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Elseworlds

Powers
Supernatural Durability
"And she just doesn't get hurt! When she's wrecking the towns, sinking battleships or eats direct gun or cannon fire. Her tough as nails body simply doesn't suffer as much as a scratch! As you said, she really is an iron ballon!"
― Capone Gang Bege (One Piece)
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The power to have body-tissue denser than what is naturally possible. Sub-power of Supernatural Condition. An Advanced version of Enhanced Durability.
Also Called
  • Super Durability
  • Superhuman Durability
  • Supernaturally Dense Tissue
Capabilities

The user's body-tissue, skin, muscles, bones, etc. is extremely dense/solid, allowing them to withstand harmful strains on the body such as crushing weights, impacts, pressures, changes in temperature, etc. They gain enhanced levels of strength and stamina, this is possible because of how hard their body has become, allowing them to resist tearing a muscle and/or their bones shattering easily.

Applications
  • Enhanced Durability/Invulnerability
  • Enhanced/Supernatural Endurance
  • Enhanced/Supernatural Stamina
  • Enhanced/Supernatural Strength
  • Intravenous Exoskeleton
  • Pain Suppression
  • Pressure Resistance
  • Skin Hardening
    • Unbreakable Skin
    • Unbreakable Bones
Associations
  • Dermal Armor
  • Invulnerability
  • Layered Durability
  • Supernatural Condition
Limitations
  • May have a set duration.
  • User may sacrifice flexibility and speed for strength and durability.
  • User may be notably heavier than their overall size would suggest.
  • Not complete invulnerability.
  • May become heavier than normal.
  • May complicate receiving medical treatment.
  • Certain abilities that are capable of bypassing tough skin like Absolute Strength, Telepathy, etc, can be counteractive against this power.
Individuals with Supernatural Durability
Items that Grant Supernatural Durability
  • ACE Mk IV Armor
  • Admantium
  • Divinium
  • Infirnium
  • Jovanium Steel
  • Vibranium
References
D20 Hero SRD Enhanced Trait Article- http://www.d20herosrd.com/6-powers/effects/effect-descriptions/enhanced-trait-general
Superpower Wiki Supernatural Durability Article- Supernatural Durability
 
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Powers
Enhanced Durability
The power to sustain numerous blows of internal or external assaults.
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Also Called
  • Damage Resistance
  • Delayed Capitulation
  • Enhanced Resistance
  • High Resistance
  • Super Durability
  • Super Resistance
  • Superhuman Durability
  • Superhuman Resistance

Capabilities
The user's physical durability (ability to endure/resist damage) is extremely high, allowing them to take numerous blows of internal or external assaults before succumbing to the effects.

Applications
  • Bulletproof Durability
  • Enhanced Endurance
  • Pain Suppression
  • High level resistance to damage.
  • Supernatural Durability
  • The user can take an attack while feeling the effect later.
  • The user will maintain optimal health if sickness is the aggressor, yielding to the sickness day’s later if the sickness is potent.

Associations
  • Animal Imitation; with more durable animals, such as dinosaurs, rhinos, crustaceans, turtles, etc.
  • Bulletproof Durability
  • Dermal Armor; usually through certain Animal Mimicries or Elemental Mimicries.
  • Elasticity
  • Elemental Mimicry; either through tough elements like stone or metal, or through Scattering with air or water.
  • Enhanced Condition
  • Enhanced Strength
  • Invulnerability
  • Organic Metal Skin
  • Scale Manifestation
  • Supernaturally Dense Tissue

Items That Grant Enhanced Durability
  • GRU Infil-Suit
  • SHIELD Beta-Armor
  • SHIELD Infil-Suits
Individuals with Enhanced Durability
  • Armory
  • Agent Liberty
  • Felix Faust
  • Solomon Grundy
References

Superpower Wiki Enhance Durability-Enhanced Durability
 
Powers
Enhanced Marksmanship
The ability to achieve complete and utter accuracy on distant targets. Application of Enhanced Combat.
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Also Called
  • Enhanced Aiming/Accuracy/Targeting
  • Flawless Aiming/Accuracy/Marksmanship/Targeting
  • Improbable Aiming/Accuracy/Marksmanship/Targeting
  • Precise Aiming/Accuracy/Marksmanship/Targeting
  • Skilled Aiming/Accuracy/Marksmanship/Targeting
  • Skillful Aiming/Accuracy/Marksmanship/Targeting
  • Superior Aiming/Accuracy/Marksmanship/Targeting
Capabilities
User can achieve complete and utter accuracy on distant targets, with the activity in their brain center for aim, accuracy and precision is drastically improved. They need only to aim for an instant before they can precisely hit a target with a projectile.
User can judge extremely long distances amazingly accurately, gauging the strength needed to launch a projectile, in order to hit a target accurately. If a target is moving the user can calculate the best method to hit the target. Visual obstructions like smoke and vegetation do not hinder their ability to get an accurate bead on their target, and their intense focus on whatever they're shooting at allows them to shut out outside distractions. They can compensate for environmental factors that would normally throw off their aim like wind, air resistance, gravity, and radiant heat (which distorts the image of the target).

Applications
  • Reflective Attacks
  • Targeting
    • Homing Effect
    • Projectile Enhancement
    • Trajectory Curving
Variations
  • Artillery Proficiency
  • Enhanced Archery
  • Enhanced Cannon Skill
  • Enhanced Gunmanship
Associations
  • Enhanced Agility
  • Enhanced Combat
  • Enhanced Dexterity
  • Enhanced Throwing
  • Enhanced Vision
  • Flawless Coordination
  • Numerical Precision
  • Projectile Enhancement
  • Supernatural Accuracy
Individuals With Enhanced Marksmanship
  • Amazo
  • Batman
  • Owlman
  • Super-Skrull
Reference
Superpower Wiki Enhanced Marksmanship Article- http://powerlisting.wikia.com/wiki/Enhanced_Marksmanship
 
Powers
Menacing Presence
Adapted form Superpower Wiki- Menacing Presence
800

The ability to have an intense fear-inducing presence which bends the minds of whoever gazes upon the user to their whim. An Application of Intuitive Aptitude

Application
Hypnosis
Fear Inducement

Meta Fear Inducement
Insanity Inducement
Mental Inducement
Mind Control


Individuals with Menacing Presence
  • Amazo
  • Hood
  • Alexander Osborne
  • Super-Skrull
  • Amanda Waller
See Also

Menacing Presence (Power)
 
Powers
Regenerative Healing Factor
Adapted from
Superpower Wiki- Regenerative Healing Factor Article- http://powerlisting.wikia.com/wiki/Regenerative_Healing_Factor

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The ability to heal rapidly from any physical injury.

Also Called
  • Accelerated Healing/Regeneration
  • Cellular Regeneration
  • Enhanced Healing
  • Enhanced Healing Factor
  • Enhanced Regeneration
  • Healing Factor
  • High Speed Regeneration
  • Instant Regeneration
  • Rapid Cell Regeneration
  • Regeneration
  • Spontaneous Regeneration
  • Superhuman Healing
  • Superhuman Regeneration
Capabilities

The user can rapidly regenerate, in other words, they recreate lost or damaged tissues, organs and limbs, sometimes slowing, or even stopping, aging. The rate and amount of healing varies widely (see Levels of Regeneration), some can regrow missing limbs, others must put the limb back in place for rapid regeneration. They are generally in very good physical shape as their bodies are constantly reverting to a healthy state.
You recover quickly from damage. Remove penalties to your Toughness checks due to damage equal to your Regeneration rank each minute. You then recover other damage conditions equal to your Regeneration rank each minute, starting from your most severe condition. Spread this recovery out evenly over a minute (10 action rounds). So with Regeneration 5, you remove a –1 Toughness penalty every other round (every round with Regeneration 10, and up to a –2 penalty per round with Regeneration 20).
Characters with no Stamina do not heal (see Absent Abilities in Abilities). One or more ranks of Regeneration overcome this. An absent Stamina character with Regeneration 1 recovers at a normal rate; additional Regeneration ranks speed up that rate.


Applications
  • Contaminant Immunity
  • Disease Immunity
  • Enhanced Condition
  • Decelerated Aging or Semi-Immortality
  • Limb Reattachment
  • Limb Regrowth
  • Limited Self-Sustenance.
  • Pain Suppression
  • Regenerative Durability
Methods
  • Biological Manipulation: repair/regenerate one's own damaged cells.
  • Body Shedding: leave all wounds behind.
  • Event Negation: negating injuries to "regenerate" wounds.
  • Infinite Supply: provide oneself with an infinite energy supply to constantly repair damage.
  • Molecular Manipulation: repair oneself at a molecular level.
  • Nanite Manipulation: utilize nano-machines to repair bodily damage.
  • Subatomic Manipulation: repair oneself at a subatomic level.
  • Telekinesis: induce biological/molecular manipulation via psychic powers.
  • Temporal Healing: return one's own body to a state before it suffers any damage.
  • Wound Transferal: transfer sustained damage to another, while healing oneself.
Variations
  • Absorbing Regeneration is a version of Regeneration in which the user absorbs either matter or energy to empower their regeneration process or is able to directly transform matter/energy into their own mass.
  • Consumption Healing: repair oneself by eating anything.
  • Elemental Regeneration: repair oneself by absorbing elements.
  • Organic Regeneration: repair oneself by absorbing living or non-living organic material.
  • Ample Regeneration, also called Surplus Regeneration or the Hydra Effect is a version of Regeneration in which the user grows back extra of whatever body parts are lost or lethally injured. One with this ability may lose an arm, and grow back two, or the like.
  • The user’s body will only grow back two limbs or organs at a time; and the body can subliminally intuit when not to grow back extra parts (so the user doesn’t end up with eight heads or the like, which will actually impair function instead of helping it).
  • Anatomical Recall is the ability to "re-collect" one's body parts after said parts have been dismembered or removed from the body. This ability makes being dismembered and vaporization impossible, as the body will simply pull itself back together.
  • Haemopotent Regeneration is the ability to regenerate using blood.
  • Healing Trance is the ability to undergo a trance, allowing the user’s body to heal without danger. One with this ability may generate an aura of healing energy, a psychic aura which accelerates the healing process, or a defensive aura to prevent further damage. In the first case, the life energy required may be absorbed from outside areas. In the second case, the energy comes from the mind. In the third case, the aura levitates the user and matches any outside force so as to be impenetrable by potentially-harmful outside forces.
  • Nerve Regeneration, also called Neural Regeneration or Nervous System Regeneration is the ability to regenerate one’s nerves (which usually are incapable of regeneration) and to return them back to their original state after harm. The user could use this ability to resist being stunned, going unconscious, going into shock from intense pain or permanently losing sensation in any part of the body.
  • This ability may even grant the user immunity to paralysis, stroke, mental disability or the like, if the entire nervous system can regenerate.
  • Reforming, also known as Reconstitution, is the power to pull oneself back together after being blown up.
Levels of Regeneration
Unstable Level
Healing may be unreliable, either failing or have a limit on how many times it can be used. May come at a cost, such as accelerating cellular division and aging to close up the wound. May require a certain condition to activate regeneration, such as the consumption of blood. Regeneration may be limited to a certain part of the body, instead of the whole.

