《The Gates of Chaos Keep Opening and It's Getting Annoying.》Character logs CH 8-optional-
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Drade: One-fourth eldritch entity, three-fourths human. Mentally, he has inherited the mind of an eldritch being, including their nihilistic attitude, manasense, and truesight, but physically he is no more than an ordinary human. While normally that would make him a threat level of 1, his knowledge, connections, and sheer luck make him someone unwise to anger.
Threat level: 3/5
Uffield: Three-fourths eldritch entity, one-fourth human. Having the body of an eldritch being gives her the ability to control the flow of magic around her, making any weak forms of magic, not just useless, but potentially a sink to heal her. Her greatest ability, however, is her momentum shockwave, which can reverse the velocity of anything at all, whether it be a person's fist, a building, earth, the solar system, or even the universe itself.
Although she does not have the same deadly prowess of a true creature from beyond the veil, were she to fight with all her strength, she would be a .
Threat level: 4/5
Sirla: A staticmancer with the capability to turn the electrical charge of atoms into raw power. Although she uses her hair as a primary weapon, anyone and anything within her effective range are subject to her staticmancy. While she may at first appear inversitile, her practical telekinesis via electromagnetism gives her versatility.
Threat level: 3/5
Wurn: A young man capable of medium enchantments, but with little knowledge of the more refined enchantments. Sirla would do anything for him if he were to strike out, Sirla would surely be by his side.
Threat level: 1/5
The Schoolers: Although they are rather weak as a whole, Luuko, their only magic-user, can control anyone asleep within a large radius.
Threat level: 1/5
Isaphela: Although vampires are stalkers of the night, with great combat and regenerative abilities, they are far less powerful than their infamy claims. Still, given her many ways to cheat death, she could be an annoying foe.
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Threat level: 1/5
The enchantment SWAT team: A team comprised of six members, each trained to fight other enchanters. Although not all of them are trained fighters, if they come prepared, they have many contingencies: lightning rods, anti-magic fields, secrecy screens, alter flares, they have it all. If they are caught unprepared for the situation at hand, however, they can be easily foiled.
Threat level: 2/5
Random girl: Each day that goes by, the consequences of her actions are erased. A ghost with no impact on the world. Not only is she just a regular human with no fighting capabilities, she can't affect the world, so she doesn't even get a 1.
Threat level: 0/5
Nymph: Kai'Vra may not be exceptionally strong on her own, but she is undoubtedly a clever opponent capable of much with her plant magic and limitless potential for growth. Even against an enemy far above her own power, she can get a good hit in and escape death.
Threat level: 3/5
Druid: Dou Van Arc is most experienced with the element of wind, however as a druid he can manipulate all elements to a slight degree, heal people, and view the memories of plants around him. The druids' primary goal is to fight off the hordes of evil plants from the 'plant realm' and if he needed to call for aid against a powerful threat, the many druids scattered across America would suffice as backup, even if he is the strongest of all of them. For those reasons, it would be unwise to pollute Changeton in front of him, as the wrath of the environmentalist is not one to be shrugged off.
Threat level: 4/5
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