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Elseworlds

Magic Bolt Pojection


Adapted from Superpower Wiki- Magic Bolt Projection
Magic Attacks by Dr.Strange And Dorammu
The ability to project magical energy bolts. Sub-power of Magic Attacks. Variation of Energy Bolt Projection.


Also Called
  • Esoteric Energy Bolt Projection
  • Esoteric Energy Blast/Burst/Dart Emission
  • Magical Bolt Projection
  • Magical Blast/Burst/Dart Emission
  • Magical Energy Bolt Projection
  • Magical Energy Blast/Burst/Dart Emission
  • Mystic Bolt Projection
  • Mystic Blast/Burst/Dart Emission
Capabilities
The user can create and project bolts of magic/magical energy and control the intensity/power of their projectiles, the bolts aren't weak but they aren't as powerful as a full powered attack. These bolts could be used to stun, burn, injure, or even penetrate/stab the enemy.
M&M 3e Application
Magic Blast- 2 source points per level
Applications
  • Concussive Force
  • Impale
  • Magical Energy Generation
Associations
Individuals with Magic Bolt Projection
Items with Magic Bolt Projection
 
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Enhanced Awareness

Enhanced-Awareness-Fate-Reforged-MtG-Art
Adapted from Superpower Wiki- Hyper Awareness
The power to have an increased sense of awareness.Variation of Enhanced Senses.

Also Called
  • Hyper Awareness
  • Mantra/Kenbunshoku/Observation Haki (One Piece)
  • Spider/Spidey-Sense (Marvel Comics)
Capabilities
The user has an increased sense of awareness far above those of the user's species, often to the extent that few, if any, little details miss their notice.

Enhanced Trait, Ability- Awareness 2 Source Points per Level

Applications
  • Clairvoyance
  • Computer Perception
  • Danger Intuition
  • Detail Intuition
  • Disease Detection
  • Empathic Perception
  • Enhanced Accuracy
  • Enhanced Memory
  • Enhanced Tracking
  • Hypercognition
  • Illusion Awareness
  • Invisibility Awareness
  • Lie Detection
  • Photographic Deduction
  • Spiritual Awareness
  • Supernatural Detection
  • Tactical Analysis
  • Teleportation Prediction
  • Truth Detection
Associations
Limitation
  • Weak against Awareness Distortion.
Individuals with Enhanced Awareness
  • Adept
  • Lady
  • Monkey Prince
  • Alexander Osborne
  • Superman
  • Amanda Waller
 
Adapted From Superpower Wiki- Enhanced Senses

latest

The power to possess extremely accurate senses.Sub-power of Enhanced Condition and Sense Manipulation.

Also Called

  • Advanced/Heightened/Increased/Strengthened Perceptions
  • Advanced/Heightened/Increased/Strengthened Senses
  • Hyper-Senses
Capabilities

The user has extremely accurate senses, allowing them to see, hear, smell, taste, and feel better than an average member of their species.
Senses 1 Source Point per Level

Applications
  • Accelerated Perception: Slow down the user's perception of time.
  • Enhanced Synesthesia: Perceive multiple different sensory or cognitive responses at once.
  • Illusion Awareness: Many illusion will affect only certain senses but lack in others, for example, an illusion might lack a smell or have no heartbeat.
  • Sense Focusing: Focus senses to look for a particular sight/sound/smell/taste and blocking out all others.
The Five Senses:
  • Enhanced Hearing: Ears pick up every single sound, and can decipher layer upon layer of noise; has the ability to pick up a conversation from a mile away in a busy city. May even mutate into Echolocation.
  • Enhanced Smell: Users can detect specific smells, and locate their origin. Some may even be able to tell if someone is lying by which hormones they excrete.
  • Enhanced Taste: User has an extremely developed sense of taste and may be able to detect poisons or other problems. Some may be able to taste all of their surroundings at once from a distance.
  • Enhanced Touch: Some can feel so acutely that to rub the user's hand on a paper would be like reading the page, sensing every bump, ripple or wave. Some may even be able to tell of distant occurrences felt through vibrations in the air, ground, and water.
  • Enhanced Vision: Can see with amazing clarity/detail, distance, or color, perhaps even in a different spectrum of light or into other dimensions.

Other Senses:
  • Electroreception: Can detect and follow electricity and related phenomenon.
  • Energy Detection: Sense all forms of energy.
  • Enhanced Balance: Sense of equilibrium and ability to use it well.
Variations
  • Extrasensory Perception: Also known as the "Sixth Sense", users of this rare ability can instantly know whatever they wish without the need to perceive or experience it, often reaching into Clairaudience, Claircognizance, Clairempathy, Precognition, Psychometry, Retrocognition, etc.
  • Hyper Awareness: All senses are attuned to nearby activity.
  • Infrared Perception: Can sense infrared/temperature.
  • Spatial Perception: Can sense space, size and shapes.
  • Underwater Senses: Can sense with clarity underwater.
Levels
  • Peak Human Senses: User's senses are at the peak human limit.
  • Enhanced Senses: User's senses are beyond peak human limits but below high superhuman levels.
  • Supernatural Senses: User's senses are supernaturally acute, at a high superhuman level.
  • Absolute Senses: User's senses are at an infinite scale.
Associations
  • Compass Sense
  • Danger Intuition
  • Detection
  • Echolocation
  • Empathy can be used to detect emotions such as fear.
  • Enhanced Condition
  • Highlighted Perception
  • Lie Detection
  • Motion Sense
  • Nerve Manipulation
  • Opportunity Sense
  • Other Sense Manipulation
  • Pattern Sense
  • Protected Senses keep senses from being overloaded.
  • Sense Manipulation
  • Sonography
  • Speed Perception
  • Temporal Cognition
  • Temporal Intuition
  • Water Sense
  • Weakness Detection
  • Weather Sense
Limitations
  • Drugs or other means can either negate or remove these senses unless they are reversible.
  • Overloading may be a frequent occurrence.
  • Magic may cause interference.
  • Maybe dulled by pain if the user is injured.

References
D20 Hero SRD Senses Power Article- SENSES (SENSORY) – d20HeroSRD
 
Powers
Adapted from Superpower Wiki- Sense Manipulation

Sur 1
The ability to manipulate physical senses of oneself or others. Variation of Body Manipulation.

Also Called
  • Opinokinesis
  • Sense Alteration
  • Sense Control
  • Sensory Manipulation
Capabilities
The user has complete control over the senses of oneself and others, including sight, smell, hearing, touch, taste, balance, pain, etc, allowing them to freely alter and manipulate them. They can enhance, reduce or remove them temporarily or permanently, protect them from being overwhelmed, cause the target to sense things that aren't there or prevent them from sensing things that are, cause/remove sensory ailments, etc.

Variable Sense Effects- 6 Source Points per Level


Applications
  • Enhanced/Supernatural/Absolute Senses
  • Health Manipulation sensory ailments only.
  • Illusion Generation
  • Imperceptibility by making others unable to sense the target.
  • Cause Mental Hallucination.
  • Protected Senses
  • Sensation Manipulation
  • Sense Augmentation
  • Sense Focusing
  • Sense Removal
  • Sensory Deprivation
  • Sensory Inducement
  • Sensory Overload
  • Sensory Replication
Techniques
  • Extrasensory Combat
Variations
Associations
  • Body Manipulation
  • Illusion Manipulation
  • Nerve Manipulation
  • Perceptibility Manipulation
  • Pheromone Manipulation
Limitations
  • May be limited to manipulating the senses of others or only themselves.
  • Users of Enhanced Intelligence would possibly be able to defeat sense manipulation.
  • While some users may be able to create what feels like a wall, it is only in the target's mind.
 
Items
Circe's Hammer (S16)


Created by JMTyranny
Mal-Staff-04
The magic imbued staff, was the principal vestment of the Scarlet Sorceress. The artifact draws latent mana energy from its surroundings to manifest powerful blasts of energy and energy shields to defend the bearer.

