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Superpowers and Abilities


Superpowers can be a minimal exaggeration of normal human traits, magic, to near-godlike abilities including flight, superstrength, projection of destructive energy beams and force fields, invulnerability, telepathy, telekinesis, teleportation, super-speed or control of the weather. Below, the powers are grouped and divided by tiers to show classification in power. If a character were to have Super Strength for example, they could eventually reach tier 2, or Supernatural Strength.

Notes:


  • Humans are not allowed to obtain any power outside the Human Condition, which in turn is only accessible to them.
  • Please read the guidelines thoroughly.
  • Choose your powers wisely because there is no switching later.

The maximum number of powers you may choose from is 3, however the more powers you choose; the less of a permanent bonus you get. It is explained below to those who may be confused:

  • 1 Power(s) = Full permanent bonuses
  • 2 Powers = Half of permanent bonuses
  • 3 Powers = A third of permanent bonuses

Users have incredible ability to defy weight limitations of the member of their race, but not completely break them. Dense, lengthy, or overweight items are easy to move and simple to use in nearly any manner. Users can crush, lift, throw, or catch items of great weight.

  • Must be level 5 to achieve.
  • Gain a permanent 50 strength.

Users are glaringly, obviously and super/unnaturally stronger than their race because their capabilities are pushed to the superhuman level; making them immensely stronger than normal members of their species (in that 'verse) can be achieve by any method of training. Users are able to lift heavier structures from battleships to massive air-crafts with their unparalled power.

  • To achieve this level of power, you must have reached level 25 with a character with Super Strength.
  • Gain a permanent 100 strength.

Users with this ability are damn near limitless in strength as they are capable of destroying entire mountains with a punch or even devastating entire planets with the sheer force of their strength alone. Users have transcended above thier species (in that 'verse) and are goliaths when it comes to pure power.

  • To achieve this level of power, you must have reached level 50 with a character with Unlimited Strength.
  • Gain a permanent 150 strength.

  • Earthquake Generation - User is able to create earthquakes at will from their strength alone. The magnitude of these earthquakes are strong enough to destroy entire regions and sometimes continents. Users can utilize this ability by knocking their opponent of balance and causing them to lose 10 rush count for their next two turns. Note that the earthquake generated by the user will affect everyone and everything in their surroundings including themselves, causing the user to lose 5 rush count for two turns as well. (3 turn cooldown).
  • Enhanced Durability - User becomes more durable whenever for battle, becoming 15% more resistant to all kinds of attacks for 3 turns. (3 turn cooldown).
  • Heavy Strike - User is able to increase the power of their attacks in battle as they start gaining momentum. User can increase the power of his/her attacks by 20% for 2 turns and increase it by 10% for every 10 points added to their momentum bar. However due to their limitless level of strength, their endurance may be drained by their opponent over time. This makes the user more vulnerable to attacks, making them take 10% more damage for 2 turns. (3 turn cool down).
  • Seismic Burst - The user can generate powerful shock-waves that can cause objects/people to be pushed over, repulsed back, shatter fragile objects, and even deliver a clout to induce asphyxia. If this hits an opponent, it has a 50% chance to stun them for one turn, being unable to attack; however it will also take 5 rush count from the user. (2 turn cooldown).

Super Speed is the ability to travel at extraordinary physical speed. Users can move far faster than the average member of the user's species, some at or above supersonic speed or even faster. This power is not without any ill effects however, as it can strain the body, but some users may be resistant or even immune to the effects of high speed travel including friction and inertia.

  • Gain a permanent 60 speed.
  • Allows the user to gain a permanent 10% hit chance, along with a permanent 5% dodge rate.
  • Must be level 5 to achieve.

Supernatural Speed is breaking the limit past Super Speed. Users are glaringly, obviously and super/unnaturally faster over their race because their capabilities are pushed to the superhuman level, making them immensely faster than normal members of their species (in that 'verse) without the need to train, being able to break the sound barrier in mere seconds and travel past Mach 5 speeds.

  • Gain a permanent 80 speed.
  • Allows the user to replace their previous gain with an permanent 15% hit chance and 10% dodge rate.
  • To ascend to this level of power, you must have reached level 20 with a character capable of Super Speed.

True Speed is breaking the limit once again, and moving past Supernatural Speed. Users can move at speeds faster than the eye can see, and can avoid almost anything a opponent can throw at you. This ability allows the user to easily surpass hypersonic speeds and travel at the speed of light.

  • Gain an permanent 120 speed.
  • Allows the user to gain a permanent 15% hit chance, along with a permanent 15% dodge rate.
  • To ascend to this level of power, you must have reached level 50 with a character with Supernatural Speed.

  • Accelerated Thinking - The user can process information at incredible speeds, allowing them to analyze and come to conclusions at an unprecedented rate. This allows the user to gain an additional 20% intelligence in battle for 2 turns and gives them the ability to analyze and evade 5 random moves from the opponent on their next turn.
  • Acceleration - The user is able to accelerate themselves to high speeds, often transforming themselves into destructive projectiles in the process. This makes the user have a 15% dodge chance and become 15% more resistent to attacks. (Last 1 turn; 3 turn cool down).
  • Aim Dodging - User is able to accelerate and effortlessly dodge the opponents next random 7 incoming attacks. (Twice per battle).
  • Flash Step - User can perform a burst of speed that allows the user to move so fast it appears as if they have teleported, many users can sustain only short dashes. In most cases the user is able to maneuver at the high speeds accurately and does not cause any shock or disturbance to the surface they stop on. This ability let's the user double their speed over a course of 2 turns. (Once per battle).
  • Speed Strike - By traveling at great speeds, the user can acquire the relativistic mass of such speed to land blows which can hit with tremendous force. This attack is undodgeable and does twice as much damage as a punch, also having a 25% chance of stunning the opponent in the process.

