WEST WIND
HISTORY
In Greek mythology , Zephyr (in Greek Ζέφυρος, Zephyros) is the wind of the West . It is one of the children of Eos (mythology) and Astreu , being its brothers Bóreas , Noto and Eurus . [1] He was married to Iris and lived in a Thrace cave . In Roman mythology, this god was associated with Favonius
The wind myth Zephyrus says that it fertilized the mares of a certain region of Lusitania making the horses in that area unusually fast. It appears in the Ode Maritime of Avieno .
Another of the myths in which Zephyr appears most prominently is that of Jacinto , a handsome and athletic Spartan prince. Zephyr fell in love with Jacinto and courted him, as did Apollo . Both competed for his love, which came to choose Apollo, making Zefiro go crazy with jealousy. Later, when he surprised them by practicing the release of the disc , Zéfiro blew a gust of wind over them, causing the disc to hit Jacinto on the head as he fell. When Jacinto died, Apollo created the flower of the same name with his blood.
In Psyche's story it was Zephyr who served Eros by transporting Psyche to his home.
Zephyr is also considered to be a gentle breeze or pleasant wind, as it was the mildest of all winds seen as beneficial, fruitful and spring messenger.
Its equivalent in Roman mythology is Favonius (Favonius, 'favorable'), who exercised dominance over fauna and flora, being able to control plants and animals.
CHILDREN OF ZEFIRE
Appearance: They are brown, black hair and have brown eyes.
Personality: They are quiet, usually stay in theirs.
SKILLS
Passive Powers
Wings
Upon discovering its origin, a gale will appear in its cysts and from them a pair of almost transparent white wings, these have high resistance and adapt also to everything. Due to their origin in the air, they do not burn and are intangible, becoming physical only if the son of Zephyr wants to; the same regarding your visibility.
Level 01-10: Upon discovering its origin, even a speed of 150 km / h.
Level 11-25: It is capable of flying at 250 km / h, having its wings with an iron resistance in its physical form, in addition to having the lungs adapted for this.
Level 26-35: It can fly at 350 km / h, now with the wings having a durability in its physical form of steel.
Level 36-50: Can fly at 450 km / h and has the durability of titanium.
Level 51-99: Finally reaches 550 km / h with the ultimate diamond durability.
Level 100-150: Zephyr's son can fly at 650 km / h with wings capable of repelling elemental attacks.
Level 151-200: Can fly at lightning speed and its wings can repel attacks of destructive energies and mana, now having super sharp feathers, which become true blades, even cutting the intangible and breaking divine iron in half.
Wind Speed
Level 1-10: The demigod can run at absurd speeds, surpassing that of an ordinary human. At this level it runs at up to 100 km / h, without even needing gradual acceleration.
Level 11-25: At this level you can already run at 200 km / h, and your speed is not limited to running, but also thoughts and reflexes.
Level 26-35: It reaches 300 kilometers per hour.
Level 36-50: Zephyr's son can now run at 400 km / h.
Level 51-99 Finally, Zefiro's son, when running, reaches 500 km / h.
Level 100-150: At this level, Zephyr's son can achieve match 2.
Air Friend
Level 40: The demigod comes from one of the representatives and rulers of the air, so any attack that needs the wind or something to hit it, will fail, such as: An arrow is shot in your direction, then it comes to become slow and even miss the target drastically, regardless of the sniper's aim.
Super strength.
Although the wind reminds you of soft things, it can also become extremely violent and strong.
Level 1-10: With his physical strength, Zephyr's son is able to break bones without much effort.
Level 11-25: They are already capable of breaking wood and iron with ease.
Level 26-35: May break steel.
Level 36-50: Zephyr's offspring are now capable of breaking even titanium.
Level 51-99: They have enough strength to shatter diamonds.
Level 100-150: They can break adamant, now acquiring the resistance of the past limitation, as for example, now the physical resistance of these equated to diamond.
Level 151-200: At their peak, Zephyr's sons have the strength to break vibranium and even divine iron.
Knowledge
Level 1-10: Through the air, Zephyr's children can know what's going on within 100 meters.
We are a family owned and operated business.
Level 11-25: You can now find out what happens within 1km.
We are a family owned and operated business.
Level 26-35: The distance expands to 5km but now the camper can create "points" thus marking a specific location and thus always know what will happen in that particular place. You can create up to one point.