Mechanics & Inner Workings
The shaft of the staff channel energy to the amber orb at the head. The bearer can then release the magical force as spells of their own design.
Manufacturing process
The tree of worlds formed this artifact from its own root when Gaia asked the tree for a measure of power she could use to resist her son Zeus.
Significance
Magic Artifact tied to the fundamental energies of the Omniverse
Item type Unique Artifact
Current Location United States
Current Holder Adept
Subtype / Model Magic Staff
Rarity Unique
Weight 5 lbs
Dimensions 4 feet long
Base Price 19 Source Points
Raw materials & Components The staff was formed from a sliver of Ygsdrasil's taproot and fossilized sap from the ancient tree.
Easily Removable Magic Artifact- Strength Based Bludgeoning Damage 2 Linked to Magical Power Array Magical Blast 12 with Sustained Impervious Protection 20, Flight 12 and Teleport Portal 6 Alternate Effects
 
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Items
Magic Staff

Adapted from d20PFSRD- Staves – d20PFSRD
E45d2078-bb30-4059-934e-8bc9c03c71bd
A magic staff is a long shaft that stores several spells. Staves usually hold spells grouped by a theme, and sometimes possess other abilities that they grant to the wielder. A typical staff also functions as a walking stick, quarterstaff, or cudgel.
Mechanics & Inner Workings
A magic staff is imbued with magical energy when created and can be recharged by a spellcaster with the appropriate spells. To activate a magic staff, a character must hold it forth in at least one hand (or whatever passes for a hand, for nonhumanoid creatures).
Item type Magical
Subtype / Model Staff
Types of Magical Staves Circe's Hammer
Rarity Common
Weight 5 lbs
Dimensions anywhere from 4 feet to 7 feet long and is 2 inches to 3 inches thick
Raw materials & Components Most staves are wood, but an exotic few are bone, metal, or even glass. A magic staff often has a gem or some device at its tip or is shod in metal at one or both ends. Staves are often decorated with carvings or runes.

Easily Removable Magic Artifact- Strength Based Bludgeoning Damage 2 Linked to Magical Power Array
 
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Items
Magic Weaponry

Adapted from Superpower Wiki- Magic Weaponry
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The ability to wield or create magic weapons. Variation of Mystic Object and Power Weaponry.

Also Called
  • Arcane/Enchanted/Magical/Mystic/Mystical Weaponry
  • Weapons Of Magic/The Arcane
Capabilities
User can create and/or wield various forms of enchanted weaponry that suits their needs in battle whether they be offensive or defensive. The weapons are capable of being powered by or creating a wide variety or magical powers that often yield impressive results. Due to the weapons being powered by magic, they also act as a blank slate for different kinds of weapon-based abilities.

Removable Magic effects

Applications
  • Absolute Attack/Absolute Defense: The weapons can serve as the best offensive and defense.
    • Cutting: The weapon is capable of cutting through anything.
    • Pulverization: The user's weapons are able to destroy whatever get in their way with sheer physical strength.
  • Magic: The user is able to wield and control different forms of magical powers.
    • Magic Infusion: Empower the weapon with almost any kind of magic.
    • Magic Empowerment: The user's weapon can be empowered by magical forces or items.
    • Magical Energy Manipulation: The user is able to manipulate magical energy forces.
    • Spell Casting: The weapon can allow the user to cast spells.
Variations
  • Magic Artillery
    • Magic Arrows
  • Magical Blade Construction
  • Magical Polearm Construction
  • Magic Whip Generation
  • Spell Weaponry
    • Spell Artillery
    • Spell Blades
  • Technomagical Weaponry
    • Technomagical Artillery
Associations
  • Demonic Weaponry
  • Divine Weaponry
  • Empathic Weaponry
  • Enchanted Armor
  • Magic Augmentation
  • Magic Bestowal
  • Magic Sword
  • Mystic Object
  • Power Weaponry
  • Powerful Objects
  • Spiritual Weaponry
  • Supernatural Weapon Proficiency
  • Weapon Creation
  • Weapon Proficiency
Limitations
  • Due to it being a blank slate for any type of power, it may be weak against stronger weapons.
  • Maybe equaled to Scientific Weaponry.
  • May not be able to overpower Transcendent Weaponry.
  • Weapon may require a source of power such as an item.
  • Weapon may be limited to certain types of magic.
Magic Weapons
 
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Items
Mystic Object


The power to obtain mystic powers through objects. Variation of Powers Via Object.

Also Called
  • Magic/Magical Object
Capabilities
The user has access to an object that grants them mystic powers. Some of the best-known objects in this category include wands, staffs, rings, cloth, and weapons. The most powerful of these objects allow a powerful magic user to unleash the full extent of their skills. It may be more easily utilized by a user who was born with an affinity for the arcane, although this is not always the case.
If users with little to no prowess in the arcane arts enter into contact with them, then the power of the artifact may overwhelm them, causing many side-effects such as not being able to use the power or being driven to madness, or even dying. Note that the object can be wielded by anyone, even those who are not born with an affinity for magic. In this case, it may take more time to learn or control all of the abilities that the artifact possesses. In the case, it is a weapon which the user is already familiar with, like Magic Arrows for example, then it may be easier to utilize them even without any experience in the mystic arts (although producing them may be more difficult).

Removable Magic effects

Variations
  • Enchanted Armor
  • Magic Books
  • Magic Gauntlet
  • Magic Hat
  • Magic Instrument
  • Magic Ring
  • Magic Sword
  • Magic Arrows
  • Magic Weaponry
  • Magical Feathers
  • Spell Casting
  • Wand Magic
Associations
  • Magic
  • Magic Augmentation
  • Magic Bestowal
  • Magical Object Manipulation
  • Powers Via Object
  • Reality Warping
Limitations
  • Anti-Magic/Curse Negation/Magic Destruction/Magic Immunity/Magic Negation/Object Negation
  • Full power may only be accessible for certain people.
  • Inexperienced users may have difficulty controlling the power granted to them.
  • May break under enough pressure.
Mystic Objects
  • Cloak of Levitation
  • Lood's Focus
 
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Powers
Powers Via Object

Adapted From Superpower Wiki- Powers Via Object
Crimson-gem-of-cyttorak
The power to obtain supernatural powers through objects. Variation of Equipment Usage.

Also Called
  • Artifact/Object Magic
  • Object-Based Powers
  • Object of Power
Capabilities
The user has access to an object that grants them supernatural powers, these can be magical objects of great or destructive power or technological weaponry. If the user already possesses supernatural abilities, the objects are mostly meant for letting them access and/or enhance their powers or grant them new abilities.

Removable Effects

Applications
Variations
  • Aether Object
    • Life-Force Object
  • Attachment
  • Biotic Object
  • Chemical-Based Powers
    • Drug Usage
  • Cosmic Object
  • Dragon Object
  • Demonic Object
  • Device Usage
    • Gadget Usage
  • Dimensional Object
  • Divine Object
  • Elemental Object
    • Energy Object
  • Emotion Object
  • Illusory Object
  • Jewelry Empowerment
    • Ring Empowerment
  • Key-Based Powers
  • Mask Power
  • Mystic Object
  • Nether Object
    • Death-Force Object
  • Planetary Object
  • Power-Boosting Object
  • Powers Via Crystal
  • Powers Via Energy
  • Powers Via Weapon
  • Primordial Object
  • Probability Object
  • Psychic Object
  • Reality Object
  • Spiritual Object
  • Supernatural Fruit Empowerment
  • Techno Object
    • Data Object
  • Technomagical Object
Associations
  • Ability Adoption
  • Affinity
  • Almighty Object
  • Conditional Power
  • Equipment Usage
  • Idiosyncratic Manipulation
  • Infusion
  • Powerful Objects
  • Powered Form
Limitations
  • If the object is taken away, or destroyed, the user will lose their power.
  • Object Negation
  • There is no telling how a powerful object will fare if pinned against another.
  • May need to be in constant contact with the object to keep the gained powers.
  • May not function if dealt with possible interference.
  • The object may break or be rendered useless if too much power is used.
 
Powers
Equipment Usage

Adapted from Superpower Wiki- Equipment Usage
The ability to use any sort of item for a particular situation.

Also Called
  • Item Usage
  • Paraphernalia
Capabilities
Users possess an array of miscellaneous items, usually a set of equipment related to particular activities: weapons, protections, tools, devices, potions, relics and various items of power. They usually hold special properties allowing their user to successfully face various situations, and well-prepared users may be able to overcome virtually any challenge by combining the appropriate items to their own skills.

