There are no inhumans in the roster. I mean the big guy will arive sometime this year or early next year but he shouldn't be the only one. Crystal is one of the main Inhuman cast and she is from the royal cast as well, first as her uncle was a king and now that her sister Medusa is kings wife. Also there is no true elementalist in the game so Crystal would be great to fill that niche. She also is both pretty and badass. I have found memories of her from the FF animated back in the day and she was requested by @Snowearth . It's my first request and first good one at the same time so I was happy to do it and here it is done. Crystalia Amaquelin aka Crystal in all her greatness.

Crystal
Introduction
Crystalia Amaquelin
Crystal was the second child born to the Inhuman nutritionists Quelin and Ambur. Her father Quelin was the brother of Rynda, wife of Agon, king of the Inhumans, and as such she was considered part of the Royal Family of Attilan. Like her older sister, Medusa, Crystal was subjected to the Terrigen Mist when she was an infant, and the process endowed her with certain mental powers.
While she was still a child, war erupted, forcing Crystal and her kinsmen to flee Attilan. Crystal passed through adolescence into young adulthood while wandering with her kinsmen through Asia, Europe, and finally America in search of Crystal's amnesiac sister Medusa. When they finally caught up with Medusa in New York, Medusa had sought refuge with the Fantastic Four, mistaking her kinsmen for her enemies. Crystal then met Johnny Storm of the Fantastic Four and the two began a romantic relationship that survived Crystal's return to Attilan and a lengthy separation.
Crystal eventually returned to New York and served as a substitute member of the Fantastic Four during the Invisible Girl's first pregnancy and post-childbirth. During this time Crystal performed quite admirably as Susan Storm's replacement and effectively defeated the Wizard all by herself. Crystal was forced to return to Attilan when her health became impaired by prolonged exposure to pollutants in the atmosphere. However, en route to Attilan, Crystal became a pawn in a plan by the alchemist Diablo, and then happened upon the mutant Quicksilver, who had been wounded in battle with the Sentinels.
She brought Quicksilver back to Attilan, nursed him back to health, and became romantically involved with him. The Human Torch soon learned of Crystal's change in affections, and after a futile battle with Quicksilver, terminated his relationship with her. Crystal and Quicksilver were wed shortly thereafter, theirs being the first marriage between an Inhuman and a human (albeit a human mutant) in recorded history.
Crystal and Quicksilver conceived a child, a girl bearing no apparent Inhuman or mutant characteristics, whom they named Luna after the world on which she was born. While Quicksilver wanted to exercise the father's right to have his child subjected to the Terrigen Mist, Crystal convinced him to let her grow up normal.
To read the rest of her story go to Marvel Wikia
Powers and skills
Inhuman Metabolism: Besides strength, Crystal possesses certain physical skills superior to those of human athletes. Her Inhuman metabolism affords her slightly greater reaction time, endurance, and speed than the human race's most perfect physical specimen, Captain America.
Elementalist: Crystal possesses the ability to mentally manipulate the four classical elements: fire, water, earth, and air. She does so by means of a psionic interaction with the substances on an atomic level.
- Geokinesis: She can control the various substances that make up common bedrock (earth: iron, granite, shale, limestone, etc.), creating seismic tremors of up to 6.7 on the Richter scale by causing a sudden shifting of the earth.
- Aerokinesis: She can control oxygen atoms and oxygen-containing molecules to create atmospheric disturbances of various kinds. By intermingling air with earth she can cause a dust storm, air with water a typhoon, and air with fire a firestorm. She is able to create a wind of tornado intensity, approximately 115 miles per hour. She has demonstrated the ability to control air as far away as within a 30 mile radius. Crystal also can create force fields by controlling air molecules, she is able to bind them together psionically and compact them into a boundary to such a degree that matter cannot pass through.
- Hydrokinesis: Further, she can control the movement of water to a certain extent, via manipulation of inter-atomic van der Wall's forces controlling surface tension, divining water from the ground and causing it to flow in designated directions.
- Cryokinesis: Her control of water molecules extends to all of its forms, including ice. She uses this ability most commonly in the form of ice blasts.
- Pyrokinesis: She possesses the psionic ability to manipulate fire, cause it to grow in size and intensity, and take any form that she desires. She can also douse any oxidizing flame by altering the ionization potential of the outer electron shells of oxygen atoms. This fire burns only what she desires.
