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 Cambion Guide

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Character sheet
Name: Gituku Mugo (ギツク むご)
Age: 24
Occupation: Ex-Monk, Hunter, Route Troupe Member, PK & Psy-Nen user

PostSubject: Cambion Guide   Sun Jan 03, 2016 5:19 pm

Cambion
These creatures are the child of a human mother and Incubus or a Succubus mother and human father. They're half demon half human. They grow up abused and misunderstood. their personalities are conflicting, often jumping from helping others to hurting them in the same instance. They're often seen as "split personality" types and are institutionalized by the age of 14 for this reason.

They're often so conflicted in nature that they'll have paralyzing headaches and blackouts. Because of their powers, they'll often have random dizzy spells, ringing in the ears, and nose bleeds followed by fainting. This, of course, depends on how much of their powers they use and how hard they concentrate.

Birth
During birth, the mothers of true cambions always die in childbirth, serving to strand the newborn on the Material Plane (human world) where it will be orphaned, or in the Abyss (Hell) where it will be abused by the demons who look down upon such children.

If the mother doesn't die during the birth, the child will die instead.

Cambion Appearance and Personality
A cambion is usually devilishly cunning, and angelically beautiful, able to persuade even the most strong-hearted individual to do his or her bidding. Most cambions have evil tendencies due to their demon parent.

Loners by nature, they like to get lost in the crowds of large cities, especially in places where people don't ask questions. Good-aligned cambions are rare, but sometimes, if their mother was good or neutral-aligned, they take on her nonevil nature and are subsequently doomed to a life of loneliness as not even their demonic patrons will accept them.

Cambions are very ambitious and always put as much effort as they can into whatever they try to do, maybe either to prove themselves to a parent or to themselves, but regardless, they make great leaders, information brokers, etc. and are often catalysts for major events.

Types of Cambion

  • Near-Mortal- favor their mortal parents or are more distant descendants. They are mostly similar to their mortal kind in both mind and body, but with some additional abilities and instincts. Outwardly there are few or no indication that the individual is anything but normal.



  • Balanced- are balanced between their heritages, if sometimes rather precariously, and have both free will and good amount of power. There are likely number of definite traits and instincts that draw them toward their inhuman side. Physically they tend to have at least few indications about their non-mortal parentage, but the amount varies greatly between individuals.



  • Near-Demonic- favor their immortal parentage or have only minor amount of mortal blood. Physically and mentally they are close to their immortal parentage, although able to resist their instinctual traits better than their parent.


Reality Warpers?
They can easily alter reality and warp the fundamentals of logic and what is natural. As children, they come into their powers around the age of seven, and are able to fully control them by the age of thirteen or fourteen.

Typically, their powers start off as being "supernatural phenomenon" that a child would believe or create. Things like itching powder making someone scratch their brains out, the tooth fairy being real and stealing teeth, and joy buzzers really being able to electrocute people. But, their powers, once at the peak, are strong enough to be able to kill the "host of heaven" or the army of angels, with a single word.

Choosing a Path
Cambion, due to their human and demon natures commingled, they can either choose a "holy" or "human" path or they can choose to become a demon. This decision is usually made at an early age (around 14 when they fully come into their powers).

If no one sets them on a different path at an early age, they will side with the demons and become the Antichrist or, Lucifer's strongest weapon against heaven. Of course, because they're half human, they'll still be able to change their path until they agree to go to hell with the demons.

Once they agree, their personality will completely erase the human parts of themselves and they'll be a demon for the rest of their life, though they'll still be in a human form because of their birth as a human.

This works the same way if they choose to become fully human. They'll lose access to most if not all of their demonic abilities. They'll revert to the most basic human abilities.

Cambion who agree to become demons may have been made the ambassadors to the worshipers of various demonic powers. They excel in luring mortals to the Abyss, the only demons better at it are succubi. They then warn demons of the mortals' approach and let them do what they do best so the souls can be turned into larvae or manes.

Types of Abilities

  • Near-Mortal Abilities

    • Enhanced Condition- The user is at the peak physical and mental condition of their species in that verse can achieve without any supernatural methods and remain that way with little or no maintaining. This entails that they are faster, stronger, more intelligent and overall superior to fellow members of their species without being obviously supernatural.
      or

      • Supernatural Condition- Users are glaringly, obviously and super/unnaturally superior over their race because their capabilities are pushed beyond the natural level; making them immensely stronger, faster, durable and smarter than normal members of their species (in that 'verse) can achieve by any method of training and remain that way with little or no maintaining.

        On the other hand, the only way for users to strengthen this ability is to perform intensive training or exercise. For example, to increase ones superhuman strength, they would have to lift tons of weight many times a day.




    • Enhanced Combat- The user is unbelievably skilled in most known forms of fighting. They can be exceptionally proficient in the fighting traditions of a variety of cultures and become advanced with their own individual methods of close quarter combat, including martial arts (from all over the world), boxing, and wrestling. They can also become super-humanly skilled in their use of weaponry.


    • Enhanced Durability- 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.


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





  • Balanced Abilities

    • Enhanced Condition- The user is at the peak physical and mental condition of their species in that verse can achieve without any supernatural methods and remain that way with little or no maintaining. This entails that they are faster, stronger, more intelligent and overall superior to fellow members of their species without being obviously supernatural.

      or

      • Supernatural Condition- Users are glaringly, obviously and super/unnaturally superior over their race because their capabilities are pushed beyond the natural level; making them immensely stronger, faster, durable and smarter than normal members of their species (in that 'verse) can achieve by any method of training and remain that way with little or no maintaining.

        On the other hand, the only way for users to strengthen this ability is to perform intensive training or exercise. For example, to increase ones superhuman strength, they would have to lift tons of weight many times a day.




    • Enhanced Combat- The user is unbelievably skilled in most known forms of fighting. They can be exceptionally proficient in the fighting traditions of a variety of cultures and become advanced with their own individual methods of close quarter combat, including martial arts (from all over the world), boxing, and wrestling. They can also become super-humanly skilled in their use of weaponry.


    • Enhanced Durability- 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.


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


    • Empathy- The user can fully interpret and replicate the emotions, moods, and temperaments of others without reading apparent symptoms, allowing them to understand introverts or discover one emotion is actually hiding another. They can attack someone in a personal and emotional way since they know exactly what emotion is flowing through themselves and can use this knowledge to play against them. Some users may learn to read emotional imprints left into environment or objects.

      Usually over time, an Empath's power grows to the point that they can manipulate emotions on others, and possibly use them to empower themselves. User may learn to extend their power over/on vast number of sentient beings or reach extreme distances, even other levels of existence but this may be possible only if the user has emotional link to those they search already in effect.


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

      Common energy forms 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.


      • Absorption-The user can absorb various forms of energy, while removing it from the source, into their body and use it in various ways, gaining some form of advantage, either by enhancing themselves, gaining the drained power, using it as power source etc., either temporarily or permanently.