Basic Level
Minor wounds such as cuts, bruises and light burns heal faster than normal. Recovering from minor to moderate blood loss. Critical wounds such as lost of limbs, damaged nerves, and internal organs cannot be regenerated, as wounds would simply close up faster and lost organs remain lost. Cells that are fatally damaged, such as by burning, cannot be regenerated, resulting in permanent scarring.

Expert Level

External wounds, including fractured bones and deeper burns, may heal at a much more accelerated rate, disregarding of severity. Cellular and genetic damage is reduced, greatly extending the user's lifespan. Lost limbs may be regenerated quickly or can be reattached. Can survive severe blood loss. Minor damaged internal organs may heal, but more severity may be beyond repair and may take more time to heal. Nerves may remain damaged.

Advanced Level

Minor to moderate wounds heal near-instantaneously, to the point of as though they never happened. Lost limbs and internal organs may be completely regenerated. Damaged nerves can be healed to a certain extent. Cellular Senescence is completely halted, eternal youth is achieved Critically and fatally damaged cells can regenerate, preventing scars. User can regenerate as long as the head/brain is damaged to no more than a certain level. Disease Immunity User is near-completely unaffected by toxin or drugs. Destruction of the head is one of the few sure methods to ensure the user of this level's death.

Master Level
Cellular regeneration and rejuvenation would be so powerful, the user would be close to true immortality. Brain cells and nerves can be completely repaired, to the point of keeping the mind intact. Decapitation would be pointless as user can regenerate a head, or the head can regenerate a whole new body. Contaminant Immunity User is forever in their optimal health and physical prime. The only way to inflict long term exhaustion and injury on the user is to use attacks faster than the speed of regeneration at a repeated rate.

God/Absolute Level
User may regenerate completely as long as one cell or even molecule remains intact. Impossible to exhaust or permanently injure, regardless of attack speed. Removal of soul or temporal erasure are the only methods of killing the user.

Associations
  • Ash Resurrection
  • Biological Manipulation
  • Body Manipulation
  • Enhanced Durability
  • Health Manipulation
  • Resurrection
  • Self-Sustenance
  • Shapeshifting
Limitations
  • Instantly lethal attacks are likely unrecoverable.
  • Complete Disintegration or Incineration may kill the user permanently.
  • Decapitation and distancing of the head away from the body may kill the user, as it prevents the brain from sending signals to the body to regenerate, with the exception of those with Cephalophore or those who can regenerate a whole body via the head.
  • Destroy the head and brain for the same reason.
  • Wounds of extreme depth or those carrying deep emotions may not completely heal, resulting in scars.
  • Brain cells can be repaired, but if the cerebral cortex (where information, memories, awareness and consciousness are processed) is damaged, unless the user is at least master-level, complex issues may arise:
  • Since the information transmittance ceases, it stops telling the body to regenerate, killing the user.
  • Even if it does repair, damaged memories may not regenerate, causing the user to have nothing more than primal instincts at best.
  • As long as the cerebral cortex remains unharmed, the user is practically immortal, being able to regenerate pretty much from that one portion alone.
  • If the weapon used stays on the wound, regeneration may be slowed or stopped.
  • Pain Suppression may not be included.
  • Some forms of regeneration simply forces cell division to occur faster, rather than repairing/reviving damaged cells, and thus this actually speeds up aging shortening lifespan.
  • May still be vulnerable to disease.
  • Depending on injuries, regenerating abilities may change.
  • May not be able to regenerate internal organs.
  • Removal of ability may cause the user to age rapidly by the amount that the regeneration had held off all the time.
  • User is still vulnerable to suffocation or asphixiation if they are dependent on oxygen or a source of respiration.
  • Users of Healing Factor Nullification can prevent the user from healing.
Individuals with Regenerative Healing Factor
Species with Regenerative Healing Factor
References

D20 Hero SRD Regeneration Article- http://www.d20herosrd.com/6-powers/effects/effect-descriptions/regeneration-defense
DC Database Accelerated Healing Category- Accelerated Healing
Marvel Database Healing Factor Article- Healing Factor
 
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Powers
Healing
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The power to restore biotic organisms to their optimal health. Sub-power of Biological Manipulation and Health Manipulation.
Also Called

  • Cell Regeneration
  • Healing Hands
  • Healing Power
  • Recovery Power
  • Recovery Touch
Capabilities

User can restore biotic organisms to their optimal health, curing damaged or withered organisms, wounds, broken bones, low vitality, and diseases/poisoning. Though the user may potentially heal any form of bodily damage, the patient must be alive, even if hanging by a thin thread, in order to be healed; once the patient has died, it would transcend healing and would require resurrection instead.

Applications

Variations

  • Elemental Healing: to heal by using elements.
  • Empathic Healing: to heal the emotional pain of others.
  • Flawless Restoration: to heal and restore the emotions and spirits of others, including detrimental emotions, trauma, lifting mental barriers, insanity, and emotional pain.
  • Healing Aura: to heal others with one's aura.
  • Healing Blood: to heal others with one's blood.
  • Healing Kiss: to heal others with a kiss.
  • Healing Tears: to heal others with tears.
  • Healing Prayer: to heal others through prayer.
  • Health Optimization: to sense and assess a person's health and then heal any problems the user finds.
  • Lunar Healing: to heal by using lunar elements.
  • Mental Healing: to heal illnesses of the mind and restore them to their mental condition.
  • Solar Healing: to heal by using solar elements.
  • Soul Healing: to heal damage done to the soul.
  • Temporal Healing: to heal through temporal manipulation, erasing any damage from existence.
  • Wound Transferal: to transfer the wounds off a sufferer to on their own bodies, and either heal from that, or transfer the wound on to another.
Levels of Healing

Healing

Healing may be unreliable, either failing or have a limit on how many times it can be used. May come at a cost, such as accelerating cellular division and aging to close up the wound. May require a certain condition to activate regeneration, such as the consumption of blood. Regeneration may be limited to a certain part of the body, instead of the whole.

Peak Human Regeneration

Minor wounds such as cuts, bruises, and light burns heal faster than normal. Recovering from minor to moderate blood loss. Critical wounds such as loss of limbs, damaged nerves, and internal organs cannot be regenerated, as wounds would simply close up faster and lost organs remain lost. Cells that are fatally damaged, such as by burning, cannot be regenerated, resulting in permanent scarring.

Regenerative Healing Factor

External wounds, including fractured bones and deeper burns, may heal at a much more accelerated rate, disregarding of severity. Cellular and genetic damage is reduced, greatly extending the user's lifespan. Lost limbs may be regenerated quickly or can be reattached. Can survive severe blood loss. Minor damaged internal organs may heal, but more severity may be beyond repair and may take more time to heal. Nerves may remain damaged.

Enhanced Regeneration

Minor to moderate wounds heal near-instantaneously, to the point of as though they never happened. Lost limbs and internal organs may be completely regenerated. Damaged nerves can be healed to a certain extent. Cellular Senescence is completely halted, eternal youth is achieved Critically and fatally damaged cells can regenerate, preventing scars. User can regenerate as long as the head/brain is damaged to no more than a certain level. Disease Immunity User is near-completely unaffected by toxin or drugs. Destruction of the head is one of the few sure methods to ensure the user of this level's death.

Supernatural Regeneration

Cellular regeneration and rejuvenation would be so powerful, the user would be close to true immortality. Brain cells and nerves can be completely repaired, to the point of keeping the mind intact. Decapitation would be pointless as user can regenerate a head, or the head can regenerate a whole new body. Contaminant Immunity User is forever in their optimal health and physical prime. The only way to inflict long term exhaustion and injury on the user is to use attacks faster than the speed of regeneration at a repeated rate.

Ultimate Regeneration

User may regenerate completely as long as one cell or even molecule remains intact. Impossible to exhaust or permanently injure, regardless of attack speed. Removal of soul or temporal erasure are the only methods of killing the user.


Association

  • Chi Manipulation
  • Consumption Healing
  • Healing Blade Construction
  • Health Manipulation
  • Life-Force Manipulation
  • Life and Death Manipulation
  • Medicine Manipulation
  • Mitosis Manipulation
  • Regenerative Healing Factor
  • Restoration
Limitations

  • May be limited to healing either oneself or others.
  • May only be able to heal non-fatal wounds.
  • May need touch.
    • May need direct body-to-body contact (possibly naked "for better skin contact"), various kinds of blood or power transfers through kissing/licking, a Magic Kiss with healing properties, and so forth or even sexual activities.
  • May be limited to healing only certain types of wounds or diseases.
  • May not work on permanent injuries or abnormal injuries that cannot be treated.
  • May not occur automatically, thus preventing the users from healing injuries by reflex.
  • May be painful for the recipient of the healing.
  • Can’t raise the dead, but as long as there's even a hint of life left, healing is possible.
  • Useless against Irreversible Destruction.
  • Certain methods may require delicate control when healing, otherwise it may cause cellular damage.

Species with Healing
  • Kryptonian
References

D20 Pathfinder SRD Heal Article - Heal – d20PFSRD
 
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Powers
Health Manipulation
Adapted from Health Manipulation Superpower Wiki- Health Manipulation
latest

Also Called
  • Vitakinesis
Capabilities

The user can manipulate healing and healing process, speeding any or all aspects of healing to the point of regenerating, or slowing and blocking healing even if the victim possesses healing abilities such as Regenerative Healing Factor. They can sense the health of anyone and the causes of wounds, diseases or injuries, the health history and possibly even genetic weaknesses and predispositions. Users may be able to learn to reopen old wounds and re-inflict old illnesses and conditions, or even inflict completely new ones.


Some users are able to control the mental health of themselves and others, causing others to go insane and cause the cured to degrade back. Alternatively, they can heal the mentally ill and make them sane again.


Variable Health Effects 7 points per Level


Applications
  • Condition Restoration
  • Contaminant Immunity
  • Disease Immunity
  • Disease Manipulation
  • Flawless Healing
  • Flawless Restoration
  • Healing Augmentation
  • Health Ailment Immunity
  • Health Augmentation
  • Health Drain
  • Internal Bodily Cleansing
  • Nutrition Manipulation
  • Regeneration Manipulation
  • Health Ailment Immunity
  • Omni Healing
  • Supernatural Surgery
  • Superpower Manipulation - health and healing powers only.
  • Wound Inducement
  • Wound Transferal
Techniques
  • Healing Empowerment
  • Health Point Meter
  • Low Health Compensation
Variations
  • Foreign Forces Removal
  • Medical Magic
Associations
  • Biological Manipulation
  • Body Manipulation
  • Healing Energy Manipulation
  • Medicine Manipulation
  • Mental Manipulation
  • Mental Healing
  • Nurture Manipulation
  • Organic Manipulation
Limitations
  • Absolute Immortality grants resistance or even immunity to this power.
  • May be limited to manipulating the health of either oneself or others.
 