Removeable Effects
Variations
Associations
  • Almighty Object
  • Enhanced Preparedness
  • Intuitive Aptitude
Limitations
  • Should the user be separated from their items, they are at a major disadvantage.
  • Weak against Breaker Touch.
Items
 
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Items
Power Weaponry

Adapted From Superpower Wiki- Power Weaponry
2ef6067615609a7fdd364c842e573a67
The power to create or use weapons capable of powers. Variation of Equipment Usage.

Also Called
  • Supernatural Weaponry
  • Weapons Of Power
Capabilities
The user can use various types of weapons, such as blades, polearms, and whips, capable of having individual superpowers including elements, psionics, magic, spirits, divine or demonic energy, etc.
Others can channel their own powers into their weapons as conduits to enhance and empower their weapons to be capable of powers.

Removable Effects

Applications
  • Channeling
  • Infusion
  • Weapon Enhancement
  • Weaponry Refinement
Variations
  • Absolute Weaponry
  • Absorption Weaponry
  • Acid Weaponry
  • Acidic Poison Weaponry
  • Adaptive Weaponry
  • Adhesive Weaponry
  • Aether Weaponry
  • Alien Weaponry
  • Animal Weaponry
  • Anti-Power Weaponry
  • Antimatter Weaponry
  • Benefic Weaponry
  • Biotic Weaponry
  • Chaos Weaponry
  • Cold Weaponry
  • Combined Weaponry
  • Corruption Weaponry
  • Cosmic Weaponry
  • Cursed Weaponry
  • Dark Matter Weaponry
  • Death Weaponry
  • Demonic Weaponry
  • Destiny Weaponry
  • Digital Weaponry
  • Dimensional Weaponry
  • Divine Weaponry
  • Draconic Weaponry
  • Ectoplasmic Weaponry
  • Element Weaponry
  • Emotion Weaponry
  • Energized Weaponry
  • Explosive Weaponry
  • Gravitational Weaponry
  • Healing Weaponry
  • Heat Weaponry
  • Intangible Weaponry
  • Invisible Weaponry
  • Ionic Weaponry
  • Kinetic Weaponry
  • Life Weaponry
  • Lunar Weaponry
  • Magic Weaponry
  • Magnetic Weaponry
  • Malefic Weaponry
  • Nanite Weaponry
  • Nature Weaponry
  • Nether Weaponry
  • Omni-Weaponry
  • Order Weaponry
  • Orgamech Weaponry
  • Pain Weaponry
  • Planetary Weaponry
  • Plant Weaponry
  • Plasma Weaponry
  • Portal Weaponry
  • Power Artillery
  • Primordial Weaponry
  • Psychic Weaponry
  • Purification Weaponry
  • Quantum Weaponry
  • Radiation Weaponry
  • Reality Weaponry
  • Rocket Weaponry
  • Scientific Weaponry
  • Slime Weaponry
  • Solar Weaponry
  • Sonic Weaponry
  • Spatial Weaponry
  • Spiritual Weaponry
  • Stellar Weaponry
  • Swiss Army Weaponry
  • Symbiotic Weaponry
  • Technological Weaponry
  • Technomagical Weaponry
  • Teleportation Weaponry
  • Temporal Weaponry
  • Thermal Weaponry
  • Transcendent Weaponry
  • Transformation Weaponry
  • Truth Weaponry
  • Shapeshifting Weaponry
  • Vibration Weaponry
  • Void Weaponry
  • Weather Weaponry
Associations
  • Equipment Usage
  • Impossible Forging
  • Meta Crafting
  • Powers Via Weapon
  • Supernatural Weapon Proficiency
  • Weapon Arsenal
  • Weapon Creation
Limitations
  • May only be able to channel one type of power.
  • Useless without weapon conduit.
 
Items
Staff

Adapted from Wikipedia- Quarterstaff - Wikipedia
latest

A traditional pole weapon, which was especially prominent during the Early Modern period. The staff has some advantages over the longsword; it is visually non-threatening but can be just as deadly, and will even be more dangerous to an armored person than a longsword.

Item type- Weapon, Melee

Subtype / Model- Weapon

Types of Staff- Magic Staff

Rarity-
Common

Weight- 5 lbs

Dimensions- 6 to 9 feet (1.8 to 2.7 m) long

Base Price- 2 Equipment Points

Raw materials & Components- a shaft of hardwood sometimes with a metal tip, ferrule, or spike at one or both ends.

Manufacturing process

the staff is made from hardwood of a tree split or sawn into quarters then shaped into a relatively smooth pole.

Bludgeoning Damage 2
 
Powers
Magic Generation
Adapted from Superpower Wiki- Magic Generation
Magic Library
The power to generate magic. Sub-power of Magic.

Also Called
  • Magic Emission
Capabilities
The user can generate magic, acting as a source for the archaic energy and can even empower other magic-users.
Applications
  • Magical Energy Generation
Associations
  • Magic
  • Magic Empowerment
  • Mystic Derivation
  • Mystic Empowerment

Limitations
  • Could be involuntary.
  • While the user can emit magic, the user could still require training and education to use it themselves.
    • Because the user can emit magic, using the magic themselves could be overpowered and could make it harder to control.
Items that Generate Magic
 
Character
Alphamega
Created by JMTyranny


Aaron Andrews (a.k.a. Alphamega)Aaron Andrews is a student in the Armstrong Fellowship, who recently discovered his body was supernaturally durable and he could fly.

Current Location- Tudor City
Physical Description


Species Aariad
Year of Birth10590 (18 years old)
Biological SexMale
EyesLight Blue
HairShort Blonde
SkinWhite
Height6'0"
Weight180 Lbs
Special abilities
AARIAD PHYSIOLOGY
Aaron's cellular structure is much more dense, resilient, and biologically more effective than human tissue. He does not possess superhuman strength levels without his cellular structure charged with light energy. Without such charging, his physical capabilities are identical to a human of his height and weight who engages in regular physical activity. Alphamega's body also stores energy actively within his bio-cellular matrix as an energy pattern that is linked to his body's electromagnetic field. This energy powers most of his electromagnetic capabilities such as flight and Light Manipulation while supplementing his physical abilities to superhuman levels.

Mental characteristics
Alignment- Lawful Good

Circumstances of Birth

Aaron's mother was a single parent; he doesn't know anything about his father.

Personal history
Aaron grew up with his mother in Tudor City. His mother, Michela, shared sparse details on his father. Aaron was an OK student and was surprised when he was selected for an Armstrong fellowship at Kings University. He met James Streets during orientation, the two became friends when they planned a stakeout of Lake Norman to find Normie.

Education
Aaron was not very successful in high school; he was so preoccupied with fitting in that he didn't focus on schoolwork; without grades or test scores, he was surprised he was selected for the Armstrong fellowship. Aaron has carried his interest in cryptids into a study of biology.

Employment
Aaron is a Barista at a local bookstore coffee kiosk.

Mental Trauma
The loss of his father has fostered a fear of abandonment and alienation in Aaron.

Intellectual Characteristics
Andrews has natural good judgment when weighing the character of a person he meets. Aaron has always possessed a stubborn curiosity in that once he stumbles across a mystery he will not be dissuaded until he understands it. He has an eye for detail and an innate interest in science.

Morality & Philosophy
To be Trustworthy is more important than being trusted. Aaron prefers to build relationships by making himself useful to others.

Personality Characteristics
Motivation-Acceptance
Aaron feels isolated and does good to gain the trust and acceptance of others. He tries to do some good with them while hoping and looking for a way to have a normal life.

Weaknesses
The Aariadi also have weaknesses such as the exposure to various forms of Infinium, magic, and advanced weaponry such as the anti-Laser and other types of technology.

INFIRNIUM
Infirnium can affect the physiology of Aariadi. Simply by being in close proximity Infinium's dense atomic structure draws stored light energy out of an Aariad and gives them pain, and can kill an Aariad in long periods of time.

MAGIC
Various forms of magic can affect Aariad. Including Necromancy and Logomancy.