      • Force-Field Generation- User is able to create a shield, wall or a field to protect themselves, with varying appearances and materials. The fields can be formed from energy, element, shaped from environment or formed by manipulating smaller items to form greater whole.

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




      • Energy Blast- The user can release their energy over a specific target area causing great damage and/or delivering great shock waves of pure force.



      • Energy Constructs- Users can turn the energy into tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence. Users who have mastered this ability can use it for almost any situation, creating anything they need.




    • Invulnerability- The user is immune to all forms of conventional physical damage, unable to feel physical pain, is immune to bleeding or loss of limb. Death due to old age (as opposed to preemptive death) is seemingly the only cause of death to the user.





  • Near-Demonic Abilities

    • Supernatural Condition- Users are glaringly, obviously and super/unnaturally superior over their race because their capabilities are pushed beyond the natural level; making them immensely stronger, faster, durable and smarter than normal members of their species (in that 'verse) can achieve by any method of training and remain that way with little or no maintaining.

      On the other hand, the only way for users to strengthen this ability is to perform intensive training or exercise. For example, to increase ones superhuman strength, they would have to lift tons of weight many times a day.


    • Enhanced Combat- The user is unbelievably skilled in most known forms of fighting. They can be exceptionally proficient in the fighting traditions of a variety of cultures and become advanced with their own individual methods of close quarter combat, including martial arts (from all over the world), boxing, and wrestling. They can also become super-humanly skilled in their use of weaponry.


    • Enhanced Durability- 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.


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


    • Empathy- The user can fully interpret and replicate the emotions, moods, and temperaments of others without reading apparent symptoms, allowing them to understand introverts or discover one emotion is actually hiding another. They can attack someone in a personal and emotional way since they know exactly what emotion is flowing through themselves and can use this knowledge to play against them. Some users may learn to read emotional imprints left into environment or objects.

      Usually over time, an Empath's power grows to the point that they can manipulate emotions on others, and possibly use them to empower themselves. User may learn to extend their power over/on vast number of sentient beings or reach extreme distances, even other levels of existence but this may be possible only if the user has emotional link to those they search already in effect.


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

      Common energy forms 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.


      • Absorption-The user can absorb various forms of energy, while removing it from the source, into their body and use it in various ways, gaining some form of advantage, either by enhancing themselves, gaining the drained power, using it as power source etc., either temporarily or permanently.



      • Force-Field Generation- User is able to create a shield, wall or a field to protect themselves, with varying appearances and materials. The fields can be formed from energy, element, shaped from environment or formed by manipulating smaller items to form greater whole.

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




      • Energy Blast- The user can release their energy over a specific target area causing great damage and/or delivering great shock waves of pure force.



      • Energy Constructs- Users can turn the energy into tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence. Users who have mastered this ability can use it for almost any situation, creating anything they need.




    • Invulnerability- The user is immune to all forms of conventional physical damage, unable to feel physical pain, is immune to bleeding or loss of limb. Death due to old age (as opposed to preemptive death) is seemingly the only cause of death to the user.


    • Cosmic Awareness- User is aware of anything that affects them on a universal scale, including threats, anything that would affect them in any way or even somebody talking about them.


    • Ethereal Physiology- User is made up of or can transform their body completely into pure "Ether", a substance that pervades all Universal Space. This material is found in "The Plane of Ethereal substances" mentioned in The Kybalion, a book written by a mysterious group called "The Three Initiates". This group were apparently followers of a philosophy based on the teachings of Hermes Trismegistus.

      According to the texts, The Ethereal Plane exists between the 3 Planes of Matter, and the 3 Planes of Energy found in The Great Physical Plane. This means that it is connected to both planes, and takes on both of their natures. It is also a fact that "Ether" is what makes the physiology of mystic entities such as Angels, Fairies, and Deities, explaining how they have been able to reside in certain Spiritual Planes and make contact with physical beings.

      With all of this stated, users will become an Ethereal being like the mentioned spirits and possibly equal them in power.

      or

      • Spirit Physiology- User with this ability either is or can transform into a spirit: a supernatural and conscious (although not necessarily sentient) being that in its normal state is incorporeal, invisible and immaterial. Many spirits are able to materialize either by shifting into a more solid form or by taking a vessel to give them physical shape, which can be done either by possessing an already existing form (either a living being or an object) or by animating and wrapping part of the environment "around" them.

        There are several types of spirits, ranging from the souls of dead (ghosts) to the spirits of places, objects, concepts and/or elements. Several forms of magic center around contacting and bargaining with spirits.






PK Abilities

  • Aerokinesis- The ability to manipulate matter in it's gas form.


  • Chronokinesis- the ability to control one's perception of time and maybe time itself through the mind.


  • Cryokinesis- The elemental ability to slow down the movement of particles/atoms in matter to alter temperature, possibly to the point of freezing an object completely.


  • Electrokinesis- The ability to manipulate energy at a atomic level. Electrokinesis and Magnetokinesis are almost identical.


  • Geokinesis- The ability to manipulate matter in it's solid form.


  • Hydrokinesis- The ability to manipulate matter in it's liquid form.


  • Magnetokinesis- The ability to manipulate magnetic fields. Electrokinesis and Magnetokinesis are almost identical.


  • Photokinesis- The ability to control light-waves. Subcategory of magneto/electro kinesis.


  • Pyrokinesis- The ability to manipulate matter in it's plasma form. Not just fire.


  • Technokinesis- The ability to control to control and/or manipulate machines.


  • Telekinesis- The ability to move objects with your mind. Often used interchangeably with the term psychokinesis, however psychokinesis is actually the umbrella term under which all the various "kinesises" resides.


    • Levitation- The ability to cause objects or ones own body to hover above the ground without the use of any type of lifting mechanism.




  • Tychokinesis- The ability to mentally and alter stochastic fields, which affect the chance of one event or another, thus generating good or bad luck.


  • Umbrakinesis- The ability to control light to create shadow. Subcategory of photokinesis.



  • ------------ - The ability to manipulate matter in it's condensate form. (Bose-Einstein condensate).


6th Sense PK Abilities

  • Astral Projection- Removing one's spirit form from the body and traveling to another location.


  • Aura Reading- The ability to see/feel the energy field that surrounds all living things.


  • Automatic Writing- The ability to allow the subconscious mind to communicate via direct control of a writing instrument held in the hand.


  • Channeling- The ability to allow other being to communicate via your voice.


  • Clairaudience- Any type of "knowing" that involved the hearing, without physically hearing. In other words, the subject(s) involved in creating the sounds could be on the other side of the earth from the person "hearing" the communication.


  • Clairvoyance- The abilities to see the unseeable. Can involve seeing the past, present or future events.


  • Clairsentience- A "knowing" of hidden events. Can involved "knowing" past, present or future events.


  • Divination- An umbrella term under which all types of "knowing" past, present or future events are housed.


  • Dowsing- The use of pendulums, rods or sticks to locate water or lost objects.


  • Empathy- The ability to sense or feel the emotions and needs of others.


  • E.S.P.- Often used as an umbrella term to cover many forms of psychic abilities.


