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Chapter 4
by Marcus Dark
What Are The Different Types of SupraNormals Found In The Apex Universe and Is There Anything Else I Should Know?
SupraNormal Type: Mutants (Homo Sapiens Superior) and Their Various Sub- and Extra-Species [Concept]
Mutation: noun. 1. The Act of Being Altered or Changed. 2. The Illegal Genetic Condition [U.S. Statute 5504178], First Apparent in Puberty, caused by The X-Factor located in The Pineal Gland of The Brain.
The First of these "Genetic Anomalies" to be Catalogued fall under The Designation of "Mutants." These Supra-Normals are referred to as "Mutants," even though all living creatures are the product of Mutation because they often Exhibit Abilities and Radical Physical Mutations (multiple eyes, bone spikes, excessive hair or fur, disproportionate or additional limbs, extra appendages such as tails, wings, or tentacles, textured skin such as rock or scales or an animal-like appearance, etc) or physical deformities (malformed extra limbs, unnatural skin, eye, or hair pigmentation, monstrous or demonic appearances, etc) that set them apart from Mainstream Humanity and make them the subject of ridicule and hate virtually everywhere they go.
Also because of their unstable DNA, Mutants do not usually live long lives (with rare exceptions) even if they aren't discovered by The Authorities, Their Mutant Abilities often result in "Burn-Out," leading to **** later on (which happens earlier if their powers are overused as they approach middle age) which is why even though Mutants were among the first of The Supra-Normals to be discovered they still exist in relatively small numbers.
In Total, Their are 1,986,918 Mutants known throughout The World.
Homo Sapiens Superior are a Side-Branch or Offshoot of Baseline Humanity (Homo Sapiens Sapiens, or Humans) born with an Anomalous Genetic Modifications that allows for Extra-Normal or even Super Human Abilities not possessed by Regular Humans. The Majority of Mutants develop these abilities, which vary from person-to-person, usually being inhibited by Certain Natural Factors until they enter Puberty, though some Mutants display powers and/or physical Mutations from birth (Undergoing Mutation Prenatally), or in their later life. Some Mutants even display abilities from within the womb or posthumously. Mutants despite their Human Nature, Feature many distinctive aspects in Biology, Physiology and Genetics from their Evolutionary Predecessors.
Mutant Powers vary seemingly without limit. Examples of Powers shared by many individuals include (but are not limited to): Telepathy, Telekinesis, Flight, The Ability to Manipulate and/or Project one or more Types of Energy/Radiation, Accelerated Healing, and/or Enhanced Physical Strength, Agility and/or Senses to name a few. Mutation may entail minor progressing to radical alterations in their physical appearance. Mutant Powers can grow and increase as The Mutant Grows and Develops. Some Powers remain latent until activated by severe stress, or remain unnoticed throughout The Person's Lifetime, While others are apparent immediately from birth. For some Mutants, Several Years of Rigorous Self-Discipline are needed before they can even begin to control their powers, While others never fully gain control of their gifts.
Mutants mark what some consider to be The First Step in Human Evolution towards a stronger, more capable Human Being. Unlike some other superhuman powers, Mutation originates at conception as a result of the presence of a particular Gene known as "The X-Gene." Mutant powers generally manifest around puberty in response to The Release of High Levels of Natural Hormones, but can be catalyzed during periods of heightened or intense Physical/Emotional Stress, in response to certain outside stimuli or energies such as various types of Radiation or Mutagenic Chemicals. The Anomaly known as "The X-Gene" originated from a Lengthy Process of Evolution and Extraterrestrial Modifications in The Genome of Early Humans.
Often times, some SupraNormals are erroneously referred to as Mutants because of the nature of their powers or appearance but the only true "Mutants" are those possessing The X-Gene.
The Mutant X-Gene, usually positioned on The 23rd Chromosome (Sexual Chromosome) is passed down either through Patriline ("Father Line") or Matriline ("Mother Line") Inheritance. It produces via Transcription and Translation, An Exotic Protein known as "X-Factor" which is found in The Pineal Gland of The Mutant Brian. The X-Factor produces Chemical Signals which induce Mutations on other Genes resulting in Superior Exceptionally Well-Adapted Mutant Organisms or at least some of the time.