Coming Soon...

Flight is the power to fly without any outside influence. Power to fly or otherwise move through the air using varying methods. Some possibilities include using one or more forms of energy, wings or similar structures, or even mimicking or becoming an animal that can fly. Users are generally able to Levitate, and Glide as well. Flight is a free power anyone can use that does not affect the 3 power limit.

Different methods of flight are:

  • Elemental Flight- Fly through manipulation of different types of energy and matter, either by riding the element/energy or being propelled by it. 
  • Energy Propulsion- Denying gravity by using energy to gain access to flight. (Ex: Ki, Energy, Aura, and Sound).
  • Gravitational Manipulation- Flies by controlling the gravity around the user.
  • Telekinesis- User picks up their own molecules using psychic powers.
  • Technology- User uses technological equipment to aid him in flight. (Ex: Jetpacks, Rocket Boots, Suit)
  • Wings- The most common way to access flight. The user uses wings to lift them into the air.

Powers which originate from the mind or mental ability which allows one to affect or perceive things through various mental forms.

User can influence/manipulate/move objects/matter with their mind. Telekinesis is one of the basis of many superpowers that are based on "controlling/manipulating", and may evolve to the point that a Telekinetic can control anything at a subatomic level.

  • Gain a permanent 10% intelligence.
  • Must be level 4 to achieve.

The users abilities are far more advanced and have evolved and expanded the mind's capabilities. Users with this ability are extremely powerful, being able to control an entire army or move a building with a single thought alone.

  • Gain a permanent 20% intelligence.
  • To ascend to this level of power, you must have reached level 20 with a character capable of Basic Telekinesis.

The user can manipulate anything, be it matter, energy or even aether. With stipulation of kinetic powers being wide ranged, the user would be extremely powerful with mastery over this power.

  • Gain a permanent 40% intelligence.
  • Must atleast be over level 25 to achieve.
  • Must have at least 50% of intelligence to achieve.

  • Intuitive Aptitude - The user can instantly learn and understand the complexity and exactness of organisms, objects, and even powers without the need of long-term or special education. This allows the user to take apart and rebuild ANY weapon to utilize it in combat.
  • Telekinetic Bind - The user is able to bind, imprison, paralyze and/or otherwise stop opponents from moving normally and possibly completely freezing them where they are. This bind will completely paralyze the opponeht for 1 turn, giving the user an extra turn in the process, but using 5 rush count as well. (Once per battle).
  • Telekinetic Bullet Projection - The user can project telekinetic energy or use small objects as bullets to fire at the opponent. These bullets have a damage rate of 15 and can be fired rapidly to gain a damage rate of 20, but the latter takes 5 rush count from the user. (2 turn cooldown, up to 15 fired at a time).
  • Telekinetic Compression - Allows the user to compress or deform their opponent's vital organs, causing 5,000 damage each use and having a 40% chamce to cause a non stackable bleeding effect. If the opponent is below 5% of their maximum health, the user is able to automatically kill their opponent.
  • Telekinetically Enhanced Condition - The user can use Telekinesis to augment their condition, allowing them to increase their strength, durability, speed/agility and healing. This allows the user to utilize two of the four stats per battle:
    • Strength: User is able to augment their strength, gaining a +25% increase in strength and +1000 damage to the opponent for each punch that connects. (Last 4 turns, 2 turn cooldown).
    • Durability: User is able to focus their mind and increase their durability, giving them a 20% resistance to damage over a span of 3 turns. (2 turn cooldown).
    • Speed: User is able to augment their speed, gaining a 25% increase in speed.
    • Healing: The user can repair themselves using Telekinesis, with the user's strength/mental strength and power over telekinesis defining the rate of regeneration. If they are powerful enough, they can repair themselves a molecular, even subatomic level. This grants the capability of regenerating 10% of their health per turn over a span of 3 turns. (3 turn cooldown).
  • Telepathy - User can read/sense another person's thoughts, communicate with them mentally and/or affect their minds/thoughts. This allows the user to do two of three things per battle:
    • Mind Control - Take control of a opponent and bring them over to your team for a turn. This ability is only capable of working in team battles. (3 turn cooldown).
    • Mind Reading - The user can sense the thoughts of other people, usually hearing them like ordinary speech, but possibly by other senses such as sight. This allows the user to read an opponent's mind and evade 5 random attacks of their next turn. (A turn cooldown).
    • Mental Barrier - User is able to generate physical shields from their mental power alone, becoming resistant to all physical attacks. However these shields are only able to last a turn at max. (2 turn cooldown).

Elementals are people that can control the elements. Users with this power are called Elementals, and they are professionals at manipulating their desired element.

Air Manipulation

Aerokinesis (Tier 1)

User can create, shape and manipulate air, common name given to the layer of atmospheric gases and various compounds (mostly oxygen and nitrogen) surrounding the planet Earth that is retained by Earth's gravity, and wind, movement of air relative to the surface of the planet. It is an important factor in determining and controlling climate and weather, and the generating force of most ocean and freshwater waves. Wind occurs because of horizontal and vertical differences in atmospheric pressure, and include breezes, squalls, gusts, whirlwinds, zephyrs, gales, tempests, and hurricanes. Since air cannot be seen by conventional methods, neither can the attacks and derivatives formed by/from it, making it an invisible and versatile weapon that is very difficult to block and dodge.

