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SEA GODDESS

HISTORY

Tálassa (in Greek: θάλασσα, Θάλασση or Θάλαττη, "sea") was, in Greek mythology, the goddess of the sea, daughter of Ether and Hemera. [2] She was the female personification of the Mediterranean Sea. With Pontos, she was the mother of all fish and sea creatures, [2] the nymph Hália, sometimes also the giant Egeon, the personification of the Aegean Sea and the nine Telquines. When Uranus' semen fertilized her, she had Dione, the goddess of the nymphs. Another version places Dione as one of the oceanides and that same version places Thalassa as the mother of Aphrodite with Uranus.

Children of Talassa

CHILDREN OF TALASSA

Appearance: Talassa's children are beautiful and charming. The boys 'skin is tanned like a fisherman's, and the girls' skin is tanned and soft like a mermaid's, they have blue eyes like the sea or green. The boys have defined bodies and the girls are delicate and flashy curves, and they emit a characteristic smell of the sea, which can calm and give good feelings to the people around them.

 

Personality: They usually relate very well with any sea creatures, as well as with the water itself. They feel extremely cozy in the presence of this universal solvent, since it revitalizes their energies and makes them fit for new adventures.

SKILLS

PASSIVE POWERS

Sub-Aquatic Breathing
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Level 1-10: Tálassa's son will be able to breathe under water normally and for an hour.

Level 11-25: The offspring can now spend two hours underwater.

Level 26-35: Can be submerged for four hours.

Level 36-50: You can now stay up to eight hours underwater.

Level 51-99: You can stay underwater for up to 16 hours
.

Level 100-150: Can be submerged for an unlimited time.

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Aquatic agility
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Level 1-10: Whenever he is submerged in a place with a large amount of water - such as lakes, rivers and oceans - Talassa's son will be more agile. Your swimming speed will be 150 km / h.

Level 11-25: Now the agility of the children of Tálassa is greater, reaching a speed of 250 km / h under water.

Level 26-35: Acquiring greater familiarity with the marine environment, your speed can reach up to 350 km / h.

Level 36-50: At this stage the speed when the children of Tálassa are submerged reaches 450 km / h. In addition, if they are wet, they can reach a running speed of 350 km / h.

Level 51-99: Your speed becomes greater in both water and wet soil. It can reach a speed of 550 km / h underwater and 450 km / h in running when it is wet.

Level 100-150: Now you can reach a swimming speed of 650 km / h, while, when wet, you can run at a speed of 550 km / h.

Level 151-200: Your running speed when wet now reaches 650 km / h.



Communication with Marine Beings
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Level 1-10: Because Tálassa is the mother of all fish, her children are able to communicate with her brothers. They understand what you say and can even give you information you need. You can only communicate with fish that are close to you.

Level 11-25: Now you can communicate with fish by sonar, being able to ask for help from any fish over a distance of up to 500 meters.

Level 26-35: The range is now 1000 meters and the fish will follow your orders and see you as a leader. You can see any sea creature that is up to 2000 meters away, as if it were radar.

Level 36-50: The range now reaches 2000 meters and can communicate with any sea creature. Now you can see any sea creature that is up to 4000 meters away.

Level 51-99: At this stage, the range reaches 4000 meters and all sea creatures start to obey you, you are seen as a leader by everyone in the aquatic environment. In addition, the radar area is 8000 meters.

Level 100-150: The range reaches 8000 meters, you can control sea creatures created by other demigods, as long as your level is higher than his. Now your radar is up to 16,000 meters.

Level 151-200: The range becomes 16000 meters. In this area you have full control over the mind of any living being that may enter the water that the offspring is in. In addition, your radar can reach up to 32000 meters.



Water Healing
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By having contact with the water, Thalassa's children are able to heal themselves.
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Level 1-10: Heals from minor injuries.
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Level 11-25: They heal from moderate injuries, such as deep cuts, in addition to getting rid of any toxins in your body.
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Level 26-35: They heal from serious injuries such as dismemberment and can get rid of debilitating effects.
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Level 36-50: Contact with water now starts to break any spell or curse on the offspring.

Level 51-99: At this stage, if the offspring have up to 24 hours of dead and are released into some natural source of water, they can revive.