  • Intuition- A "knowing" of hidden events, often used interchangeably with the term clairsentience.


  • Precognition- The ability to know the future if those involved stay upon the path they are currently on. It should be noted that the future is not static. Changes can be made today that will change the future that has been forseen.


  • Psychometry- The ability to sense, read or interpret the energy signal left on an item by someone that has dealt with the item in the past.


  • Telepathy- Often called mind reading. Can be one person reading another's mind or mind to mind communication between two people.


Fighting Abilities

  • Empathic Creation- User can change emotional energy into tools, objects, weapons and other items, create semi-living constructs and/or create structures of varying permanence. Users who have mastered this ability can use it for almost any situation, creating anything they need. Each emotion has certain advantages and disadvantages compared to each other, so a wise user chooses carefully which one to use.


  • Magic- User has access to Magic, the use of rituals, symbols, actions, gestures and language to exploit supernatural forces to varying degrees, with only their skill, personal power-level, imagination/knowledge, and/or morality to define the borders. Given the flexibility of magic, they have essentially unlimited possibilities for what to do.


    • Dark Arts- User can utilize the Dark Art: a form of magic typically used for selfish, self-serving and/or nefarious purposes. Though it is not necessarily "evil" magic per se, dark arts tend to focus toward destruction, harming, cursing and otherwise complicating the lives of other people while advancing the user's own state. Users often reject social convention and the status quo, which some suggest is in a search for spiritual freedom. As a part of this, they embrace magical techniques and practices that would traditionally be viewed as taboo and are generally willing to go farther than most would even consider if it serves their ends.


    • Demonic Magic- The user is capable of using demonic magic to achieve several feats such as creating, destroying and reconstructing anything, sometimes even to warp reality. This type of magic is usually used by a dark and evil entity or those related to them.


    • Necromancy- The user's magical abilities revolve around manipulating the dead, death, the life-force and/or souls for good (i.e., resurrecting the dead), evil (in various ways) or neither. Users can also use communicate with the deceased – either by summoning their spirit as an apparition or raising them bodily – for the purpose of divination, imparting the means to foretell future events or discover hidden knowledge.

      Many practitioners find a way to cheat death one way or another, whether by becoming some form of undead creature or by bypassing their own ability to die.




  • Space-Time Manipulation- The user is able to manipulate, distort or bend the space-time continuum, the fabrics of reality in which all exist in. Space-time serves as the boundary of existence, separating different realities and timelines and keeping them flowing properly; distorting this boundary can cause devastating effects, causing timelines to become fluid, even destroying all the world.

    Based on the general relativity, "manipulation of space" is synonymous with "manipulation of time", due to space and time exist as a single continuum.

    Universal Difference
    Although this ability is usually considered to simply combine the manipulation of space (boundless three-dimensional extent) and time (measurement of flow of events) together, it is fundamentally more powerful and complex, as space-time is the very fabrics of existence, separating different realities and timelines.

    To control space-time is to alter the fabrics of reality, allowing one to erase existences and not just the flow of time, but also reorganize, alter and erase historical events.

    To move through space-time is more than simply teleportation or time-travel, as it allows one to connect to alternate realities, even metaphysical realms.


    • Dimensional Manipulation- The user can manipulate dimensions, beginning with the physical 0-D, 1-D, 2-D, 3-D, and 4-D, changing their own dimensions. Advanced uses include manipulation and linking to alternate dimensions and dimensional energy to achieve a variety of feats, such as teleportation, portal generation, and pocket dimension creation.


    • Dimensional Travel- The user can travel between different dimensions and universes and cross over different planes of existence or travel across various forms of reality.


    • Effect Field Projection- The user has the ability to emit a field wherever they wish that applies a specific effect to all inside the field. They could have a multitude of uses outside of those listed here.


    • Teleportation- The user can teleport, or transfer matter (beings/objects, including themselves) or energy from one point to another without traversing the physical space between them. This can be achieved by various means, including causing the atoms/molecules to travel at light-speed, warping the space, or use quantum superposition, in which the user teleports by replacing and restocking energy in a spatial behavior.

      While teleportation may seem like it is simply for travel, it can actually be a valuable ability, as it can be used offensively (and quite powerful, as a spatial attack), while offering superiority in terms of movement speed and distance coverage, and a skilled strategist/tactician can use it for many innovative manners.




  • Natural Weaponry- The user possesses some form of natural weaponry, including claws, fangs, horns, beaks, clubbed tails, etc., and know how to use them.


    • Claw Retraction- The user can project and retract razor-sharp claws from their fingertips for offensive purposes. Claws can be composed of energy, bone, metal, or simple keratin.


    • Enhanced Bite- The user has particularly strong bite, either because of sharp teeth, strong jaw-muscles, unusual jaw-structure (mandibles of insects, beak, etc.) or some other reason. Exactly what they can bite depends of the jaw-strength, resilience of their teeth/bite-surface and their shape.


    • Horn Protrusion- The user either has or can generate horns on their head, which can be used offensively.


    • Prehensile Tail- User has or can grow a prehensile tail adapted to be able to grasp or hold objects. Fully prehensile tails can be used to hold and manipulate objects, and in particular to aid arboreal creatures in finding and eating food in the trees.




Other Abilities

  • Decelerated Aging- The user either ages slower than normal for their species or is of a species that has extended life-span.


  • Semi-Immortality- Users of this ability never age, and as a result, they stay young forever or at least never suffer the ravages of aging. Because of this, the user will always be at their physical prime. The user will also be immune to aging abilities, such as Age Acceleration or Reversal.


  • Immortality- Users possess an infinite life span, and can shrug off virtually any kind of physical damage. Some users are the defensive type, simply preventing such damage from appearing (invulnerability/protection), while others are the regenerative type, surviving and quickly recovering from anything you throw at them.



  • Resurrection- The power to bring the deceased, including oneself, back to life. Opposite power of Death Inducement. Not to be confused with Reanimation, which brings back the dead and controls them against their will.


  • Mana Manipulation- User can manipulate mana, the metaphysical sentient source of energy, sympathetic magic, or impersonal force of nature that is always moving from one location to another, seeking material elements or people to inhabit. It is also formed within the soul whenever a creature comes into being. The soul is not necessarily a collection of mana, but the creature itself. When the being dies, the mana returns to the environment waiting to be used again and again. The energy can then be transmuted by the user into magical power that yields upstanding results in both practice and combat.

    Much like the ability of Life-Force Manipulation, the user is able to draw the energy from their surroundings. However, the ability of mana relies more on the use of different methods of magic such as spoken incantations and mystic items, like spell books, charms, talismans, weapons, etc. in order to achieve the effects that the user desires.


  • Memory Manipulation- User can control memories of oneself and others, allowing them to modify, fabricate, suppress, influence, repair, restore, erase, detect, and view them. They can change memories to confuse, wipe away certain memories to cause amnesia, discern and provoke nostalgia, and enter the victim into a psychic vision, replaying their memory.