  • Gain a permanent 30 speed and 15 strength.
  • Must be level 8 to achieve.

Esoteric Wind Manipulation (Tier 2)

The user can manipulate the esoteric side of the air/wind that has magical properties, and are able to use it for various purposes, such as enhancing ones physical condition, teleportation, etc.

  • Gain a permanent 90 speed and 50 strength.
    • To ascend to this power, you must reach level 32 with a character capable of Aerokinesis.

Genetic Abilities

  • Aerokinectic Combat - The user is able to utilize air manipulation with their physical combat, granting both high maneuverability and elemental attacks. This increases the user's strength by 5% and doubles their speed for 2 turns.
  • Cyclone Spinning - The user can spin like a tornado for both offensive and defensive purpose. If used offensively, the attack does 20% more damage than that of a punch. If used defensively, the user is able to randomly repel half of the opponent's next attacks. (Can use both purposes twice per battle).
    • Note: Able to make Fire Manipulators temporarily 10% stronger if used offensively since fire is fueled by oxygen in the air.
  • Deoxygenation - The user can erase the oxygen from surrounding environment causing respiring organism to choke and even go into cardiac arrest. This allows the user to instantly kill or knock out an opponent if the opponent is below 5% of their health.
  • Razor Wind - The user is able to use air itself to slice objects, focusing a current of wind, or in some cases sound, to the point where it takes on a sharp edge which the caster launches at foes. If the pressure wave is strong enough, it can split the air itself to create a vacuum shock-wave sharp enough to slice through anything in its path. Acts as a weapon as it has a damage rate of 18.

Crystal Manipulation

Crystal Manipulation is the only set of superpowers that does not have tiers. Instead it has three different variations of the power, each with it's own uniqueness.

Crystallokinesis

User can create, shape and manipulate crystals and crystalline materials: homogeneous solids formed by a repeating, three-dimensional pattern of atoms, ions, or molecules and having fixed distances between constituent parts.

  • Obtain a stat increase at the following levels:
    • Gain a permanent 35 speed and strength at level 5.
    • Gain a permanent 70 speed and strength at level 25.
    • Gain a permanent 140 speed and strength at level 50.

Gemstone Control

User can create, shape and manipulate gems, also called precious or semi-precious stones, a fine gems, or jewels: natural or artificially produced minerals that have sufficient beauty and durability for use as a personal adornment.

  • Obtain a stat increase at the following levels:
    • Gain a permanent 28 speed and 14 strength at level 3.
    • Gain a permanent 50 speed and 28 strength at level 19.
    • Gain a permanent 102 speed and 54 strength at level 38.

Diamond Control

User can move, shape and otherwise manipulate diamonds, forming constructs, changing it into various physical states and altering properties, including color, density, etc.

  • Obtain a stat increase at the following levels:
    • Gain a permanent 18 speed and 36 strength at level 6.
    • Gain a permanent 36 speed and 72 strength at level 24.
    • Gain a permanent 70 speed and 145 strength at level 48.

Genetic Abilities

Crystallokinesis

  • Crystalkinetic Constructs - The user can turn crystals into tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence. Users who have mastered this ability can use it for almost any situation, creating anything they need. Can only use two construct abilities per battle.
    • Weapons - User is able to form weapons out of crystals or turn their limbs into crystal weapons. This weapon has a damage rate of 17.
    • Crystal Exoskeleton - The user can form armor around their body or a shape it from crystal and crystalline materials for protection and physical boost. With training, the user could shape the armor into new forms for weapons, transportation, even constructs of the element. Some users can even use it for deflecting beam-based attacks making them near useless. The power of this exoskeleton has three uses:
      • Gives the user +20% in damage resistence.
      • Increases the user's strength by 20% but decreases their speed by 20% as well.
      • User is able to deflect any bullets, rendering them useless.
      • This armor last for 2 turns and can only be formed once per battle.
    • Crystal Shield - The user can create shields of varying shapes and sizes out of crystal that has 25% of the user's health. (Can form twice per battle; cannot attack on the same turn used).
  • Crystal Mimicry - User is made up of or can transform their body completely into crystal or crystalline substance. Users transformed form can be either anatomically identical to their normal form, aside of being made of crystal, in which case it contains all to organs and is somewhat vulnerable to attacks. Alternately user can transform into homogenous matter, without any part of their form being more important than the other. This gives the user a +10% increase in damage resistence and strength. (Last 3 turns, 2 turn cooldown).
  • Crystalkinectic Regeneration - The user can use crystals to regenerate their bodies with the amount of crystal used defining the speed of healing. This is able to regenerate 15% of the user's health. (Can use twice per battle).