Level 100-150: Now the offspring works like a starfish, if killed for up to 48 hours, it can revive even if a tiny part of its body, like a finger, is thrown into a natural source of water.

Level 151-200: The time slot now increases to 72 hours.

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Control over marine life

Level 1-10: Thalassa's offspring are able to manipulate marine life due to their mother's gifts. It manages to make huge coral constructions rise from sand and algae to multiply, as well as create weapons and armor made of coral.

Level 11-25: Now your gifts are better, the offspring of Tálassa manage to make marine life emerge. You can raise small fish, creating small schools. It can cause algae to be created from the palm of your hand and wrap around your opponent.

Level 26-35: His gifts have increased his abilities even more, he manages to create mollusks, mammals and small animals, increasing the marine fauna of the place.

Level 36-50: Now the offspring is able, by combining this power with hydrokinesis, to create any aquatic environment, being able to give life to dead places or without the ability to do it alone.
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Mermaid Singing
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Level 1-10: The voice of Thalassa's children is sweet and mesmerizing just like the sirens' song, and they can use this to their advantage and can enchant their targets. Whoever listens to the melody of the offspring will be hypnotized for 12 hours, doing everything they want and having a huge fixation for it.

Level 11-25: Now the effect becomes more lasting, staying on the target (s) for 24 hours. Anyone who falls into hypnosis would be able to kill his best friend for Thalassa's offspring.

Level 26-35: The effect now lasts for 36 hours.

Level 36-50: By increasing their abilities, the offspring is able to keep the listener in hypnosis for 48 hours.

Level 51-99: Becoming a master in singing, whoever listens to his vocal melody will be in hypnosis for 72 hours, even being able to die for Tassel's offspring.

Level 100-150: The effect of hypnosis now lasts for a week.



Marine knowledge

Level 50: Talassa's children know every corner, submerged cave and other things below the oceans and seas. Just like their mother, they also know how to locate themselves perfectly in the oceans, knowing where the cardinal points are, thus never getting lost.



Over the water
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Level 30: The children of Talassa are able to walk, run, fight on the water perfectly, move on the water is like this on the ground for the demigod.

ACTIVE POWERS

 

Body Acqua
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Level 1-10: You are practically water, it will be almost impossible for a physical attack to work on you because your body is now made up of 97% water, which only you have control over. You can leave a part of your body turned into water to receive an attack, becoming intangible.

Level 11-25: Now you can leave up to two parts of your body transformed into water.

Level 26-35: You can leave three parts of your body transformed into water.

Level 36-50: Now you can leave your body completely transformed into water and mix in the source of water.
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Water blades
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Magic ability to launch blades made of aquatic energy at your enemies. Blades can cut even the toughest material.
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Level 1-10: Only two blades.
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Level 11-25: Up to 4 blades.
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Level 26-35: Reaches 6 blades.
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Level 36-50: Now it's 8.
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Κλήση - χέλι (Electric Eel)
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Level 1-10: For greater effect it must be used in water. A circle of invocation appears in front of your hands and up to three electric eels (not real, are composed of aquatic magic energy) that go to the targets to wrap their bodies and discharge electricity that can even paralyze the body for a while. round. Out of water, eels have a very short range, as they cannot move around in this environment. The shock has an effect only on enemies of the offspring.

Level 11-25: Eels now paralyze the target for two turns.

Level 26-35: At this stage, eels release an electrical discharge only when they are summoned. During paralysis, the enemy cannot use his powers because he is incapacitated, as long as he has a level below or equal to that of his offspring.

Level 36-50: Eels now paralyze the target for three turns.

Level 51-99: Now paralysis affects the powers of more evolved offspring, allowing you to use only defensive powers. (Note: attack skills to defend don't work)

Level 100-150: Now paralysis lasts for four turns.

Level 151-200: When paralyzing the target, he is now unable to use any of his powers.



Water Shield
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A kind of force field, composed of impenetrable magic water, forms in front of you, protecting you from various attacks of all kinds.
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Level 1-10: Lasts one round.
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Level 11-25: Lasts two rounds.
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Level 26-35: Lasts 3 rounds.
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Level 36-50: Lasts 4 rounds.
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Explosive Orbs
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You launch explosive orbs of energy at targets to destroy them, or to neutralize attacks. You can also fend off enemies with explosions.
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Level 1-10: Only one orb.
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Level 11-25: Up to two orbs.
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Level 26-35: Launch up to 3 orbs.
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Level 36-50: Now reach 5 orbs.
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Spiral Water Laser
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You gather an orb of aquatic energy in your hands and launch at high speed towards the target, leaving a spiral trail. This water is extremely dense and has high pressure, having an incomparable destructive power, being able to perforate any material.

