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Chapter 7
by Marcus Dark
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Harbingers [Human SubType]
Harbingers, also known as "Psiots," are a Race of Evolved Superhumans with Psionic Powers. The World's Most Powerful Harbinger is Toyo Harada, a Japanese Businessman who runs The Mysterious Harbinger Foundation. The Foundation recruits and trains Harbingers as part of Harada's Private Army. There are some who believe Harada is an Evil Megalomaniac, including Teenager Peter Stanchek, the only Harbinger whose power rivals that of Harada and his super-powered friend Gabriel Lokhart.
Harbingers are considered a Sub-Species of Humans that have evolved psychic/mind-based powers though physical mutations have been known to occur though rarely (Less than 1% of cases). These powers manifest in a huge variety of different ways, but are generally thought-controlled. There are Three Kinds of Humans on The Psiot Spectrum: "Norms" who have no Psionic Potential, "Latents" who have latent powers within them that remain Dormant until it is unlocked, and "Actives" who are Psiots who have discovered (or, rarely, were born with) their powers. The most widely-used process of activation is notoriously painful and requires a great deal of physical stress, resulting in **** one out of four times it is attempted.
There are those like Harada that view Psiots as a New Breed of Men and Women, "Harbingers" of The Next Step in Human Evolution. With Extraordinary Powers of The Mind, these Harbingers have abilities that lie dormant until they emerge during occasional bursts of high stress. These abilities reflect the individual's personality and can make them feel abnormal and alone.
For Millennia, Psychic Powers were known to manifest in Humanity on rare occasions. Because most Psiots have their Psionic Abilities locked away inside of them (i.e., "Latents") and are therefore physically indistinguishable from Mainstream Humanity (i.e., "Norms"), it is impossible to settle on a date for The Origin of The Psiot Subspecies. However, The oldest known Psiot was already elderly by the time Alexander the Great conquered The Hindu Paurava Kingdoms over two and a half millennia ago.
There are Two Different Methods of producing Psiots whose abilities are accessible to them (i.e., "Actives"). The First is Self-Activation. Some Psiots are either born that way or achieve it through meditation. The Second Method is External-Activation. Those Psiots are activated through **** cellular ****, grotesque ****, traumatic involvement or hyper-animation of the brain through a dangerous and invasive surgery that is frequently lethal.
The First Systematic Activation of Psiots was known to have occurred from The Mid-16th Century to The Mid-18th Century in Mongolia. The Bleeding Monk (who — under the tutelage of an activated Psiot with mild precognitive abilities — Self-Activated in the days of Alexander the Great) gathered his students and gave them a place to dedicate the decades they needed for penetrating self-reflection to awaken their personal power. The school was destroyed in late 1755, and active Psiots again became a rare breed.
In the 20th Century, Mankind saw the rise of Externally-Activated Psiots. The first was Toyo Harada, at the hands of the atomic bomb dropped on Hiroshima during World War II. As he reached adulthood, Harada mapped The Science of The Psiot Mind and started to unlock more Psiots using External-Activation Methods.
By the 2010s, Psiots (still incredibly rare) were being gathered and activated by both The Harbinger Foundation and P.R.S. (Project: Rising Spirit), leading to exponential growth in the number of Activated Psiots and of their activity planet-wide. As was inevitable, The World's attention was drawn to that increase, and Psiots entered The World Stage.
An unfortunate side effect of Psiots Prominence in The Public Eye (Media) was the rise of crude, DIY Psiot Activation Attempts. At the best of times, one in four Psiots died during the procedure. These crude attempts make the chance of **** during activation much higher.
It has been alluded that Advancements in Genetic Mapping will allow anyone to become an Activated Psiot, though this has yet to be conclusively proven and such a technology should it exist will no doubt be heavily regulated.
Psionic Abilities:
Note: This Is In No Way A Comprehensive List.
- Animation: The Ability to bring inanimate objects to life or to free an individual from petrification.
- Astral Projection: Also known as astral travel, is the ability to separate, control, and project one's astral form from their body onto astral planes or the physical plane over vast distances.
- Atmokinesis: The Ability to control or mentally affect the weather. This includes the ability to generate various natural phenomena (rain, tornadoes, lightning, ocean currents, etc.) or control the intensity of the weather.
- Biological Manipulation: The Ability to control all aspects of a living creature's biological make-up. This includes, but is not limited to, genetic alterations, physical distortion/augmentations, healing, disease, and biological functions.