Diamond Manipulation

  • Diamond Combat - The user fights using a combination of impaling crystals, walls for defense, and tricking the opponent into finding a flaw only to find it is a trap. This increases the user's strength and speed by 10%. (Last 3 turns. Can only be used once per battle).
  • Diamond Constructs - The user can turn diamonds into tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence. Users who have mastered this ability can use it for almost any situation, creating anything they need. Can only use two abilities per battle.
    • Appendages - User is able to form a extra appendage out of diamonds or turn their limbs into diamonds. This has a damage rate of 19 and gives the user +10% in strength. (Last 4 turns. Can form only twice battle).
    • Diamond Armor - Users are able to use diamonds to construct armor around them to gain a 10% damage resistance for 2 turns. (Once per battle).
    • Missles - User is able to create and generate diamonds and shoot them as projectiles at the opponent. Has a damage rate of 17, in which the user can shoot 5 per turn at the cost of 5 rush count. (Last 3 turns, can only form twice per battle).
  • Diamond Mimicry - User is made up of or can transform their body completely into diamond. Users transformed form can be either anatomically identical to their normal form, aside of being made of diamond, in which case it contains all to organs and is somewhat vulnerable to attacks. Alternately user can transform into homogenous matter, without any part of their form being more important than the other. This form gives the user a +15% damage resistence. (Last 2 turns. Can only be used twice per battle).
  • Electric Generation - The user is able to generate electricity when heat/pressure is applied. This allows the user to fire a electrical force at the opponent if they happen to throw fire attacks at the user. This ability also works when the user is enclosed or imprisoned, and instead of being stunned this ability will instantly activate, allowing for escape. The power of this attack does +20% more than a punch, (Takes 3 rush count to use; Useable twice per turn).
  • Polish - The user can polish the surface of diamond surfaces to give them a smoother finish. This gives them a 15% in increase in speed but a 5% decrease in damage resistance. (Once per battle; last 4 turns).

Gemstone Control

  • Gemstone Aura - Users of this super ability are able to surround themselves in barriers that are made completely out of crystal or crystalline substances, therefore giving the user them both protection and offensive abilities.
    • Gives the user +20% in damage resistance. (Oncer per battle).
    • Able to shoot bullet like gems at opponent with a damage rate of 25. (Acts as long range weapons).
  • Gemstone Efficacy - User can manipulate the efficiency of gems, allowing them to increase their stats by 15%. (Twice per battle).
  • Jewel Constructs - The user can turn gems into tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence. Users who have mastered this ability can use it for almost any situation, creating anything they need. Can only use two abilities per battle.
    • Gem Armor - Users are able to use gems to construct armor around them to gain a 20% damage resistance for 2 turns. (Can form twice per battle).
    • Gem Duplication - User is able to duplicate oneself out of crystals. This allows the user to create a maximum of 3 duplicates with 25% of their base stats. Each duplicate has a rush count of 5. (Can only form maximum number of duplicates once per battle).
    • Gem Surfing - User controls gems in a way that increases their ability to move and/or maneuver either by granting them abilities they otherwise lack or allowing them to ignore normally needed equipment, thus increasing their speed by 10% for two turns. (Can only form twice per battle).

Darkness Manipulation

Umbrakinesis (Tier 1)

User can create, shape and manipulate darkness and shadows. By itself, darkness is mostly used to cloud everything into total darkness, but by accessing a dimension of dark energy it can be channeled to a variety of effects, both as an absence of light and a solid substance: one can also control and manipulate the beings that exist there, create and dispel shields and areas of total darkness, create constructs and weapons, teleport one's self through massive distances via shadows, etc.

  • Gain a permanent 35 speed and strength.
  • Must be level 6 to achieve.

Shadow Magic (Tier 2)

The user has access to the power of the shadows allowing them to perform tremendous feats of destruction. Users can create and control wicked creatures, cast powerful eldritch spells and harness dark magical energies barely touched by other mages.

  • Gain a permanent 80 speed and strength.
  • To ascend to this level of power, you must reach level 24 with a character capable of Umbrakinesis.

Light and Dark Shadow Manipulation (Tier 3)

  • Sacred Darkness Manipulation - User can create, shape and manipulate purifying and holy darkness which is generated by the goodness and kindness of a darkness user. The power to counter the forces of darkness with evil intent is with the forces of darkness with good intent.
    • Gain a permanent 145 speed and strength.
    • To ascend to this level of power, you must reach level 53 with a character capable of Shadow Magic.
  • Corrupted Darkness Manipulation - User has the power to create corrupted and evil darkness which is generated by the depravity and cruel nature of the darkness user. The power to counter the forces of darkness with good intent is with the forces of darkness with evil intent.
    • Gain a permanent 150 speed and strength.
    • To ascend to this level of power, you must reach level 53 with a character capable of Shadow Magic.

Genetic Abilities

  • Darkness Aura - The user can coat themselves in darkness allowing them to give off an aura of malicious energy and dark power towards their opponent. This power can be used to expel certain attacks and fill an opponent with terror and despair simultaneously during a battle. This increases the user's stats by 15% and stuns any opponent with a lower intelligence than them for one turn. (Once per battle).
  • Shadow Mutilation - The user can inflict damage to the opponent through their shadow, which may kill the target and potentially destroy the body in the process. This attack has a damage rate of 16 and if the opponent is below 5% of their health, it'll instantly kill them.
  • Shadow Summoning and Mimicry - User is able to create beings of darkness/shadow or shape existing darkness/shadow into wanted shapes and purposes. They can grant the beings varying levels of independence (controlled, automatons/programmed, semi-independent) and existence (momentary to permanent) and delete the creature once they are done with them. This gives the user three uses, in which they can only use one per battle.
    • Summon 2 shadow creatures that have 50% of the user's base stats. (Once per battle).
    • Animate the opponent's shadow, possessing 30% of their base stats. (Once per battle).
    • Transform into a shadow, granting intagibility. This allows the user to evade all of the opponent's next attacks and when the user reverts back to their normal form, they are 10% stronger. (Once per battle; intangibility last 1 turn).
  • Umbrageous Teleportation - The user can teleport via shadows/darkness, merging into shadows/darkness and appearing anywhere else from the same element. This allows the user to avoid 8 random attacks of the opponent's next turn and is capable of giving them a +10% dodge rate for their next turn.

