Lucy is a special kind of spear built by a special kind of blacksmith. In the blade and in the pommel, she holds green gems capable of storing and releasing energy. This is Habit's primary weapon. He's trained extensively with her and rarely uses anything else.
The crystals in the base and head of the spear charge up over time, drawing in power from plants and earth around it. They can also be charged by cutting into a living creature. When this happens, they become overcharged. When the crystals run out of energy, they become inert for a full second, then recharge over the course of five seconds. The more Habit uses the energy in the crystals, the more the plant life around him will begin to die. Energy Leech:When Lucy's blade cuts into living flesh, she drains energy from their body and adds it to her own. For each second the blade remains embedded in the flesh of her victim, a third of its maximum energy is recharged. When charged fully this way, or if it slices flesh while already full, it becomes overcharged. Overcharge:When Habit cuts into a living creature and drains enough energy from them to completely fill the crystal in the spearhead, it becomes overcharged. While overcharged, the crystal's energy turns red and burns with an intense heat. The crystal's energy reserves are doubled, ranged attacks' damage are doubled, and the speed of all ranged attacks are also doubled. Overcharge lasts for five seconds, or until the crystal runs out of energy. Ranged Attack:The gem in the spearhead can charge and release bursts of green energy. Upon contact with anything, the energy bolts explode in a ball of green fire and electricity. The bolts travel about as fast as a crossbow bolt and the weapon is as accurate as its wielder. It can fire rapidly, or in slow, charged bursts. The longer it charges, the more power the energy bolt gains, but the quicker the crystal's energy reserve is drained. Constant rapid fire for five seconds will drain the crystal's energy completely. One fully charged burst will do the same.
A normal or rapid fire blast will burn the flesh and electrify armor, actually capable of breaking armor if it hits enough times in rapid succession. A fully charged blast is capable of blowing holes in wood and concrete. All energy bolts have a slight knockback effect. The longer they're changed, the bigger the knockback. Vault:Using the energy stored in the gem embedded in Lucy's pommel, Habit can thrust her toward the ground to create a shockwave that propels himself high into the air. He can use this to traverse the battlefield with ease, as well as get to hard-to-reach places. He can also charge these shockwaves to propel himself even higher. After five normal blasts used in succession, the crystal's energy reserves are spent and requires five seconds to recharge again. One fully charged shockwave will use all its energy. Punt:Punt is the exact same technique as Vault, only instead of aiming it at the ground, Habit thrusts the pommel of the spear at his opponent. Upon contact, it creates a shockwave powerful enough to send the average person flying across the battlefield. The Punt technique has a range of three feet, only useful in melee encounters. Its blunt force can daze the enemy, but rarely ever does any serious damage. If fully charged, however, the punt can crack normal human bones. If properly timed, it can also deflect magical attacks consisting of any of the four elements, as well as many other sorts of magical projectiles. Dimensional Storage:When not in use, Lucy vanishes into a pocket dimension where she can later be summoned by her wielder. This dimension is just big enough to hold the weapon. Very few other things can be stored there. When is needed, Habit extends his hand and a portal opens around his wrist. The spear is then in perfect reach. Once it's removed from the portal, the portal shuts.
It takes only a small portion of the gemstone energy in the spear in order to open and close this portal. Because of this, the wielder doesn't spend any of their own power summoning the weapon.
Zach, on first glance, is a small silvery dagger with short, sharp blade. Its handle even appears to be longer than the blade itself. On closer inspection it doesn't seem to have any battle scarring, or even a sign of being sharpened, despite still being quite sharp.
Zacchaeus is a unique weapon whose blade was forged from a certain type of liquid metal. When the wielder imagines it, while grasping the hilt, Zacchaeus can transform into whatever shape they desire before resuming a hardened, unbreakable state. There is a limit to the transformation, however, as the default length for the blade is only six inches long. The longest it can be lengthened to is about ten feet, which is often when it's most deadly. The longer it gets, the thinner and sharper the blade gets, but also the heavier and harder to wield it becomes.
While the transformation ability is useful, Zacchaeus's main strength is that its blade is nearly unbreakable, and with enough physical force can pierce even diamond material, though the handle itself may break if strained too much.