Mutants may be born to Mutant Parents or Human Parents, Though the odds of a Mutant birth are much more likely for the latter. Likewise, It is rare but possible for Mutants to have Human Children. Some Baseline Humans are Genetically Predisposed towards having Mutant Descendants. Mutant Children born to Mutant Parents will not necessarily possess The Same Mutant Power(s) as their Parent(s), nor will they necessarily have The Same Power(s) as any Mutant Siblings they may have; however, examples of children with The Same Power(s) as their Parents and/or Siblings are not uncommon either.
Secondary Mutations occasionally occur in which Mutants develop new or vastly expanded powers. It has been hypothesized that because The Mutant Population has entered into The Millions that Mutant Physiology is simply responding to The Need for Survival. Thus in rare occasions a Mutant's Powers change or become even more powerful, and in rare cases, They spontaneously develop a new, often unrelated ability or abilities.
However, The Criteria for Secondary Mutation is Ill-Defined at best.
Among the public, some Humans show great fear or hatred towards Mutants due to either their abilities, their appearance, or ignorance, but there are Mutants (and Humans) who make an effort to achieve equality among Humans and Mutants, but some feel that Humans will never change and will continue to oppress Mutantkind.
There have been many attempts to neutralize The X-Gene for those who wish to lead what they feel is a normal life. Some have been successful, some have not.
The Origins of Mutants:
The Origin of Mutants dates back Million of Years to an Enigmatic Race known as The Builders. This Incomprehensibly Ancient Race gathered together "The Wanderers," A Small Tribe of Homo Erectus. A Builder by the name of Gammenon the Gatherer harvested These Ape-Men and sent them to Ziran the Tester who experimented on them, altering their Genetic Code causing their Genome to become unstable, creating The Deviants (Homo Descendus), a grotesque and barbaric race with numerous Mutations, who were then released and went into hiding in caves and from there underground. With other subjects, Nezarr the Calculator then created The Eternals (Homo Immortalis), resembling an idealized version of Modern Humanity with the power to tap into The Cosmic Power of The Universe. They were also released. Finally, During their experimentations, A Builder by the name of Oneg the Prober developed The X-Gene for the expansion of Human Potential which would contain a Latent Potential for Superhuman Abilities which they then implanted in the rest of the Homo Erectus test subjects. Those modified yet apparently unchanged Ape-Men were released and the Dormant "DNA Complex"/"Mutant Genes" would later come to fruition in the form of Homo Superior aka The Mutant Race.
A few X-Gene Mutants occurred early in Human History, with some controversy over The Earliest. The First Recorded (with a clear date) Human Mutant on Earth was Selene, born in Central Europe over 17,000 Years ago, "After The Oceans Swallowed Atlantis" and "Before The Rise of The Sons of Aryas,"
For Years, It was thought that Mutants numbered only a handful of individuals at The First Stages of Humanity. That theory was proven wrong by the discovery of a Mutant Civilization at least 15,000 Years old, antagonists of The Cheyarafim, another early group of Mutants.
Ancient Egypt was later the birthplace-and-time of many Mutants: En Sabah Nur and his Clan Akkaba, and Anath-Na Mut, just to name a few.
Proto-Mutants:
The First Link in The Mutant Evolutionary Line are Proto-Mutants, An Offshoot of Humanity in which The X-Gene First Evolved.
As an "Early" Form of Mutants, Proto-Mutants possessed a "Less Evolved" form of The X-Gene present on their 13th Chromosome instead of on The 23rd like in Most Modern Mutants which has proven to make them virtually immune to Detection (by Both Psybernetic Technology and Most Psionic Abilities) and De-Powering. They are known to have existed around six to seven hundred years before Homo Superior began appearing. The largest Population of Proto-Mutants known to exist consisted of around three hundred individuals and are considered a different species from Modren Mutants, like Neanderthals and Humans. The largest concentration of Proto-Mutant remains have been found in The Mountains of Crimea. They were nearly exterminated by Superstitious Baseline Homo Sapiens. Due to the Black Plague affecting Humans but not Proto-Mutants, the latter were targeted by the former, seeking for a cure (such as Ister's sister whose blood was drunk) or simply because of fear and anger, and were eventually thought to have been killed off, though because of their incredible strength and durability the how still remains a Mystery.
Around the same period in time, Another Form of "Early Mutants," The "Killcrops," was characterized by early appearance of powers, and allegedly lead the way to The Modern Mutants with Puberty-Induced Mutation.