Level 10
Source points 150 Abilities- Strength 4 (12), Stamina 4 (12), Agility 3, Dexterity 1, Fighting 4 (8), Intellect 0, Awareness 1, Presence 1 Dodge 4 (8), Parry 8, Fortitude 12, Toughness 12, Will 4 (8)
Initiative 3

Skills- Acrobatics 2 (5), Athletics 2 (14), Close Combat: Unarmed 4 (12), Expertise: Science 4 (7), Insight 4 (6), Investigate 2 (3), Perception 4 (8), Persuasion 4 (5), Ranged Combat: Throwing 4 (7), Technology 1

Advantages- Power Attack
Powers- Supernatural Durability- Impervious 12 Protection 0, Supernatural Strength- Enhanced Strength 8, Supernatural Stamina- Enhanced Stamina 8 , Enhanced Combat- Enhanced Fighting 4, Peak Reflexes- Enhanced Save- Dodge 1 , Enhanced Willpower- Enhanced Save- Will 3 , Science Intuition- Enhanced Skill- Expertise Science 3 , Enhanced Intuition- Enhanced Skill- Insight 1 , Detail Intuition- Enhanced Skill- Perception 3 , Enhanced Throwing- Enhanced Skill- Ranged Combat Throwing 2, Self-Sustenance- Immunity to Starvation, Suffocation, Thirst and Sleep Deprivation 4, Enhanced Vision- Senses, Extended Vision 4, Light Manipulation- Variable Light Effects 3- Photokinetic Regeneration- Persistent Regeneration 10, Photokinetic Flight- Flight 10, Quickness- Quickness 10
 
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Species
Aariad

Written by JMTyranny




Aariadi are the decedents of powerful and ancient beings; Their bodies are conduits that store light energy and channel it into divine powers.

Basic Information
Genetic Ancestor Aasimon
Scientific Name Homo aasima aariad
Lifespan 500 Years
Average Height 5'5"-6'3"
Average Weight 150-230lbs
Anatomy & Morphology
A species descended from Aasimon they manifest an inner glow, which is the identifying feature of the Aariad.

LIGHT EMPOWERMENT
Aariad cells function like a super battery, metabolizing specific wavelengths of light as fuel to enable living functions and/or superhuman abilities. Every time Aariadi use any of their superhuman abilities, their bodies expend absorbed light and they are capable of utilizing any of them to various degrees through controlled circumstances. The existence and constant exposure to proven "healthy" light sources are not required for aasimon to live and utilize their powers, but prolonged periods without exposure to them and/or utilizing their powers will require them to recharge in order to live and continue using their powers.
PHOTOKINETIC REGENERATION
Aariadi can use light to regenerate their bodies.
SUPERNATURAL DURABILITY
Aariadi bodies are extremely durable due to their superhumanly dense cellular and anatomical structure as well as their radiating bio-luminescent aura. Their supercharged bio-luminescent "aura" acts as a glowing "force field" radiating within a few millimeters from their skin. They can willfully utilize their aura strengthening it's power to a greater degree to provide an additional defense against certain levels of physical and energy attacks for a considerably short period of time, but doing so can endanger them should the attempted feat prove inefficient for any reason.
LIGHT MANIPULATION
Aariadi can create, shape and manipulate visible light, commonly referred to as light, is electromagnetic radiation that is visible to the human eye, and is responsible for the sense of sight.
Weaknesses
The Aariadi also have weaknesses such as the exposure to various forms of Infinium, magic, and advanced weaponry such as the anti-Laser and other types of technology.
INFIRNIUM
Infirnium can affect the physiology of Aariadi. Simply by being in close proximity Infirnium’s dense atomic structure draws stored light energy out of an Aariad and gives them pain,and can kill an Aariad in long periods of time.
MAGIC
Various forms of magic can affect the Aariad. Including Necromancy and Logomancy.

Biological Traits
Years of under-utilized energy reinforces Aariad biological structure and processes

Genetics and Reproduction
The Aariadi were engineered to reproduce sexually; The pairing of an Aariad and any other compatible species will always result in an Aariad child.

Dietary Needs and Habits
SELF-SUSTENANCE
Aariadi do not need to eat or sleep (but are still capable of doing so) and don't require oxygen to breathe, enabling them to travel in space and underwater unprotectedAdditional Information
Social Structure
The Aariadi are the product of Aasimon Genetic engineering. Petitioning volunteers from various mortal races across the Omniverse submitted themselves to Genetic testing and experimentation at Enlightenment center 731 on Lunia; The first Aariadi were born from this project. The Aariadi were commissioned to colonize the Arcadian Universe where they developed into a symbiotic culture partnered with the Aasimon of the Omniverse.

Geographic Origin and Distribution
The center of Aariad culture is their initial colony on Buxenus. The Aariadi are the dominant species on Buxenus. They have established a government on the world that has either assimilated or displaced its native species. From Buxenus the Aariad have projected ambassadorial missions across the Omniverse to expand the influence of the Celestial Alliance.

Perception and Sensory Capabilities
ENHANCED VISION
Aariadi have the ability to see far distances.

Civilization and Culture
Average Technological Level
Aariad technology and architecture were mostly based on Aasimon technology with photo-optic crystals could be used to store information. Aasimon technology was so advanced, that they had the potential to download inscriptions (including all of their knowledge) onto the very electrons of their ships and metals

Common Etiquette Rules
Aariadi are generally honest beings, who found lying or cheating abhorrent. Likewise, it was against the nature of angels to steal from others and angels were typically honorable and trustworthy in all their dealings.

Common Customs, Traditions and Rituals
Aariadi spend their youth in the Celestial education system, most children are sent to boarding school when they are assessed to be suitable for education. this is the Aasimon development stage beyond that of a toddler.

Interspecies Relations and Assumptions
AASIMON
The Aariadi are the product of Aasimon Genetic engineering. The developed a symbiotic culture with The Aasimon within the Celestial Alliance.


Level 2 Source Points 30

Abilities

Strength 1, Stamina 1, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 0

Powers

Aariad Physiology: Aariad Strength: Enhanced Strength 1, Aariad Stamina: Enhanced Stamina 1, Aariad Durability: Impervious Toughness 1, Aariad Perception: Enhanced Trait 2 [Skill-Perception], Self-Sustainment: Immunity 4 [Immunity to Starvation, Suffocation, Thirst and Sleep Deprivation], Aariad Vision: Senses 4 [Extended Vision 4] (14 points) Light Manipulation: Light Manipulation: Variable 1 [Light Effects (5 Points)], PhotoKinetic Regeneration: Regeneration 2.5 [Persistent], PhotoKinetic Flight: Flight 2.5, Quickness 5 (7 points)

Equipment

Smart Phone Cell Phone: Communication 2 Alt: Internet Access: Feature 1

Skills

Athletics (+1), Close Combat: Unarmed 2 (+2), Deception (+0), Expertise: Occupation 4 (+4), Expertise:Current Events 2 (+2), Expertise Pop Culture 2 (+2), Insight 2 (+2), Intimidation (+0), Perception 2 (+4), Persuasion (+0), Stealth (+0)

Offense

Initiative +0

Unarmed +2, Damage 1

Defense

Dodge 0, Parry 0, Toughness 1 (Def Roll 0), Fortitude 1, Will 0

Complications

Weakness- The alloy Infirnium disrupts Aariad cell structure; It bypasses their natural defenses and neutralizes their powers. Various forms of magic can affect Aariad. Including Necromancy and Logomancy.


Members of the Aariadi Race
References
Kryptonians | Dc Database | Fandom Powered By Wikia. (n.d.). Retrieved from Kryptonians
Superpower Wiki Angel Physiology Article- Angel Physiology
 
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Species
Aasimon


Adapted From Aasimon | 1d4 Chan (n.d.). Retrieved from Aasimon - 1d4chan
Angels Michael by Wen M
Aasimon are one of the four proto-races of the Omniverse called "Celestial". They typically appear as humanoids with wings and brightly-colored skin. They are the traditional enemies of the Tenari.

