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Passive Powers
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Lucky Spirit

Whatever your character tries to do, it will do just fine, as if he has skill. This goes for everything from games to duels. However, this ability only takes effect when the character is literally a novice in such an art.

Levels 1-6: Your character will always do well in basic tasks, and therefore will always finish detention tasks than others. The next time you do the same task, your character will be a failure, unless you have practice naturally.

Levels 7-12: You know how to use words and most of the time, you will win people over. Has a low skill with weapons Few times your character will go to detention.

Levels 13-20: You will never serve detention, because you will never be appointed. Your strikes will always be accurate, and your aim will be impeccable. Even so, the successive times that you will carry out the same actions will be a failure, unless you acquire practice with the effort.


Tic's Blessing

When Tique's son remains in the same space for a long time, he starts to function as a magnet, attracting metals from the underground in the form of coins that guarantee limited luck for one minute to those who take possession of them.
NOTE: Every seven minutes that your character does not move, a coin will appear.)

Levels 1-6: Whoever has a lucky coin will achieve passive powers effects with the efficiency of a level above theirs. It has no effect on active powers.

Levels 7-13: Whoever has a lucky coin will have protection against any type of projectile that is launched at him for one minute. However, you will still be vulnerable to melee attacks.

Levels 14-22: Whoever has a lucky coin will be able to get away from direct attacks against non-vital parts of the body, and can at most be scratched, for one minute. However, it will still be vulnerable to fatal blows.


Probability Manipulation

It considerably increases the chance that a son of Tique will succeed in an achievement. Examples of this are to narrowly hit a target, score questions in a test and even guess people's thoughts.

Levels 1-6: The likelihood that a son of Ticus will succeed in something is miserably increased. An arrow shot may not hit the target, but it will surely come very close to it.

Levels 7-14: Probability and especially luck are on your side, allowing you to find objects more quickly, discover something important or do well in a multiple choice test, for example.

Levels 15-24: You have complete control over the probability. Your arrow will always hit the place you want, your guesses 99% of the time will be right and you will find things without even looking for them.


Clairvoyance

The ability to, through objects and small actions, premeditate a fact - in a simple way. Facts can be passed or future. Fate gives a chance for these facts to be changed, however, it will hardly happen.

Levels 1-6: When you touch objects, you can feel your story flowing through your head like in a newly opened book. Several ancient passages and remnants of the composition of the object, such as who already owned it can be extracted without much certainty. Through these premeditations, a series of dizziness is caused in the user's head, and even everything that has been "read" can be "erased". Most likely, due to lack of experience, if the object is fragile, it will break very easily due to the chrono-physical friction there. They have constant tendencies towards mistakes and mistakes.

Levels 7-13: When touching any part of the person's body, he has the ability to "read" his past, and somehow manages to have several flashes of future events (within a radius of a month ahead). The readings are more accurate, causing less headache than normal. After having its future or past unraveled, the target feels the same headaches as the Son of Tic, but more intense. They still have constant tendencies towards errors and mistakes.

Levels 14-20: He is already able to roam freely through chronology, and becomes an "oracle", however, he is already aware that it is useless to interfere with destiny and he seldom finds himself using clairvoyance. No headaches are felt, and both objects, people and minor deities are targets of your divination. Many clairvoyants at that level, become great sages and work outside the camp. They have constant tendencies towards mistakes and mistakes.

 

Active Powers

Marionette of Madness

Levels 1-6: Lissa's son will be able to invade the enemy's mind and control his body for 2 minutes

Levels 7-12: You can now control up to two opponents for 2 minutes

Levels 13-20: You will be able to control up to three opponents for 5 minutes

PS: While controlling other people, Lissa's son's body will be unconscious.
 

Straightjacket

Levels 1-6: Lissa's son is able to summon a straitjacket that grants him double his potential in his mental abilities

Levels 7-13: The shirt now gives you triple your potential in your mental abilities

Levels 14-20: You are already 5 times stronger in mind games.
 

Corner of Madness

Levels 1-6: When singing, the enemy will fall into an illusion almost immediately.

Levels 7-12: Now you will be able to release a song that the enemy will have his eardrums burst.

Levels 13-20: Can deliver ultrasonic screams while singing

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Mental Invasion

Levels 1-6: May cause mental disorders in campers or other beings with low resistance

Levels 7-12: Your psychological games now gain some improvement

Levels 13-20: You become a complete master at mind games, you can do whatever you want when it comes to psychic attacks.
 

Card Handling

Lissa's offspring is born with a blessed deck that she receives from her mother.

Levels 1-6: At this level, the demigod can use the following cards with his deck:

Explosive Cards

The cards explode like a grenade, damaging everything beside it.

Bright Cards

The cards emanate a great shine that blinds the opponent

Flaming Letters

The cards burn non-stop at a temperature of 900 ° degrees

Levels 7-15: Lissa's son now releases the following cards

Stifling Cards

When enchanting the enemy he will feel the sensation of being suffocated

Cutting Cards

The cards are sharp as a blade and are able to cut even steels

Levels 16-23: Offspring now release the following cards

Joker Card

The card returns an enemy blow to itself.

Liberation Letter

If the enemy is immune to psychological attacks and it is touched by this card, it will no longer be immune for 2 minutes
 

Perfect Hit

Level 1: Lissa's offspring have perfect aim, being able to launch their cards against the opponent as if they were shurikens.


Telekinesis

Levels 1-6: Make three cards levitate to your liking.

Levels 7-12: Get five cards to plan as you wish.

Levels 13-20: You can now make ten cards levitate as you wish.

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