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Powers
Biological Manipulation
The power to control all aspects of a living creature's biological make-up. Variation of Organic Manipulation.
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Also Called
  • Biokinesis
  • Biology Manipulation
  • Cell Manipulation
  • Morbikinesis
  • Vitakinesis
Capabilities

The user can control life on a cellular level, including but not limited to, genetic alterations and physical distortion and/or augmentations of biological functions. They can cause cells to augment to induce advanced or declined biological healing, induce diseases like cancer, induce appearance alteration, manipulate pheromones, and even increase physiological maturity.

Variable life based effects- 7 Source points per level

Applications
  • Activation & Deactivation
  • Age Manipulation
  • Bio-Energy Manipulation
  • Biological Absorption
  • Biological Breath
  • Biological Explosion
  • Body Modification
  • Body Shedding
  • Camouflage
  • Cellular Disintegration
  • Corporeal Evacuation
  • Death Inducement
  • Dermal Armor
  • Disruption
  • Essence Manipulation
  • Evolution Manipulation
  • Assimilative Evolution
  • Devolution
  • Evolution
  • Fertility Inducement
  • Genetic Memory
  • Gut Imprisonment
  • Hibernation
  • Immortality through cellular regeneration
  • Life Creation by controlling cells
  • Malleable Anatomy
  • Mass Expulsion
  • Mitosis Manipulation
  • Mutation Manipulation
  • Mutation Inducement
  • Mutilation
  • Necrosis Inducement
  • Physical Deformation
  • Power Augmentation via manipulating DNA
  • Power Bestowal
  • Power Negation
  • Pulse Manipulation
  • Reactive Adaptation
  • Rot Inducement
  • Sleep Inducement
  • Spawning
  • Trace Manipulation

    Umbrella Applications


  • Body Manipulation
  • DNA Manipulation
  • Health Manipulation
  • Identity Manipulation
  • Neural Impulse Manipulation

Techniques
  • Organic Mimicry
Variations
  • Biological Magic
  • Dark Biological Manipulation
  • Pure Biological Manipulation
Associations
  • ATP Manipulation
  • Adaptation Manipulation
  • Animalia Manipulation
  • Bio-Energy Manipulation
  • Bio-Magnetism Manipulation
  • Bio-Technology
    • Technology Manipulation
  • Biological Essence Manipulation
  • Dark Biological Manipulation
  • Environmental Adaptation
  • Fertility Embodiment
  • Fertility Manipulation
  • Form Manipulation
  • Kinship Manipulation
  • Life-Force Manipulation
  • Life Lordship
  • Life Manipulation
  • Life Mastery
  • Nurture Manipulation
  • Organic Manipulation
  • Plant Manipulation
  • Pure Biological Manipulation
  • Science Manipulation
  • Supernatural Surgery
  • Taming
  • Trace Metal Manipulation
  • Voodoo
Limitations

  • Use of this ability could be very painful.
  • Permanent damage to affected areas may result with prolonged use.
  • Emotions such as extreme excitement or surprise could activate powers in awkward situations.
  • DNA changes could take time to complete.
  • May not always work on those with Enhanced Regeneration, since they can be immune from certain to all disease.
  • May not work on those with Immortality.
Occupations That Utilize Biological Manipulation
  • Monster Maker
References

Superpower Wiki Biological Manipulation- Biological Manipulation
 
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Powers
Organic Manipulation
Adapted from- Superpower Wiki Organic Manipulation Article- Organic Manipulation
The power to control all organic substances.

418

Capabilities

The user can control everything and anything organic, both organisms and organic matter. They can create, manipulate, shape, transform, heal and/or destroy everything that lives, has lived or comes from either of the above.
Variable Organic Effects- 7 Source Points per level

Applications
  • Biological Explosion
  • Body Modification
  • Cellular Disintegration
  • Death Inducement
  • Decomposition Manipulation
  • Evolution Manipulation
  • Health Manipulation
  • Life Creation
  • Malleable Anatomy
  • Organic Absorption
  • Organic Attacks
  • Organic Constructs
  • Organic Detection
  • Organic Generation
  • Organic Preservation
  • Organic Solidification
Techniques
  • Organic Aura
  • Organic Combat
  • Organic Healing
  • Organic Mimicry
  • Organic Portal Creation
  • Organic Regeneration
  • Organic Teleportation
  • Organic Transmutation
Variations
  • Animalia Manipulation
  • Asphalt Manipulation
  • Biological Manipulation
  • Carbon Manipulation
  • Coral Manipulation
  • Demonic Organic Manipulation
  • Disease Manipulation
  • Divine Organic Manipulation
  • Egg Manipulation
  • Empathic Organic Manipulation
  • Food Manipulation
  • Fungus Manipulation
  • Honey Manipulation
  • Ink Manipulation
  • Latex Manipulation
  • Life Organic Manipulation
  • Oil Manipulation
  • Organic Magic
  • Paper Manipulation
  • Pearl Manipulation
  • Plant Manipulation
  • Poison Manipulation
  • Psychic Organic Manipulation
  • Silk Manipulation
  • Slime Manipulation
  • Wax Manipulation
Associations
  • Adaptation Manipulation
  • Death-Force Manipulation
  • Death Manipulation
  • Life and Death Lordship
    • Death Lordship
    • Life Lordship
  • Life and Death Manipulation
  • Life-Force Manipulation
  • Life Manipulation
  • Life Mastery
  • Organite Manipulation
  • Samsara Manipulation
  • Shapeshifting
Limitations
  • This power has extreme potential for misuse.
  • Useless on inorganic substances.
  • User may be unable to create organic matter, being limited to manipulating already existing sources.
  • May need extensive training to learn how to use the true potential of this power.
  • Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user, and their power's natural limits.

References
 
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Items
Amazo cell

Adapted From Reddit Ask Science Fiction- How can the Amazo Android Absorb Powers?

The Amazo Cell is the functional core of Professor Ivo's Android. The cell combines three elements derived from Doctor Magnus' Responsometer.
Parent Technologies
  • Responsometer
UTILITY

The Amazo cell replicates the qualities, mainly powers, and skills, of other beings based off of sensory input from the Amazo android or the core's Nano-Servitors. The Electrum AI analyzes observed subjects in order to generate replication options. The AI Designs and simulates power replicators then sends successful designs to the Nano-Servitors for fabrication. These "Power Solutions" are often cumulative incorporating several subjects encountered by the cell's bearer. the cell was designed to retain a "default" template based on the powers of the original core members of the Justice League.

Inventor
Professor Ivo
Access & Availability

The Amazo Cell is unique to its universe as the product of a mad genius.

Complexity
Operating System

The BIOS for the Amazo Cell operates independently of Amazo 's AI. The BIOS was developed on an electrum microcomputer activated by a responsometer. Instead of forming into a Metal Man, the electrum nugget formed into a self-contained AI that only indirectly interfaces with the outside World.

NanoDrones

a fleet of Hundreds of thousands of microscopic servitor bots that respond to commands from the operating system by modifying or repairing the Amazo Android. The robots are able to integrate vast varieties of raw materials into the Amazo chassis. The drones only function within a 2-meter radius from the Amazo Cell.

Adaptive Power Source

Much like Amazo's power replication abilities, the cell's BIOS makes modifications to the power core to take advantage of available resources and optimize power output.

Discovery
Professor Ivo developed the components of the Amazo cell by experimenting on a stolen responsometer.

AMAZO CELL GAME STATS

200 Source Points

Variable Continuous Tainting mimicked powers a full round after exposure design and construction checks required 50 Linked to Regrowth Regeneration 8
Functionally the Cell's AI Designs the replicated power as if it were an invention, Likewise, the Nano-Servitors construct the replicated power. the cell conducts both skill checks, not Amazo. For power replication purposes only the Cell BIOS possesses Mental Quickness 21 and a technology bonus of 22; The Nano-servitor's collectively possess Quickness 23 and also a technology bonus of 22.

Design DC

Sensory exposure to the powers replicated can lower the design DC seeing the power's being performed is the default assumption and makes no adjustment to the challenge. Being within 30 feet of the power lowers the DC by 5, being subjected to the power lowers the DC by 10, touching the subject of replication lowers the DC by 20, and having the subject grappled lowers the DC by 30. the lowest DC possible is 10.

Crafting DC

The device assumes no additional materials are available. the DC will drop based off of the quality of materials available while the replication is being crafted.

Using Powers with the Amazo Cell

once the Amazo Cell has designed a power it does not need to be designed again its solution remains stored in the cell. powers remain usable until the user releases that form. the device must recraft replicated powers in order to recall them
 
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Character
Super-Skrull

Adapted From SUPER-SKRULL (Kl'rt), Re: Jab;s Builds, Atomic Think Tank retrieved from- Jab's Builds: Fear Lords, Dark Man, DC's Thriller, The S-Men - Page 163 - The Atomic Think Tank Archive by Jabroniville » Mon Jul 04, 2011 10:58 pm
latest

Emperor Kl'rt Tarnax (a.k.a. Super-Skrull)

A Skrull artificially augmented and given each of the abilities of the Fantastic Four by the Skrull Emperor Dorreck VII, who wanted revenge against them. He is now the Emperor of the Skrull Empire.

Current Location Tarnax II
Species- Skrull
Year of Birth 10530 (78 years old)
Biological sex Male
Eyes Green
Height 6'0" Weight 625 lbs


PHYSICAL DESCRIPTION
General Physical Condition
Skrull Shape-Shifting

Like other Skrulls, Kl'rt is a shape-shifter. Thus he has the ability to rearrange the molecules of his body at will into any form, shape or being perceived that he chooses.

Special abilities
Hypnotic Gaze

The Super-Skrull possesses certain hypnotic abilities, the limits of which are unknown.

Human Torch Powers
PYROKINESIS


The Super-Skrull possesses the mental ability to control ambient heat energy and the physical ability to transform his entire body, or portions of his body into a fiery, plasma-like state of will.

PLASMA FORM

The Super-Skrull possesses the physical ability to envelop his entire body or portions of his body with fiery plasma without harm to himself.

FIRE MANIPULATION

The Super-Skrull can generate shapes composed of fire from any point on his body, such as long streams of fire.

FLIGHT

The Super-Skrull with mental stimulation of his flame can form a jet of fire from his feet, directed behind him, which allows him to achieve flight.

HEAT ABSORPTION

The Super-Skrull can absorb infinite amounts of heat.