- Atomic Manipulation: She possesses the ability to rearrange and manipulate the individual atoms of the elements that she controls to various effects. She can create water from air, can summon lightning, she can accelerate and slow attom movements for example changing water into ice or cause spontaneus combustion.
She has some training in hand to hand combat.
Power Tree
- Elementalist
Four greak elements: Air, Fire, Water, Earth. With control over them and molecule manipulation Crystal can do all kinds of effect. Create water from air, combust air, make huricanes and lightning or ice spikes ready to pierce enemies or giant stone structures. She is really versitile in what she can do with combination of elements.
This four elements and elemental powers are also a great oportunity for puns.
Name 1
Wind Punches Basic, Ranged lvl 1
- Some good warm up on bad guys without ruffing them up too much.
Crystal makes „fight with the shadow” moves and the oversized air version of her moves attack enemy at the target range [and those close to him]
Medium-fast attack.
Dmg X
+X spirit/5 when using.
Windsurfing Movement lvl 1
- Little pleasures in human sports done in not so human way.
Create small moving wave bellow your feet and propel yourself with a wind from arm extended back.
Dmg X
Knockdown
Spinning Flame Ranged lvl 1
- Let take those fire powers for a spin shall we?
Flame shooting from your hands comes in long spirals. It's a wide piercing projectile which deals less to each enemy and can hit only 5 enemies. After each enemy flame gets thinner but the spiral stays the same size. Medium-fast attack speed.
Dmg X
Burn chance dmg X
Ground wave Ranged, Area
- Should you not act worthy of walking on this earth, earth will cover that.
Earth raises in a wave and falls on enemies like it would try to swallow them. [Sideways from Crystal's and player perspective – random if from left to right or tight to animation pattern]. Small-Medium area.
Dmg X
Vulnerable
Thermal shock Ranged, Area
- Cool down mister and don't sweat up about it, it can be dangerous.
Drasticly slow down molecules movement in target area then make them move much faster then before. Medium-Big area becomes really cold with one move of a hand and with other it gets hot giving enemies thermal shock. Area really fast start to freeze, air becomes „visible” and a moment later it changes to steam and and area gets redish from heat.
Dmg X cold
Dmg X heat
Weaken
Cooldown
Rock shotgun Ranged
- As long as you use this power ground rises from under your feet forming sphear of rock in front of you. From it you shoot earth splinters into your enemies. Medium width and lenght cone, Medium attack speed.
Dmg X
Dmg X bleed
Twister Ranged, Area
- Round and round you go.
Summon a column or ragein wind, a pillar of howling air at high speed. Almost regular tall tube stands vertical dealing dmg in the area.
Dmg 2/s
Slow
Only 2 twisters can be active at the same time.
Check Set the ground ablaze for a combo.
Check Cold spot for a combo.
Fly on air currents Travel
- You jump into the air with a swirl and start gliding on air that you surround yourself with.
Travel speed 1000
Rock Pillar Ranged, Area
- Like a great empire coming down on the heads of your enemies.
Erect tall pillar of earth and make it fall on enemies in a line. First activation picks where the pilar rises second the direction you want it to fall. You can use this power 3 times before it goes on cooldown but there can't be more than 1s between each activation [almost instantly].
Dmg X
Cooldown
Ice Fall Ranged, Area
- Winter came early and it came hard.
Create massive chunk of thick Ice in the air and smash it down onto enemies.
Dmg X
Vulnerable
Chill
Small cooldown
Wind column Ranged
- Forecast for this minute: Strong winds with a possibility of stones. The second part is only partially your fault.
Channeled. You shoot high speed wind in a wide line in front of you. Wind is so strong it rips off sand and stones from the ground and send them flying.
Dmg X 2/s
Weaken
Slow – when moving toward you
Fast – when moving away from you [this works on both enemies and friends]
Dancing Flames Ranged, Area
- Dance my blades of flame, dance your deadly dance.
Channeled. Holding your hand in front of you, you focus and flames apear and disapear in the target area as a dozen slashing curved lines, like slashes from flaming sabers from every side.
Dmg X 4/s
Causes burn after 1s of channeling over the same enemy.
Lockjaw Teleport
- Lockjaw my sweetie. Take me from this place.
Lockjaw apears at your side and teleports you to the target location disapearing as you arive. If used immediately after again he is still next to you.
Set the ground ablaze Ranged, Area
- Like walking on hot coals. They are hotter and you weren't fast enough though.