    • Adoptive Muscle Memory: Replicate any movement that you have memorized.


    • Enhanced Memory/Panmnesia: Instantly memorize any information that you have learned.


    • Genetic Memory: Access the memories of one's genetic relatives or hereditary predecessors.


    • Knowledge Projection: Project your memories onto others to give them knowledge.


    • Knowledge Replication: Copy the memories of others to acquire their knowledge.


    • Memory Absorption: Steal the memories of others.


    • Memory Destruction: Destroy memories from yourself or others.


    • Memory Erasure: Erase memories from yourself or others.


    • Amnesia: Selectively erase any of your unwanted memories.


    • Manual Reset: Dump all previous memories so that one may start fresh.


    • Psychic Disguise: Remove yourself from the memories of others.


    • Memory Implantation: Implant memories into the minds of others, which could either be pre-existing memories from someone else, or false memories created by the user.


    • Paramnesia: Distort or erase the memories of yourself or others, so that one can believe fantasies or lies without giving off cerebral implications of deception.


    • Presence Insertion: Place oneself in memories of the target (and act as a loved one or old friend).


    • Traumatize: Implant twisted memories within others to drive them into insanity.


    • Memory Manifestation: Manifest memories of oneself or others into reality.


    • Memory Overwrite: Overwrite the memories of others.


    • Memory Projection: Create a holographic projection of someone's memories in order to be visually seen.


    • Lingering Memory: Leave behind a memory of yourself to act as an afterimage.


    • Memory Reading: Read the memories of others.


    • Memory Replication: Copy the memories of others.


    • Memory Restoration: Recover damaged or old memories.


    • Déjà-vu: Replay a specific memory.


    • Refresh: Replay a subject’s recent optic sight.


    • Memory Suppression: Lock unwanted memories in the mind until you wish to bring them back.


    • Memory Vessel: Store memories in something.




  • Nether Manipulation- User can create, shape and manipulate Nether, the "Chthonian Element" that flows through the realms of the living, and the Dead. Nether is most known as the substance that makes up the Underworld, a subterranean dimension where all souls go when they pass on. Nether is very similar to Aether “the Celestial Element” in that is from a Plane that exists between the planes of both matter, and energy. However, although it can partake in the nature of either substances, Nether is neither of these things.

    Despite being often considered "Death-Force" Nether is more than the source of what drains life away from living things, it is the destructive aspect of reality, the source and very concept of entropy and destruction, disasters and all degeneration in matter, energy and concepts. It is the power that makes possible and ensures severing the soul's connection to their mortal body, so they can pass onto the after life. It is also the power that summons and controls the souls of the deceased. Users of this power acknowledge that Nether exists in Elemental, Cosmic, and Spiritual forces. Nether exists in the cosmos as sort of a gateway between the land of the Living and the Dead, stretching out to anywhere where death has potential to occur.

    Like Aether, Nether is a Spiritual Element, which means it cannot be perceived by any physical sense. The only way Nether can be seen is if it were mixed with an Element of the Physical Realm (Most often Darkness, Fire, or Earth).



    • Astral Trapping- The user can restrain, trap or seal Astral Beings (including astrally projecting being, ghosts and spirits) into specific place, item or being (possibly allowing their energies to be tapped by others) or prevent them from entering certain areas or possessing beings/items. They can prevent a ghost from manifesting, prevent an astral projector from entering their body, or force ghosts on or off their plane of existence.



    • Dark Aura Manipulation- Users can manipulate the aura around them that has been tainted by dark forces. When this happens, the users tends to experience dark emotions such as hatred, anger, or despair. The more the user experiences these emotions, the darker and colder their aura grows. Similar to its counter-ability, Dark Chi Manipulation, the users gain incredible dark powers to use their command, however the user does not lose their sanity or force of will, but the user becomes more dependent on dark emotions as their aura slowly takes control of their actions and moral thoughts.

      When it comes to this, the colors of Aura Manipulation no longer serve a purpose. The evil aura takes no specific color, meaning it can possess any color but may lose of the benefits of what belonged to Aura Manipulation. However for the benefits that are lost, much power is gained.

      In some case, the user may not evil or depends on dark emotion but possesses a link to the evil aura. If they were slip in any type of evil emotion, then their aura becomes tainted, takes advantage of their weakness, and begins to influence them.



    • Dark Chi Manipulation- Users are able to control chi that has been tainted by negative energy a.k.a evil. Due to this, they gain access to powerful dark abilities and forces that are able to give the user incredible power. However, the user's force of will, compassion, and sanity are all lost due to being over taken by evil. However, in return for what has been lost, the user becomes a powerful force to reckoned with.


    • Soul Absorption- User can absorb souls, while removing them from the source, into their body and use it in various ways, gaining some form of advantage, either by enhancing themselves, gaining the drained power, using it as power source etc., either temporarily or permanently.

      Common advantages include adding the target's skills and abilities to users, or using the absorbed souls to augment user's own powers.


    • Healing- 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.




  • Regenerative Healing Factor- 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 healthy state, granting them nigh-inexhaustible stamina and vitality.

    At higher levels, users can regenerate not just their cellular tissues, but also their DNA, undoing genetic mutations and breakdown, as well as maintaining one's youth by extending telomeres. This also gives them immunity to diseases and infections, undoing any unwanted symptoms, as well as provide a form of self-sustenance, forgoing the needs for oxygen and food intake. If advanced enough, the ability will cause the body to cease aging as the cells are regenerating and dying in equilibrium, granting immortality.

    Regeneration differs from wound healing, which involves closing up the injury site with a scar.
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Character sheet
Name: Gituku Mugo (ギツク むご)
Age: 24
Occupation: Ex-Monk, Hunter, Route Troupe Member, PK & Psy-Nen user

PostSubject: Re: Cambion Guide   Sun Jan 03, 2016 5:21 pm

Please choose the appropriate abilities for your Cambion Type. you may add additional abilities from the Other Abilites list, but please do not choose too many!

Code:
[center][u][b]Types of Abilities[/b][/u][/center]
[list]
[*][u][b]Near-Mortal Abilities[/b][/u]
[list]
[*][b]Enhanced Condition-[/b] The user is at the peak physical and mental condition of their species in that verse can achieve without any supernatural methods and remain that way with little or no maintaining. This entails that they are faster, stronger, more intelligent and overall superior to fellow members of their species without being obviously supernatural.
or
[list]
[*][b]Supernatural Condition-[/b] Users are glaringly, obviously and super/unnaturally superior over their race because their capabilities are pushed beyond the natural level; making them immensely stronger, faster, durable and smarter than normal members of their species (in that 'verse) can achieve by any method of training and remain that way with little or no maintaining.