Powers and Abilities:
Variable. Seemingly powers shared by their Species include:
- Superhuman Strength: Proto-Mutants possess great Physical Strength, the limits of which have yet to be fully explored.
- Superhuman Durability: A Proto-Mutant's body is far tougher and more resistant to physical injury than the body of a Ordinary Human. They are estimated to be able to withstand high caliber naval gun fire, falls from tremendous heights, exposure to near absolute temperature and pressure extremes, powerful energy beams and great impact forces.
- Flight: Proto-Mutants have the ability to levitate themselves and fly through the air at tremendous speeds, fast enough to make their movements virtually undetectable by any kind of sensor or tracking device.
- Immortality or Slowed Aging: Proto-Mutants were virtually immortal and their aging process was greatly retarded.
- Genetic Memory: Proto-Mutants are able to Access Memories and Information stored within their Genetic Code.
- Chronokinesis: Proto-Mutants can create temporal pockets out to at least 500 meters, which place anyone and everything, except those they wish to remain unaffected, into a stasis-like condition.
- Electro-Magnetokinesis: Proto-Mutants have the ability to control any energy within the electromagnetic spectrum, causing shockwaves, bending light, heat absorption, and a mastery of all forms of metal.
- Telepathy: Proto-Mutants possess potent mental powers allowing them to affect, intrude, and manipulate the minds of other sentient beings. They can also read minds, as well as communicate mentally with others over vast distances.
- Psi-Shield: Proto-Mutants also possessed powerful mental shields, easily able to keep others powerful telepaths at bay. They could even extend this protection to the minds of others.
- Superhumanly Acute Senses: Proto-Mutants exhibited extraordinarily acute senses of sight, hearing, and smell that are enhanced to the point that they qualify as extrasensory.
- Matter Manipulation: Proto-Mutants possess the ability to mentally control, transform, and manipulate to varying degrees matter, energy, and reality at a quantum level. It is likely that many of their other abilities are a by-product of this single ability.
- Healing: Proto-Mutants have demonstrated the ability to regenerate most (if not all) damaged or destroyed tissues and organs at a rate which exceeds that of any Normal Human. Their Advanced Healing Ability also affords them a virtual immunity to poisons, viruses, diseases, and most ****. This Healing Factor provides Them with an extended lifespan by slowing the effects of the aging process; retaining the health, appearance and physical vitality of a person in their physical prime even after living for a hundred years or more.
- Psionic-Energy Ascendance: Proto-Mutants had the ability to transform their body into an energy state and reconstitute it at will.
Abilities:
Variable. Mostly ancient dialect of Russian, Some English.
- Average Strength Level: Variable.
- Weaknesses: Variable. Human intolerance and hatred.
Habitat:
- Population: 1 (Gabriel Shepherd); Formerly 300 in Crimea
Miscellaneous:
- Type of Government: Formerly secluded villages/tribes
- Level of Technology: Similar to humans.
- Representatives: Gabriel Shepherd
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The X-Ternals:
The "X-Ternals" is a name given to a very small loose-knit, now Defunct Group of Ancient Immortal Mutants. The Criteria for being an X-Ternal remains somewhat indistinct, but in general all X-Ternals appear to be an Enormously Powerful and Intelligent Mutant Sub-Species that are able to rapidly recover from Mortal Wounds and even **** itself. Also all X-Ternals appear to be aware of each other's existence on a telepathic level. The X-Ternals consisted of 9 Members; 7 Male (Absalom, Burke, Crule, Gideon, Nicodemus, Garbha-Hsien, and Apocalypse) and 2 Female (Candra and Selene Gallio). The Mutant Roberto da Costa (aka Sunspot) and Samuel Zachery Guthrie (aka Cannonball) are believed to be X-Ternals.
Because the X-Ternals' origins are scattered throughout history, as far as Selene born over 17,000 years ago, and Apocalypse who was born 12,000 years after, it is unknown when they first banded together but once they did they began manipulating events behind the scenes on a Global Scale, with The Goal of Political and Monetary Control over The Destiny of The Planet.