Thing Powers
SUPERNATURAL STRENGTH

The Super-Skrull possesses superhuman strength beyond the natural limits of the finest Skrull. Kl'rt's superhuman strength is sufficient enough to lift approximately 85 tons.

SUPERHUMAN STAMINA

The Super-Skrull's muscles produce less fatigue toxins during physical activity than the muscles of normal Skrull.

SUPERHUMAN DURABILITY

The Super-Skrull is far tougher and more resistant to injury than normal Skrulls.

Invisible Woman Powers
INVISIBILITY

The Super-Skrull possesses the mental ability to manipulate ambient cosmic energy for a variety of effects, including the rendering of himself and other objects invisible, and the construction of solid, invisible force fields.

PSIONIC FORCE FIELDS

The Super-Skrull, through concentration, is able to project a field of psionic force which he can manipulate into a number of relatively simple forms; rectangular planes, cylinders, globes, domes, cones, etc.

Mr. Fantastic Powers
PLASTICITY


The Super-Skrull possesses the ability to convert the mass of his entire body into a highly malleable state at will. Elongation The Super-Skrull can extend his limbs, torso, or neck to great distances. Grappling The Super-Skrull may restrain opponents very efficiently by using his elastic form to entangle them. Movement The Super-Skrull can move at great speeds by stretching to his destination.

Specialized Equipment
Cosmic Energy Power-Receptors

His body has been surgically implanted with numerous power-receptors able to gather the same cosmic energy that mutated the Fantastic Four and mimic the functions of their powers. Originally this power had to be fed to him via a special relaying satellite through these receptors, as time went on while he still relied on this transmission of power, prolonged exposure made these power begin to become permanent. It appears that he no longer required the transmission beam to maintain his powers.

MENTAL CHARACTERISTICS
Personal history

Kl'rt was a member of the Skrull race. Years before he became the Super-Skrull, he was a decorated soldier in the Skrull Imperial Armada. This led a wealthy Skrullian countess from the planet Zaragz'na to be betrothed to him. He spawned two children, a son, Sarnogg, and a daughter, Jazinda. Kl'rt favored his son and despised his daughter. However, Kl'rt's duty and devotion as a soldier kept him away from his family, most notably when he fought in the Battle of Harkoon. However, after a string of defeats, the disgraced Kl'rt was turned away by his mate, banished from Z'aragz'na, and was no longer allowed to see his son. Over the years Kl'rt secretly kept tabs on his old life. When Jazinda grew to adulthood she sought to win her father's respect and joined the Skrull army herself. While on a mission to recover the Sy-Torak Gem from the Kree Empire, she was caught in the act. She swallowed the gem and it permanently bonded to her body. Discovering that she could not die with the gem in her system, and that its removal would kill her, Jazinda went into hiding. This failed mission put shame upon Kl'rt's home and he vowed to one day find his daughter and kill her for the disgrace she put upon their family. Meanwhile, Sarnogg underwent his first hunt, an event which Kl'rt witnessed from a distance as he was not allowed to attend.

Accomplishments & Achievements
Thanos War
Fertility 10563 - Conquest 10564


Kl’rt joined a band of renegades employed by the mad titan Thanos to overthrow the Eternals of Titan. He helped acquire the Cosmic Cube and was appointed commandant of the moon before the incursion was put down by Captain Mar-Vell.

Captain Hero
Culmination 10574 - Empire 10578


Kl’rt Disguised himself as a superhero to join the Heroes for Hire. As Captain Hero, he distinguished himself as a member of the team. from this position of trust Super-Skrull was able to take Iron Fist out of commission and have Power Man take the fall for his death.

Operation Galactic Storm
War 10582 - Fertility 10582


During the Operation Galactic Storm conflict, the Skrull Empire stole a massive Shi'ar Nega-Bomb destined to the Kree Empire. When it passed through a warp-gate between the Shi'ar Galaxy and Earth's solar system, the ship was attacked by the Avenger known as Quasar who sought to stop the device from being taken to the Kree galaxy. The Super-Skrull was dispatched to defend the ship and he was defeated but Quasar was forced to let the Skrulls continue on their path as the Nega-Bomb's proximity to Earth's sun threatened to destroy it. Ultimately, the Nega-Bomb was detonated in Kree space.

Raid on H'aarg
Purification 10584 - Begining 10584


The Super-Skrull drafted into Thanos' "Secret Defenders". Thanos demanded they capture the Oracle of Ancient Knowledge who was worshipped by a religious order of monks on the planet H'aarg. The group stormed the monastery on H'aarg to collect the Oracle but found that the monks were skilled and heavily armed fighters and were willing to defend their leader to the death. These "Defenders" fought through the H'aarg forces and defenses and found themselves face-to-face with the Oracle and were shocked to find that it was a robot. Thanos then claimed the Oracle and abandoned his hired minions on H'aarg. The "Defenders" managed to escape thanks to the quick thinking of the Titanium Man, who was able to repair the ships escape pod to make a crude escape from the planet.

Crisis At the Cosmic Nexus
Empire 10590 - Balance 10590


Kl'rt was later sent on a mission to Earth to destroy a super-powerful young girl named Kelly Kooliq who could alter reality, someone who the Intelligentsia viewed as a threat. Kl'rt decided to go against orders and instead of killing Kelly, decided to bring her back to Skrell, intending to convince Intelligentsia to hear him out. While trying to explain the girl's military use, Captain Marvel, Moondragon and the Silver Surfer arrived and another battle rang out. During the fight, Marvel switched places with his partner Rick Jones who convinced the girl that she could stop everything if she willed it that her powers never existed. Succeeding in doing so, the girl disappeared and the heroes departed.

The Lost Prince
Mortality 10595 - War 10596


Kl'rt attempted to bring the Young Avenger, Hulkling (who is the son of Kree Captain Mar-Vell and Skrull Princess Anelle ) into protective custody, but in a stroke of genius he impersonates Hulkling (with his consent) and puts himself in a prime position to spy on both the Kree and Skrull Empires.

Annihilation
Mortality 10595 - War 10596


Super-Skrull attempted to single-handedly defend the Skrull Empire from the Annihilation Wave and its planet-killing super-weapon: The Harvester of Sorrow. He is helped by a young Skrull named R'Kin and together they plan to go to the Negative Zone and destroy the weapon. He also recruits prisoners Praxagora and Preak. He is betrayed by R'Kin and the weapon is never used. The Skrull planet Zaragz'na is destroyed, the planet where Kl'rt believes his son Sarnogg Z'aragz'na is located. Not allowing Praxagora to sacrifice herself, Kl'rt absorbs her energies and destroys the weapon at the cost of his own life. This appears later to be simply another period of recuperation for him as he fully recovers thanks to Firelord. He is seen assisting Ronan in freeing the Kree Empire from House of Fiyero.

Phalanx Conquest
Empire 10597 - Marriage 10598


Kl'rt and Praxagora are invited by Ronan to be recognized for their assistance in the Annihilation War. While there, the Phalanx began their attack on the Kree Empire and enclosed all of Kree space in an impassable barrier. They are both taken captive by the Phalanx and are infected with the transmode virus so they would become members of the Phalanx Select. The virus only works if the victim accepts their fate and allows it to fully take over, something the Super Skrull would not allow. He is eventually freed by Wraith and the virus removed. Together they join the Kree Resistance and lead an assault on the Phalanx and capture one of their scientists. With his knowledge they are able to defeat the Phalanx once again, in the process freeing Ronan from Phalanx control. With Ronan in charge, they go to Kree-Lar and capture Ravenous and locate secret stockpiles of Kree Sentries to attack the Phalanx on the Kree homeworld of Hala. On route to their attack, Ultron takes control of Praxagora and their sentires, disrupting her core and causing a massive explosion. Kl'rt is able to save the crew with his force fields and swears vengeance on Ultron for Praxagora's death, but Ultron is defeated before they even reach the planet.

Secret Invasion
Marriage 10598 - Mortality 10598


By Secret Invasion, Kl'rt was considered an obsolete relic, and no longer being considered important by Skrull authorities, as they'd made many more Skrulls into Super-Skrulls with the powers of Earth's heroes. Kl'rt found out some details about the Secret Invasion, and so infiltrated a group of Skrulls who were planning to ambush and kill Nova. Upon finding out who the target was, Kl'rt killed the rest of the Skrulls, as he didn't want to kill his ally from the Annihilation War. However, during the fight the ship which had brought Kl'rt to the planet he and Nova were on was destroyed, and so he asked Nova to take him to Earth. Upon reaching Earth, Kl'rt and Nova were attacked by hundreds of Super-Skrulls. Kl'rt then seemingly turned on Nova and burned him, but it turned out that he had shielded him with a force field so that he could get to Earth safely. While on Earth he also tracked down his daughter Jazinda. She had become an enemy of the empire for swallowing a sacred relic she was sent to retrieve from the Kree. Kl'rt had sworn to kill her for her treachery. When he found her, she and the She-Hulk had captured the Skrull Talisman Nogor. But when the time came, Kl'rt didn't allow Nogor to kill her by removing the artifact from her. In doing this, Kl'rt cast away the Skrull religion

Infinity
Balance 10603 - Culmination 10604


With the invasion of the Builders, Kl'rt and the Skrulls formed an alliance with many races throughout the universe, including their enemies the Kree. Kl'rt was an important member of this Galactic Council and helped also to defeat Thanos' Black Order. After the defeat of the Builders and Thanos, Kl'rt was crowned emperor of the Skrull Empire.

Failures & Embarrassment
The Skrull Expedition of Sol
Harvest 10553 - Gates 10554


At their first encounter Super-Skrull is able to hold an advantage over the Fantastic Four until Reed correctly deduces that Kl’rt’s power is being further augmented by a beam directed from the Skrull homeworld. With the beam blocked Super-Skrull is quickly defeated.

Kree-Skrull War
Marriage 10561 - War 10562


During the Kree-Skrull War, Kl'rt disguised himself as Carol Danvers to capture and kidnap the Kree soldier known as Captain Mar-Vell (M616) for the Skrull Empire. Mar-Vell escaped Kl'rt and hostilities ended with both sides in a stalemate.

Catching Soul
Purification 10566 - Balance 10566


Marooned on Earth, Kl'rt created the guise of Joshua Plague and with a robot's aid managed to infiltrate a group of mercenary scavengers known as the Rat Pack. The Pack captured an ancient Soul Catcher that the tribal elders at a local reservation had kept for centuries. Tigra and Red Wolf took up the pursuit of the Rat Pack, to avenge Red Wolf's people. During the ensuing battle, Kl'rt attempted to use the device on Tigra. It took his soul instead, trapping him inside the Soul Catcher.