On the other hand, the only way for users to strengthen this ability is to perform intensive training or exercise. For example, to increase ones superhuman strength, they would have to lift tons of weight many times a day.
[/list]

[/list]
[list]
[*][b]Enhanced Combat-[/b] The user is unbelievably skilled in most known forms of fighting. They can be exceptionally proficient in the fighting traditions of a variety of cultures and become advanced with their own individual methods of close quarter combat, including martial arts (from all over the world), boxing, and wrestling. They can also become super-humanly skilled in their use of weaponry.
[/list]
[list]
[*][b]Enhanced Durability-[/b] 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.
[/list]
[list]
[*][b]Enhanced Strength-[/b] Users have incredible ability to defy weight limitations of the member of their race, but not completely break them. Dense, lengthy, or overweight items are easy to move and simple to use in nearly any manner. Users can crush, lift, throw, or catch items of great weight.
[/list]

[/list]

[list]
[*][u][b]Balanced Abilities[/b][/u]
[list]
[*][b]Enhanced Condition-[/b] The user is at the peak physical and mental condition of their species in that verse can achieve without any supernatural methods and remain that way with little or no maintaining. This entails that they are faster, stronger, more intelligent and overall superior to fellow members of their species without being obviously supernatural.

or
[list]
[*][b]Supernatural Condition-[/b] Users are glaringly, obviously and super/unnaturally superior over their race because their capabilities are pushed beyond the natural level; making them immensely stronger, faster, durable and smarter than normal members of their species (in that 'verse) can achieve by any method of training and remain that way with little or no maintaining.

On the other hand, the only way for users to strengthen this ability is to perform intensive training or exercise. For example, to increase ones superhuman strength, they would have to lift tons of weight many times a day.
[/list]

[/list]
[list]
[*][b]Enhanced Combat-[/b] The user is unbelievably skilled in most known forms of fighting. They can be exceptionally proficient in the fighting traditions of a variety of cultures and become advanced with their own individual methods of close quarter combat, including martial arts (from all over the world), boxing, and wrestling. They can also become super-humanly skilled in their use of weaponry.
[/list]
[list]
[*][b]Enhanced Durability-[/b] 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.
[/list]
[list]
[*][b]Enhanced Strength-[/b] Users have incredible ability to defy weight limitations of the member of their race, but not completely break them. Dense, lengthy, or overweight items are easy to move and simple to use in nearly any manner. Users can crush, lift, throw, or catch items of great weight.
[/list]
[list]
[*][b]Empathy-[/b] The user can fully interpret and replicate the emotions, moods, and temperaments of others without reading apparent symptoms, allowing them to understand introverts or discover one emotion is actually hiding another. They can attack someone in a personal and emotional way since they know exactly what emotion is flowing through themselves and can use this knowledge to play against them. Some users may learn to read emotional imprints left into environment or objects.

Usually over time, an Empath's power grows to the point that they can manipulate emotions on others, and possibly use them to empower themselves. User may learn to extend their power over/on vast number of sentient beings or reach extreme distances, even other levels of existence but this may be possible only if the user has emotional link to those they search already in effect.
[/list]
[list]
[*][b]Energy Manipulation-[/b] User can create, shape and manipulate energy, one of the basic quantitative properties describing a physical system or object's state. It can be transformed (converted) among a number of forms that may each manifest and be measurable in differing ways. The law of conservation of energy states that the (total) energy of a system can increase or decrease only by transferring it in or out of the system, thus the total energy of a system can be calculated by simple addition when it is composed of multiple non-interacting parts or has multiple distinct forms of energy.

Common energy forms 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.

[list]
[*][b]Absorption-[/b]The user can absorb various forms of energy, while removing it from the source, into their body and use it in various ways, gaining some form of advantage, either by enhancing themselves, gaining the drained power, using it as power source etc., either temporarily or permanently.
[/list]

[list]
[*][b]Force-Field Generation-[/b] User is able to create a shield, wall or a field to protect themselves, with varying appearances and materials. The fields can be formed from energy, element, shaped from environment or formed by manipulating smaller items to form greater whole.

Force-fields are not impenetrable and can usually be removed by an energy drain or extreme weight. Some users are also able to throw shields away from themselves or to catch things with them, while other users may be able to mold them into any shape.
[/list]


[list]
[*][b]Energy Blast-[/b] The user can release their energy over a specific target area causing great damage and/or delivering great shock waves of pure force.
[/list]

[list]
[*][b]Energy Constructs-[/b] Users can turn the energy into tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence. Users who have mastered this ability can use it for almost any situation, creating anything they need.
[/list]

[/list]
[list]
[*][b]Invulnerability-[/b] The user is immune to all forms of conventional physical damage, unable to feel physical pain, is immune to bleeding or loss of limb. Death due to old age (as opposed to preemptive death) is seemingly the only cause of death to the user.
[/list]

[/list]

[list]
[*][u][b]Near-Demonic Abilities[/b][/u]
[list]
[*][b]Supernatural Condition-[/b] Users are glaringly, obviously and super/unnaturally superior over their race because their capabilities are pushed beyond the natural level; making them immensely stronger, faster, durable and smarter than normal members of their species (in that 'verse) can achieve by any method of training and remain that way with little or no maintaining.

On the other hand, the only way for users to strengthen this ability is to perform intensive training or exercise. For example, to increase ones superhuman strength, they would have to lift tons of weight many times a day.
[/list]
[list]
[*][b]Enhanced Combat-[/b] The user is unbelievably skilled in most known forms of fighting. They can be exceptionally proficient in the fighting traditions of a variety of cultures and become advanced with their own individual methods of close quarter combat, including martial arts (from all over the world), boxing, and wrestling. They can also become super-humanly skilled in their use of weaponry.
[/list]
[list]
[*][b]Enhanced Durability-[/b] 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.
[/list]
[list]
[*][b]Enhanced Strength-[/b] Users have incredible ability to defy weight limitations of the member of their race, but not completely break them. Dense, lengthy, or overweight items are easy to move and simple to use in nearly any manner. Users can crush, lift, throw, or catch items of great weight.
[/list]
[list]
[*][b]Empathy-[/b] The user can fully interpret and replicate the emotions, moods, and temperaments of others without reading apparent symptoms, allowing them to understand introverts or discover one emotion is actually hiding another. They can attack someone in a personal and emotional way since they know exactly what emotion is flowing through themselves and can use this knowledge to play against them. Some users may learn to read emotional imprints left into environment or objects.

Usually over time, an Empath's power grows to the point that they can manipulate emotions on others, and possibly use them to empower themselves. User may learn to extend their power over/on vast number of sentient beings or reach extreme distances, even other levels of existence but this may be possible only if the user has emotional link to those they search already in effect.
[/list]
[list]
[*][b]Energy Manipulation-[/b] User can create, shape and manipulate energy, one of the basic quantitative properties describing a physical system or object's state. It can be transformed (converted) among a number of forms that may each manifest and be measurable in differing ways. The law of conservation of energy states that the (total) energy of a system can increase or decrease only by transferring it in or out of the system, thus the total energy of a system can be calculated by simple addition when it is composed of multiple non-interacting parts or has multiple distinct forms of energy.

Common energy forms 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.