Their earliest known activity was during the mid-to-late 12th century C.E., when Candra's fellow X-Ternals wanted her to join their High Lords, she declined preferring not to share her power and play The "Power Broker" alone. Near the end of The 19th Century Saul and Nicodemus in addition to Burke, Gideon, and Absalom had become a form of authority overseeing the other X-Ternals. They kept the peace and opposed anyone who interfered with their plans, but especially expected to kill any who would dare kill another X-Ternal, taking their power and potentially their Godhood.
In More Recent Years, The X-Ternals have been searching for their next member. Several X-Ternals peaceably sought Cannonball to join them. They hoped that Cannonball might hold a key to solving the Legacy Virus that killed their members Nicodemus and Burke, but Cannonball could not help them.
Later still, Gideon sent a distress call to X-**** after being betrayed by The X-Ternal Selene. For reasons of her own, Selene suddenly began killing the remaining members of The X-Ternals, absorbing their life forces. Despite the efforts of X-****, Selene ultimately escaped.
Powers and Abilities:
The X-Ternals shares a psychic-link with each other that allows them to not only sense each other and where they are, but can call on each other at will from great distances. But also when one rises from the dead and when one is killed by another X-Ternal. This ability seems stronger with the eldest among The X-Ternals.
An X-Ternal's abilities vary but they all share superhuman physical capabilities.
X-Ternals can only die at the hands of a fellow X-Ternal, and in doing so that External absorbs the essence of their brethren But when an X-Ternal kills another and fails to kill all the other X-Ternals, the fallen X-Ternals come back to life.
An X-Ternal's immortality does not become active when their Mutant Powers do, but rather when they meet their first ****.
The Cheyarafim and Neyaphem:
The Cheyarafim and Neyaphem are Two Species of Mutants from Biblical Times. The Cheyarafim are a Subset of Angel-Winged Mutants and The Traditional Enemies of The Neyaphem, a Subset of Demonic-Looking Mutant Teleporters... Both with Exceptional Lifespans. The Cheyarafim are fanatics with a strict black-and-white view of Morality which led them into conflict with The Neyaphem. This escalated into a Holy War on The Island Nation of "La Isla des Demonas (The Island of Demons)" off the coast of Bermuda, causing The Neyaphem to be exiled into an alternate dimension more than 15,000 Years Ago.
This in no way means that Angels and Demons and The Supernatural Beings that created them do not exist in The Apex Universe, It only means that most of The Stories you hear about Angels and Demons in this Universe are generally about Mutants who fit the description... Namely The Cheyarafim and Neyaphem. The Real Thing are far too busy in most cases fighting their own battle against one another to be bothered saving lives or tempting **** souls into sin though it still happens.
Powers and Abilities:
The Cheyarafim:
The Cheyarafim are nearly indistinguishable from Normal Humans except for their Large Bird-Like Feathered Wings and certain Bird-Like Internal Adaptations for The Rigors of Flight.
Aerial Adaptation: The entire anatomy of The Cheyarafim is naturally adapted to flying and certain elements of their anatomy are comparable to those of Birds, especially Birds of Prey. Their bones are hollow further increasing their athletic and acrobatic skills, their body processes food more efficiently than a Normal Human Body and does not store any excess fat, and they possesses a greater proportionate muscle mass than Normal. As a result, their strength, speed, agility, flexibility, endurance, reflexes, coordination, balance, eyesight and hearing are at their peak. They also share a bird's incredible sense of direction while their eyesight is on par with that of an Eagle (or keener), allowing them to spot movement and details even from higher distances than the average Human (or Mutant) can. Their enhanced, Avian eyes allow them to "see everything" even in the dark. Their eyes can withstand high-speed winds which would damage The Average Human Eye. They can breathe at high velocities or altitudes, and they can cope with the reduced temperatures at high altitudes for prolonged periods of time, giving them a greater-than-normal capacity to endure low temperatures in areas such as The Arctic.
- Wings: The Cheyarafim possess the superhuman ability to fly by means of natural wings, which usually span sixteen feet from wingtip to wingtip. Fully feathered like a bird's, the wings have a very flexible skeletal structure, enabling them to press them to the back of their torso and legs with only the slightest bulge visible under their clothing. The Cheyarafim fly by flapping their wings just as a bird does. The strength in these wings can easily break a man's arm or leg, or even put someone through a wall.