- Bone Manipulation: The Ability to manipulate the bones in one's own body. This includes, but is not limited to, the generation of new bone mass, projecting bones out from the skin or rearranging one's own bones.
- Concussion Beams: The Ability to generate or transform various forms of energy into a "solid" or concussive beam of energy.
- Cross-Dimensional Awareness: The Ability to detect actions and events in other dimensions.
- Cyrokinesis: The Ability to reduce the kinetic energy of atoms and thus reduce temperature, can be used to control, generate, or absorb ice.
- Density Control: The Ability to increase or decrease the natural density of an object and/or one's self.
- Disintegration: The Ability to disintegrate matter through touch, telepathy or through beams.
- Dream Manipulation: The ability to manipulate the dreams of others.
- Duplication (Physical): The Ability to create physical duplicates of oneself.
- Duplication (Temporal): The Ability to bring past and future versions of oneself back to the present.
- Echolocation: The Ability to determine location of objects in the environment by use of reflected sound waves, whether generated by the character or ambient sound. Also known as sonar or radar sense.
- Ecological Empathy: The Ability to sense the overall well-being and conditions of one's immediate environment and natural setting stemming from a psychic sensitivity to nature.
- Elemental Transmutation: The ability to alter Chemical Elements, changing them from one substance to another by rearranging the atomic structure. May be limited to self-transmutation.
- Electrokinesis: The Ability to control, generate or absorb electricity and electrical phenomena.
- Empathy: The Ability to read or sense the emotions and/or control the emotions or feelings of others.
- Energy Blasts: The Ability to expel various forms of energy from the body.
- Energy Constructs: The Ability to create complex shapes (such as giant boxing gloves or cages) or even functional machinery (such as fire extinguishers or laser rifles) out of solid energy.
- Energy Conversion: The Ability to absorb one form of energy and convert it into another form of energy.
- Flight: The Ability to lift off the ground, to ride Air Currents or to fly self-propelled through the air.
- Geokinesis: The Ability to control earth; sand, stone, rock, lava, dirt, or other minerals.
- Gravity Manipulation: The Ability to manipulate or generate Gravitons, or other types of Gravitational Interactions.
- Healing Factor: The Ability to heal rapidly and with greater finality from any injury; the rate of recovery varies from person to person and can sometimes result in the slowing of aging, regenerating entire human limbs and organs without hindrance from The Hayflick Limit by completely removing it. It may also include an immunity to disease or other defects.
- Hydrokinesis: The Ability to control, generate or absorb water.
- Illusion: The Ability to alter or deceive the perceptions of another. Can be sensory, a light or sound-based effect, or an alteration of mental perceptions. May overlap with reality warping when it is possible to interact with the illusions.
- Immortality: The Ability to live forever. This may be complete immortality encompassing invulnerability, partial invulnerability to all but specific events (i.e., decapitation or exposure to a specific chemical substance), or simply an inability to age normally.
- Innate Capability: The Ability to know or understand something without the need to study or previous experience.
- Intangibility or Phasing: The Ability to Quantum Tunnel through solid matter without harm.
- Invisibility: The Ability to render the user unseen to the naked eye and/or other forms of perception.
- Invulnerability: The Ability to be immune to one or more forms of physical, mental, and/or spiritual damage or influence.
- Kinetic Absorption: The Ability to absorb forms of kinetic energy into oneself and utilize it in some way, such as by converting it into physical strength or using it to power energy blasts.
- Light Manipulation: The Ability to control, generate or absorb Light Particles.
- Magnetic Field Manipulation: The Ability to control and/or generate Magnetic Fields.
- Mass Manipulation: The Ability to increase or decrease mass in an object.
- Memory Manipulation: The ability to read, erase, implant, project, recall, exchange, absorb, and/or restore the memories of a person or group of people.
- Mental Alteration: The power to change a person's personality partially or entirely by sheer **** of will.
- Mental Amnesia: The Ability to cause loss of particular memories or even total amnesia in another person or group of people.
- Mental Paralysis: The Ability to induce temporary mental or physical paralysis.
- Mental Sedation: The Ability to telepathically "sedate" one's victims so that, if already rendered ****, they remain so for as long as a telepath continues to "sedate" them.
- Microwave Manipulation: The ability to convert Ambient Electromagnetic Energy into Microwaves and manipulate it into various effects such as Heat, Light, and/or Radiation.
