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GODDESS OF RAIN AND WIND

HISTORY

An ancient Korean wind goddess, she is celebrated in shamanic rituals, where she is fed rice cakes.

CHILDREN OF YONDUNG

Appearance: Unlike his mother, his children boast a cordial and tempting appearance. They carry simple features in the distorted feature. Most of the times identified as athletic and burly, they clash with the demigods affiliated with Hanamim, creating a kind of dispute about the startled muscles.

Personality: Children of Yondung follow the contradictory parameter, generalizing the rigidity implanted in the congenital force. Early, boast a solemn maturity, exhibiting the altruistic ability to command some expeditions. However, insolence and arrogance can be a heavy burden to bear in front of the campers with whom you will live.

SKILLS

Passive Powers

 

Current Displacement

 

One of the guardians of the Golden Palace, Yondung Halmoni was forced to develop great agility to defend numerous attacks and destroy armies opposing his mother's regency. Because of this, the children of the aquatic deity descend from such skill in sneaky movement, limiting themselves to evasive taciturns. They act according to the tide, that is, enjoying both tranquility and frantic wisdom.

 

Levels 1-10: Escape two strokes in a row as you improve your personal reflexes. Still harmful in complex art, it acts on impulse, managing to dodge attacks as it receives the necessary prevention. Even though it is an involuntary advantage, it leaves you partially drained, requiring a lot of motor coordination and control in accelerated breathing.

 

Levels 11-25: Discover an unprecedented stage, redirected to the offensives themselves. Just as currents absorb reflexes to transport shoals at an absurd speed, your instincts are evolved, offering you profitable opportunities. Using the usual impulse, he sends himself towards the enemy at a frightening pace, taking him by surprise.

 

Levels 26-35: Merges both newly acquired characteristics, using them according to your preference. When thinking about a current, move around at the planned speed, catching opponents from any disadvantaged angle and extracting immense benefit from the fleeting pace.

 

Auspicious Hydration

 

The children of Yondung Halmoni, when targeted on the skin, small blisters are globalized in that of the bruise, providing a translucent layer that covers the bleeding and manages to stop it, conserving the region. Hydration starts to heal centralized damage, allowing you to save some time in combat.

 

Levels 1-10: The coating is not as effective, however, it alleviates an aggravated injury. The liquid crack lodges over the wound, sending the particles of the bubbles built up to transmit numbness in the sensitized region. The cut remains manifest, despite guaranteeing an advantage over two shifts until it is completely impossible - unless the strike ends before and treats the injury.

 

Levels 11-25: The healing aura adds admirable resistance, even if it does not exceed the four-shift limit. Its protection is able to cover two simultaneous injuries, repairing the damage accumulated there in a matter of time. Prevents the emission of blood, retaining it before it can go out and get the attention of others. The recovery process requires two actions in order to be officially accredited.

 

Levels 26-35: Your blisters spread where there are bruises, perforations or similar cuts. In addition to regenerating the skin within a shift, they reward you with an enhanced breath, allowing you to return to the confrontation and exempting you from degenerations.

 

Level 36-50: Hydration now occurs in the same shift, managing to guarantee the offspring better chances in combat.

 

Level 51-99: Hydration occurs almost instantly.

 

Unusual Fragrance

 

The odor produced by the body of the children of Yondung Halmoni is amazing, associated with the best brands of perfume, being an original smell. They dispense with the use of aroma for this purpose and mix their feelings to modify the components of the fragrance, which can cause adverse effects on those who inhale it.

 

Levels 1-10: The perfume emitted by the demigod's structure is weak, however, it has only two variations coming from the survival instincts: when frightened, the smoke is able to expel the aggressors from their surroundings for a turn, taking the same time to make it effective to act only once. When intrepid, the odor is able to encourage its companions who suffer during a collision, following the same shift rule.

 

Levels 11-25: The aroma adheres more intensely and draws attention wherever it goes. It acquires a new effect: its smell is so good that, acting with the simplistic appearance, it prevents from being chosen as the main target, both of demigods and creatures - mainly that of keen smells.