- Flight: The Cheyarafim's normal cruising speed averages around 70 miles per hour (112 kph), though they are capable of diving swoops that reach up to 180 miles per hour (290 kph). They can fly at 150 miles per hour (240 kph) without the help of a tail wind for up to half an hour at a time before tiring to an appreciable degree. Though many of The Cheyarafim generally choose to fly beneath the height of the clouds (6,500 feet/1981 meters), They can reach a height of 10,000 feet (3000 Meters) with little effort. With severe strain they can attain the highest recorded altitude of a bird in flight (African Geese at 29,000 feet (8840 Meters) above sea level), but can only remain at that altitude for several minutes.
- Skeletal Structure: As mentioned above, Their bones are hollow, allowing for a lighter frame and greater midair agility. Although lightweight, they are strong enough to handle the stresses of taking off, flying, and landing. They also share the Pneumatized Skeletal Structure of Birds. This means that their bones contain hollow chambers accessible to air. These air pockets are honeycombed with crisscrossing struts or trusses, which increase structural strength while also reducing mass. Their bones also possess a greater degree of rigidity compared to that of an Average Human-Being, which prevent fragmentation or splintering in the event of a fracture and so allow the bone to mend in a shorter amount of time. Though many times more durable Than a Normal Human's Bones they are not unbreakable but can withstand a greater amount of trauma before being damaged. Some members of The Cheyarafim have also demonstrated special vertebrae in their neck that allows them to rotate their head nearly 270 degrees. The Musculature and Blood Vessels in their neck allow for this action without restricting the flow of blood to their brain. However, This trait seems to be rare as it has not been seen often.
- Avian Cardiac-Pulmonary System: Their Heart Rate is considerably faster than The Human Standard, reaching several hundred beats per minute. Their average core temperature is normally around 113 degrees (45 degrees Celsius), and their body does not produce perspiration. To compensate for some of these changes, their lungs have expanded to contain air sacs that serve to cool their body and keep them afloat after takeoff.
Peak Human Strength: Due to their body's Natural Mutation, The Cheyarafim possess greater physical strength than an ordinary human equal to them in body weight and can lift about 500 lbs.
Superhuman Stamina: Their musculature produces less fatigue toxins during physical activity than the musculature of an Ordinary Human. They can physically exert themselves at peak capacity for several hours before the build up of fatigue toxins in their blood begins to impair them. Their physical stamina while in flight is considerably greater. The Cheyarafim can fly non-stop under their own power for a maximum of approximately twelve hours.
Superhuman Durability: The tissues of their body are somewhat harder and more durable than that of an Ordinary Human, though they are far from invulnerable. While they can be injured in ways comparable to an Ordinary Human, Their body is structured to withstand the friction caused by flying at high speeds. They can also withstand impact forces that would severely injure or kill an Ordinary Human with only mild to moderate discomfort.
Hypnotic Charm: Most Cheyarafim possess a Subliminal Psionic Talent channeled through their voice that allows a subtle influence over any sentient mind. This power allows them to compel others to believe what they say and agree with anything they suggest. More powerful minds have proven immune to this charm, and people who are consciously aware of what is happening can shake off the effects.
Regenerative Healing Factor: Their Metabolism enables them to repair mild to moderate injuries much faster than a Normal Human. For instance, They can recover from minor ailments, such as a severe cold or fever within a few hours. More severe injuries, like broken bones, heal within a few days, whereas Normal Humans might take many weeks or even months. However, They cannot regenerate destroyed organs or severed limbs.
The Neyaphem:
Unlike The Cheyarafim, The Neyaphem are unable to pass as Normal. They have only three digits (including an opposable thumb) on each hand. They also have only 2 toes on each foot, each longer than an Ordinary Human's. They have prehensile tail's, approximately 3'6" long, which can support their own weight. Neyaphem have pointed ears and pronounced fang-like canine teeth. Most Neyaphem have their body almost entirely covered with a fine colored fur.
Powers and Abilities:
- Micro-Suction Discs: The Neyaphem can stick to objects with the surface of their hands and feet. This enables them to scale surfaces.
- Flexible Bone Structure: The Bone Structure of The Neyaphem allows them great flexibility. They can remain in a crouched position for a long time and perform contortionist type feats without causing any damage to their spine.
- Camouflage: They have a limited ability to blend into shadows, both as a result of their often indigo-colored fur and their connection to the light-bending attributes of the dimension through which they teleport. This also explains why they constantly appear in shadow, even in direct light.