We are a family owned and operated business.
Level 36-50: The distance expands to 10km and can create up to 3 points.
Level 51-99: The distance expands to 20 km and can create up to 5 points.
Aerial Creatures
Level 01-20: The demigod can give orders to any animal (mythological or not) airborne or even that flies or is capable of making great leaps, they will obey you in exchange for some pleasure, but they will never attack you.
Level 21-40: The camper can already give orders even without any pleasure in return, being able to do the same until he kills himself, for example even griffins to peck until death.
Level 41-60: They are already capable of summoning small / medium sized aerial creatures and controlling them.
Level 61-80: Now they can even take on the characteristics of aerial animals (such as eagle eyes) and summon large animals.
Level 81-100: Can transform into any animal / aerial beast.
Immunities
Level 1-10: As protection against the children of Apollo due to our old feud, my children inherited natural immunity to light attacks and from any flame, same thing in relation to hypnoses and charms.
Level 11-25: As my children, I give them immunity to air strikes that involve the air element. Also to toxins that may be present in it, thus coming immunity to poisons and potions.
Level 26-35: I carried Psyche in the service of Eros, so these gods have blessed my children with immunities to mental, emotional and emotional attacks that may involve the soul.
Withdrawal
Level 80: All those who are going to fight against my son, will have their immunities, resistances and etc. canceled. against attacks related to my element: air.
Telepathy
We are a family owned and operated business.
Level 20-50: Since the brain is filled with oxygen, the demigod will be able to read the minds of others from the air and even communicate mentally through links and others.
Level 51-99: Zephyr's son will be able to create and manipulate barriers in the minds of others, being able to erase and even create memories and thoughts.
Level 100-150: Now resistances and mental immunities cannot stop the camper, unless the opponent is of a higher level.
Peaceful aura
Level 5: I was considered a gentle breeze, pleasant wind, so my children will emanate an aura of peace, calming whatever it is, especially children of gods of wrath or war. With this aura, rarely will anyone want to attack them, because gradually everyone within a radius of 5 meters will start to become lazy and even sleepy. Of course, if my children so wish.
Active Powers
Phytokinesis
As I was considered the messenger of spring, my children will inherit advantages over nature, so they can manipulate plants and especially flowers.
Level 01-10: Manipulate on a small scale and with certain difficulties.
Level 11-25: Now manipulate on a medium scale.
Level 26-35: They are able to manipulate plants and derivatives on a high scale.
Level 36-50: Finally, they are able to have perfect control over phytokinesis.
Level 51-99: At its peak, your vines will have diamond resistance and may even give life (that is, human characteristics) to the plants.
Air Mana
Through his hands, the camper will be able to mold the air, now in a thicker way, this will resemble a white colored mana, thus solidifying the element. With this you can mold knives, floating platforms, spheres and even animals, which obviously will follow the control of the demigod.
Level 01-10: Can shape things on a small scale and small size, such as daggers, with great chances of failing or becoming intangible again.
Level 11-25: Can shape things on a larger scale, now of medium size, like a chair. Thus having greater facility to make the air physical.
Level 26-35: You can now shape large things, such as a table, or platforms in the air so you can walk on them.
Level 36-50: You will finally have excellent control over this power.
Pyrokinesis
Level 60: Zephyr's son is able to increase the kinetic energy present in the atoms of the air molecules, thus generating flames and controlling them, being able to increase the power or not from oxygen. He can manipulate them at will, acquiring a wide range of possibilities, such as using flames to take flight, melting solid materials, causing big fires, incinerating objects with the touch and so on.
Aerokinesis
It is the ability to generate, absorb and manipulate the air, launching sharp bursts, creating eddies and others, even leaving an area without oxygen, etc.
Level 01-10: Can handle on a medium scale.
Level 11-25: Can handle on a large scale.
Level 26-35: Handles the air perfectly.
Furious Storm
The demigod can summon a storm and can absorb its electricity.
Levels 01-20: You can invoke a storm, by absorbing your electricity you can concentrate it on parts of your body. (Lasts 3 rounds)
Levels 21-40: You can invoke a storm and absorb thunder from it, thus acquiring phonokinesis. (Lasts 3 rounds)
Levels 41-60: You can invoke a storm even when you want, your winds will be controlled by the user who can reach up to 150km / h, and your rays can spray diamonds.