[list]
[*][b]Absorption-[/b]The user can absorb various forms of energy, while removing it from the source, into their body and use it in various ways, gaining some form of advantage, either by enhancing themselves, gaining the drained power, using it as power source etc., either temporarily or permanently.
[/list]

[list]
[*][b]Force-Field Generation-[/b] User is able to create a shield, wall or a field to protect themselves, with varying appearances and materials. The fields can be formed from energy, element, shaped from environment or formed by manipulating smaller items to form greater whole.

Force-fields are not impenetrable and can usually be removed by an energy drain or extreme weight. Some users are also able to throw shields away from themselves or to catch things with them, while other users may be able to mold them into any shape.
[/list]


[list]
[*][b]Energy Blast-[/b] The user can release their energy over a specific target area causing great damage and/or delivering great shock waves of pure force.
[/list]

[list]
[*][b]Energy Constructs-[/b] Users can turn the energy into tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence. Users who have mastered this ability can use it for almost any situation, creating anything they need.
[/list]

[/list]
[list]
[*][b]Invulnerability-[/b] The user is immune to all forms of conventional physical damage, unable to feel physical pain, is immune to bleeding or loss of limb. Death due to old age (as opposed to preemptive death) is seemingly the only cause of death to the user.
[/list]
[list]
[*][b]Cosmic Awareness-[/b] User is aware of anything that affects them on a universal scale, including threats, anything that would affect them in any way or even somebody talking about them.
[/list]
[list]
[*][b]Ethereal Physiology-[/b] User is made up of or can transform their body completely into pure "Ether", a substance that pervades all Universal Space. This material is found in "The Plane of Ethereal substances" mentioned in The Kybalion, a book written by a mysterious group called "The Three Initiates". This group were apparently followers of a philosophy based on the teachings of Hermes Trismegistus.

According to the texts, The Ethereal Plane exists between the 3 Planes of Matter, and the 3 Planes of Energy found in The Great Physical Plane. This means that it is connected to both planes, and takes on both of their natures. It is also a fact that "Ether" is what makes the physiology of mystic entities such as Angels, Fairies, and Deities, explaining how they have been able to reside in certain Spiritual Planes and make contact with physical beings.

With all of this stated, users will become an Ethereal being like the mentioned spirits and possibly equal them in power.

or
[list]
[*][b]Spirit Physiology-[/b] User with this ability either is or can transform into a spirit: a supernatural and conscious (although not necessarily sentient) being that in its normal state is incorporeal, invisible and immaterial. Many spirits are able to materialize either by shifting into a more solid form or by taking a vessel to give them physical shape, which can be done either by possessing an already existing form (either a living being or an object) or by animating and wrapping part of the environment "around" them.

There are several types of spirits, ranging from the souls of dead (ghosts) to the spirits of places, objects, concepts and/or elements. Several forms of magic center around contacting and bargaining with spirits.
[/list]

[/list]

[/list]

[center][u][b]PK Abilities[/b][/u][/center]
[list]
[*][b]Aerokinesis-[/b] The ability to manipulate matter in it's gas form.
[/list]
[list]
[*][b]Chronokinesis-[/b] the ability to control one's perception of time and maybe time itself through the mind.
[/list]
[list]
[*][b]Cryokinesis-[/b] The elemental ability to slow down the movement of particles/atoms in matter to alter temperature, possibly to the point of freezing an object completely.
[/list]
[list]
[*][b]Electrokinesis-[/b] The ability to manipulate energy at a atomic level. Electrokinesis and Magnetokinesis are almost identical.
[/list]
[list]
[*][b]Geokinesis-[/b] The ability to manipulate matter in it's solid form.
[/list]
[list]
[*][b]Hydrokinesis-[/b] The ability to manipulate matter in it's liquid form.
[/list]
[list]
[*][b]Magnetokinesis-[/b] The ability to manipulate magnetic fields. Electrokinesis and Magnetokinesis are almost identical.
[/list]
[list]
[*][b]Photokinesis-[/b] The ability to control light-waves. Subcategory of magneto/electro kinesis.
[/list]
[list]
[*][b]Pyrokinesis-[/b] The ability to manipulate matter in it's plasma form. Not just fire.
[/list]
[list]
[*][b]Technokinesis-[/b] The ability to control to control and/or manipulate machines.
[/list]
[list]
[*][b]Telekinesis-[/b] The ability to move objects with your mind. Often used interchangeably with the term psychokinesis, however psychokinesis is actually the umbrella term under which all the various "kinesises" resides.

[list]
[*][b]Levitation-[/b] The ability to cause objects or ones own body to hover above the ground without the use of any type of lifting mechanism.
[/list]

[/list]
[list]
[*][b]Tychokinesis-[/b] The ability to mentally and alter stochastic fields, which affect the chance of one event or another, thus generating good or bad luck.
[/list]
[list]
[*][b]Umbrakinesis-[/b] The ability to control light to create shadow. Subcategory of photokinesis.
[/list]

[list]
[*][b]------------ [/b]- The ability to manipulate matter in it's condensate form. (Bose-Einstein condensate).
[/list]

[center][u][b]6th Sense PK Abilities[/b][/u][/center]
[list]
[*][b]Astral Projection-[/b] Removing one's spirit form from the body and traveling to another location.
[/list]
[list]
[*][b]Aura Reading-[/b] The ability to see/feel the energy field that surrounds all living things.
[/list]
[list]
[*][b]Automatic Writing-[/b] The ability to allow the subconscious mind to communicate via direct control of a writing instrument held in the hand.
[/list]
[list]
[*][b]Channeling-[/b] The ability to allow other being to communicate via your voice.
[/list]
[list]
[*][b]Clairaudience-[/b] Any type of "knowing" that involved the hearing, without physically hearing. In other words, the subject(s) involved in creating the sounds could be on the other side of the earth from the person "hearing" the communication.
[/list]
[list]
[*][b]Clairvoyance-[/b] The abilities to see the unseeable. Can involve seeing the past, present or future events.
[/list]
[list]
[*][b]Clairsentience-[/b] A "knowing" of hidden events. Can involved "knowing" past, present or future events.
[/list]
[list]
[*][b]Divination-[/b] An umbrella term under which all types of "knowing" past, present or future events are housed.
[/list]
[list]
[*][b]Dowsing-[/b] The use of pendulums, rods or sticks to locate water or lost objects.
[/list]
[list]
[*][b]Empathy-[/b] The ability to sense or feel the emotions and needs of others.
[/list]
[list]
[*][b]E.S.P.-[/b] Often used as an umbrella term to cover many forms of psychic abilities.
[/list]
[list]
[*][b]Intuition-[/b] A "knowing" of hidden events, often used interchangeably with the term clairsentience.
[/list]
[list]
[*][b]Precognition-[/b] The ability to know the future if those involved stay upon the path they are currently on. It should be noted that the future is not static. Changes can be made today that will change the future that has been forseen.
[/list]
[list]
[*][b]Psychometry-[/b] The ability to sense, read or interpret the energy signal left on an item by someone that has dealt with the item in the past.
[/list]
[list]
[*][b]Telepathy-[/b] Often called mind reading. Can be one person reading another's mind or mind to mind communication between two people.
[/list]

[center][u][b]Fighting Abilities[/b][/u][/center]
[list]
[*][b]Empathic Creation-[/b] User can change emotional energy into tools, objects, weapons and other items, create semi-living constructs and/or create structures of varying permanence. Users who have mastered this ability can use it for almost any situation, creating anything they need. Each emotion has certain advantages and disadvantages compared to each other, so a wise user chooses carefully which one to use.
[/list]
[list]
[*][b]Magic-[/b] User has access to Magic, the use of rituals, symbols, actions, gestures and language to exploit supernatural forces to varying degrees, with only their skill, personal power-level, imagination/knowledge, and/or morality to define the borders. Given the flexibility of magic, they have essentially unlimited possibilities for what to do.