Ambush at Buckport
Balance 10580 - Culmination 10580


With a company of Imperial Soldiers, Kl'rt took over the town of Buckport, Utah and set an ambush for Rick Jones. The Super-Skrull easily knocked him out. They then began torturing Rick mentally and physically to try and learn how he utilized the Destiny Force during the Kree/Skrull War. Meanwhile, Rick's friends Bruce Banner and Betty Ross came to Buckport searching for Rick. The Super-Skrull then led them into a trap by posing as a little girl who knew where Rick was. When he took them to where his ship was stashed, the Super-Skrull revealed his true identity and attacked. Inside Kl'rt's ship, Rick managed to break free and activate its engines. During the fight, the Hulk knocked Kl'rt into the ships energy core, causing the ship to explode and seemingly slaying the Super-Skrull and his crew.

Savage Fist
Culmination 10580 - Harvest 10581


Kl'rt assumed Danny Rand's identity; using Rand-Meechum's assets Super-Skrull established an expedition to the Savage-land to locate a Nuwali device there. The excavation was highly disruptive to the ocean surrounding Antarctica and drew the attention of Namor. In the battle that ensued, Namor smashed the device, forcing the Super-Skrull to abandon his plans and flee the scene.

Infinite Crusade
Marriage 10583 - Culmination 10583


The Skrull Empire fell under the sway of the Goddess. Kl'rt, furious that his people were being forced into passiveness, and immune to the effects himself went out to search for the being responsible. He tracked the Goddess to her base on the world Paradise Omega. However, the Goddess had detected his approach and sent Thor -- who was loyal to her cause at the time -- to stop him. Kl'rt fared no better against Thor this time and was beaten into unconsciousness and left on an asteroid. The Goddess was later defeated by a coalition of super-heroes, mostly from Earth, who opposed the Goddess' plans which would have seen the destruction of the entire universe.

Infinity Wars
Beginning 10608 - Purification 10609


Fueled by the desired to remedy the humiliation the Skrull Empire had suffered over the years, Kl'rt began searching for the Infinity Gems. The first gem he located was the Time Gem, hidden beneath the surface of the restored planet of Sakaar. Once the gem was in his possession, Kl'rt returned to Tarnax II and had the magician Mt'nox study it to amplify its strengths. When Doctor Strange visited Tarnax II as part of a journey to search for magicians in other planets, he discovered that the Time Stone was in the hands of the Skrulls. He determined the stone was too dangerous to be in their hands, and stole it from Kl'rt. Using the gem's power to jump forward in time several times, Doctor Strange created an army of time-displaced duplicates and defeated the Super-Skrull. He and his partner Kanna left the planet afterwards with the Time Stone.

Mental Trauma
Second Kree-Skrull War
Mortality 10577 - Mortality 10579
Last Shape-shifter


The Skrull homeworld was consumed by Galactus, the entire Skrull empire had also lost their ability to shapeshift thanks to a Hyper-Wave Bomb. When this weakness was learned by their age-old enemies the Kree Empire their centuries-old conflict began anew. With his powers still intact, Kl’rt joined forces with Empress S'Byll, a claimant to the Skrull throne. She used a sample of his DNA to restore the shape-shifting gene to the Skrull race. Lauded once again as a hero of the Skrull Empire he becomes the consort to the newly crowned Empress S’byll, but when the Empire falls once again into chaos when S’byll is betrayed by Cap'n Reptyl , who seemingly kills Kl’rt in single combat. Kl’rt instead fell into a comatose state as his body recuperated. Gaining revenge on Reptyl, but finding the Empire in disarray, Kl’rt fled to Earth. He maintains his secrecy for several months but is drawn out by his need for revenge against the Fantastic Four, who summarily captured him and imprisoned him in the Vault.

Intellectual Characteristics
Skrull-Military Training

The Super-Skrull is an excellent hand-to-hand combatant, having been extensively trained in the art of warfare by the Skrull military.

AVIATION

Kl'rt is trained in the use of the advanced warp-drive starships of the Skrull-military.

MARKSMANSHIP

Kl'rt is trained in the use of the ranged energy-weaponry of the Skrull-military.

SUPER-SKRULLS’S GAME STATS

23 Power Levels 341 Source Points

Abilities
STR 4(17) ; STA 4(17) ; AGL 3 ; DEX 3 ; FGT 4(11) ; INT 3 ; AWE 2 ; PRE 1

Defenses

Dodge 4(11) ; Parry 0(11) ; Fortitude-3(20) ; Toughness 4(35) ; Will 4(8)

Skills

Close Combat (Unarmed) 1 (12), Deception 4 (9), Expertise (Soldier) 4 (11), Insight 3 (5), Intimidation 4 (12), Investigation 2 (4), Perception 4 (8), Stealth 4 (9), Technology 4 (7), Vehicles 4 (8)

Advantages

All-Out Attack, Diehard, Extraordinary Effort, Fast Grab, Great Endurance, Improved Critical 2 (Unarmed, Fire), Improved Disarm, Improved Grab, Improved Initiative, Improved Hold, Improved Smash, Improved Trip, Move-By Action, Power Attack, Ranged Attack 4, Startle, Takedown 2, Withstand Damage

Powers
Skrullian Veteran

Enhanced Fighting 7 linked to Enhanced Deception 4, Enhanced Expertise: Soldier 4, Enhanced Intimidate 7, Enhanced Perception 2, Enhanced Stealth 2, Enhanced Vehicle 2, Enhanced Ranged Attack 4, Enhanced Dodge 4, and Enhanced Will 2

Skrull Physiology

Morph any form 4, Linked to Conceal 1

Hypnosis

Cumulative visual perception Affliction-Will; Entranced/Compelled/Controlled 9

INVISIBLE WOMAN POWERS

Dynamic, Subtle, Movable. Impervious, Create Object 12 with Precise, Area, Affects Others, Visual Concealment 4; Precise, Ranged, Affects Others, Visual Concealment 4; Dynamic, Subtle, Ranged, Affects Others. Impervious, protection 18; Dynamic, Subtle, penetrating blast 20; and Dynamic, Subtle, Move Object 21 Alternate Effects

MR FANTASTIC POWERS

Elongation 6 linked to Impervious protection 33, Precise Insustantiality, and Immunity to falling damage

HUMAN TORCH POWERS

Reactive Fire Damage 19 with Immune to Fire; Flight 37, Dynamic Split penetrating 6 Fire blast 17; Cone Fire Damage 25; line Fire Damage 25; Area Fire Burst 25; Area Fire Damage 25; and Fire control 37 Alternate effects.

THING POWERS

Impervious Protection 14 linked to Enhanced Strength 13 with Area Damage 7 linked to Affliction Dodge; Hindered/Prone instant recovery ground only 15 and Affliction- Fort; Dazed/Stunned 13 Alternate effects and Enhanced Stamina 13 with Immunity (Cold, Pressure, Radiation, Vacuum, Poison, Disease)Alternate effect.

Complications
Reputation (Failure in Assaulting Earth)

The Skrulls have a tendency to view Kl'rt as a failure since he has repeatedly lost to the very people he was created to fight. He is also a scapegoat for the repeated failed invasions of Earth.

Enemy (Kree Empire, Shi'ar Empire)

As a Skrull, Kl'rt has a natural enmity with the two other super-powerful races in the universe.

Enemy (Fantastic Four )

Kl'rt was created to fight the FF, and his failure to do so still irks him.

References

Comic Vine- Super-Skrull (Character)- Super-Skrull (Character) - Comic Vine


Marvel Database- Kl'rt (Earth-616)- Kl'rt (Earth-616) Respect: Kl'rt the Super-Skrull (Marvel, 616),


RespectThreads-
 
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Government
Skrull Empire
Adapted from Marvel Database- Skrull Empire- Skrull Empire
516

The Skrull Empire is a vast intergalactic empire that rules a million worlds. The Skrulls have conquered or colonized every suitable world in the Andromeda Galaxy. Tens of millions of years ago they were already expanding into neighboring galaxies becoming an intergalactic empire. In the modern era, the Skrulls control worlds throughout the Andromeda galaxy and in neighboring galaxies. A thousand races were conquered and absorbed into the Skrull Empire. It's an empire with likely trillions of sentient beings. The Skrull capital was relocated to Tarnax IV from Skrullos a 100,000 years ago.

Type Intergalactic Empire
Emperor Super-Skrull
Parent Organization Galactic Council

Geography of the Skrull Empire

Andromeda Galaxy
 
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Organization
Galactic Council (M616)
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The Galactic Council is the assembly of numerous leaders of different empires across the universe, including other dimensions like Asgard or the Negative Zone, created to deal with different matters of the universe.

Type Interstellar Political Consortium
Location M616
A council of Multi-system government leaders that convene in times of Interstellar crisis to form resolutions to protect the lives of the M616 Universe. The Heads of state for the most prominent governments in the universe are invited to participate when the council is summoned.

Asgard
Brood Matriarchy
Brotherhood of Badoon
Kree Empire
Negative Zone
Shi'ar Empire

Skrull Empire

  • Emperor of the Skrulls-Super-Skrull
Spartoi Empire
 
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Universe
M616
The reality of M616 has gone through eight different incarnations, all triggered by different instances of multiversal renewal, which constitutes in the destruction and re-creation of everything there is. Little is known of most of M616's incarnations. The fifth is said to have been a dark cosmos of deep magic, and the sixth was the universe where the paradise-like planet of Taa existed. When the sixth incarnation was destroyed, it was eventually reborn as a consequence of the Big Bang.

This seventh incarnation is the most widely known of them all, where the Earth existed, protected by heroes like the Avengers and the Fantastic Four. The seventh iteration of M616 suffered from an early death as a consequence of the multiversal phenomena known as the incursions. The intervention of Mr. Fantastic in its rebirth caused the eighth incarnation to be a direct continuation of the seventh, instead of being a completely new version. Because of the abnormal nature of the most recent death and rebirth of the Multiverse, some of the Abstract Entities argue that the current incarnation is still the seventh, while others claim it is the eighth indeed.
GEOGRAPHY
Galaxies of M616
  • Andromeda Galaxy
  • Large Magellanic Cloud
  • Milky Way
  • Shi'ar Galaxy
FLORA & FAUNA
Universal Beings
  • Beyonder
  • Galactus
  • Captain Universe
  • Adam Warlock
Universal Organizations
NATURAL RESOURCES
Infinity Gems
Time Gem


References

Marvel.com Marvel Universe Article-http://marvel.com/universe/Marvel_Universe


Wikipedia Marvel Universe Article-Marvel Universe - Wikipedia
 
Multiverse
Exile Cluster

Adapted From Marvel.com Marvel Universe Article-http://marvel.com/universe/Marvel_Universe
latest


The Exile Cluster is the collection of alternate universes which share a universal hierarchy; it is a subsection of the larger Omniverse, the collection of all alternate universes. A large variety of these universes were originated as forms of divergence from other realities, where an event with different possible outcomes gives rise to different universes, one for each outcome. Some can seem to be taking place in the past or future due to differences in how time passes in each universe. Often, new universes and dimensions are born due to time-traveling. Eternity once stated that there are almost infinite aspects of itself, thus establishing the Marvel's positioning then. Afterward, the Beyonder estimated there is a "seemingly endless number of dimensions" to thereafter explore the entire Multiverse and its "myriad planes." The Crossroads also leads to an infinite number of dimensions. In addition, the Molecule Man, who was almost omniscient, has also postulated that there are infinite parallel dimensions to Earth's universe that together comprise the Multiverse. Finally, it was later stated in the Book of the Vishanti, which details the Marvel cosmology, that there is "literally a transfinite number, that is, a number greater than infinity" of universes in the Multiverse. There is also a transfinite number of Multiverses. The Multiverse was further described as boundless by the Captain Universe.