Basic Information
Scientific NamePrima celestium aasima
LifespanTen Thousand Years
Average Height2.1 Meters
Average Weight55-90 kg

Anatomy & Morphology
a group of species connected to and serving Celestial Powers. Most commonly Aasimon simply manifest wings, an inner glow and/or a halo, which is the usual form as which Aasimon are imagined, but there are several kinds of Aasimon who are far less humanoid, some ranging from strange to surreal.
Light Absorption
Aasimon cells function like a super battery, metabolizing specific wavelengths of light as fuel to enable living functions and/or superhuman abilities. Every time Aasimon use any of their superhuman abilities, their bodies expend absorbed light and they are capable of utilizing any of them to various degrees through controlled circumstances. The existence and constant exposure to proven "healthy" light sources are not required for aasimon to live and utilize their powers, but prolonged periods without exposure to them and/or utilizing their powers will require them to recharge in order to live and continue using their powers.
PHOTOKINETIC REGENERATION
Aasimon can use light to regenerate their bodies.
INVULNERABILITY
Aasimon bodies are nigh-invulnerable due to their superhumanly dense cellular and anatomical structure as well as their radiating bio-luminescent aura. Aasimon are under some circumstances resistant or immune to different forms and levels of lacerations, blunt force trauma, energy-based assaults, falls from great heights, explosions, the cold void of space, toxins and most known diseases. Their supercharged bio-luminescent "aura" acts as a glowing "force field" radiating within a few millimeters from their skin. They can willfully utilize their aura strengthening it's power to a greater degree to provide an additional defense against certain levels of physical and energy attacks for a considerably short period of time, but doing so can endanger them should the attempted feat prove inefficient for any reason. Aasimon utilize their aura by expanding it around a person or object to enable their structural stability when lifting or traveling with them.
ENERGY MANIPULATION
Aasimon can shape and manipulate energy, they can convert energy among a number of forms that may each manifest and be measurable in differing ways.

Weaknesses
The Aasimon also have weaknesses such as the exposure to various forms of Infinium, magic, and advanced weaponry such as the anti-Laser and other types of technology.
INFIRNIUM
Infirnium can affect the physiology of Aasimon. Simply by being in close proximity Infirnium’s dense atomic structure draws stored light energy out of Aasimon and gives them pain,and can kill an Aasimon in long periods of time.
MAGIC
Various forms of magic can affect Aasimon. Including Necromancy and Logomancy.

Biological Traits
Genetics and Reproduction
Aasimon are formed from the residual psionic energy from emotional expression or the remnant mental energy from deceased mortals.
Growth Rate & Stages
The same psionic energy that could form new Aasimon can also be channeled into an existing Aasimon to change their form.
Dietary Needs and Habits
Self-Sustenance

Aasimon do not need to eat or sleep (but are still capable of doing so) and don't require oxygen to breathe, enabling them to travel in space and underwater unprotected

Additional Information
Social Structure
The Aasimon were engineered by the Celestial Zionites shortly after the emergence of Zion to serve as proxies to the Mortal races. after being separated from the Celestial powers in the Sundering, they developed independent cultures in the Sentry Core.
Geographic Origin and Distribution
The highest concentrations of Aasimon are in the Celestial Universes. They are the dominant species of Jovar.
Perception and Sensory Capabilities
Civilization and Culture
Major Organizations
Celestial Alliance
Average Technological Level
Aasimon technology and architecture were mostly based on divinum constructs which were very common on Jovar and when combined with photo-optic crystals could be used to store information. These structures might have been natural or artificial, or a combination of both. Celestial and Aasimon technology was so advanced, that they had the potential to download inscriptions (including all of their knowledge) onto the very electrons of their ships and metals
Common Etiquette Rules
Aasimon are generally honest beings, who found lying or cheating abhorrent. Likewise, it was against the nature of angels to steal from others and angels were typically honorable and trustworthy in all their dealings.

Interspecies Relations and Assumptions
Genetic Descendants
Aariad

Related Ethnicities
  • Aasimon Kýrie
  • Agathion
  • Ophanim
  • Photo Aasimon
  • Saraph
Tenar'i
Fierce Street wars between Aasimon and Tenar'i in Zion were among the principal pieces of evidence The Worldbreaker used to justify the Sundering.

References
Angel Physiology | Superpower Wiki | Fandom Powered By Wikia. (n.d.). Retrieved from http://powerlisting.wikia.com/wiki/Angel_Physiology
 
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Species
Kryptonians

Kryptonians D0
In most of their incarnations, Kryptonians have been displayed as a very technologically advanced race though their space program was extremely limited. In most of their incarnations, they also didn't display any superpowers. Their red sun Rao suppressed the superhuman potential that the Kryptonians had. Very few Kryptonians survived the destruction of Krypton. Most of the survivors ended up on the planet Earth. Their numbers have been largely increased by clones, humans who have been spliced with Kryptonian DNA, and alternate reality counterparts from different Kryptons. Recently however, Kal-El was able to rescue the true Kryptonian city of Kandor from Brainiac. With a total of 100,000 Kryptonians rescued and set up on Earth, the future for the species is looking brighter than it has in ages. In the future of Earth Prime, it had shown that Kryptonian survivors have populated the isolationist planet of Rokyn in a red sun solar system. Krypton had a great civilization based on a planet whose ecosystem and very energies were self-destructive. On their own planet, the Kryptonians were nothing like humanity and crystal life populated the forests. The Kryptonian bodies were as flawed as their planet was. Because of a religious taboo against leaving their home-world, only a few Kryptonians left the homeworld before Krypton was dying as their planet. On Earth, the Kryptonian bodies would cure themselves of any disease. They would also gain powers that they never dreamed of on Krypton. The Kryptonians may look similar to humans, but their DNA is entirely different, as shown when Cadmus cloned Superman to create Superboy; they could not create a true clone, and instead created a human facsimile


Basic Information
Lifespan
Decelerated Aging -The Earth's yellow sun radiation allows any Kryptonian to live longer than a normal human being. They are, however, not immortal, meaning they age slower than a human does.
Conservation Status
When Krypton was destroyed, it was thought that the entire Kryptonian race was destroyed. Several survivors of Krypton have been discovered since.
Scientific NameKrypto Sapien
Average height2.1 Meters
Average weight55-90 kg

Anatomy & Morphology
Kryptonians are basically humans in their structure and appearance, but their biology is far more advanced than that of Earth-based humans where they are able to utilize energy in their body with far more direct and elaborate manners than Earth-based humans do. The source of their immense energy metabolizing abilities lies in their cells which are said to be the greatest organic power storage units in the known galaxy.
Solar Energy Absorption
As Kryptonians, their cells function like a super battery, hyper metabolizing specific wavelengths of radiation as fuel to enable living functions and/or superhuman abilities. Different wavelengths of radiation have different effects on Kryptonian physiology and well being, but their cells cannot absorb or utilize all types of radiation. The wavelength of their home solar system's red sun enables their body to function on an identical level of a healthy human while the Earth's solar radiation in both its raw and filtered state through the Earth's atmosphere acts as fuel to enable all of their powers. Every time Kryptonians use any of their superhuman abilities, their bodies expend absorbed sunlight and they are capable of utilizing any of them to various degrees through controlled circumstances. The solar-based radiation of a foreign blue star proved to increase their known abilities under a yellow sun to a higher degree and enabled additional powers. The existence and constant exposure to proven "healthy" radiation sources are not required for them to live and utilize their powers, but prolonged periods without exposure to them and/or utilizing their powers will require them to recharge in order to live and continue using their powers.
Regenerative Healing Factor
Even if Kryptonians are somehow injured, they have a rapid healing factor.
Invulnerability
Their bodies are nigh-invulnerable due to their superhumanly dense cellular and anatomical structure as well as their radiating bio-electrical aura. Kryptonians are under some circumstances resistant or immune to different forms and levels of lacerations, blunt force trauma, energy-based assaults, falls from great heights, explosions, the cold void of space, toxins and all known diseases on Earth. Their supercharged bio-electric "aura" acts as an invisible "force field" radiating within a few millimeters from their skin. They can willfully utilize their aura strengthening it's power to a greater degree to provide an additional defense against certain levels of physical and energy attacks for a considerably short period of time, but doing so can endanger them should the attempted feat prove inefficient for any reason. Kryptonians utilize their aura by expanding it around a person(s) or object(s) to enable their structural stability when lifting or traveling with them. Kryptonians' invulnerability has been in constant fluctuation over the years. They have been shown surviving the blast of nuclear warheads, entering the Earth's sun and emerging unharmed and surviving the impact of an exploding sun.