The Dirk of Shards is dagger with a twelve inch blade and a six inch handle. Its guard is circular and provides significant protection to the hand. The blade itself is made out of razor sharp glass, capable of lashing through flesh and muscle, cloth and leather. As expected, the blade is very fragile. However, if broken, a new blade grows back almost instantly.
Because of the blade's ability to regenerate, it's capable of leaving multiple spikes of glass broken off in the victim's skin, or even leave shattered glass all over the floor, all while the dirk maintains in perfect condition. It requires a bit of practice before mastering, however, as it is easy for the wielder to hurt themselves with such a weapon.
The Intangible is a relatively self-explanatory weapon. It's a katana with a two-foot blade that cannot be felt by any living being. Its cuts go unnoticed and leave no feeling of pain. The weapon doesn't even make a sound when it strikes a surface or when it slices through the air. It's meant for silent, clean kills, drawing as little attention as possible.
If the cuts left by the intangible go unnoticed, they can cause the victim tremendous trouble in the long run, particularly if they don't treat the wound. Most of the Intangible's victims die by blood loss without knowing they were ever struck. If the victim survives 20 hours after the cut, they will begin to feel the pain as they normally would.
The blade is two feet long, the handle being about a foot. The hilt is black and wrapped in black grip cloth. The blade itself is a light, sky-blue (when not stained with blood). The blade is made out of a sturdy steel material, but houses the power of dead spirit energy, keeping the blade twice as difficult to break as normal steel.
Malcolm and Henry are two daggers, each with a twelve inch mithril blade (mithril being roughly as durable as titanium, yet lighter). These daggers come with a pair of special black gloves and sheathes. While sheathed, or while held with these gloves on, Malcolm and Henry are almost weightless, as light as a feather even. Once they're thrown, however, their weight increases significantly. Malcolm is 150 pounds, but is twice as sharp, while henry is 250 pounds and a little dull. After they're thrown, they can be recalled to the gloves with a simple thought, allowing them to be thrown and retrieved in rapid succession. In capable hands, Malcolm and Henry are a deadly pair.
Malcolm and Henry can both speak in what sounds like a traditional Cockney accent. Usually they're taunting each other, or bragging about how how much better they are than the other. Malcolm will occasionally poke fun at Henry's weight and intelligence, while Henry will mock Malcolm for his lack of physical strength and his fear of the dark. Malcolm:Malcolm is the red dagger brother. He's a little more slender than the other and a bit more intelligent. He seems the more mature of the two, but will have himself a good laugh at his brother's expense. He will be quick to mock his owner too, if he or she's made a mistake or takes action that he doesn't agree with, but he'll shut up when asked to. He can give good advice if asked for it, but his morality is in question and he seems to be a bit of a pessimist. He's quite selfish and doesn't have much regard for life. At times, if he hasn't seen action in a while, he will beg for his owner to just kill some random person, anyone, so long as he gets to feel blood again. Nothing scares Malcolm... except the dark. The dark is all kinds of scary.
Malcolm's voice is a deep one with a slight guttural growl. Henry:Henry is the green dagger brother. While not stupid, he's the less intelligent of the two dagger brothers. He often makes mistakes, but has a good heart (or lack thereof). He doesn't like fighting innocent civilians, or anyone he doesn't think deserves to die, but in the end he has no decision over who he fights. If he's responsible for killing someone he doesn't think deserves death, he'll go into a depression. Usually he's quite cheerful, however, and has an optimistic view on most other things. When his owner is feeling down, Henry is the first to offer moral support.
Henry's voice is a soothing, gentle one that can occasionally spark into a perky, optimistic tone.
Strapped on Habit's left shoulder he has a leather spaulder reinforced by steel plates. It's durable, capable of stopping most blades and projectiles. It's jointed for maximum flexibility, but the plates are tight enough together that nothing can fit through the cracks. He has several others in stock and available for purchase. Bubble:The spaulder can create an invisible shield of energy in the shape of a half-sphere, covering most of the upper arm and the side of the head. This bubble shield is capable of deflecting most energy based attacks and it also instantaneously halts and deflects the momentum of anything moving fast enough to hurt the user. It activates automatically for only one second when something fast passes through the bubble's field, but is unable to activate again for an hour.