Alternative Name- Marvel Multiverse
Located Within Omniverse

GEOGRAPHY
Dimensional planes of the Exile Cluster
Crossroads
Multiversal Nexus


Universes of the Exile Cluster
M12
Reality where Humans and Mutants are fully reconciled.

M15
A Marvel Reality on DC Geography

M616
The Main Marvel Universe

M2149
ZombieVerse

FLORA & FAUNA

Multidimetional Entities

Eternity

NATURAL RESOURCES

Infinity Gems

References

Marvel.com Marvel Universe Article-http://marvel.com/universe/Marvel_Universe


Wikipedia Marvel Universe Article-Marvel Universe - Wikipedia
 
Species
Skrull
Adapted from Marvel Database- Prime Skrulls- Prime Skrulls
latest

A long time ago, the Celestial visited Skrullos) and experimented on the genetics of a native life form, creating three branches among that species: the Prime (or "Normals"), the Eternals and the Deviants. The Skrullian "Normals" or "Prime", also known as "Fossil Ones" among other derogatory terms, are the extinct branch of Skrull that originated on the Skrull homeworld of Skrullos. They were a branch of Skrulls created by the Celestials about a billion years ago and were seemingly wiped out by the Deviant Skrulls who won a war between the three main races of that world.

BASIC INFORMATION
Biological Traits
Genetic Mutation

The "Normals" were given latent potential for mutation. The last Prime Skrull had those latent mutant abilities activated by the use of a compound made of Deviant and Prime Skrulls' adrenaline.

ADDITIONAL INFORMATION
Facial characteristics
Pointed ears, corrugated chins.

Variant Species
Deviant Skrulls
Eternal Skrulls
 
Powers
Cosmic Empowerment

Adapted from Superpower Wiki- Cosmic Empowerment- Cosmic Empowerment
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The power to gain strength from the cosmic forces. Application of Cosmic Manipulation.
Also Called

  • Cosmic Affinity
  • Cosmic Energy Empowerment
Capabilities

Users become stronger, faster, more durable, etc. by cosmic forces, possibly unlocking abilities related to the affinity and enhancing the existing powers. Some users may be able draw sustenance from the cosmic forces or even slow or stop aging.

Applications

  • Decelerated Aging
  • Enhanced Condition or Supernatural Condition
    • Enhanced Durability
    • Enhanced/Supernatural Stamina
    • Enhanced/Supernatural Strength
    • Regenerative Healing Factor/Supernatural Regeneration
  • Self-Power Augmentation
Associations

  • Cosmic Manipulation
  • Energy Empowerment
  • Lunar Empowerment
  • Planetary Empowerment
  • Solar Empowerment
  • Universal Manipulation
Limitations
  • May overload user.
  • The cosmic energies absorbed may render the user's body drastically unstable.
Grants the Cosmic power descriptor

Individuals with Cosmic Empowerment
 
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Powers
Cosmic Manipulation
The power to manipulate all cosmic forces.
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Also Called
  • Asterokinesis
  • Astronomical Manipulation
  • Cosmic Energy Control
  • Cosmic Energy Manipulation
  • Cosmokinesis
  • Power Cosmic
Capabilities

Users can employ the available cosmic energies around them to produce nearly any effect they desire, including the molecular restructuring and transmutation of matter, the manipulation of—even entire galaxies—across space and time, the creation of force fields, the creation of inter-dimensional portals and vortexes, telekinesis, and cosmic awareness on a universal scale.

User can call upon the comets, meteors, asteroids, stars, moons, planets, nebula, quasars, and dark matter. They can generate stellar winds, solar flares, cosmic storms and invoke meteor showers.

User doesn't usually actually summon a planet/celestial object or control and manipulate its movement (as that would result in it being obliterated), but they can summon and control its energy.

Variable Cosmic Powers 7 source points per level

Applications

  • Cosmic Awareness
  • Cosmic Energy Absorption
  • Cosmic Empowerment
  • Cosmic Energy Manipulation
  • Eclipse Manipulation
  • Lunar Manipulation
  • Nebula Manipulation
  • Solar/Stellar Manipulation
  • Stardust Manipulation
  • Fundamental Forces Manipulation
  • Matter Manipulation
  • Space Rock Manipulation
  • Space-Time Manipulation
Techniques
  • Astrokinetic Combat
  • Cosmic Energy Physiology
  • Cosmic Teleportation
Variations
  • Evolution: To accelerate the evolution of lifeforms on a planet-wide scale.
  • Extrasensory Perception: Read minds and to influence human emotion and sensation.
  • Intangibility : To phase through objects.
  • Space-Time Manipulation: To see the past by peeling back the layers of time.
  • Stellar Magic
  • Superpower Manipulation : And the bestowal of limited cosmic powers to others. Some may also possess the ability to suppress the powers of other beings temporarily or permanently.
  • Matter Manipulation and Reconfiguration/Energy Emission and Absorption: Some have complete control of the four fundamental forces of the universe, reaching nearly any effect they desire. As a result, the user can rearrange matter to create other configurations and can even transmute elements. They can channel beams of energy with sufficient destructive force to destroy planets, and discharge of any form of energy or radiation.
Associations
  • Celestial Manipulation
  • Cosmic Entity Physiology
  • Dark Matter Manipulation
  • Energy Manipulation
  • May stem into Galaxy Manipulation
Limitations
  • May be unable to create or form new planets and inhabitants into existence.
  • Requires training to prevent many side-effects
References

Superpower Wiki Cosmic Manipulation Article-Cosmic Manipulation
 
Powers
Fire Manipulation

adapted from- Superpower Wiki Charged Fire Manipulation Article- http://powerlisting.wikia.com/wiki/Fire_Manipulation
latest

"Of course you should fight fire with fire. You should fight everything with fire."

―Jaya Ballard, task mage (Magic the Gathering) "BURN WITH ME!" ―Torajii, Doctor Who, 42
The power to manipulate fire. Variation of Elemental Manipulation.

Also Called

  • Agnikinesis
  • Fire Control/Release
  • Firebending
  • Flame Control/Manipulation
  • Ignikinesis
  • Pyrokinesis
Capabilities

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.

Variable Fire Effects
- 7 Source Points per Level

Applications

  • Create/Generate/increase, absorb, shape and manipulate fire.
  • Burning/Melting
  • Combustion Inducement/Fire Generation
  • Fire Absorption
  • Fire Attacks
  • Fire Detection
  • Fire Negation
  • Flame Solidification
  • Pyrokinetic Flight
  • Heat Manipulation
  • Incineration
  • Manipulate the properties of fire/heat.
  • Pyro-Telekinesis
  • Pyrokinetic Constructs
Techniques

  • Fire Augmentation
  • Fire Aura
  • Fire Defense
  • Fire Empowerment
  • Fire Mimicry
  • Fire Portal Creation
  • Fire Transformation
  • Fire Transmutation
  • Firestorm Creation
  • Flame Shield
  • Inflammation
  • Healing Fire
  • Pyrokinetic Combat
  • Pyrokinetic Invisibility
  • Pyrokinetic Regeneration
  • Pyromancy
  • Pyroportation
  • Pyrotic Communication
Variations

  • Blue Fire Manipulation
  • Conceptual Fire Manipulation
  • Cosmic Fire Manipulation
  • Dark Fire Manipulation
  • Empathic Fire Manipulation
  • Esoteric Flame Manipulation
  • Eternal Flame Manipulation
  • Explosive Fire Manipulation
  • Fire Embodiment
  • Fire Magic
  • Grand Flame Manipulation
  • Green Fire Manipulation
  • Heat Energy Manipulation
  • Hell-Fire Manipulation
  • Holy Fire Manipulation
  • Invisible Flame Manipulation
  • Life Fire Manipulation
  • Liquid Fire Manipulation
  • Nuclear Fire Manipulation
  • Primordial Fire Manipulation
  • Psychic Flame Manipulation
  • Purple Fire Manipulation
  • Pyric Spectrum Manipulation
  • Rainbow Fire Manipulation
  • Spiritual Flame Manipulation
  • White Fire Manipulation
Associations

  • Ash Manipulation
  • Chaos Manipulation: fire is considered a wild, chaotic element.
  • Combined with Earth Manipulation, may allow Magma Manipulation.
  • Electricity Manipulation and Plasma Manipulation by manipulating the atoms in different ways.
  • Elemental Manipulation
  • Energy Manipulation
  • Fire Immunity/Thermal Resistance
  • Heat Manipulation
  • Ice-Fire Manipulation
  • Magma Manipulation
  • Molecular Acceleration
  • Omnicombustion
  • Plasma Manipulation
  • Smoke Manipulation smoke always follows the flame.
  • Soot Manipulation
  • Spark Manipulation

As one of the classical Elements, Fire is associated with:
  • Emotion Manipulation (passions)

  • Enhanced Charisma
  • Purification
  • Solar Manipulation
  • Summer Manipulation
Limitations

  • May be unable to create fire, being limited to manipulating only from already existing sources.
  • Control is extremely important. Unconscious use of this power can be catastrophic.
  • Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user.
  • Fire Immunity and/or Thermal Resistance isn't always part of the package, so burning yourself is possible.
  • Users can be overpowered by Water Manipulation, Water Generation, Ice Manipulation and/or Freezing.
  • Unless user has Cosmic Fire Manipulation or Hell-Fire Manipulation/Holy Fire Manipulation, oxygen is needed as fuel.
  • Maybe limited to controlling/immunity to the fire they create.
Occupations with Fire Manipulation
  • Fire Controller
Individuals with Fire Manipulation
 
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Powers
Elemental Manipulation

Adapted from- Superpower Wiki Elemental Manipulation Article- Elemental Manipulation
latest

The ability to manipulate the elements.