Sword of the 4 winds
The demigod can summon an air sword, which has the four great winds assembled.
Level 10: North wind: the sword is capable of causing a freezing blizzard.
Level 20: South wind: the sword invokes clouds capable of burning what is beneath them.
Level 30: East wind: the sword summons great storms over opponents.
Level 40: West wind: the sword can cut anything, even the intangible or considered indestructible.
Wind Transformation
Sons of Zephyr can transform into '' wind '' into pure '' air '' being totally immune to physical attacks, the duration of the transformation lasts as long as the offspring desires.
Level 01-10: It is capable of transforming specific parts of the body, only one or two members at a time with a limit of 2 turns, after that it must wait 3 turns to reload.
Level 11-25: Can now transform 3 members and lasts for 3 turns, being able to use again only after 2 turns.
Level 26-35: You can now transform your entire body for 4 turns and a recharge of 2 turns.
Level 36-50: The demigod is now able to transform into air completely, whenever he wants and indefinitely, thus choosing to be visible or not.
Level 51-99: Now the camper can take whatever shape he wants when it's transmuted into air, and when he returns to the physical form he will make himself look the way he wants, so he can literally become a duplicate in every way, be it in DNA, in the amount of hair strands and even in the digital of whoever she wants.
Teleportation
Level 01-20: Zephyr's offspring can merge into the air becoming him and then reappear elsewhere. It has a limit of five times per battle in addition to freely outside of these.
Level 21-40: You can now enjoy the skill as you wish.
Level 41-60: You can take someone with you.
False Chronokinesis
Level 50: Studies and others prove that from storms and gusts the planet can take longer to make its daily route, making for example the day become longer. As children of the wind, Zephyr's offspring are capable of materializing a white sphere that floats over his hand, this represents the Earth and when it blows a wind it will pass across the planet, but it will not reach anyone beyond the natural path, doing so, everything around Zephyr's son will become slower, this gives him several uses, such as extra speed, attack prevention and others. To disable the ability, just undo the orb.
Note: You can only use three times per event.
Mark of the Clouds
When Zephyr's sons are born, they receive a little sign on the back of their hand, it is shaped like a cloud and is in fact a rune, capable of invoking clouds, but these are different clouds, which are created over the offspring not no matter where they are, they may even be invisible. They have variable effects.
Level 1-30: They are able to summon three clouds:
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Healing cloud: This cloud will emerge in the required size wherever the camper is in need. Ex .: Zephyr's son receives a cut on his arm; then this cut will be filled by the "cloud" and then it will be healed.
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Absorption cloud: A cloud that appears and is capable of sucking up to two attacks or simply blocking physical attacks.
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Energy cloud: This cloud, when invoked, will fully recover the energies of the camper and his allies, and in some cases it may appear alone.
Level 31-60: You can summon two more clouds:
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Omniscient cloud: This cloud, when invoked, can answer any question from the son of Zephyrus, but only one and after that it will disappear, and can be invoked again only after five turns.
Note: The narrator will decide what the cloud responded to.
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Change cloud: If someone attacks Zephyr's son while he has this active cloud, 30% of the damage will not have an effect on the offspring of the winds but will be transferred to the person who launched it.
Level 61-90: At the peak, the camper will be able to summon two more last clouds:
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Sneaker cloud: With this active cloud, it will be tiny and invisible, connected by a cord of air to the camper, so the demigod will be able to steal skills just by sight or touch, however he will only be able to use the skills for two rounds and then it will disappear, being able to use the cloud again only after 3 rounds.
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Cloud of inexistence: This cloud will cover the camper and disappear, in this state the camper cannot be detected, seen or any other way, so he will erase his existence for a limited time of 2 shifts. In this mode he will not be able to attack or even interact. Will use again only after 6 shifts after deactivation.
CLAIM GIFTS
Zephyr Pendant
A beautiful, heavenly silver necklace. It has a pendant, with the symbol of a small tornado. on occasion, light winds will mitigate some of the damage received. As the character evolves, the winds become a little more rigid, protecting its user more efficiently.
Monsoon fan
A simple range, not so large, that covers only the user's face. In the case of girls, it is full of adornments and details, while that of boys has a simpler and cleaner look. 1x per mission any Eolo skill can be used.