The EMP shield is a small device that's attached to the user's belt. It's activated by thought, and once it's live it creates a small electro magnetic shield that covers the user's entire body an inch thick. Anything that makes contact with this forcefield is given a painful shock and its momentum is sent careening in the opposite direction. This is effective for blocking average physical attacks, for shocking opponents who get too close, and for deflecting arrows, bullets, or basic elemental attacks. The shield only lasts two seconds before dissipating, so uses must be timed perfectly. After each use, the EMP shield must take eight seconds to recharge itself.
*** Caution: The EMP Field will disrupt any and all electronics it comes in contact, having a slight chance to damage them permanently, depending on the durability of the device. ***
Despite its rather unprofessional name, Stabbers are quite useful and are one of Habit's hottest selling items. They're syringes that are used to collect souls in the form of a liquid energy. There are some limitations to that, however.
Only damned souls can be harvested. Souls claimed by any other higher power are out of the Stabbers' reach. Stabbers only work on dead bodies, and only on bodies that have died no less than five hours prior. Each Stabber, once used, ejects the vial containing the “soul juice” (as Habit so quaintly calls it). Only one soul can be kept in each vial at a time. If this vial is broke, or its contents make contact with the outside air in any way, the soul dissipates and continues on its previous journey into the afterlife, lost to the user forever. Though there are ways around it, the Stabber device is designed so only Habit's stingers can extract the soul juice.
Each Stabber has a small lens on it that determines whether a soul is damned or not. One simply has to stare through it and look directly at the person in question. The small circle in the center of the lens will turn red if the soul is damned, blue if it isn't, and black if it's uncertain (Note: It doesn't work on reflections). It works both on living and dead bodies, though only if the body has been dead for no more than five hours.
Habit's hottest selling item by far, the Usurper's Elixir is a powerful potion that has effects very similar to Habit's Soul Absorption ability.
Once ingested, the Elixir works quickly, boosting speed, mental functionality, stamina, mana pool, physical strength, and physical endurance twofold for seven hours. It also purges all diseases and poisons, dispels various very basic hexes, and increases flesh and tissue regeneration threefold for seven hours. Also, within seven hours after taking the elixir, it makes the user immune to all poisons and psychic intrusions.
Beyond all these benefits, the elixir permanently increases the user's energy reserves by roughly 1% of their original amount. It also temporarily boosts one's confidence and gives one hell of an endorphin rush.
The downside of the Usurper's Elixir is that it is highly addictive, some saying that it's an addiction impossible to break.
Withdrawal symptoms after taking even one elixir show themselves after three days. They include excruciating headaches, vomiting, and dizziness that can last longer than 24 hours. If another elixir is taken before then, these side effects are negated, but come back harder when potion wears off. The more taken, the more painful and lengthy the withdrawal. Unless several are taken in succession, the Usurper's Elixir can't kill you directly, but it may just cause you to kill yourself trying to obtain more of it.
People have been known to follow Habit from city to city just so they can have access to more of the elixir. Because of this, its price is usually steep, but varies like the rest of his products.
Habit's methods of creating this elixir are a secret. It's known that each potion requires one damned soul, and that Habit has to ingest the liquefied souls through his syringes before they can be put into its final form.
Because of how addicting it is, and the painful withdrawal symptoms that follow its use, both Habit and Kevin refuse to drink the Usurper's Elixir unless it's a dire emergency.
These energy pills boost the user's stamina after it's run low. The first pill taken replenishes 20% of the user's stamina. Each one taken in succession replenishes 20% less than that amount.
The only negative side-effect is a slight sense of dizziness felt five minutes after taking. This only lasts for about a minute or two, though the dizziness increases with each pill taken in succession.
Quite possibly Habit's most powerful technique, yet impossible to use in battle, he can transfer any two powers, traits, or abilities between himself and one other person. It requires full consent from the other party, however.