Also Called

  • Bending Arts
  • Elemental Arts
  • Elemental Control
  • Elemental Force
  • Elemental Magic
  • Elemental Telekinesis
  • Kinetics
Capabilities

User can manipulate, shape and create the basic elements of nature.
Solid (Earth Manipulation)
Liquid (Water Manipulation)
Gas (Air Manipulation)
Plasma (Fire Manipulation)

Literally meaning to "Change Molecules", users of Elemental Manipulation are very rare and powerful. Capabilities may include moving, altering, and mixing existing elements or pull atoms together and create one atom from many others.
Due to their many similarities, Telekinesis and Elemental Manipulation are often confused. Elemental Manipulation is the parent ability and power for many other elemental-based abilities and powers including Water Manipulation, Fire Manipulation, Earth Manipulation, Air Manipulation and many others, while Telekinesis is the ability to control energy and matter using pure psychic energy.

Universe Differences
Energy is often considered to be a fifth element, similar to plasma, in some universes. Other energies (Such as Life-Force Manipulation, Magic, or Cosmic Manipulation) may be thought of as elements, but are energy. These are more specific and much rarer powers.

Variable Elemental Powers-
7 Source Points per level
Applications
Solid Control
  • Earth Manipulation
Liquid Control
  • Poison Manipulation
  • Water Manipulation
Gas Control
  • Air Manipulation
  • Sound Manipulation
Plasma Control
Other
  • Aether Manipulation
  • Darkness Manipulation
  • Death-Force Manipulation
  • Life-Force Manipulation
  • Nature Manipulation
  • Nether Manipulation
  • Space-Time Manipulation
  • Twilight Manipulation
  • Weather Manipulation
Techniques
  • Elemental Absorption
  • Elemental Attacks
  • Elemental Augmentation
  • Elemental Aura
  • Elemental Aversion Inducement
  • Elemental Combat
  • Elemental Constructs
  • Elemental Divination
  • Elemental Empowerment
  • Elemental Enhanced Condition
  • Elemental Flight
  • Elemental Healing
  • Elemental Imprisonment
  • Elemental Invisibility
  • Elemental Mimicry
  • Elemental Negation
  • Elemental Portal Creation
  • Elemental Recomposition
  • Elemental Regeneration
  • Elemental Teleportation
  • Elemental Touch
  • Matter Surfing
Variations
  • Artificial Element Manipulation
  • Classical Element Manipulation
  • Dark Element Manipulation
  • Divine Element Manipulation
  • Draconic Elemental Manipulation
  • Elemental Energy Manipulation
  • Elemental Matter Manipulation
  • Empathic Element Manipulation
  • Esoteric Element Manipulation
  • Psychic Element Manipulation
  • Physical Element Manipulation
Associations
  • User may gain Molecular Manipulation and Atomic Manipulation
  • See Energy Manipulation for various ways to manipulate elements.
  • Density Manipulation
  • Matter Manipulation
  • Periodic Table Powers
  • Universal Force Manipulation
Limitations
  • User may be limited to specific elements.
  • User may be limited to specific types of elements.
  • User may only be able to manipulate for a certain period of time.
  • User may only be able to manipulate what they touch.
  • User may only be able to alter existing elements, not make new ones.
  • User may be limited on the amount of elements that can control.
  • User may be unable creating elements, being limited to manipulating already existing one.
 
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Powers
Telekinesis

Adapted from- Superpower Wiki Telekinesis Article- Telekinesis
latest

The power to manipulate objects with the mind.


You can move objects at a distance without touching them. Move Object has no action/reaction; a moving object cannot drag the character “holding on” to it, for example. This effect is also not considered “physical contact” or “touch” for effects requiring it.


Your effective Strength for lifting and moving objects with this effect is equal to your rank. By taking a move action to concentrate you can increase this by +1 Str, changing the effect’s duration to Concentration (see Duration). This is in addition to using extra effort to further increase your rank (see Extra Effort).


This effect can move objects, but cannot perform tasks of fine manipulation (like untying knots, typing, or manipulating controls) without the Precise modifier. Objects thrown into targets as attacks base their damage off your power rank as if it were your Strength rank.

Also Called

  • Mind-Over-Matter
  • Mind Power
  • Move Object
  • Object Manipulation
  • PK
  • Psychokinesis
  • TK
Capabilities

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, particle and universal level.

M&M 3e Application

Move Object-
2 Source Points per Level

Applications

Telekinesis" is an umbrella term for any ability that involves using the mind to influence/manipulate/move matter/objects.

Basic Level

  • Binding: To keep object/being from moving.
  • Levitation: To lift an object, e.g. raising a pitcher several inches into the air.
  • Orbital Field: To make objects and possibly energy orbit around the user.
  • Telekinetic Choking: To choke or strangle others without physical contact.
  • Telekinetic Grip: To grasp an object firmly in place, e.g. keeping the tides from washing a friend away.
  • Telekinetic Maneuver: To alter an object's directional course, e.g. changing what number a dice lands on or deflect an opponent attack.
  • Telekinetic Pull/Push: To pull objects towards the user or to push objects away from the user, e.g. yanking a book off a shelf or sliding a cup across a table.
Advanced Level

  • Elemental Manipulation: Alternate the natural elements of existence at a sub-molecular level.
  • Homing Effect: To make any object automatically follow, home in and lock onto its target or targets until it hits them.
  • Molecular Manipulation: To manipulate matter and energy at molecular level.
  • Motor-Skill Manipulation: To manipulate the movement of others.
  • Object Manipulation: To alter an object's inner workings, e.g. unlocking a door.
  • Psionic Healing: To heal others with one's own telekinetic powers.
  • Spatial Sense: To "see" one's surroundings using telekinesis, e.g. sensing a target from a distance.
  • Telekinetic Attacks: To release/use telekinesis to various attacks.
  • Telekinetic Aura: Possess powerful telekinetic extensions field from oneself.
  • Telekinetic Combat: to use telekinesis in physical combat
  • Telekinetic Compression: To crush an object, e.g. squeezing a chair into a ball.
  • Telekinetic Constructs: To create objects, weapons and creatures out of telekinetic energy.
  • Telekinetic Destruction: To make an object explode, e.g. blowing up a table.
  • Telekinetic Flight: To use telekinesis to fly.
  • Telekinetic Pressure: To use telekinesis to damage area.
  • Telekinetic Surgery: To conduct complex surgery through telekinetic means.
  • Telekinetic Teleportation: Use telekinesis to teleport themselves or others.
  • Telekinetically Enhanced Condition: To use telekinesis to enhance the user's condition
  • Unarmed Weapon Wielding: Use weapons without touching them.
  • Vibration Emission: To emit a powerful vibration strong enough to make objects shatter, i.e. sonic boom.
  • Wound Inducement: To use telekinesis to cause physical wounds on others.
Master Level

  • Atomic Manipulation: To control matter and energy at the atomic levels. e.g. rearranging atoms and controlling energy.
  • Dimensional Travel: To bend the very fabric of dimensional barriers, allowing travel through wormholes or teleportation-like movement.
  • Neural Impulse Manipulation: To redirect the electrical signals between the brain and nerves, achieving control over thoughts, feelings, and movement of a body.
  • Organic Manipulation: To manipulate organic matter.
  • Psionic Explosion: To create and discharge destructive psychic energy across a wide range.
  • Remote Telekinesis: To manipulate matter that is not within the user's location, e.g. controlling a rock 2000 miles away.
  • Technology Manipulation: To manipulate the functions and properties of technology and all forms of high-tech machinery.
  • Weather Manipulation: To manipulate the weather, e.g. create lightning storms.
Ultimate Level

  • Fundamental Forces Manipulation: To manipulate the fundamental forces of the universe.
  • Omni-Manipulation: To manipulate anything and everything.
  • Particle Manipulation: To manipulate matter at the basest of levels.
  • Reality Warping: To manipulate reality by bending quantum strings in a localized area.
  • Space-Time Manipulation: To manipulate and distort the space-time continuum.
  • Subatomic Manipulation/Energy Manipulation: To control matter and energy at subatomic levels.
  • Universal Manipulation: To manipulate the fabric of the universe.
Techniques

  • Telekinesis Negation: To negate telekinetic abilities.
  • Telekinetic Combat: To utilize telekinesis in combination of physical combat.
Variations

  • Data-Telekinesis
  • Demonic Telekinesis
  • Dimensional Telekinesis
  • Divine Telekinesis
  • Elemental Telekinesis
  • Ergo-Telekinesis
  • Gyro-Telekinesis
  • Magical Telekinesis
  • Magno-Telekinesis
  • Spatial Telekinesis
  • Tactile Telekinesis
  • Technological Telekinesis
  • Telekinetic Force Manipulation
  • Vector Manipulation
  • Vibro-Telekinesis
Levels
Dexterity

  • Minimal Level: User can manipulate objects as with mittens.
  • Basic Level: User can manipulate objects as with hands.
  • Advanced Level: User can manipulate objects as with pincers/precision tools.
  • Expert Level: User can manipulate objects as long as they can see/perceive them.
  • Master Level: User can manipulate objects at microscopic scale.
  • Ultimate Level: User can operate on atomic size.
  • Absolute Level: User can operate below size of subatomic particles.
Mass/Strength

  • Minimal Level: User can only move mass equal to what they could physically carry.
  • Basic Level: User can only move themselves and a very limited amount of mass, equal to what they are wearing/carrying.
  • Advanced Level: User can move limited mass, equal to several people/heavy household appliances.
  • Expert Level: User can move mass equal to a bus/industrial machine.
  • Master Level: User can move mass equal to buildings.
  • Ultimate Level: User can move mass equal to planets.
  • Absolute Level: User can move effectively infinite mass.
Associations

  • Psionic Manipulation
  • Remote Motion Manipulation
Limitations

  • Telekinesis Immunity
  • Psychic Energy Absorption can negate this power.
  • May only be capable of moving objects they could physically move.
  • May be unable or only able to move certain objects.
  • May be able to move only the objects that they can physically perceive.
  • Psychic strength may be proportional to user's capacity, meaning an opponent with greater physical strength than the user's mental strength may break free, or even be immune to the ability altogether.
  • May be weakened or nullified by stress, fear, distractions, disbelief, lack of confidence, morale and willpower, etc.
  • May be linked to or unwittingly triggered by by emotions, thoughts, dreams, causing the user to be unable to control or possibly even access their ability.
  • May require intense amounts of concentration, focus and mental effort to use properly.
  • May only be able to manipulate targets of certain number, size or weight at once.
  • May be physically or psychologically fatiguing, straining or even crippling for the user, with the user either bleeding from the nose or eyes, falling unconscious, entering a coma, or even dying from the mental effort of using the ability.
  • May not be able to manipulate magic-based matters/energies.
  • User may not have control over the speed of which the target moves.
  • User may not be able to to affect objects above certain momentum.
  • Could be ineffective against those who control themselves at fundamental levels.
Individuals with Telekinesis

References
D20 Hero SRD Move Object Article- MOVE OBJECT (CONTROL) – d20HeroSRD
 
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Powers
Force Field Generation


Adapted from Superpower Wiki Force Field Generation Article- Force-Field Generation
latest

The ability to project powerful fields of manipulated energy. Sub-power of Force-Field Manipulation and Constructs Creation.