Earth Manipulation

Sand Manipulation (Tier 1)

User can create, shape and manipulate sand, a naturally occurring loose, fragmented/granular sedimentary material composed of finely divided rock and mineral particles ranging in diameter from 0.0625 mm (or 1⁄16 mm) to 2 mm.

  • Gain a permanent 20 speed and damage.
  • Must be level 6 to achieve.

Geokinesis (Tier 2)

User can create, shape and manipulate any "Earthen" elements including most solid objects, specifically all minerals and mineral compositions regardless of their state (mountain, boulder, sand or dust), dirt, soil, etc.

  • Gain a permanent 35 speed and 52 strength.
  • To ascend to this level of power, you must reach level 18 with a character capable of Sand Manipulation.

Metal Bending (Tier 3)

User can create, shape and manipulate metal, a solid material (an element, compound, or alloy) that is typically hard, shiny, and features good electrical and thermal conductivity. Metals are generally malleable —they can be hammered or pressed permanently out of shape without breaking or cracking— as well as fusible (able to be fused or melted) and ductile (able to be drawn out into a thin wire).

  • Gain a permanent 65 speed and 152 strength.
  • To ascend to this level of power, you must reach level 54 with a character capable of Geokinesis.

Genetic Abilities

  • Geokinetic Invisibility - The user can become invisible when in/on/touching earth. This allows the user to recieve 5 extra rush count while the opponent loses 10 rush count for their next turn. The user is also capable of randomly avoiding the opponent's next 5 attacks on the turn after. (Last 2 turns; 2 turn cooldown).
    • Note - Does not work against a Sound or another Ground Manipulator who may use Echolocstion/Seimic Sense first.
  • Seismic Sense - The user is able to pick up even the slightest vibrations through physical contact with the ground, enabling them to perceive their surroundings as precisely as normal sight. Users are able to sense the structure and materials of solid substances, including the presence of caves, material changes, structural weaknesses, etc. This gives the user a heightened awareness and a +10% dodge rate for the opponent's next set of attacks. The user can also detect any characters with evasion abilities, rendering them useless.
  • Terrakinetic Weapon Constructs - The user can turn earth into tools, objects, weapons and other items, and/or create structures/buildings of varying permanence. Users who have mastered this ability can use it for almost any situation, creating anything they need. Can only use two construct abilities per battle.
    • Appendages - User is able to create a extra appendage that has a damage rate of 15 and gives the user +15% in strength; also increasing their rush count by 5. (Last 2 turns; can form only twice per battle).
    • Armor - Users are able to use the earth to construct armor around them to gain 35% damage resistance for 2 turns. (Can form twice per battle).
    • Barrier - User is able to use the earth to create a barrier that has 10% of the user's health. (Can form twice per battle).
  • Earth Imprisonment - The user can bind, imprison and/or otherwise stop an object/being by surrounding them completely by using earth, immobilizing the opponent for one turn. (Can form only once per battle).

Electric Manipulation

Static Electricity Manipulation (Tier 1)

The user is able to manipulate static electricity.

  • Gain a permanent 32 speed and strength.
  • Must be level 7 to achieve.

Electrikinesis (Tier 2)

User can create, shape and manipulate electricity, a form of energy resulting from the existence of charged particles (such as electrons or protons) which give the user control over electric fields, electric charges, electric currents, electronics, and electromagnetism.

  • Gain a permanent 55 speed and 36 strength.
  • To ascend to this power, you must reach level 26 with a character capable of Static Electricity Manipulation.

Positive Electricity Manipulation (Tier 3)

The user of this ability can manipulate electricity that has a positive charge. Positive electricity is more powerful then the common electron electricity. The user could create positive lightning streamers to summon lightning, and control Anvil Lightning to be used for various purposes.

  • Gain a permanent 134 speed and 72 strength.
  • To ascend to this level of power, you must reach level 52 with a character capable of the Electrokinesis.

Genetic Abilities

  • Electric Pull - Users are able to pull opponents toward them with electricity to decrease the chance of evading attacks by 50%. Last for 2 turns. (3 turn cool down).
  • Electrical Force-Field - Users of this ability can create forcefields of highly concentrated electrical energy or force-fields composed of electromagnetic energy for protection, travel, and/or offensive use. This allows the user to create a electromagnetic field of energy that shields them from 50% of the opponents attacks for the next 2 turns. (3 turn cooldown).
  • Electric Self-Resurrection - The user of this ability is able to bring themselves back temporarily from otherwise deadly attacks. This allows them to retain 25% of their remaining health after sustaining damage that might have killed them (or rendered them unconscious) otherwise for two turns. (Once per battle.)
  • Electrokinetic Combat - The user is able to utilize electricity manipulation with physical combat, granting them impressive offensive capabilities, while sometimes leaving their defensive abilities somewhat lacking. This allows the user to increase the strength of their physical strikes by 25% but lowers their damage resistance by 10% over the course of 3 turns. (2 turn cooldown).
  • Jolt Inducement - User is able to stun the opponent for one turn, gaining a extra turn to attack in the process. (Once per battle).
  • Prevalent Discharge - The user is capable of discharging destructive electrical energy that flows through the air negating all resistance that may be received from air or space. This attack does 3rd tier damage to every enemy in the battle. (2 turn cool down).