 

Levels 26-35: It can be smelled from meters away and is so strong that it is able to stun, for a short period of time, those who inspire it for a long time - if the character's mood is negative. If you are in a good mood, the Yondung brood propagates benign sensations in any circumstance of the environment.

 

Level 36-50: Perfume can now better affect its victims by making their bodies more sensitive. Thus disrupting its resistance and durability.

 

Level 51-99: The perfume is now able to make the skin burn and sting as if the skin is coming in contact with acid.

 

Level 100-150: The scent is now capable of making your victim pass out.

 

Cnidarian Regeneration

 

Condensing the energies of nearby plants, your character involuntarily extracts their revitalization, taking advantage of the ability while there are cuts or bruises present in the flabby dermis. The matter will settle on your skin, trying to repair the damage stored by means of a thin layer of lichens, forcing the accelerated work of restructuring.

 

Levels 1-10: In an area flanked by green algae and coral, the Yondung descendant will absorb instant healing above weak scratches, as well as extorting the redness caused by blows and rough impacts. It loses a considerable amount of force during the action of the lymphatic particles.

 

Levels 11-25: Without having to enter a place infested by submerged plantations, extract the energetic substance from the soil itself, where possibly the roots would develop. Medium and deep cuts can be repaired within three shifts. Does not acquire or waste energy, aiming at the passive functionality of the skill.

 

Levels 26-35: Commands the chlorophyll substance to its own advantage, extolling the improved advantage in the latest pearl classifications. Repairs irrefutable and extremely colossal wounds, acting like a real healer and professional. It uses the vegetative knowledge to facilitate the work, producing teas and medicinal antidotes with the extract of the plantation.

 

Level 36-50: This regeneration acts faster and reduces the time to heal your wounds.

 

Level 51-99: You can now regenerate internal parts of the body, as well as relocate lost limbs back to the body.

 

Level 100-150: They are now able to efficiently regenerate the offspring's body by recovering from numerous physical injuries.

 

Dehydration

 

Level 1-10: The opponents of these offspring when in combat end up losing their vigor little by little more easily, suffering a little dehydration.

 

Level 11-25: Halmoni's children cause their opponents to lose 25% of their abilities due to dehydration.

 

Level 26-35: Halmoni's children cause their opponents to lose 35% of their abilities due to dehydration.

 

Level 36-50: Halmoni's children cause their opponents to lose 55% of their abilities due to dehydration.

 

Rainy weather

 

Level 1: The children of the rain goddess naturally manage to affect the climate around them, making it even more rainy, and she can become stronger according to the feelings of these offspring, being able to disturb the perception of their opponents.

 

Tracking Technique

 

Level 10: The sons of the rain goddess are able to locate their opponents even if they cannot perceive them, they just need to be wet and the offspring will find them.

 

Great Resistance

 

Level 1-30: Halmoni's children are resistant to attacks involving the weather.

 

Level 31-60: Halmoni's offspring are resistant to attacks involving water.

 

Level 61-90: Halmoni's offspring are resistant to attacks involving the air.

 

Level 91-120: Acquire immunity from air and water attacks.

 

Umbrella

 

Halmoni's children have an umbrella with them that will always help you during combat.

 

Level 30-60: The umbrella serves as a shield, when opening it creates a non-manipulable energy shield capable of creating a simple protection for the offspring.

 

Level 61-90: Create medium protection now.

 

Level 91-120: Create great protection now protecting you from powerful attacks.

 

Level 121-150: He can now protect you from almost any attack as long as he has a level of power sufficient for that.

 

Ps: Protects you only from skill shot attacks.


 

Blessing of the Wind

 

Level 1-50: Halmoni's children have a blessing from their mother where the wind naturally conspires in their favor causing the physical blows launched against you to be redirected in another direction, so that your opponents will always miss, even if it is a capable blow to destroy the scenery around him the wind had pulled him to a safe area.

 

Level 51-100: The wind is now able to redirect attacks (skill shot) to other directions thus preventing the offspring from being affected by these types of attacks.

 

Active Powers

 

Aquatic Invisibility

 

When in aquatic territories, Halmoni's offspring are capable of being invisible.

 

Level 1-10: Lasts 2 rounds

 

Level 11-25: Lasts 3 rounds

 

Level 26-35: Lasts 4 rounds

 

Level 36-50: Lasts 5 rounds

 

Level 51-99: As long as you like.