Also Called

  • Barrier Generation
  • Flyrogenesis
  • Deflection Field
  • Protection Bubbles
  • Ray Shields
  • Shielding
Capabilities

User can create a shield, wall, or a field formed from energy, elements, shaped from the environment, or formed by manipulating smaller items to form a greater whole.


Force-fields aren't usually impenetrable and can be removed by energy drain or extreme force. Some users are also able to throw shields away from themselves or to catch things with them, while other users may be able to create them into any shape.


Impervious Protection-
2 Source Points per Level
Applications

  • Create Force-fields for protection from physical attacks and/or energy attacks.
    • Create selective force-fields to prevent specific things from leaving/entering.
    • Create an area for breathing where doing so can be dangerous, allowing navigation through toxic gas or vacuum.
  • Create a force-field inside an object or person, and expand the force-field so that the object or person explodes.
  • Armor Creation
  • Assimilation Shield
  • Binding
  • Damage Negation/Reduction
  • Platform Creation
  • Shield Construction
  • Wall Generation
Variations

  • Electrical Force Field
  • Magnetic Force-Field
  • Mystic Shield
  • Psioplasmic Field Generation
  • Psychic Force-Field Generation
  • Spatial Force-Field Generation
Associations

Universal Differences

Some universes consider Energy Constructs to be the building block of force-fields.

Limitations

  • May be limited on size/shape/time their barriers can take.
  • May not be able to maintain barriers under stress.
  • Attack on barriers may cause equivalent damage to users mind or body.
  • May require concentration.
  • Some targets may not be held in or contained by barriers.
  • Some targets may be immune to barriers restrictions.
  • Airtight barriers may cause asphyxiation from prolonged use.
  • Weak against users with Shield Break and Defense Break.
  • May block only certain types of attacks.
Individuals with Force-Field Generation

  • Super-Skrull
 
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Powers
Force Field Manipulation

Adapted from Superpower Wiki Force Field Manipulation Article- Force-Field Manipulation
latest

The power to manipulate force-fields, an application of Energy Manipulation

Also Called

  • Barrier Manipulation
  • Flyrokinesis
  • Force-Field Control
  • Fyrosokinesis
Capabilities

Users 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.


Variable Force Field Applications- 7 Source Points per Level

Applications

  • Absorb/deflect attacks.
  • Force-Field Attacks
  • Force-Field Constructs
  • Force-Field Generation
  • Force-Field Penetration
  • Move/lift force-fields.
Techniques

  • Force-Field Combat
  • Personal Environment
  • Selective Force-Field
Variations
Associations

  • Dimensional Distortion
  • Energy Manipulation
  • Spirit Barrier
 
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Powers
Energy Manipulation

Adapted from Superpower Wiki Energy Manipulation Article- http://powerlisting.wikia.com/wiki/Energy_Manipulation
latest

The power to manipulate energy.

Also Called

  • Autokinesis
  • Dynakinesis
  • Dynamokinesis
  • Energybending
  • Energy Control
  • Ergokinesis
Capabilities

The user can create, shape and manipulate energy, the capacity to cause change: one of the most basic quantitative properties of a system, such as an object or a field of energy. Energy 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.


Common physical forms of energy include the kinetic energy of a moving object, the radiant energy carried by light and other electromagnetic radiation, and various types of potential energy such as gravitational and elastic.

Variable Energy Powers- 8 Source Points

Applications

  • Energized Body
  • Energy Absorption
  • Energy Amplification
  • Energy Assimilation
  • Energy Attacks
  • Energy Aura
  • Energy Concentration
  • Energy Constructs
  • Energy Containment
  • Energy Conversion
  • Energy Current Defiance
  • Energy Detection
  • Energy Dilution
  • Energy Drain
  • Energy-Field Manipulation
  • Energy Generation
  • Energy Healing
  • Energy Manifestation
  • Energy Metabolization
  • Energy Negation
  • Energy Perception
  • Energy Propulsion
  • Energy Solidification
  • Energy Telepathy
  • Energy Transduction
  • Energy Transferal
  • Energy Transmutation
  • Entity Aura
  • Ergo-Telekinesis
  • Ergokinetic Surfing
  • Ray/Beam Manipulation
Techniques

  • Alternate Energy Conduction
  • Energizing Field Creation
  • Energy Channeling
  • Energy Contact
  • Energy Defense
  • Energy Empowerment
  • Energy Emulation
  • Energy Physiology
  • Energy Regeneration
  • Energy Portal Creation
  • Energy Scattering
  • Ergokinetic Combat
  • Ergoportation
Variations
  • Activation Energy Manipulation
  • Adaptive Energy
  • Ambient Energy Manipulation
  • Angelic Energy Manipulation
  • Astral Manipulation
  • Aura Manipulation
  • Binding Energy Manipulation
  • Bio-Energy Manipulation
  • Blood Energy Manipulation
  • Calorie Manipulation
  • Chaos Energy Manipulation
  • Chemical Energy Manipulation
  • Chi Manipulation
  • Cosmic Energy Manipulation
  • Creative Energy Manipulation
  • Damaging Energy Manipulation
  • Dark Energy Manipulation
  • Demonic Energy Manipulation
  • Destructive Energy Manipulation
  • Digital Energy Manipulation
  • Divine Energy Manipulation
  • Draconic Energy Manipulation
  • Elastic Energy Manipulation
  • Elemental Energy Manipulation
  • EM Spectrum Manipulation
  • Emotional Energy Manipulation
  • Energy Embodiment
  • Entropy Manipulation
  • Esoteric Energy Manipulation
  • Evolution Energy Manipulation
  • Extra-Dimensional Energy Manipulation
  • Force-Field Manipulation
  • Foreign Energy Manipulation
  • Geothermal Manipulation
  • Gravitational Energy Manipulation
  • Healing Energy Manipulation
  • Hypnotic Energy Manipulation
  • Illusion Energy Manipulation
  • Imprisonment Energy Manipulation
  • Infectious Energy Manipulation
  • Internal Energy Manipulation
  • Invisible Energy Manipulation
  • Kinetic Energy Manipulation
  • Light Energy Manipulation
  • Luck Energy Manipulation
  • Lunar Energy Manipulation
  • Magical Energy Manipulation
  • Magnetic Energy Manipulation
  • Marine Energy Manipulation
  • Mechanical Energy Manipulation
  • Mythic Energy Manipulation
  • Nuclear Manipulation
  • Null Energy Manipulation
  • Omni-Energy Manipulation
  • Oneiric Energy Manipulation
  • Order Energy Manipulation
  • Parasitic Energy Manipulation
  • Particle Energy Manipulation
  • Physical Energy Manipulation
  • Planetary Energy Manipulation
  • Portal Energy Manipulation
  • Potential Energy Manipulation
  • Psi-Leech Energy Manipulation
  • Psychic Energy Manipulation
  • Pulse Manipulation
  • Quantum Energy Manipulation
  • Rainbow Energy Manipulation
  • Reality Energy Manipulation
  • Rotational Energy Manipulation
  • Sealing Energy Manipulation
  • Sentient Energy Manipulation
  • Solar Energy Manipulation
  • Stellar Energy Manipulation
  • Sound Manipulation
  • Space Energy Manipulation
  • Spiritual Force Manipulation
  • Summon Energy Manipulation
  • Surface Energy Manipulation
  • Symbiotic Energy Manipulation
  • Tachyon Manipulation
  • Tantric Manipulation
  • Telekinetic Force Manipulation
  • Telepathic Force Manipulation
  • Teleportation Energy Manipulation
  • Thermal Manipulation
  • Time Energy Manipulation
  • Toxic Energy Manipulation
  • Transcendent Energy Manipulation
  • Transformation Energy Manipulation
  • Volatile Force Manipulation
  • Warp Energy Manipulation
  • Zero-Point Energy Manipulation
Associations

  • If used in negative forms users may develop Nothingness Manipulation, or Chaos Manipulation.
  • May learn to manipulate Fundamental Forces.
  • Energylock Manipulation
  • Energy Form
  • Energy Matter Manipulation
  • Energy Signature Manipulation
  • Energetic Pressure
  • Gravity Manipulation
  • Infinite Supply
  • Internal Energy Combustion
  • Living Power Plant
  • Magic
  • Magnetism Manipulation
  • Mana Manipulation
  • Matter Manipulation
  • Power Source
  • Powers Via Energy
  • Strong/Weak Force Manipulation
  • Summoning/Banishment
  • Superpower Manipulation
  • Telekinesis
Limitations

  • Energy Immunity
  • Anti-Energy Manipulation destroys all forms of energy.
  • Distance, mass, precision, etc. depend upon the knowledge, skill, and strength of the user and their power's natural limits.
  • May be unable to create energy, being limited to manipulating only from already existing sources.
  • Maybe limited to an amount of energy a person can hold in themselves.
  • Extensive use of powers over a long period of time could deplete one's energy reserves.
  • Maybe limited on the amount energy or the type of energy.
 
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Powers
Invisibility


Adapted From Superpower Wiki Invisibility Article- http://powerlisting.wikia.com/wiki/Invisibility
The power to render oneself unseen to the naked eye.
latest

Also Called

  • Fading
Capabilities

Users can render themselves unseen by the naked eye and become invisible in visible spectrum. The user can move about an environment unseen by others and act without being observed. Some users can choose to let certain people see them while staying invisible to others.

M&M 3e Applications

Visual Concealment- 4 Source Points

Applications

  • Cloaking
Techniques

  • Invisibility Combat
  • Invisibility Infusion
  • Partial Invisibility
Variations

  • Chi Invisibility
  • Cloaking Shield Construction
  • Conditional Visibility
  • Elemental Invisibility
  • Magic Invisibility
  • Selective Invisibility
  • Technological Invisibility
Associations

  • Camouflage/Shadow Camouflage
  • Force-Field Generation
  • Imperceptibility
  • Inaudibility
  • Inodorosity
  • Light/Darkness Manipulation
  • Sense Manipulation
  • Sound Manipulation
  • Thermal Manipulation
  • Unnoticeability
Limitations

  • Invisibility Cancellation and Invisibility Awareness are direct counters to this power.
  • Maybe limited on how much mass in addition of themselves/others they can affect.
  • Maybe limited to how far of the body the mass can be to become invisible.
  • May not be able to revert back to a visible state without meeting certain conditions.
  • Maybe limited on how long they may remain invisible.
  • May require great concentration to stay invisible.
  • Users of several vision powers can detect the user.
  • User can be detected by senses that don't depend on vision, such as smell, hearing, touch, etc.
  • Rain and other liquids, solids, fire, etc. may show the user's shape while invisible.
  • May be rendered blind on account of their eyes not absorbing any light.
 

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