- Prehensile Tail: The Neyaphem have a tail that allows them to grab onto objects with relative ease. Their tail is also strong enough to not only support their body weight but also lift an adult man completely off the ground. It is also deft enough to fight with a sword or blunt object.
- Hypnotic Charm: Unlike The Cheyarafim, All Neyaphem possess a Subliminal Psionic Talent channeled through not only their voice but their eyes that allows them to subtly influence any sentient mind. This power allows them to compel others to believe what they say and agree with anything they suggest. More powerful minds have proven immune to this charm, and people who are consciously aware of what is happening can shake off the effects with effort.
- Night Vision: Their eyes grant them a marked degree of heightened night vision.
- Superhuman Durability: They are highly resistant to physical injury.
- Superhuman Agility: Their Agility, Balance, and Bodily Coordination are Enhanced to Levels Beyond The Human Body's Natural Limits.
- Superhuman Reflexes: Their Natural Reaction Time is Enhanced to Levels Beyond The Human Body's Natural Limits.
- Regenerative Healing Factor: The Neyaphem possess a Regenerative Ability Superior to that of The Cheyarafim. This Accelerated Healing Factor allows them to regenerate damaged or destroyed bodily tissue with far greater speed and efficiency than an Ordinary Human. Injuries such as multiple gunshot wounds, punctures, and slashes heal completely within a matter of seconds to minutes. It isn't known if their Healing Factor is advanced to the point that they can regenerate missing limbs or organs. Their healing factor does, however, render them immune to the effects of most **** and toxins as well as to the effects of disease and infection. Their Healing Ability also affords them a Greatly Extended Lifespan by Suppressing their Natural Aging Process.
Teleportation: All of The Neyaphem possess the extraordinary ability to teleport themselves, the clothes they are wearing, and within limits a certain amount of additional mass which is in contact with their bodies. The Neyaphem teleport by displacing themselves into the aptly named Brimstone Dimension, traveling through it, and then returning to their own dimension at a certain distance from their point of departure. They consciously determine their point of return. The entire process occurs so quickly that The Neyaphem are largely unaware of traveling through the Brimstone Dimension at all. They guide themselves through The Brimstone Dimension by a Subconscious, Natural Direction-Finding Sense. Although The Neyaphem control their teleportation ability with their conscious mind, their power to teleport is not psionic in nature but rather it is the result of an unknown biochemical/biophysical reaction which is triggered mentally.
When one of The Neyaphem disappears when teleporting, They leave behind smoke with a stench reminiscent of burning brimstone. This is a small portion of the atmosphere of The Brimstone Dimension which escapes while the teleportation aperture is open. This teleportation is invariably accompanied by the muffled sound of imploding air rushing to fill the vacuum left where their body was, creating a Signature "BAMF" Sound.
The Neyaphem's teleportation powers automatically displace liquids and gases when they arrive in the course of a teleportation. Their powers will not displace solids, however, putting them at risk for materializing inside solid matter, causing serious injury or even ****. As a consequence, The Neyaphem typically only teleport to places they have been to before or knows the layout of, or perform line-of-sight teleportation (even though their actual range is much further). The Neyaphem's intuitive spatial awareness allows them to track their movements instinctively and with greater precision than the average person, helping them to pinpoint locations for a "Blind" teleport.
The longer the distance over which they teleport themselves, the harder and more exhausting it is for them to make the teleportation "Jump." It is apparently easier for them to teleport between North and South (along Earth's Magnetic Field Lines) than it is for them to teleport between East and West (against The Magnetic Lines). Under optimal conditions, teleporting only themselves and their clothes, A Neyaphem can displace themselves a distance of about 2 Miles (3,218.6 Meters) East-to-West, and up to 3 Miles North-to-South (4,828 Meters). Making a vertical teleportation upwards is difficult and dangerous, fighting against both The Earth's Electromagnetic and Gravitational Fields simultaneously. The Neyaphem have been shown to make a vertical teleportation "Jump" of up to One Mile (1,609.3 Meters) by pushing themselves to their physical limits. The longest teleportation "Jump" known was 585 Miles (941,466.2 Meters or The Equivalent of a trip from Las Vegas to San Francisco).