Weaknesses
The Kryptonians also have weaknesses such as the exposure to various forms of Kryptonite, magic, high sound frequency, and advanced weaponry such as the gravity gun and other types of technology.
Kryptonite
Various forms of Kryptonite can affect the physiology of Kryptonians. Green Kryptonite can affect the Kryptonians and gives them pain. The green Kryptonite acts like a radiation exposure that can kill a Kryptonian in long periods of time. Red Kryptonite can remove the inhibitions of Kryptonians which would make them dangerous. It can also affect the Kryptonian's actions while they are using their powers. Clark Kent was seen using red Kryptonite in various forms where he becomes evil and his actions couldn't be controlled. Blue Kryptonite can strip off the Kryptonians' powers temporarily. The blue kryptonite also acts as a radiation exposure that can affect Superman's imperfect clone, Bizarro. Black Kryptonite is used to split a personality from a Kryptonian or a human. Gold Kryptonite can be used to damage a Kryptonian even though it can kill them. The gold Kryptonite can also strip off Kryptonian's powers permanently.
Magic
Various forms of magic can affect Kryptonians. Including Black Adam and Captain Marvel's magic powers.
Advanced Technology
Gravity guns can be developed to change the gravity of Kryptonians which causes their weight to slow down. Sonic weapons or devices can also cause a Kryptonian great pain, making their ears to bleed.
Red Solar Energy
Kryptonians gain part of their power from the Earth's yellow sun. If deprived of all Sunlight or are placed within the vicinity of a Red sun, the Kryptonians lose all of their powers.
Telepathy
Kryptonians are vulnerable to telepathic attack.

Biological Traits
The Kryptonians' physiology were entirely different from humans even though they look human. Due to the effects of the Earth's yellow sun, the Kryptonians became like Gods having various powers. The Kryptonians never had powers when they lived on Krypton due to their red sun.
Enhanced Breath
Kryptonians can create whirlwinds due to their massive lung capacity by forcefully exhaling.
Flight
The Kryptonians were able to alter their gravity when charged with yellow sun radiation.
Heat Vision
Kryptonians are able to produce rays of extreme heat from their eyes.
Supernatural Strength
The exact limits of Kryptonians strength are unknown, but they are capable lifting far in excess of 100 tons. Different periods and intensities of exposure to Earth's solar radiation can cause their strength to fluctuate over time. Kryptonians' known feats include lifting an enormous pyramid and flying it to Mars without any strain and having the strength necessary to shatter small planets. Unhealthy levels of high exposure to specific radiation can exceed Kryptonians' "normal" strength level.
Supernatural Speed
Kryptonians can travel faster than a speeding bullet or train. Although they cannot achieve the Flash's time travel ability, they can travel to different locations on Earth in an instant and traverse the galaxy within a matter of hours.
Supernatural Stamina
Kryptonians can survive in the deep reaches of space.

Dietary needs and habits
Self-Sustenance
Kryptonians do not need to eat or sleep (but are still capable of doing so) and don't require oxygen to breathe, enabling them to travel in space and underwater unprotected

Additional Information
Social Structure
KRYPTONIAN MILITARY GUILD
-governs all forms of martial power and military might on the planet and serves as the backbone of Kryptonian conquering authority. It maintains the martial glory of Krypton.
KRYPTONIAN SCIENCE GUILD
- governs most forms of technology and science on the planet and houses the race's most ingenious minds. The guild is decried as emotionless but has contributed to the race being a mighty technological power
KRYPTONIAN ARTISTS GUILD
- governs all forms of art, design, and creativity and believes the most strongly in the religions of the Krypton besides the Religious Guild.
KRYPTONIAN RELIGIOUS GUILD
- the most secretive and reclusive of the guilds which serve as the absolute religious authority on Krypton. The guild is governed by priests which represent all Kryptonian Gods, each in turn representing a guild.
KRYPTONIAN LABOR GUILD
- keeps the planet functions running, taking on all and any manual jobs and ordered to serve all the other guilds. They are commonly the unseen masses of Kryptonians that are often overlooked and looked down upon as second class citizens by the other guilds. To further the point, they lack any guild representation. and have no say in society affairs. According to Superman, they are tantamount to glorified slaves

Perception and Sensory capabilities
Supernatural Hearing
Kryptonians have incredible hearing at extreme variances of sound and pitch frequency, allowing them to pick up noises from across the globe. They have shown enough control to block out ambient sounds to focus on a specific source/frequency.
Enhanced Vision
Kryptonians also possess a superior sensory arrangement of visual capabilities.
Telescopic Vision
Kryptonians have the ability to see far distances. They can also see throughout the galaxy without using a telescope. It wasn't mentioned how far they can see, though.
Atomic Vision
The ability to see extremely small objects and images down to the subatomic level.
X-Ray Vision
The ability to see through anything except lead. Since it is passive, this ability would not generate harmful radiation in the same manner as a focused projection of hard X-rays.

Civilization and Culture
Average technological level
Kryptonian technology and architecture were mostly based on giant self-grown crystals which were very common on their planet and could be used to store information. These structures might have been natural or artificial, or a combination of both. Kryptonian technology was so advanced, that they had the potential to download inscriptions (including all of their knowledge) onto the very electrons of their ships and metals.
Kryptonian
Kryptonian Alphabet

Culture and cultural heritage
The Kryptonians had two primary culture traits: science and warrior tradition. The political powers on the planet were governed by a council of scientists and warriors (but mostly scientists). Each noble Kryptonian family (or "House") was symbolized by particular symbols which resemble Earth's alphabetical letters (such as "S" for El or "Z" for Zod). The red dwarf star, Rao of Krypton's planetary system was worshiped as a god, but in a more scientific manner than Earth's spiritual religions. Kryptonian dogs were kept as pets by the Kryptonian people, much like Earth dogs are kept as pets by humans. The Kryptonians were a very xenophobic race that hardly ever left their homeworld, making Kal-El (a.k.a. Superman) the only Kryptonian left when the planet exploded.

Common Customs, traditions and rituals
Religion

The main religion on Krypton is Raoism in which Kryptonians worship the God Rao as their prime God and the progenitor of their race and world. The religion is henotheistic, as it includes lesser gods that are also worshiped by respective Kryptonian guilds in addition to Rao such as Cythonna, Yuda, Nightwing, and Flamebird. A better comparison would be that of Catholicism with Rao as the monotheistic deity surrounded by the lesser gods as "angels".Outside the standard life cycle events of birth, marriage, and death, Kryptonians have no interaction with their clergy and the clergy rarely interacts with the rest of society. Each of the Kryptonian Guilds honors a specific god, Telle (God of Wisdom/Science), Lorra (Goddess of Beauty/Arts), Mordo (God of Strength/Military), Yuda (God of the Moon/Labor), and Cythonna, who is personally honored by the Religious Guild while Rao is honored by all.

Interspecies relations and assumptions
Kryptonians were somewhat of a self-promoting and -indulging race and were willing to utilize lethal force to take valuables from other worlds.
Dheronians
The planet Dheron, the fifth planet from Krypton's red sun, was one such planet. Every twenty years, the planets were at war over each other's treasures. In an act of revenge, the two races disabled each other's star travel abilities. The Dheronians view themselves as the natural enemies of Kryptonians and are partially responsible both for the destruction of Krypton and the near-extermination of the Kryptonian race.
Daxamites
Daxamites are an alien race from the planet Daxam. Their planet, like Krypton, orbits a red sun called Valor and like Kryptonians, Daxamites will gain superpowers when living under a yellow sun. In fact, their powers and abilities are nearly identical to those of Kryptonians. The only difference being that they have no weakness to Kryptonite, and instead are severely weak to Lead. Daxamites are an off-shoot of the Kryptonians. Modern Daxamites are the descendants of an indigenous humanoid race with the Kryptonian colonists.