Energy Manipulation

Ergokinesis (Tier 1)

User can create, shape and manipulate energy, one of the basic quantitative properties describing a physical system or object's state. It can be transformed (converted) among a number of forms that may each manifest and be measurable in differing ways. The law of conservation of energy states that the (total) energy of a system can increase or decrease only by transferring it in or out of the system, thus the total energy of a system can be calculated by simple addition when it is composed of multiple non-interacting parts or has multiple distinct forms of energy.

  • Gain a permanent 35 speed and strength.
  • Must be level 9 to achieve.

Energy Amplification (Tier 2)

User is able to amplify and possess massive amounts of energy in the themselves or others, some users are able to amplify energy to unlimited levels.

  • Gain a permanent 70 speed and 75 strength
  • To achieve this level of power, you must reach level 27 with a character capable of Energy Manipulation.

Quintessence Force (Tier 3)

Users can generate their own energy instead of always depending on the energy around them. The energy produced can be utilized for a number of uses such as enhancing their own physical or mental attributes to superhuman level or above.

  • Gain a permanent 140 speed and 150 strength.
  • To achieve this level of power, you must reach level 54 with a character capable of Energy Amplification.

Genetic Abilities

  • Energy Absorption - The user can absorb energy into their body and use in many ways, such as by converting it into physical strength or using it to power energy blasts or discharges as waves or orbs of energy. They are able to absorb energies that they come in contact with, such as kinetic energy, electrical energy, radiation, heat, etc. The user can use the energy in the following ways:
    • Choose to absorb the energy and gain a 5% increase in stats over the course of two turns. (2 turn cooldown).
    • Throw it back at the opponent twice as strong. (Can use up to 3 times per battle).
  • Energy Concentration - The user of this power can focus their energies to any part of their bodies or objects to perform attacks, techniques, or magic. This allows the user to focus their energy on a part of their body to increase one of the following stats:
    • Strength: Increase muscle mass to recieve a 10% increase in strength over the course of two turns.
    • Speed: Increase muscle and stamina to recieve a 10% increase in speed over the course of two turns.
  • Energy-Field Manipulation - User can create, shape and manipulate force-fields, a field of energy without mass that acts as a matter/wall, so that objects affected by the particular force relating to the field are unable to pass through the field and reach the other side. These force fields have 20% of the user's health and can last up to 2 turns.
  • Ergokinetic Combat - The user is able to utilize Energy Manipulation with their physical combat skill, channeling energy through parts of their bodies or use the energy for defensive purposes. This allows the user to enhance the power of their physical strikes by 20% with the addition of a 5% speed increase. Or they can enhance their defense and gain +10% in damage resistance.

Fire Manipulation

Pyrokinesis (Tier 1)

Users can create, shape and manipulate fire, the rapid oxidation of a material in the exothermic chemical process of combustion, releasing heat, light, and various reaction products, flame being the visible portion of the fire. Depending on the substances alight, and any impurities outside, the color of the flame and the fire's intensity will be different.

  • Gain a permanent 45 speed and strength, and 5 extra attribute points for the next level up once you reach this tier.
  • Must be level 6 to achieve

Blue Fire Manipulation (Tier 2)

The user can create, shape and manipulate blue flames, which are far more hot and intense than ordinary orange fire. The blue flames are of such color due to either the intense temperature or it possesses mythical properties.

  • Gain a permanent 75 speed and 90 strength, and 10 extra attribute points for the next 2 level ups once you reach this tier.
  • To ascend to this power, you must reach level 25 with a character capable of Fire Manipulation.

Cosmic Fire Manipulation (Tier 3)

The user can manipulate cosmic flames that are given off from comets, meteors, asteroids, stars, planets, nebulas, quasars, and solar winds. These mighty flames can burn in space without the need of the consumption of oxygen, and the intensity is so high, they can completely vaporize any matter without leaving byproducts such as ash. The user can select what they want to burn and what not to.

  • Gain a permanent 75 speed and 125 strength, and a extra +15 in strength for the next five level ups.
  • To ascend to this power, you must reach level 50 with a character capable of Blue Fire Manipulation.

Genetic Abilities

  • Firestorm - The user can create firestorms — conflagrations of intense temperature — incinerating any and everything in the path. The flames can come from any source of fire or heat, such as simple or magic flames or lava or even solar energy. This allows the user to create a massive inferno in the area and burn opponents/allies to cause 5,000 damage and give everyone a -5% health burn affect over the course of 3 turns. (Twice per battle).
  • Flame Aura - Users of this ability can surround themselves in fire becoming hot to the touch. The user could burn anything that they touch. They would be an extreme danger to others. The user becomes 12% resistant to attacks for 3 turns and burns the user, causing 750 damage for every melee attack they use . (Twice per battle).
  • Flame Empowerment - Users become stronger, faster, more durable, etc. when they come in contact with fire, possibly unlocking abilities related to the affinity and enhancing the existing powers. User attains a 15% increase in speed, strength, and damage resistance. (Once per battle).
  • Healing Flame - The user can heal themselves or others by using flames/fire/heat, healing 25% of all wounds and injuries. (Can only use twice per battle).
  • Pyroportation - The user can teleport via fire, merging into flame of any size and appearing anywhere else from the same element. This allows the user to evade 5 randomly selected attacks from the opponent's next turn.

Light Manipulation

Photokinesis (Tier 1)

User can create, shape and manipulate visible light, commonly referred to simply as light, is electromagnetic radiation that is visible to the human eye, and is responsible for the sense of sight.

  • Gain a permanent 30 speed and strength.
  • Must be level 9 to achieve.