The Momentum of a Neyaphem is retained throughout the process of teleportation: They arrive with whatever amount of inertia they left with. For example, if they were falling from a great height, They can not teleport themselves toward the ground in order to save themselves; They would land with the same velocity that they teleported with but they can diminish this inertia by teleporting short distances upwards (as though taking two steps back for every one forward).
The limits to the mass that they can carry with them while teleporting, and the limits to the distance over which they can teleport themselves with additional weight is unknown. When they transport a passenger over even moderate distances, they feel weakened and ill, to the point of exhaustion. Teleportation over further distances can be fatal. Through practice, It is possible to increase the mass that they can teleport with them. The upper limits of this capacity are as yet unknown.
The Neyaphem can also use their powers offensively by grappling with an enemy and teleporting him or her in a series of rapid jumps. The strain of these "multiple ports" can exhaust foes without Superhuman Endurance while The Neyaphem remains strong enough to continue fighting. The Neyaphem can expand on their teleportation abilities, enabling them to make longer jumps than before with the aid of Bamfs (Small, Mischievous, Gremlin-Like Beings from The Brimstone Dimension), allowing them to warp 7853 Miles (12,638 Kilometers or The Equivalent of traveling from Dubai to Antarctica).
- Beacon Teleportation: The Neyaphem can expand their Teleportation Range through their capacity to lock onto the trans-spatial displacement signature of The Bamfs as a means of warping to their exact location regardless of whether they can see where they are warping to or not, Enabling them to teleport over global or even cross dimensional distances so long as they maintain the connection with The Bamfs, In the words of One Neyaphem "Anywhere I Go They Can Go" and vice versa.
- Subconscious Spatial Awareness: The Neyaphem have a very Limited Subconscious Extrasensory Ability that prevents them from teleporting themselves so that their feet, for example, would materialize below the surface of the local ground. Because this ability is so limited, However, The Neyaphem will not teleport into any place that they cannot see or has not seen in the past. If one of The Neyaphem teleport themselves into an unfamiliar area, They run the risk of materializing partially or entirely within a solid object. If too much of their body materializes within a solid object, they could die.
As part of their teleportation power, The Neyaphem have a limited ability to sense the teleportation of other beings.
The Neo (Homo Mutantur):
Sometime in the course of Human Evolution a Side-Branch emerged who called themselves The Neo. The Neo are Homo Sapiens Superior who live reclusively, waiting for Humanity to Self-Annihilate, So that The Neo can inherit The Earth. The Neo possess a superior version of The X-Gene making them much Stronger, Faster, and More Powerful than Regular Mutants. The Neo have separated themselves from the rest of Mutantkind and have isolated themselves from Mainstream Society for Centuries.
Powers and Abilities:
Powers: Variable.
Neo Physiology: All Neo Possess at Least Peak Human Strength, Speed, Endurance, Reflexes, and Resistance to Physical Injury.
Some of the abilities demonstrated by known Neo include:
- Optic Blasts: Neo with this ability are able to release explosive blasts from their eyes.
- Superhuman Senses: Several Neo demonstrated Extra-Human Senses that enabled them to sense base emotions.
- Telepathy: Telepathy is a common ability among The Neo and The Strength and Extent of their Telepathy varies among individual Neo.
- Illusion Casting: Several Neo In The Mind Clan are able to project total sensory illusions that create a false reality around their opponents, conforming to their Greatest Desires and Visions of Paradise or their Greatest Fears and Mental Picture of Hell.
- Telepathic Immunity: The Advanced X-Gene of The Neo appears to possess in-built Psionic Protections, giving them a Unique Form of Cyberpathic-Telepathic Protection against other Mental Abilities and Outside Mental Influence. By Erecting Special Psionic "Firewalls," The Neo can effectively protect themselves from Illusions, Direct Mental Attacks, Probes and Detection of The Mental Variety while creating a Automatic Psionic Defense Mechanism that not only reflects any Offensive Mental Action -- Be They Psionic or Cybernetic In Origin -- back at their attacker but reroutes the synaptic links and neural relays in their brain every time someone tries to read, manipulate, mentally intrude or control their mind; making all attempts ineffective. Not only are they thoroughly protected from Mental Intrusions but can easily overcome psi-dampers placed on their powers.
- Empathy: A number of Neo possess Extra-Human Senses that enable them to sense base emotions. Those with Greater Empathic Potential were able to possess or absorb the psyches of others by trapping them within their own emotions, Draw on the guilt of their victims, creating psychic avatars representing their past mistakes that attack them physically and emotionally.