Habit achieves this feat by use of one of two natural stinger-like protrusions on the underside of each of his wrists (for most powers). He stabs them into the flesh (preferably the wrists as he grabs their arms) of the person he's trading with and concentrates. The time for the transfer can vary, taking anywhere from seconds to an hour to complete. If he's interrupted during transfer and his syringes removed, everything is returned to the way it was before the transfer began.
This technique requires immense concentration. Habit meditates on what ability he's giving up, while the other participant does the same. If Habit senses that the other participant is cheating by sending over a power that wasn't agreed upon, he can complete the transfer without giving the agreed upon power to this person, instead getting theirs for free. The liar is then promptly banned from doing business with him again (unless he's really desperate for something they have, naturally).
Using the syringe-like stingers embedded in Habit's arms, he can stab them into the body (preferably the heart) of someone who's died within the past five hours to absorb their soul into his body. This only works on damned souls. If the soul is claimed by a god or another higher power, he has no access to it.
After a soul is absorbed, Habit's maximum energy and stamina are permanently boosted by a small fraction of what it was previously. It also temporarily increases doubles his physical strength, speed, and mental focus for roughly five hours. After the five hours are up, however, he experiences a slight burnout, causing him to tire and lose his focus until he gets some sleep.
Other temporary benefits of soul absorption typically include purging of diseases, increased flesh regeneration, and an endorphin rush.
Soul Absorption can be addicting, largely due to how good it makes one feel, so Habit doesn't do it on a regular basis. Withdrawal after having absorbed three or more souls within one day can be an excruciating pain, causing him to puke for several days on end. It can even kill him if he absorbs too many in too short of a time-span.
Similar to Soul Absorption, Habit can drain the soul energy of another person by their consent. While he isn't getting a full soul out of the deal, it has far greater benefits, since a living soul is a hundred times stronger than a dead one.
Habit stabs his stingers anywhere on his customer's body and the process begins. He drains however much the other person is willing to give. Habit has a set point where he stops the transfer, however, as it's easier for him to keep track of how much they gave and exactly how much that's worth when trading.
After a Soul Drain, all of Habit's abilities are permanently boosted by an amount proportional to the amount of energy given. He's faster, stronger, and can live a lot longer depending on the amount given.
The more of one's soul someone gives up, the shorter a life they'll live. They become weaker spiritually and have less stamina. If someone gives up too much of their soul, they will die. There's no natural way for someone to regain their lost soul energy. Habit will usually refuse to transfer any more of their soul if he knows it's going to kill them, unless of course they can talk him into it.
Ethereal Volley summons a golden bow made of pure energy that fires an arrow with a tip shrouded in a holy light. The bow floats to the side of the summoner until they dismiss it. The arrow it fires is twice as fast as the average arrow and sports a razor sharp, silver head.
To summon an Ethereal Bow, the user must extend their arm as they conjure its power. The bow will appear alongside their arm and fire at will. If the user points a finger when firing, the arrow, or arrows, will fly to the exact spot where they're pointing and move in a straight line. If the user fans their fingers outward when pointing, the arrows will hit somewhere within the general vicinity of that location and move in an arc.
The ethereal bow is summoned in an instant and takes a mere fraction of a second to knock an arrow and fire. It takes a moderate amount of energy to summon the bow, but each arrow fired after that drains only a small amount of energy from the user. It drains twice the amount of energy if the user is a demon or one who wields dark magic. It drains half the amount of energy if they are an angel or wield holy magic. If they wield both holy and dark magic, there is no change.
Multiple Ethereal Bows can be summoned at one time, but still take a moderate amount of energy per bow. There is no maximum of how many bows that can be summoned, but any more than five could tax even the most skilled mage to a dangerous level.
Focusing energy into their hands, the wielder of this ability secretes a black clay-like substance from their palms. This clay can be sculpted easily with the fingers. It must be detonated by thought, however. Skilled wielders of this power can have it detonate on timer.
The explosions are strong enough to dent iron and crack concrete. The more clay used in one explosion, the larger and stronger the blast will be. A clump of clay the size of a fist is capable of blowing a hole through an unprotected body.