Level 9 Source points 136

Strength 0 (4) Stamina 0 (4) Agility 0 Dexterity 0 Fighting 0 Intellect 0 Awareness 0 Presence 0

Dodge 0 Parry 0 Fortitude 4 Toughness Immune (4) Will 0

Skills Expertise: Occupational 4 Expertise: Current Events 2 Expertise: Pop culture 2
Equipment 2 - Smart Phone

Powers
Regenerative Healing Factor-Persistent Regeneration 1 Invulnerability-Immune to Toughness Checks 80 Supernatural Strength-Enhanced Strength 4 Supernatural Stamina- Enhanced Stamina 4 Self-Sustenance-Immunity to Starvation, Suffocation, Thirst and Sleep Deprivation 4 Supernatural Hearing- Analytical, Extended Hearing 5 Supernatural Vision- Extended 6, Microscopic, X-Ray Vision Flight- Subtle 2 Flight 1 Super Breath- Cone Ice Damage 1 Linked to Cone Extreme Cold 1 and Limited direction (Away) Move object 5 Heat Vision- Heat Blast 1

References
Comic Vine Kryptonian Team- Kryptonians (Team) - Comic Vine
DC Database- Kryptonians Article- http://dc.wikia.com/wiki/Kryptonian
World Anvil- Onmiverse- Kryptonian (D0)- https://www.worldanvil.com/w/omniverse-JMTyranny/a/kryptonian-d0-article
 
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Powers
Light Manipulation

Light manipulation by sixt0p
Adapted from Superpower Wiki- Light Manipulation
The power to manipulate light.

Also Called
  • Light Element Control
  • Photokinesis
  • Photon Manipulation
  • Visible Light Manipulation
  • Visible Radiation Manipulation
Capabilities
The user can create, shape and manipulate visible light, commonly referred to as light, is electromagnetic radiation that is visible to the human eye, and is responsible for the sense of sight.
Primary properties of visible light are intensity, propagation direction, frequency or wavelength spectrum, and polarization, while its speed in a vacuum (299,792,458 meters per second/186,000 MPS) is one of the fundamental constants of nature. Visible light, as with all types of electromagnetic radiation (EMR), is experimentally found to always move at this speed in a vacuum.
In common with all types of EMR, visible light is emitted and absorbed in tiny "packets" called photons and exhibits properties of both waves and particles. This property is referred to as the wave-particle duality. The study of light, known as optics, is an important research area in modern physics.

Variable Light Effects- 7 Source Points per Level

Applications
  • Absolute Light
  • Bend and/or shift light particles:
  • Color Manipulation
  • Light Absorption
  • Light Attacks
  • Light Contact
  • Light Generation/Color Generation
  • Light Negation
  • Light Solidification
  • Manipulate the properties of light.
  • Move at light-speed.
  • Photo-Telekinesis
  • Photokinetic Constructs
Techniques
  • Light Aura
  • Light Boundary
  • Light Defense
  • Light Empowerment
  • Light Healing
  • Light Mimicry
  • Light Portal Creation
  • Light Transmutation
  • Light Warp
  • Photokinetic Combat
  • Photokinetic Invisibility
  • Photokinetic Regeneration
  • Photokinetic Surfing
  • Photoportation
Variations
  • Conceptual Light Manipulation
  • Dark Light Manipulation
  • Death Light Manipulation
  • Demonic Light Manipulation
  • Empathic Light Manipulation
  • Esoteric Light Manipulation
  • Laser Manipulation
  • Life Light Manipulation
  • Light Energy Manipulation
  • Light Magic
  • Optical Phenomena Manipulation
  • Primordial Light Manipulation
  • Psychic Light Manipulation
  • Sacred Light Manipulation
  • Spiritual Light Manipulation
  • Ultraviolet Manipulation
  • White Light Manipulation
Associations
  • Big Bang Inducement
  • Day Embodiment
  • Electromagnetism Manipulation
  • Elemental Manipulation
  • EM Spectrum Manipulation
  • Energy Manipulation
  • Emotional Energy Manipulation - through empathic light.
  • Holo-Technology
  • Life-Force Manipulation - light is often associated with life force.
  • Light Boundary
  • Light Element Manipulation
  • Light Embodiment
  • Light-Darkness Manipulation
  • Light Form
  • Light Weaponry
    • Light Artillery
  • Lightside View - by manipulating the bright areas of one's mind and soul.
    • Mental Manipulation - by learning to control light of mind and soul.
  • Perception Manipulation - by controlling peoples visual perception of reality.
  • Photokinetic/Blindness Immunity
  • Rainbow Manipulation
  • Reflection Manipulation
  • Solar Manipulation by manipulating sunlight.
  • Spark Manipulation
  • Tachyon Manipulation
  • Truth Manipulation - light is associated with truth.
  • Twilight Manipulation when combined with Darkness Manipulation.
  • Vision Manipulation - light grants the sense of sight.
Limitations
  • Photokinetic Immunity
  • May be unable to create light, being limited to manipulating only from already existing sources.
  • Distance, energy mass, precision, etc. depend upon the knowledge, skill, and strength of the user, and their power's natural limits.
  • Users light is affected by everything that all light is, unless they are powerful/skilled enough to overcome these limits:
    • Glass Manipulation and/or Reflection Manipulation bounces back by a reflective surface.
    • Gravity Manipulation bends light.
    • No matter how powerful the light is it will pass through anything completely transparent.
  • May be overwhelmed by Darkness Manipulation.
  • Since light is a constant existing element, the user will have to keep any light constructs in check to keep them from going on forever.
  • Weak against Light Boundary/Light Absorption.
Items that Grant Light Manipulation
  • Eye of Agamotto
Individuals with Light Manipulation
Species with Light Manipulation
References
Superpower Wiki Light Manipulation Article- http://powerlisting.wikia.com/wiki/Light_Manipulation
 
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Powers
Peak Reflexes

Adapted From Superpower Wiki Peak Human Reflexes Article- http://powerlisting.wikia.com/wiki/Peak_Human_Reflexes
Eefb97b840fa82ebca03f8cac1d647a3af7469c421e5f912f7dc9e57b0307b9e
The ability to have advanced reactions better than normal humans, even though this ability is not classified as 'superhuman'. A sub-power of Peak Condition.

Also Called
  • Peak Human Dodging
  • Peak Human Reactions
Capabilities
The user's reflexes are at the peak of Human Potential and Perfection; this means that their reactions are comparable to those of the finest human athlete and are near-superhuman. They can catch a fired arrow in midair, respond to extremely fast-paced combat, and perform amazing physically defensive feats; They could even evade strikes from beings with super speed, and dodge multiple gunfire with ease.
Enhanced Dodge 1 Source Point per Level


Applications
  • Aim Dodging
  • Attack Prediction
Levels
Associations
Limitations
  • The user's reactions would not be superhuman.
Individuals with Peak Reflexes
 
Powers
Science Intuition
Adapted from Superpower Wiki- Science Intuition
Chow73 rough
The ability to have extraordinary skill and knowledge in the area of science. Variation of Intuitive Aptitude.

Also Called
  • Science Knowledge
  • Scientific Expertise/Intuition/Knowledge/Prowess
Capabilities
User has extraordinary skills with the study and utilization of the field of science to produce mass inventions, conduct experimentation and perform accurate calculations. They have vast knowledge in a variety of branches of science as well (biology, chemistry, physics, mathematics, psychology, technology, geography, etc.) and are able to use their scientific expertise to create weapons, produce lifeforms or clones and experience various types of travel (time travel, space travel or extra-dimensional travel).

Enhanced Trait Expertise- Science 1/2 source point per level
Applications
  • Anatomical Intuition
  • Chemical Intuition
  • Computer Operation Intuition
  • Device Usage
  • Encyclopedic Knowledge
  • Enhanced Inventing
  • Genetics Intuition
  • Mathematical Intuition
  • Mechanical Intuition
  • Medical Intuition
  • Psychological Intuition
  • Scientific Perception
  • Technical Intuition
Associations
  • Advanced Technology
  • Brain Augmentation
  • Science Manipulation
    • Almighty Science
    • Physical Godhood
    • Transcendent Science
Limitations
  • User may only be skilled in certain areas of science.
  • User moral codes may conflict with certain areas of science.
  • User may lack emotional connections.
  • Continuous study in specific areas of science may cause mental issues.
Individuals with Science Intuition
 
Powers
Enhanced Throwing


Adapted From Superpower Wiki- Enhanced Throwing
The ability to possess enhanced throwing capabilities.
Zeke


Also Called
  • Enhanced Chucking/Hurling/Pitching/Tossing
  • Hyper Throwing
Capabilities
The users possess enhanced skills to throwing any sort of objects, from weapons to improvised objects, at above normal level force and speed.

