.

Corrupt Object

 

Level 8: It is the ability to make any object lose or have its function completely changed, according to Mnemosyne's son. With this ability, Semititans will be able to transform a firearm into a weapon that releases only water, or to transform a hair board into a flamethrower, etc. all depending on your imagination and your mental energy.
 

Flashes

 

Level 20: It is the ability to create huge blackouts on your opponent's head, as if they were constant fainting. As long as their minds are clear, they will not be able to exercise their normal skills, such as moving or speaking, they will stand still as if they were vegetables, thus giving them the chance to attack or, in a few cases, to flee. Each blackout lasts 2 turns and can only be used again after 4.

Alphabet Boy

 

Nivwl 15: With this ability, Mnemosyne's children will be able to manipulate their opponents' intelligence, making them forget even how to count. Few have immunity to this ability because, like most, it is their mental ability, where you can put years of knowledge from your opponent's head back to 0.

Peace Manipulation

Level 3: It is the ability to create a sense of peace in your opponents, stopping them from fighting or showing some kind of violence. During the effect of this ability, opponents will not even be able to lift a weapon, but can only defend themselves against attacks, completely trapped in their mental capacity.
 

War Manipulation

 

Level 3: Unlike the previous skill, this is the ability to create a violent sensation in the head of your opponents, thus creating huge completely bloody fights. You can use this ability to, for example, draw attention away from you during a critical moment in a battle.
 

Allied Manipulation

 

Level 6: With this ability you can enter your opponents' minds with the intention of breaking up friendships and / or allies. Constantly used in wars, this ability allows you to undo a very important alliance, making your opponents more likely to be unable to defend themselves from an attack, since the harmony will be completely broken, or, as said, they can create allies for themselves, entering their minds, can make them change sides and end up protecting the Semititan.


CLAIM GIFTS

Oblivion ring

Mnemonise's children get a ring that makes the opponent forget everything in the last 24 hours (I have higher levels, forever) and can manipulate the opponent's memory from then on.


Sword of Memory

Mnemonise's children are given a 50 cm sword made of imperial gold and vibranium, mixed together. The sword when it hits the enemy, leaves him with extremely bad memories. The opponent is weakened, almost depressed, and does medium damage.

Staff of the past

A staff that launches white spheres towards the opponent, that when they hit him leaves him with memories so good that they make him sleep for 10 turns (equivalent to 10 minutes) giving Mnemonise's son a chance to win the battle. [The staff has no effect on sleeping children].

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