The clay takes a small amount of physical stamina to secrete, and if used in large quantities can run dry until the body is able to produce more. The user can focus their energy to boost the speed of the creation process, but this can rapidly drain their energy reserves.
When cast, a pair of glowing white wings appear behind the user. They float two inches out from their spine and the wingspan is only as long as the caster's arms. The wings themselves are made of an intangible energy and cannot be damaged.
Wings of Grace allow the caster to glide in the air for as long as it's maintained, but doesn't allow them to fly. They can steer themselves as much as they want while in the air, even activating the power while falling to change their course of descent. For every second this power is active, it very slowly drains the user's power. The drain is hardly noticeable unless used for an extended period of time.
The wings, when gliding, remain stationary. However, using a moderate amount of energy, the wings can release a powerful flap, sending the user moving in any direction with a blur of motion. The flap can only be used once every seven seconds.
Using a considerable amount of energy, the wielder of this power gathers a myriad of shadows onto their body until they're completely silhouetted by it. They can still fight by physical means when gathering the shadows, but can't use any other powers while doing so. It takes roughly ten to fifteen seconds to completely become silhouetted by the shadows. Once their body is covered in darkness, it all breaks off of them in the form of crows. The larger the person casting this power, the more crows that are created. On the average person, about twenty crows are generated at once. These crows will obey the creator's thoughts, attacking the enemy by pecking at them, or even flying high above for the sake of reconnaissance.
The crows are pure black and have six, beady red eyes, three on each side of their head, giving them almost a 360 degree field of vision. Their beaks are sharp and are capable of piercing flesh and leather armor. They often seek out the eyes or the neck when attacking. The caster also has the ability to see everything they are seeing, which makes them useful for spying or searching for someone.
The crows created by this technique last until dispelled or until they're destroyed. They're quite easy to kill, requiring only a small amount of blunt trauma to destroy. Silhouette:When gathering shadows together on the caster's body, they can choose not to summon the crows and instead maintain a silhouetted form for as long as they desire. This is quite useful for stealth as the shape and form of the body becomes hard to read, especially in the dark. Shroud of Feathers:The crows can return to cover one's body in order to serve as a shield against basic elemental or physical attacks. The crows hit by an attack are destroyed, but the body is still protected from them. Holy attacks slice clean through the shield, however. Single Use:Single, individual crows can also be created at far less of an energy cost and created in only about three seconds. They're generated by gathering shadows around the user's hand, or another part of the body, until it breaks off into one of the crows. However, the caster has to be focused and can't be fighting while this happens.
Shroud of Feathers:
Basic dispel is a power that removes all magic-based status effects from the caster. It's capable of dispelling curses, but also preventing beneficial things like health regeneration or physical buffs. It can also be used on the enemy, but requires physical touch. If the effect being dispelled is natural, it will only remain dispelled for ten seconds before activating again.
Basic Dispel requires only a small amount of energy to use.
Ultimate dispel is a diverse technique that can be used in several different ways. Ranged Dispel:If an enemy is charging power for an attack, the caster can thrust their hand outward and hit them with a purple bolt of energy. This projectile does no damage and costs a moderate amount of energy to produce. Upon contact, the bolt discards any power the target had been building up. Their ability fizzles and they are forced to try casting the power again from the beginning.
This can also be used on a ranged magic attack that the enemy has already cast. If the two projectiles meet, both are canceled out. Barrier Break:If an enemy has created a shield or a barrier using any kind of magic or power source, the caster of this power can hold out their hand and dispel it by generating the same amount of energy that was used to put the barrier up in the first place. When the energy requirement is matched, the shield is instantly dispelled. Dispelling Touch:Probably the most useful part of Ultimate Dispel, Dispelling Touch doesn't cost any energy to use, but the user cannot use any other abilities while using it. When this ability is active, as long as the user is touching their target, they can't cast any spells or charge energy.