Solar Manipulation (Tier 3)

User can create, shape and manipulate all aspects of a sun, starting from its immense heat, luminosity, mass/gravitational field, magnetic field, raw nuclear energy and reaction, etc.. More specific effects include solar winds/flares, geomagnetic storms, sunspot reactions causation, UV emissions, and plant growth promotion.

  • Gain a permanent 65 speed and health.

Mystic Light Manipulation (Tier 3)

The user can manipulate the esoteric side of light with special properties and a mystical nature to it. With mastery, the wielder could use the esoteric element for a variety of magical effects.

  • Gain a permanent 110 speed, strength, or health.
  • To ascend to this power, you must reach level 52 with a character capable of Solar Manipulation.

Genetic Abilities

  • Corporeal Projection - The user can project a holographic copy of oneself or another object/organism. The projected holograms will often only move as directed by the user's mind and can usually be dispersed by the slightest touch, as well as distort and fade if viewed from different angles. This allows the user to create a copy of themselves to gain a +5% dodge rate for each copy they make (Max. 5). (Last 2 turns; 3 turn cool down).
  • Light Form - Users of this ability to are able to transform into state of being in which they are one with their emotions, acquiring a peace of mind, and are able to expel themselves of any dark intentions. Much like the ability, Dark Form, the user's power increases and they are able control forces of light. However, the abilities are mostly based on defense but are still capable of immense power. While lasting for a total of 3 turns with a 3 turn cooldown; this form gives the user the following increase in attributes:
    • Speed: 30% increase (Last 3 turns)
    • Strength: 10% increase (Last 2 turns)
    • Durability: +30% damage resistance (Last 3 turns)
  • Light Healing - The user is capable of healing themselves or others by +30% using light.
  • Photon Aura - The user is capable of surrounding themselves in light energy to cause a blinding effect to everyone that sees them or any light related effect. This allows the user to blind the opponent, causing them to lose half their rush count for two turns. (2 turn cooldown).

Nature Manipulation

Grass Control (Tier 1)

The user can cause grass grow, move/attack or even rise from the soil and "walk", mutate grass by rearranging DNA structure, and revive withered or dead grasses.

  • Gain a permanent 25 speed and strength.
  • Must be level 3 to achieve.

Flower Manipulation (Tier 2)

User can create, shape and manipulate flowers, they can cause flowers and parts of the flowers, including petals, stems and pollen, to grow and bloom, move/attack, mutate flowers by rearranging DNA structure, and revive withered or dead flowers.

  • Gain a permanent 50 speed and strength.
  • To ascend to this power, you must reach level 24 with a character capable of Grass Control.

Chlorokinesis (Tier 3)

Users can create, shape and manipulate plants, including wood, vines, plants, moss, and parts of the plants, such as leaves, seeds, fruits and flowers. The user can cause plants to grow, move/attack or even rise from the soil and "walk", mutate plants by rearranging DNA structure and revive withered or dead plants.

  • Gain a permanent 100 speed and 110 strength.
  • To ascend to this power, you must reach level 48 with a character capable of Flower Manipulation.

Genetic Abilities

  • Chlorokinetic Animation Constructs - User can change plants, flowers, trees, etc., into tools, objects, weapons and other items, create semi-living constructs and/or create structures of varying permanence. Users who have mastered this ability can use it for almost any situation, creating anything they need.
    • Animate: User is able to animate plants and mutate their genetic structure to serve the user's purposes. They tend to work on their own accord, but in tandem to the user. User can only animate once every two turns.
      • Venus Flytrap - User is able to control a giant and deadly venus fly trap large enough to engulf a entire grown man.
        • Health: 10,000
        • Strength: 20% of users
        • Speed: 25% of users
      • Golem: User is able to create a large magical golem out of nature. This power can be used with anything so user can have an army of super powered creatures at anytime and anywhere.
        • Health: 50,000
        • Strength: 100 + 20% of users
        • Speed: 100 + 20% of users
    • Chlorokinetic Cloning - The user can create 2 replicas of themselves using various flora or plant types such as leafs, wood, vines, etc. Each clone has 25% of the user's health and one Nature genetic ability. (Last 2 turns; 4 turn cooldown.)
  • Environmental Pain - When a user performs a environmental burst, it will do double the damage. When the user is below half their health, their momentum gain will double for 3 turns.
  • Floraportation - The user can teleport via plants, merging into element/energy and appearing anywhere else from the same element. This allows the user to randomly evade half of the opponent's next attacks for 1 turn. (Once per battle).
  • Natural Cure - Any status effect that lingers or remains after the battle is void and the user is capable of healing half of their health.
  • Nature Infusion - The user can infuse objects (usually a weapon) with power of nature empowering and energizing them and allowing the user to manipulate their qualities and efficiency, allowing a vast variety of effects to be used through the object. If a user uses this ability, the weapon or object gains a boost in power of +15%.

Sound Manipulation

Echokinesis (Tier 1)

User can create, shape and manipulate sound, a periodic disturbance of the medium (air, ground, water, etc) that radiates outward in straight lines in the form of a pressure wave. The effect these waves produce upon the ear is perceived as sound. From the point of view of physics, sound is considered to be the waves of vibratory motion themselves, whether or not they are heard by the human ear.

  • Gain a permanent 20 speed and strength.
  • Must be level 8 to achieve.

Sound Augmentation (Tier 2)

User can increase the strength, duration, and potential of sound to it's fullest, the effects may change depending on the original effects of the sound that has now been amplified.

  • Gain a permanent 70 speed and strength.
  • Must be level 30 to achieve.