Enhanced Trait Ranged Combat: Throwing
Associations
Individuals with Enhanced Throwing
 
Ranged Weapon Proficiency


Adapted From Superpower Wiki- Ranged Weapon Proficiency
F956ace4ada42f8e e3c3337e9e3b83bd 7821214742802159143215
The ability to understand and use any and all ranged weapons. Variation of Weapon Proficiency.

Capabilities
The user is able to wield any ranged weapon they put their hands on with great prowess and accuracy. The user can shoot or throw even reload multiple rounds of projectiles with quick succession. A master of this ability can turn close ranged weapons and small objects into an unconventional projectile. As proficient ranged fighters, their marksmen skills are extraordinary where they are even capable of hitting pressure points and other weak spots with ease.

Enhanced Advantage Ranged Attack 1 Source Point per level

Applications
  • Bullet Hell
  • Dual Wielding
  • Enhanced Accuracy
  • Enhanced Throwing
  • Pressure Point Intuition
  • Projectile Enhancement
  • Weakness Detection
Variations
  • Artillery Manipulation
  • Artillery Proficiency
  • Enhanced Archery
  • Enhanced Boomerang Proficiency
  • Enhanced Cannon Skill
  • Enhanced Chakram Skill
  • Enhanced Gunmanship
  • Explosive Proficiency
  • Improbable Weapon Proficiency
  • Needle Proficiency
  • Slingshot Proficiency
Associations
  • Adoptive Muscle Memory
  • Ammunition Manipulation
  • Demonic Weaponry
  • Divine Weaponry
  • Empathic Weaponry
  • Enhanced Combat
  • Gun Manipulation
  • Intuitive Aptitude
  • Magic Weaponry
  • Sentient Weaponry
  • Soul-Bound Weaponry
  • Weapon Creation
  • Weapon Manipulation
  • Weapon Physiology
  • Weapon Proficiency Touch
  • If the user possesses energy capabilities, they may be able to perform:
    • Energy Blast via swings
    • Energy Infusion
    • Ergokinetic Blade Construction
    • Spatial Slicing
    • Temporal Slicing
    • Weapon-shaped Energy Beam Emission
 
Powers
Weapon Proficiency

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Adapted fromSuperpower Wiki Weapon Proficiency Article-
http://powerlisting.wikia.com/wiki/Weapon_Proficiency
The ability to understand and use any and all weapons with the proficiency of a master.Sub-power of Enhanced Combat and Weapon Manipulation. Variation of Intuitive Aptitude.

Also Called
  • Armed Proficiency
  • Weapon Intuition/Mastery
Capabilities
User with this ability need only to pick up a weapon before they instantly become proficient in it. The first time they pick up a sword, they can spar with masters, the first time they use a bow, they can hit bulls-eyes. Even alien, magical, or other weaponry that they should not understand comes naturally to them.

Variable Weapon Skill effects- 5 source points per level

Applications
  • Crushing
  • Cutting
  • Dual Wielding
  • Empathic Weaponry
  • Giant Weapon Proficiency
  • Impale
  • Multi-Weapon Wielding
  • Powers Via Weapon
Variations
  • Alien Weaponry Intuition
  • Arm-Blade Proficiency
  • Artillery Proficiency
  • Artistic Weapon Proficiency
  • Blunt Weapon Proficiency
  • Broken Weapon Proficiency
  • Card Combat
  • Concealed Weapon Proficiency
  • Construction Tool Weapon Proficiency
  • Dagger Proficiency
  • Double-Sided Weapon Proficiency
  • Dual-Headed Blade Proficiency
  • Enhanced Axemanship
  • Enhanced Archery
  • Enhanced Boomerang Proficiency
  • Enhanced Clawmanship
  • Enhanced Drillmanship
  • Enhanced Fanmanship
  • Enhanced Flailmanship
  • Enhanced Gunmanship
  • Enhanced Saimanship
  • Enhanced Sawmanship
  • Enhanced Polearm Proficiency
  • Enhanced Staff Proficiency
  • Enhanced Swordsmanship
  • Enhanced Whipmanship
  • Explosive Proficiency
  • Gadget Usage
  • Gauntlet Proficiency
  • Grappling Proficiency
  • Hook Proficiency
  • Hybrid Weapon Proficiency
  • Improbable Weapon Proficiency
  • Literary Weapon Proficiency
  • Melee Weapon Proficiency
  • Needle Proficiency
  • Ranged Weapon Proficiency
  • Scythe Proficiency
  • Sheathed Blade Proficiency
  • Shield Flail Proficiency
  • Slingshot Proficiency
  • Tonfa Proficiency
  • Torture Equipment Proficiency
  • Weapon Improvisation
  • Weapon Proficiency Touch
  • Wire Proficiency
  • Whip Sword Proficiency
  • Vibroweapon Proficiency
Levels
  • Weapon Proficiency
  • Supernatural Weapon Proficiency
  • Absolute Weapon Proficiency
Associations
  • Adoptive Muscle Memory
  • Demonic Weaponry
  • Divine Weaponry
  • Empathic Weaponry
  • Enhanced Combat
  • Hidden Arsenal
  • Intuitive Aptitude
  • Magic Weaponry
  • Sentient Weaponry
  • Soul-Bound Weaponry
  • Weapon Creation
  • Weapon Manipulation
  • Weapon Physiology
  • If the user possesses energy capabilities, they may be able to perform:
    • Energy Blast via swings
    • Energy Infusion
    • Ergokinetic Blade Construction
    • Spatial Slicing
    • Temporal Slicing
    • Weapon-shaped Energy Beam Emission
Limitations
  • May only be able to use any kind of weapon from a specific sub-group.
  • May learn only how to wield the weapon perfectly, not in any particular style.
  • User may only know the general usage of the weapon, not any side effects.
 
Powers
Self-Sustenance

Adapted From Superpower Wiki- Self-Sustenance- http://powerlisting.wikia.com/wiki/Self-Sustenance
The power to reduce or remove the need for bodily necessities.


Also Called
  • Contained Metabolism
  • Deprivation
Capabilities
Users physical needs are greatly reduced or completely removed. These needs include air/breathing, sleep/rest, food, drink, bodily evacuations, shelter from environmental effects and their lack (heat/cold, dryness/wetness), etc. User is also able to stay immobile without the normal effects this would have.

Immunity 4 [Immunity to Starvation, Suffocation, Thirst and Sleep Deprivation]
Applications
  • Digestive Expulsion Negation
  • Enhanced Lung Capacity/Oxygen Independence
  • Hunger Suppression/Negation
  • Sleeplessness
  • Temperature Regulation/Immunity
Associations
Limitations
  • May only be able to disregard some needs.
  • May have limited time period available.
  • Disregarding some needs may cause certain capacities to degrade, regardless of maintaining stable health. Eg: Forgoing eating may lead to muscular dystrophy, etc.
Individuals with Self-Sustenance
Species with Self-Sustenance
 
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Powers
Photokinetic Regeneration

Adapted From- Photokinetic Regeneration | Superpower Wiki | Fandom Powered By Wikia. (n.d.). Retrieved from Photokinetic Regeneration

The ability to regenerate using photons. Technique of Light Manipulation. Variation of Elemental Regeneration and Energy Regeneration.
Angelus spirit 2

Also Called
  • Light Regeneration
  • Photon Regeneration
Capabilities
The user can use light/photons to regenerate their bodies with the amount of light used defining the speed of healing.

Persistent Regeneration 2 Source Points per Level
Applications
Association
  • Elemental Regeneration
  • Energy Regeneration
  • Light Healing
  • Light Manipulation
  • Light Mimicry
Limitations
  • User either has to be able to generate light/photons or be able to draw light/photons from other sources.
Individuals With Photokinetic Regeneration
Species With Photokinetic Regeneration
 

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