- Mind Control: The Ability to control the thoughts and actions of others.
- Mind Link: The Ability to develop a mental link with any person which remains as a connection to that individual.
- Mind Possession: The Ability to control and use another's body as their own.
- Mind Transferal: The Ability to transfer both the mind and powers of the user into other host bodies should their own physical body somehow be destroyed.
- Molecular Manipulation: The Ability to mentally manipulate the molecules of objects and/or one's self on a molecular level.
- Omni-linguism: The Ability to understand any form of language, a Natural Polyglot. This can be accomplished in various ways.
- Pheromone Manipulation: The Ability to generate and control pheromones which may have various effects.
- Poison Generation: The Ability to **** others with one or more varieties of toxins, with widely disparate effects.
- Power Augmentation: The Ability to enhance or weaken the powers of others.
- Power Bestowal: The Ability to bestow powers or jump-start latent powers.
- Power Mimicry or Absorption: The Ability to copy or absorb another's powers or skills.
- Power Negation: The Ability to cancel the superpowers of others.
- Power Sensing: The Ability to sense or recognize superhuman powers.
- Precognition: The Ability to perceive the future. It may be expressed in vague dreams while asleep, other times it can be clear and can occur at will. It may also be used as a form of "Danger Sense" to show the user that they are being threatened and from what direction it is coming from.
- Prehensile/Animated Hair: The Ability to animate and lengthen one's hair.
- Psionic Blast: The Ability to overload another's mind causing pain, memory loss, lack of consciousness, vegetative state or **** after having created a psionic link into that individual's mind.
- Psychic Weapons: The Ability to create a weapon of psychic energy that can harm a person mentally.
- Psychometry: The Ability to relate details about the past or future condition of an object or location, usually by being in close contact with it.
- Pyrokinesis: The Ability to control the kinetic energy of atoms to generate, control or absorb fire.
- Radiation Manipulation: The Ability to generate, manipulate or have immunity to toxic Radiation.
- Reality Warping: The Ability to change or manipulate reality itself.
- Resurrection: The Ability to come back to life after being killed as well, or to bring others back to life.
- Self-Detonation or Explosion and Reformation: The Ability to explode one's body mass and reform.
- Sound Manipulation: The Ability to manipulate sound.
- Superhuman Agility/Reflexes: The Ability to react faster than a normal human and to possess greater flexibility and with higher/farther jumping capacity.
- Superhuman Durability /Endurance: The Ability to have a higher resistance to one or more forms of damage before being injured as well as the ability to exert oneself in an activity indefinitely without becoming tired and/or survive for long periods of time without food or water.
- Superhuman Longevity: The Ability to live longer than a normal human.
- Superhuman Mentality: The Ability to have intelligence quotient far above that of a genius level. This ability can be so evolved that its user can gain psychic abilities (psychokinesis, telepathy, etc.) and resist both mind control and other psionic attacks.
- Superhuman Senses: The Ability to see, smell, taste, feel and/or hear more than a normal human.
- Superhuman Strength: The Ability to have a level of strength much higher than normally possible given their proportions.
- Superhuman Speed: The Ability to move, run, fly, react, think, and/or sense at speeds much faster than a normal human. Those with this ability also have accelerated brain activity which allows them to process sensory information so fast that everything seems to be moving in slow motion while the user moves at normal speed.
- Telepathy: The Ability to read the thoughts of, or to mentally communicate with others.
- Telepathic Detection: The Ability to psychically scan the area around them to detect any threats nearby.
- Telepathic Tracking: The Ability to enable a telepath to track other sentient beings by their unique psionic emanations (thought patterns contained in the psionic portion of the spectrum), especially if they pose a threat to one's well-being in their immediate vicinity.
- Technopathy: The Ability to manipulate technology. Manifested as a special form of electrical/telekinetic manipulation, a special form of "Morphing" which allows physical interaction with machines, or even a psychic ability that allows for mental interface with computer data.
- Teleportation: The Ability to move from one place to another without occupying the space in between.
- Time Manipulation: The Ability to affect the flow of time by slowing, accelerating, reversing, or stopping it.
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The Apex of Control
A Young Man's Perverse Journey To Become The World's Most Powerful Mind-Controller.
The Ultimate Mind Controller, The Ultimate Universe, The Only Catch... He Doesn't Know It Yet!
Updated on Jan 19, 2025
by Marcus Dark
Created on Jan 1, 2020
by Marcus Dark
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