When the searing form is activated, the user's arms are covered in a burning red flame. Anything they touch catches fire and it increases their hand-to-hand damage significantly. The longer this form is active, the more energy is drained from the user. Fireball:The caster can charge a ball of fire into the palms of either of their hands, for a small amount of energy. The Searing Form allows them to hold these flames and toss them in the desired direction. When the fireballs make contact with something, they let off a small explosion that lights things on fire. The fireball's range is only as far as the wielder can throw them. Flame On:While in the Searing Form, the caster may coat any of their weapons or projectiles in fire, increasing their damage significantly. This technique uses just as much energy as a fireball, usually, unless the object being coated is significantly large. This can also be used simply to set things on fire, but the user must be touching that object to do so.
When cast, either sand held in the user's hand or dust in the air and on their skin is transformed into a thin, glass blade. Once generated, the blade floats a mere inch away from the user's fingertips, but remains locked to their hand as if it were held. However, it is weightless, no matter how long the blade ends up. Depending on the energy used, and how much sand is consumed, the length of this blade can vary. The blade created is always extremely thin and almost invisible, but it usually shatters on anything that isn't flesh. It's almost exclusively useful on exposed flesh because it will break on anything else. Due to the fact the average eye cannot see the blade for how razor thin it is, it appears that the caster is merely cutting their victim's flesh just by waving their hands.
Each blade created only consumes a small portion of energy, but for every foot of blade generated, twice as much energy is consumed.
The symbionts are millions of microscopic organisms that live in the host's bloodstream. They're completely harmless to the user and in fact do a multitude of things that benefit them. The symbionts, once bound to a host, are only beneficial toward them and no one else. If a symbiont were to enter another body, it would detect every molecule in their bloodstream as foreign and begin to destroy them from the inside out. Just one symbiont does almost nothing, a few hundred can make someone quite sick, a few thousand could make them deathly ill, and a million would most certainly kill them. Poison/Disease Immunity:Passively, the symbionts work rapidly to devour any and all harmful toxins, viruses, and poisons that enter the body. While some of the organisms can be killed, the others immediately adapt and become immune, in turn granting immunity to their host while replacing the lost symbionts. Vampiric Countermeasure:If another attempts to feed on the host's blood, the symbionts will work as a poison to the attacker. The moment the symbionts enter their bloodstream, they will begin to eat them from the inside out. They will destroy blood cells, then veins, and eventually break through the skin. It's a very slow and painful death. If the unfortunate victim is immortal, then it's a very slow and painful life. Finding a cure for the symbionts is extremely difficult as they adapt to poisons and viruses immediately. However, when inside one of these foreign hosts, the host does not share in their immunity. At this point, the symbionts have become parasites. Energy Boost:Passively, the symbionts increase the host's energy reserves by about ten percent of their normal capacity. This includes both physical and mystical energy, even though the symbionts themselves aren't mystical by nature.
The only one of Habit's eyes that are visible when wearing his cap, the Eye of Intent allows Habit to read another person's intentions. If they want something from him, looking at them with this eye will give him a feeling as to why they want what they want. It's usually quite vague and it only ever leaves Habit with a subtle feeling, telling him to trust the person or not to trust them, to agree with their motives or disagree. It's never specific, but it's enough to let him know if he wants to do business with a certain person or not.
With this eye open, Habit can emit a narrow beam of red incendiary energy capable of burning through flesh and bone. It can tear clean through leather armor and even wood. It also cauterizes any wounds it may tear, usually preventing any serious bleeding. Once it connects with metal, however, it is reflected in another direction. While it still heats up whatever metal it's hitting, its damage is significantly reduced. The longer this power is active, the more of the user's energy is drained. Constant use for a full minute can completely drain the user of all their energy, causing them to pass out.
This eye has hypnotic powers, but only to a certain degree. Habit can command people to do very simple tasks, but it can't be something that brings them or one of their loved ones harm or the subject will simply refuse to do the action as they normally would, unless they're prone to suicide or violent episodes. The hypnotic suggestion also can't be too complex of a task; only simple commands work. They can also be on a time delay or only kick in during a certain event. An example of this would be “The next time you see a mime, punch it in the face.” Unless the mime they see next is a loved one, this suggestion would work.
The Eye of Suggestion doesn't work, however, unless the victim looks directly at it. Once they've seen it, its power is put into effect. It starts to spiral as a command is given.