[list]
[*][b]Dark Arts-[/b] User can utilize the Dark Art: a form of magic typically used for selfish, self-serving and/or nefarious purposes. Though it is not necessarily "evil" magic per se, dark arts tend to focus toward destruction, harming, cursing and otherwise complicating the lives of other people while advancing the user's own state. Users often reject social convention and the status quo, which some suggest is in a search for spiritual freedom. As a part of this, they embrace magical techniques and practices that would traditionally be viewed as taboo and are generally willing to go farther than most would even consider if it serves their ends.
[/list]
[list]
[*][b]Demonic Magic-[/b] The user is capable of using demonic magic to achieve several feats such as creating, destroying and reconstructing anything, sometimes even to warp reality. This type of magic is usually used by a dark and evil entity or those related to them.
[/list]
[list]
[*][b]Necromancy-[/b] The user's magical abilities revolve around manipulating the dead, death, the life-force and/or souls for good (i.e., resurrecting the dead), evil (in various ways) or neither. Users can also use communicate with the deceased – either by summoning their spirit as an apparition or raising them bodily – for the purpose of divination, imparting the means to foretell future events or discover hidden knowledge.

Many practitioners find a way to cheat death one way or another, whether by becoming some form of undead creature or by bypassing their own ability to die.
[/list]

[/list]
[list]
[*][b]Space-Time Manipulation-[/b] The user is able to manipulate, distort or bend the space-time continuum, the fabrics of reality in which all exist in. Space-time serves as the boundary of existence, separating different realities and timelines and keeping them flowing properly; distorting this boundary can cause devastating effects, causing timelines to become fluid, even destroying all the world.

Based on the general relativity, "manipulation of space" is synonymous with "manipulation of time", due to space and time exist as a single continuum.

Universal Difference
Although this ability is usually considered to simply combine the manipulation of space (boundless three-dimensional extent) and time (measurement of flow of events) together, it is fundamentally more powerful and complex, as space-time is the very fabrics of existence, separating different realities and timelines.

To control space-time is to alter the fabrics of reality, allowing one to erase existences and not just the flow of time, but also reorganize, alter and erase historical events.

To move through space-time is more than simply teleportation or time-travel, as it allows one to connect to alternate realities, even metaphysical realms.

[list]
[*][b]Dimensional Manipulation-[/b] The user can manipulate dimensions, beginning with the physical 0-D, 1-D, 2-D, 3-D, and 4-D, changing their own dimensions. Advanced uses include manipulation and linking to alternate dimensions and dimensional energy to achieve a variety of feats, such as teleportation, portal generation, and pocket dimension creation.
[/list]
[list]
[*][b]Dimensional Travel-[/b] The user can travel between different dimensions and universes and cross over different planes of existence or travel across various forms of reality.
[/list]
[list]
[*][b]Effect Field Projection-[/b] The user has the ability to emit a field wherever they wish that applies a specific effect to all inside the field. They could have a multitude of uses outside of those listed here.
[/list]
[list]
[*][b]Teleportation-[/b] The user can teleport, or transfer matter (beings/objects, including themselves) or energy from one point to another without traversing the physical space between them. This can be achieved by various means, including causing the atoms/molecules to travel at light-speed, warping the space, or use quantum superposition, in which the user teleports by replacing and restocking energy in a spatial behavior.

While teleportation may seem like it is simply for travel, it can actually be a valuable ability, as it can be used offensively (and quite powerful, as a spatial attack), while offering superiority in terms of movement speed and distance coverage, and a skilled strategist/tactician can use it for many innovative manners.
[/list]

[/list]
[list]
[*][b]Natural Weaponry-[/b] The user possesses some form of natural weaponry, including claws, fangs, horns, beaks, clubbed tails, etc., and know how to use them.

[list]
[*][b]Claw Retraction-[/b] The user can project and retract razor-sharp claws from their fingertips for offensive purposes. Claws can be composed of energy, bone, metal, or simple keratin.
[/list]
[list]
[*][b]Enhanced Bite-[/b] The user has particularly strong bite, either because of sharp teeth, strong jaw-muscles, unusual jaw-structure (mandibles of insects, beak, etc.) or some other reason. Exactly what they can bite depends of the jaw-strength, resilience of their teeth/bite-surface and their shape.
[/list]
[list]
[*][b]Horn Protrusion-[/b] The user either has or can generate horns on their head, which can be used offensively.
[/list]
[list]
[*][b]Prehensile Tail-[/b] User has or can grow a prehensile tail adapted to be able to grasp or hold objects. Fully prehensile tails can be used to hold and manipulate objects, and in particular to aid arboreal creatures in finding and eating food in the trees.
[/list]

[/list]

[center][u][b]Other Abilities[/b][/u][/center]
[list]
[*][b]Decelerated Aging-[/b] The user either ages slower than normal for their species or is of a species that has extended life-span.
[/list]
[list]
[*][b]Semi-Immortality-[/b] Users of this ability never age, and as a result, they stay young forever or at least never suffer the ravages of aging. Because of this, the user will always be at their physical prime. The user will also be immune to aging abilities, such as Age Acceleration or Reversal.
[/list]
[list]
[*][b]Immortality-[/b] Users possess an infinite life span, and can shrug off virtually any kind of physical damage. Some users are the defensive type, simply preventing such damage from appearing (invulnerability/protection), while others are the regenerative type, surviving and quickly recovering from anything you throw at them.
[/list]

[list]
[*][b]Resurrection-[/b] The power to bring the deceased, including oneself, back to life. Opposite power of Death Inducement. Not to be confused with Reanimation, which brings back the dead and controls them against their will.
[/list]
[list]
[*][b]Mana Manipulation-[/b] User can manipulate mana, the metaphysical sentient source of energy, sympathetic magic, or impersonal force of nature that is always moving from one location to another, seeking material elements or people to inhabit. It is also formed within the soul whenever a creature comes into being. The soul is not necessarily a collection of mana, but the creature itself. When the being dies, the mana returns to the environment waiting to be used again and again. The energy can then be transmuted by the user into magical power that yields upstanding results in both practice and combat.