 

Aerokinesis

 

Halmoni's children are able to control, generate and shape the wind at their leisure.

 

Level 1-20: Control on a small scale.

 

Level 21-40: Control on a medium scale.

 

Level 41-60: Control on a large scale.

 

Level 61-80: Control in perfect scale.

 

Level 81-100: Control on a global scale.

 

Hydrokinesis

 

Halmoni's children are able to control, generate and shape water at will.

 

Level 1-20: Control on a small scale.

 

Level 21-40: Control on a medium scale.

 

Level 41-60: Control on a large scale.

 

Level 61-80: Control in perfect scale.

 

Level 81-100: Control on a global scale.

 

Umbrella Dance

 

Level 70: Halmoni's offspring are capable of summoning various umbrellas that circle their opponent and while rotating in the middle of the circle air pressures are created against the opponent's body preventing it from moving beyond damaging his body due to the force caused by the pressure .

 

Black Rain

 

Halmoni's children are able to change the climate by causing a completely black rain and damaging their opponents.

 

Level 1-10: Initially the raindrops are compared to needles piercing the victim's skin.

 

Level 11-25: The drops of water are able to restrict the physical movements of your opponents, since the drops are able to adhere to the victim's body.

 

Level 26-35: In addition to adhering and restricting movement, it drains the victim's energy.

 

Level 36-50: They are now able to block their opponents' pores preventing air from entering and suffocating them.

 

Level 51-99: The offspring acquire the ability to move freely in the black rain territory, being able to move in mach 1 within this territory.

 

Level 100-150: Moves on mach 2.

 

Toxic Thorns

 

The offspring are able to launch spikes made of water against their opponents through the mouth and hands, when perforated some toxins end up entering your body causing some undesirable effects.

 

Level 1-10: The spines initially hinder movement making the body heavier.

 

Level 11-25: Thorns now cause the organism to fail, causing it to stop its function in 3 rounds, leading to death.

 

Level 26-35: Thorns take away your opponents' senses.

 

Nov 36-50: Thorns now make it difficult for your targets to think effectively, suffering a delay.

 

Level 51-99: The toxin in the spines is capable of killing targets in 2 rounds.

 

Level 100-150: The toxin kills the target one round after the act.

 

Rice cake

 

Level 50: Yodung Halmoni's offspring can invoke rice balls created from their own energy, once consumed by them, they invigorate their allies and restaurant 30% of their energies, in addition to animating and motivating their companions.

Water Dragon

 

Level 100: Halmoni's offspring is able to create a huge Dragon made of water and redirect it against its targets, provided that once it comes in contact with its targets the nutrients from their bodies drained completely killing on the spot.

 

Cutting Water Wave

 

Halmoni's offspring manage to expel from their mouth a jet of water like a high pressure stream that is powerful enough to cleanly cut through various things with ease.

 

Level 1-10: Can cut rocks easily

 

Level 11-25: Can cut iron easily

 

Level 26-35: Can cut steel easily

 

Level 36-50: Can cut titanium easily

 

Level 51-99: Can cut diamond easily

 

Level 100-150: Can cut adamantium easily

 

Wind Blades

 

Halmoni's offspring is capable of creating innumerable blades made of compressed air which, when launched against his opponents, are capable of causing extreme damage, managing to behead him easily.

 

Level 1-10: Create up to 20 blades now.

 

Level 11-25: Create up to 40 blades now.

 

Level 2-35: Create up to 60 blades now.

 

Level 36-50: Create up to 80 blades now.

 

Level 51-99: Create up to 100 blades now.

 

Level 100-150: Create up to 120 blades now.


 

Divine Form

 

The offspring of de Yodung finally access their divine form having their body equipped with gray armor wrapped around their body and in this form it acquires absolute control over the water and the ability to break immunity with its control of the Wind.

 

Level 180-200: Lasts 2 rounds.

 

Level 201-220: Lasts 3 rounds.

 

Level 221-240: Lasts 4 rounds.

 

Level 241-260: Lasts 5 rounds.

 

Ps: Three times per event.

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