Level 1-6: only one.
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Level 7-13: now it becomes two.
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Level 14-19: can create up to 3.
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Level 20-25: reaches 4.
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Marine Storm
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This is the most destructive power of the children of Thalassa, mentally reciting "I summon the Power of the Storm" you accumulate in your hands a rotating sphere of marine energy with electricity and launch it at the target. A whirlwind is created, being charged with marine and electrical energy, which will cause an immense explosion. After the explosion, a tunnel (vortex) of energy, sucks the enemies you indicated for the attack and when passing inside it, generates a whirlwind of marine energy (which causes a lot of damage to come in different directions inside the tunnel) and releases the enemies at high speed through the tunnel exit.

Level 1-10: Reach an area of ​​10 meters.

Level 11-25: Reach an area of ​​20 meters.

Level 26-35: Reaches an area of ​​40 meters.

Level 36-50: Reaches an area of ​​80 meters.

Level 51-99: Reaches an area of ​​160 meters.

Level 100-150: Reaches an area of ​​320 meters.

Level 151-200: Reaches an area of ​​640 meters.

Level 201-250: Reaches an area of ​​1280 meters.
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Liquid floor
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Talassa's son is able to make the entire floor of an area covered with water, thus giving him an advantage in fights.
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Level 1-10: The covered area is 10 meters.
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Level 11-25: Now it's 20 meters.
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Level 26-35: Reaches 40 meters.
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Level 36-50: The affected area is 30 meters.
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Water clones
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It is able to create clones of you through the water you create from your body, they can attack or defend you.
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Level 1-10: Only one clone.
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Level 11-25: The clone now has hydrokinesis.

Level 26-35: Can create 2 clones.
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Level 36-50: Clones now have a mental link with their offspring

Level 51-99: Can create three clones.

Level 100-150: Clones now have all offspring passives.

Level 151-200: You can now create four clones.

Level 201-250: Clones now have all active offspring.



Balancing
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Level 1-10: The demigod, when looking into his target's eyes, is able to make the target begin to feel nauseous as if at sea. He will start vomiting nonstop and will not be able to continue the battle for one turn.

Level 11-25: The sickness effect now lasts for two turns.

Level 26-35: The effect spans three turns.

Level 36-50: Now extends over four turns.



Marine metamorphosis

Tálassa's children can become aquatic animals or transform a part of their body into their characteristics.
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Level 1-10: They can become small animals and only fish.
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Level 11-25: They can become average animals, like sharks.
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Level 26-35: They can become large animals and no longer necessarily fish, and can become a whale.
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Level 36-50: Can become any marine animal, like abyssal creatures.



Hydrokinesis
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Level 1-10: You will have a minimum control over the water, being able to launch small blows with it, like spheres of water and small bursts. It can manipulate the physical states of the water, making it freeze or vaporize.
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Level 11-25: Now your control becomes average, you can create water out of nothing and shape it the way you want. Your blows become a little stronger than before, and you can knock down small trees on impact.
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Level 26-35: Your control is now on a large scale. Can handle water with extreme ease. You can create water inside bodies, making them explode, but being consistent, the explosion is not immediate, so be careful.

Level 36-50: Your control over the water now becomes perfect. You can create a tsunami on a standing lake with a little effort.

Level 51-99: Your hydrokinetic control is now global, you can perform any feat with your power without having any wear and tear, in addition to creating portals between water sources (example: from a river to a lake).

Complaint Gifts

Talassa Knuckles

A silver knuckle, it has the ability to concentrate an active power in this item; can be used to attack or defend.

Blue Tiara

 

When Tálassa's children are claimed, they get a tiara made with lapis lazuli, set with diamonds and blessed by their mother. This tiara gives you the power to create water portals, in addition to giving you 30% control over all the water present in the enemy's body.

 

Intangible Whip

 

A whip made of minotaur leather. The whip is like water, being able to pass through weapons and so on, but on contact with human skin it does medium damage to the enemy

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