Wave Manipulation (Tier 3)

With this, the user can control sonar waves to enhance sound or even mute them, or cause others to fall asleep by manipulating their brainwaves. The user can also intercept and interpret messages in radio waves.

  • Gain a permanent 100 speed and strength.
  • Must be level 55 to achieve.

Genetic Abilities

  • Echolocation - Users emit calls out to the environment and listen to the echoes of those calls that return from various objects near them, and use these echoes to locate and identify the objects. Alternately, they can use ambient sounds do the same. Since this ability isn't based on sight/light, Invisibility is useless against it, as are most forms of Camouflage. This allows the user to locate any opponent who may use any kind of invisibility or teleportation, rendering their ability useless.
  • Sound Amplication - User can increase the strength, duration, and potential of sound to it's fullest, the effects may change depending on the original effects of the sound that has now been amplified. This allows the user to attack the opponent with a burst of sound, causing 2,500 damage and removing half their rush count on their next turn. This attack can also destroy sheilds and crack the armor of Crystal Manipulators, causing 2,500 more damage to them and lowering their damage resistance by 20%. (2 turn cooldown).
  • Sonic Healing - The user can heal themselves or others by using sound by utilizing high frequency sound waves to shelter the body, revitalizing it to its max by manipulating the molecules and nerves via vibration to induce regeneration. This allows the user to heal themselves or others by 15%. (3 turn cooldown).
  • Sound Stimulation - The user can use sound waves to vibrate and stimulate their physical attributes. For example, the user can stimulate their muscles to move if heavily injured or stimulate their blood vessels to pump blood through their body without their heart even giving off a heartbeat. This allows the user to stimulate their muscle mass and enhance their strength by +10% over the course of 2 turns. (2 turn cooldown).
  • Sonic Screech - Using their high pitched sound waves, the user is able to stun the user for one turn at the cost of 5 rush count. (3 turn cooldown).

Water Manipulation

Hydrokinesis (Tier 1)

Users can create, shape and manipulate water, inorganic compound with liquid, gas (steam, water vapor), and solid (ice) states, including changing them from one state to other.

  • Gain a permanent 35 attribute points in speed, strength, and health.
  • Must be level 7 to achieve.

Water Form Manipulation (Tier 2)

The user can manipulate water in every form possible, the basic three being liquid, solid and gas, as well as transform it from one phase to another. More powerful users can convert water into the fourth phase, plasma. The user can also manipulate every property of water, such as viscosity and density of water, changing liquid into thick and adhesive or thin as oil, or condensing vapor particles and liquid enough to be tangible to the point of solid and hardened.

  • Gain a permanent 105 attribute points in speed, strength, and health.
  • To ascend to this power, you must reach level 38 with a character capable of Hydrokinesis.

Genetic Abilities

  • Hydrokinetic Constructs - Users can turn water into tools, objects, weapons and other items. Users who have mastered this ability can use it for almost any situation, creating virtually anything. Can only use two constructs per battle.
    • Hydrokinetic Weapons - User can create hydrokinetic weapons from nothing or by shaping the existing element. They are capable of creating virtually any weapon. These hydro weapons can posess a variety of abilities and be very effective in both offensive and defensive combat.
      • Short Range - Causes the opponent to lose an extra 1,000 health with each strike.
      • Long Range - Opponent loses 1 rush count for every projectile that hits. (Maximum of 8 per turn).
    • Water Shield - The user can create a shield of varying shapes and sizes out of water. This allows the user to create a shield that has 25,000 health. The user is unable to attack for as long as this barrier is active. (Last
    • Water Imprisonment - The user can bind, imprison, and or/otherwise stop object/being by surrounding them completely by using water; eventually drowning them. The user is able to imprison the opponent in water for one turn, cutting their rush count and strength in half for the next turn. If the opponent is under 10% of their original health, they are instantly killed via suffocation/drowning.
  • Hydrokinetic Combat - The user is able to utilize water with their physical combat, using it both as weapon and defense, summoning waves to cut their opponents or whips to cut or bind. This gives the user a 15% increase in physical damage and increases damage resistance by 5%.
  • Hydrokinetic Regeneration - When injured or near death in a situation, users are able to heal themselves or others by using water by absorbing water molecules and transfer medicament into the body at a molecular level, or having water molecules to repair and regenerate damaged cells and molecules. This allows the user to regenerate 30% of their health and become cured of any status effects. (3 turn cooldown).

Mutants are organisms (usually otherwise human) who possesses a genetic trait that allows the mutant to naturally develop superhuman powers and abilities. This would include mutates as well, or superhumans who acquired their superpowers after being exposed to a mutagenic compound. Muntants are easily the most diverse in powers as they have a wide range of powers in their arsenal.

The user's powers are a direct result of some form of either induced evolution or natural selection, usually manifested during adolescent puberty when other mental and bodily adaptations take place. The user has mutations within his/her body that grant special powers. Said mutations can be either artificial or natural.

  • Gain a permanent 28 speed and 32 strength.
  • Must be level 4 to achieve.

The user can undergo mutations that either grant them abilities or enhance their existing ones.

  • Gain a permanent 40 speed and strength.
  • To ascend to this level of power, you must reach level 18 with a character capable of Genetic Mutation.

User now has the power to revert into a primal form, becoming an evolutionary throwback with traits which have disappeared generations before.

  • Gain a permanent 65 speed and 70 strength or vice versa.
  • To achieve this level of power, you must reach level 38 with a character capable of Enhancing Mutation.

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