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IMAGINARY FRIENDS  

STORY

Zana (in Romanian: Zână or d̦ână) is in Romanian folklore the equivalent of the Graces of Greek mythology or the Fairy godmother. Zanna are a type of creature that act as guides and guardian angels for children in need of them. They do so under the guise of being a child's imaginary friend for as long as the child needs them, but once the child no longer needs them, Zanna leaves and passes on to another child.

ZANNAS

Appearance: The appearance of a Zana can vary completely, the zannas are usually in some costume or flashy clothing, something that pleases and attracts the attention of children.

Personality: They are very docile and do not want to harm others, let alone one of them. They are playful, patient and full of wisdom and knowledge, making them very suitable for children.

SKILLS

PASSIVE POWERS

Magic

Level 1: Zanna has an unlimited range of magical powers normally passive in nature, including conjuring, empathic sensing and glamor. Second only to Samhain.

  • Otnem alegnoc (freezing): Freezes the person

  • Ohleoc (rabbit): Turns people into bunnies

  • Maviver (revive): Heals people

  • Opmac ed saçrof (Forcefield): Creates a magical barrier

  • Arodaçac (hunter): Creates arrows magically

  • Opmet (time): A spell that stops time

  • Ogof (fire): Conjures and controls fire, creating fireballs or fires

  • Ra (air): Conjures and controls air



Invisibility

Level 1: Zanna are invisible to others unless a Zanna allows that person to see him.


Instant teleport

Level 1: Zannas are able to teleport to any place immediately, although they do not have speed, teleporting helps even more.


Improvising

Levels 1-6: They are not experienced fighters, but they can improvise with enough combat knowledge to drop any black belt from any existing modality.

Levels 7-12: They can destroy rocks with mere punches.

Levels 13-20: They can destroy even pure steel with their physical strength.


Mental Reading

Levels 1-6: You can read the minds of everyone around you.

Levels 7-12: You can do a mental reading with any being you want, even with deities, it is not certain that they will answer you.

Levels 13-20: Can communicate mentally with beings who are in another dimension or reality.


Leap of Reality

Levels 1-6: Zannas have a reality of their own that only they can access, in case of emergency Zanna can run there.

Levels 7-12: It is capable of invading other worlds such as paradise or hell.

Levels 13-20: You can now travel through dimensions and parallel worlds without being noticed.

 

'Almost Omnipotence'

Level 40: When he is next to a Changeling he becomes almost omnipotent, he is able to achieve anything through thought or iteration. It grows in strength exponentially with a Changeling at its side. The pair is practically invincible. Changelings are children and Zannas are beings that protect children.

ACTIVE POWERS

 

Knockout

 

Level 1-9: Zanna will be able to deliver a fierce blow to the back of her neck that can knock out the opponent using her fists.

 

Level 7-12: At this level the force will be so strong that the blow will be able to seriously injure the opponent's neck.

 

Level 13-20: You can now behead a person as if your fist were a blade, killing on the spot.

Ignore the pain

Levels 1-6: Upon receiving a very strong blow, you are able to activate this ability preventing any pain from being felt during three turns.

Levels 7-12: The duration now increases to six turns.

 

Level 14-20: Now he completely ignores the pain, but that does not mean that he did not receive the attack.
 

Counterattack

Levels 1-6: Zanna can return the damage suffered in the previous round to the enemy. It is only allowed to be used every three rounds.

Levels 7-12: Ability to double back, a blow received in a previous round. It can only be used once a day.

Level 14-20: Ability to even return attacks that would normally be fatal with minimal chance for your enemy to defend himself. Can only be used once per event.

 

 

Fierce blade

 

Level 1-6: Using your sword you can deliver several blows impossible to try to prevent because the technique is so refined that it automatically targets your vital points.

 

Level 7-12: You will be able to press, preventing him from thinking while deflecting the blows, tiring him quickly until an hour where he can no longer deviate.

Level 14-2: The technique has reached its peak! Now you have no chance to make mistakes or your enemy to defend himself.

 

 

Hit Combo

 

Level 10: When in a state of rage, Zanna will be able to launch large bursts of sneaky and accurate blows at it before all information is sent to all members.

 

 

Stop

 

Level 1-6: Zanna will be able to launch her sword at once at the opponent aiming at a vital area causing it to mess up her nervous system by sending contrary information during 4 turns.

 

Level 7-12: At this level, it will suffice for you to throw the sword directly at him, making a deliberate mistake, causing your opponent to have an outbreak of trembling and nervousness.

Level 14-20: The technique expands to look like an illusion: When you launch your sword, it will become invisible when you get close. Your presence will be hidden from the present and the future, so no one will be able to know about it. When the target thinks the technique missed him, the sword will be stuck in some part of his body.


Friend

Zanna has a friend in particular that he is a guardian. (YOU CAN CHOOSE ONLY ONE SINGLE CHARACTER TO BE THE GUARDIAN)

Level 5: In missions if your chosen one is with you, he will receive double drachma.

Level 10: In missions if your chosen one is with you, he will receive twice as many drachmas and levels.

Level 15: You will be able to resurrect your chosen one in an event that you are present with him.

Level 20: You can recreate the existence of your chosen one in an event that you are present with.

Complaint Gifts

Teddy bear

A pink or blue teddy bear (You decide!) With the ability to store the souls of your enemies. The teddy bear serves as a receptacle.

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