Ground in medium area gets red hot changing into gravel with red lines between all the pieces. Low flames dance over it.
Dmg X 2/s
Burn after 1s of time spent in the area Dmg X 2/s
Cooldown
If you use set the ground ablaze in the same place as Twister [in whatever order] it becomes a Fire Column. Twister grows to all area of burning ground. Slow in the whole area. Additional dmg, burn becomes immediately.
If you use Water Jet over the burning area it stops there and becomes Steam covering large area. Steam gives you and your allies +X dodge and +X% dodge.
You can't use both. Using Water Jet on Fire column stops the Jet [it evaporates too fast]. Twister won't create in the mist in the spot where the ground is on fire.
Icicles Ranged
- Cold shishkebab when the threat needs to be put on ice.
Create 5 big isicles around your enemy. They create fast and one after the other they impale him.
Dmg X
High crit chance
Chill
Cooldown
Shocking retreat Ranged
- When the meeting with enemy don't go as planned there is plan S. Shock therapy.
Blow strong wind that both propels you back and knocks back your enemies. In this wind you ster up the aions to create lightningbolts hiting them on the way back.
Dmg X
Knockback
Chance to stun
Small cooldown
Tremmors Area
- I will move the earth if it means I will stop you.
Channeled. You hold your hand to the ground and make it shake in big area around you. After Xs [3-5] of this, earth get enough agitated that it continue shaking on it's own for the next Xs [5-10].
Dmg X 2/s
Knockdown apllied every 2s?
While one long time tremmors are active you can't use treemors.
Ice Spikes Area
- If you think I'm defensles try the best off defenses called offense.
You fly into the air a little gathering cold and drop back creating big spikes all around you.
Dmg X
Knockback
Cooldown
Cold spot Area
- Like a cold night, full of mist that turns to flying frost. Maybe that's not a normal cold night.
Large freezing area that lasts long. Snowflakes and all.
Dmg X 2/s
Freeze
Cooldown
If Twister is used in the Cold spot area [in whatever order] it starts to throw ice spikes all around dealing additional dmg X 2/s outside the twister.
If Jet stream is used in the Cold spot area it flies much furhter [doubles the lenght?] becoming stream of icicles that deal more dmg, leave bleed and chill.
Both can't be used at the same time.
Jet stream Ranged
- Hooligans. Baddies. Go home. Stop this and just go home.
Channeled. Piercing stream of hard hiting presurised watter. Each enemy behind the first takes less dmg.
Dmg X 2/s
Check Set the ground ablaze for a combo.
Check Cold spot for a combo.
Rock Piston Ranged, Area
- Like the mightiest of rocky punches. And I should know because I know Ben Grimm very well.
Giant rock pillar shoots out from the ground and goes slower back to the ground. Really slow attack speed.
Dmg X – high.
Knock up.
Fire and lightning Signature, Area
- Very, very frightning.
Spin with hands together hold straight into the air and start going up. As you spin and go up the spiral of flames starts to to create from the point of your origin making circle after circle faster as you spin and fly higher. When that inferno fills it's big area you go down faster, no longer spining but with hands faced palms down to the ground brining lighthing in smaller area. Lightnings come from your body and come in big numbers.
Dmg X 2/s fire
Dmg X 2/s burn
Dmg X each lightning bolt
Stun – lightning bolts
Cooldown
Ultimate
Fury of an elemental
This female can control the elements, air, water, fire ... there's one more. What was it again? Oh yeah stone. ... We are Inhumans. And you are trespasing.
- Giant wirlwind comes from the sky like a hammer of heavens. Hitting enemies and throwing them to the ground. Round spiral of wind drops with visible bottom of air wall.
- You change air in the area into water and put great preasure on it shootin pillars from earth, then the water comes back from the air at random angles and then from the earth it shoots as many low angled [horizontal] streams/beams of water.
- Flame circle spreads from you and when it reaches the end of its area and breafly disapears the flames goes back faster like an implosion joing on you and shooting into the air.
- From the ground near you, you make big statue of Black Bolt who do the same heroic cocky pose as you. You pick target areas for him to hit 3 times. First is punch into the ground with a crouch, second is an uppercut that starts near the ground and third is a step after which he falls apart.
Dmg X – Wind
Knockdown
Dmg X Upward pillars – most
Dmg X Downshooting water
Dmg X Many streams – least
Dmg X Flames on both ways
Pulls in enemies on the way back [so they are closer to your statue]
Dmg X each hit from the statue