Much like the ability of Life-Force Manipulation, the user is able to draw the energy from their surroundings. However, the ability of mana relies more on the use of different methods of magic such as spoken incantations and mystic items, like spell books, charms, talismans, weapons, etc. in order to achieve the effects that the user desires.
[/list]
[list]
[*][b]Memory Manipulation-[/b] User can control memories of oneself and others, allowing them to modify, fabricate, suppress, influence, repair, restore, erase, detect, and view them. They can change memories to confuse, wipe away certain memories to cause amnesia, discern and provoke nostalgia, and enter the victim into a psychic vision, replaying their memory.

[list]
[*][b]Adoptive Muscle Memory:[/b] Replicate any movement that you have memorized.
[/list]
[list]
[*][b]Enhanced Memory/Panmnesia:[/b] Instantly memorize any information that you have learned.
[/list]
[list]
[*][b]Genetic Memory:[/b] Access the memories of one's genetic relatives or hereditary predecessors.
[/list]
[list]
[*][b]Knowledge Projection:[/b] Project your memories onto others to give them knowledge.
[/list]
[list]
[*][b]Knowledge Replication:[/b] Copy the memories of others to acquire their knowledge.
[/list]
[list]
[*][b]Memory Absorption:[/b] Steal the memories of others.
[/list]
[list]
[*][b]Memory Destruction:[/b] Destroy memories from yourself or others.
[/list]
[list]
[*][b]Memory Erasure:[/b] Erase memories from yourself or others.
[/list]
[list]
[*][b]Amnesia:[/b] Selectively erase any of your unwanted memories.
[/list]
[list]
[*][b]Manual Reset:[/b] Dump all previous memories so that one may start fresh.
[/list]
[list]
[*][b]Psychic Disguise:[/b] Remove yourself from the memories of others.
[/list]
[list]
[*][b]Memory Implantation:[/b] Implant memories into the minds of others, which could either be pre-existing memories from someone else, or false memories created by the user.
[/list]
[list]
[*][b]Paramnesia:[/b] Distort or erase the memories of yourself or others, so that one can believe fantasies or lies without giving off cerebral implications of deception.
[/list]
[list]
[*][b]Presence Insertion:[/b] Place oneself in memories of the target (and act as a loved one or old friend).
[/list]
[list]
[*][b]Traumatize:[/b] Implant twisted memories within others to drive them into insanity.
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[list]
[*][b]Memory Manifestation:[/b] Manifest memories of oneself or others into reality.
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[*][b]Memory Overwrite:[/b] Overwrite the memories of others.
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[*][b]Memory Projection:[/b] Create a holographic projection of someone's memories in order to be visually seen.
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[*][b]Lingering Memory:[/b] Leave behind a memory of yourself to act as an afterimage.
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[*][b]Memory Reading:[/b] Read the memories of others.
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[*][b]Memory Replication:[/b] Copy the memories of others.
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[*][b]Memory Restoration:[/b] Recover damaged or old memories.
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[*][b]Déjà-vu:[/b] Replay a specific memory.
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[*][b]Refresh:[/b] Replay a subject’s recent optic sight.
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[*][b]Memory Suppression:[/b] Lock unwanted memories in the mind until you wish to bring them back.
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[*][b]Memory Vessel:[/b] Store memories in something.
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[*][b]Nether Manipulation-[/b] User can create, shape and manipulate Nether, the "Chthonian Element" that flows through the realms of the living, and the Dead. Nether is most known as the substance that makes up the Underworld, a subterranean dimension where all souls go when they pass on. Nether is very similar to Aether “the Celestial Element” in that is from a Plane that exists between the planes of both matter, and energy. However, although it can partake in the nature of either substances, Nether is neither of these things.

Despite being often considered "Death-Force" Nether is more than the source of what drains life away from living things, it is the destructive aspect of reality, the source and very concept of entropy and destruction, disasters and all degeneration in matter, energy and concepts. It is the power that makes possible and ensures severing the soul's connection to their mortal body, so they can pass onto the after life. It is also the power that summons and controls the souls of the deceased. Users of this power acknowledge that Nether exists in Elemental, Cosmic, and Spiritual forces. Nether exists in the cosmos as sort of a gateway between the land of the Living and the Dead, stretching out to anywhere where death has potential to occur.

Like Aether, Nether is a Spiritual Element, which means it cannot be perceived by any physical sense. The only way Nether can be seen is if it were mixed with an Element of the Physical Realm (Most often Darkness, Fire, or Earth).


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[*][b]Astral Trapping-[/b] The user can restrain, trap or seal Astral Beings (including astrally projecting being, ghosts and spirits) into specific place, item or being (possibly allowing their energies to be tapped by others) or prevent them from entering certain areas or possessing beings/items. They can prevent a ghost from manifesting, prevent an astral projector from entering their body, or force ghosts on or off their plane of existence.
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[*][b]Dark Aura Manipulation-[/b] Users can manipulate the aura around them that has been tainted by dark forces. When this happens, the users tends to experience dark emotions such as hatred, anger, or despair. The more the user experiences these emotions, the darker and colder their aura grows. Similar to its counter-ability, Dark Chi Manipulation, the users gain incredible dark powers to use their command, however the user does not lose their sanity or force of will, but the user becomes more dependent on dark emotions as their aura slowly takes control of their actions and moral thoughts.

When it comes to this, the colors of Aura Manipulation no longer serve a purpose. The evil aura takes no specific color, meaning it can possess any color but may lose of the benefits of what belonged to Aura Manipulation. However for the benefits that are lost, much power is gained.

In some case, the user may not evil or depends on dark emotion but possesses a link to the evil aura. If they were slip in any type of evil emotion, then their aura becomes tainted, takes advantage of their weakness, and begins to influence them.
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[*][b]Dark Chi Manipulation-[/b] Users are able to control chi that has been tainted by negative energy a.k.a evil. Due to this, they gain access to powerful dark abilities and forces that are able to give the user incredible power. However, the user's force of will, compassion, and sanity are all lost due to being over taken by evil. However, in return for what has been lost, the user becomes a powerful force to reckoned with.
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[*][b]Soul Absorption-[/b] User can absorb souls, while removing them from the source, into their body and use it in various ways, gaining some form of advantage, either by enhancing themselves, gaining the drained power, using it as power source etc., either temporarily or permanently.

Common advantages include adding the target's skills and abilities to users, or using the absorbed souls to augment user's own powers.
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[*][b]Healing-[/b] 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.
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[*][b]Regenerative Healing Factor-[/b] 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 healthy state, granting them nigh-inexhaustible stamina and vitality.

At higher levels, users can regenerate not just their cellular tissues, but also their DNA, undoing genetic mutations and breakdown, as well as maintaining one's youth by extending telomeres. This also gives them immunity to diseases and infections, undoing any unwanted symptoms, as well as provide a form of self-sustenance, forgoing the needs for oxygen and food intake. If advanced enough, the ability will cause the body to cease aging as the cells are regenerating and dying in equilibrium, granting immortality.

Regeneration differs from wound healing, which involves closing up the injury site with a scar.
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