This eye has the power to see soul energy. This is useful for pointing out hidden figures, as well as detecting people through walls and solid matter (meaning he can utilize this eye even with his hood on). The more solid matter and the thicker it is, however, the more vague and less defined the reading becomes. Magical and various energy barriers can often distort its vision as well. In addition, the eye gives him a general idea of how powerful one's soul is depending on how bright it is. He can see if one is destined for damnation this way, if their soul is a more reddish color, allowing him to determine whether someone's spirit is worth harvesting or not.
With this eye, so long as Habit stares at anything, whether it be a person or an inanimate object, he can see into its past. The longer he stares at it, the deeper into its past he can go. If he goes too far, however, he will steadily get a headache that will worsen and worsen until eventually he passes out. Usually he can reach back a full week before it gets this bad.
Aside from the Eye of Intent and the Eye of Spirit, this eye is the only eye that works with his cap on. It's blind, so it doesn't actually see anything, but as long as it's open Habit can tell if someone is lying. With his cap off, and someone looking directly at this eye, Habit can get his victim to believe anything he says so long as it isn't too unbelievable. Also, if the lie contradicts with information his subject knows to be true, then it will also fail.
After Habit witnesses a technique, he can imprint it onto this eye for him to use in the future. However, he can only imprint up to three abilities at a time and he can only use each of these abilities once. It doesn't use any of his own energy to use these abilities. Instead, when he initially imprints the power with this eye, the energy spent to cast said power is absorbed into one of the three small circles on the eyeball. When he uses the stored ability, this small circle expels the energy and the spell or power is cast. If the ability he's attempting to imprint doesn't require any physical energy to use but instead requires another source of some kind, Habit will still imprint it, but will be unable to cast it unless he has what is required in order for the ability to work. If he doesn't, nothing will happen when he tries to use this power and he's forced to discard it.
With this eye, Habit can track extremely fast movement with ease. This gives him preparation to deflect or avoid projectiles, keep track of where impossibly fast opponents are heading, and even catch slight anticipations to actions that give him an edge in battle. It also increases his peripheral vision to slightly beyond 180 degrees.
With this eye, Habit can see extremely far distances. It can “zoom in” so to speak, and see far beyond what any normal eye can see. He can also use this same eye to “zoom in” to smaller objects, using it as a microscope of sorts.
This eye has two pupils: A smaller one that sees two seconds into the past, allowing for a longer time to comprehend and study something that may have passed by in an instant, and a larger one that sees two seconds into the future, which gives him an amazing advantage toward avoiding attacks or predicting quick and simple events.
Though this eye is mechanical, it still has quite the power. Everything that had happened in the past seven seconds (so long as this eye was open within that time frame) within a fifty foot radius gets reversed. Unlike other living things within this bubble, Habit maintains his memories through the reversal
Time Reversal requires an immense amount of energy to use, but upon being cast the act of actually casting the ability is undone and the energy is restored. This only means that the caster needs to have the required energy before activating it. If they try to use this ability when they don't have enough energy, a spike of pain shoots through their entire body, having a chance of causing the user to pass out or even die from the shock. The Eye of Reversal can only be used once every hour.
A form of “night vision” this eye reveals everything in shadow. It eliminates all darkness and shadows from vision, leaving nowhere for anything in plain site to hide. It can see in absolute darkness, down dark alleys and other hidden places, and even under shrouded hoods.
Habit's 13th and most powerful eye. Supposedly the eye of a god, it's sewn shut for a reason. As long as it's open Habit will rapidly begin to lose years of his life at about one year for every two seconds it's open. At the same time, it causes immense pain for the user and can even cause the eye to bleed.
The advantage of this eye is pure creative control over the world around it. Basically any terrain the eye sees can be changed in any way imagined. Since it causes so much pain when used, however, Habit can't create complex things with it. Instead he simply rapidly sculpts and disintegrates anything that's in his line of sight. It's used as an ultimate attack of sorts that can use the earth itself destroy anything this eye lays its sight on. Because of its high cost and difficulty to control, however, it hardly ever gets used. Habit is seeking to sell it to someone, but only to someone who he deems has good character and will use its power responsibly.