- **** Fields: Members of The War Clan could generate **** fields of red energy that redirected any attack that struck it.
- Genetic Tracking: Trackers of The War Clan could track others by trace Genetic Material.
- Energy Manipulation: Quite a few of The Neo could manipulate energy in a variety of ways, Including Earth Manipulation, Generating Shaped Energy Charges that they can weave into any object they can imagine, feed off the elemental energy of their environment to increase their size, reflect attacks used against them after being exposed to them first, generate massive amounts of neurosynaptic energy; that they can use to affect the nervous systems of others in various ways.
- Teleportation: Instant travel over limited distances (Usually about 200 yards).
- Power Sharing: The Leader of each Clan was apparently able to borrow The Super Human Powers of other members of their Clan to create a Super-Powered Gestalt.
- Power Negation: A few of The Neo of The Spirit Clan could project a scrambling field effect that was capable of disabling Superhuman Talents, or Reverse Them to backfire on their Owners.
Abilities: Variable. Most do speak fluent English. Nearly all Neo are Well-Trained Hunters, Trackers, and Hand-to-Hand Combatants.
- Average Strength Level: Variable but most commonly Neo possess Peak Human Strength for a Person of their Age, Height and Build, who engages in Intensive Regular Exercise.
- Weaknesses: Variable. Human Intolerance and Hatred.
Paraphernalia:
- Biomorphic Body Armor
- Weapons: The Neo often utilize Knives, Swords, Hydraulic Crossbows, Explosives, and a Variety of Firearms.
Habitat:
Population: Believed to be Extinct.
The Neo were formerly gathered into Clans: The Guardian Clan, War Clan, Mind Clan, Spirit Clan, and additionally The Lost Souls and Shockwave Riders.
Miscellaneous:
- Type of Government: Clanic Structure
Representatives:
- Anteus
- Backhand
- Barbican
- Big Casino
- Bludgeon
- Cudgel
- Desolation
- Dirge
- Domina
- Elysia
- Farahd
- Flare
- Galadriel
- Gethrin
- Jaeger
- Jaunt
- Junction
- Kilmer
- Lament
- Manacle
- No-Name
- Orb
- Pillar
- Rax
- Repulse
- Requiem
- Revenant
- Seth
- Sinew
- Singularity
- Stare
- Static
- Tartarus
Homo Killcrop:
Homo Killcrop is a Genetic Predecessor to Homo Superior. They are also known as Changelings, Killcrops or Replacement People, This Category of Mutants possess an X-Gene which manifests in The Earliest Stages of Childhood instead of During Adolescence. Homo Killcrop are an Evolutionary Genetic Throwback to before The Evolutionary Trait that Delayed The Onset of Mutation until Adolescence, ensuring The Survival and Proliferation of The Mutant Species, and leading to Homo Superior.
In Centuries past most were murdered in infancy or even abandoned at birth. They were named Killcrops because they were made scapegoats for Poor Harvests and Plagues in Ancient Times.
Changelings are still considered by most to be merely a Subset of Mutants, since several Mutants in The Modern Era have manifested either all or part of their abilities at birth.
Powers and Abilities:
Powers: Variable.
The Most Common Powers displayed by Homo Killcrops are as follows:
Most members of Homo Killcrops are Enhanced Genetic Metamorphs, Meaning that those belonging to Homo Killcrop can psionically control their physical form and bodily processes even while asleep or ****. As a result, They are Immune to the Degenerative Effects of Cellular Aging and Resistant to Diseases and Toxins to an unknown degree. Their control of their physical form and it's many processes mean that they possess the ability to Change Appearance, Clothing, Biological Makeup, and even Matter States (Solid, Gas, Liquid, Energy) into Humans, Animals, and Objects. This also gives them the ability to blend into their surroundings, Increase or Decrease their Physical Size by Accruing or Shunting Excess Mass into some Unknown Extra-Dimensional Space.
Shape-Shifting Homo Killcrops can Psionically alter The Formation of their Biological Cells at will. As a result, They can cause themselves to look and sound like an exact duplicate of Any Human, Humanoid, Semi- or Near-Humanoid Being of any sex, wearing virtually any kind of clothing. Their control is so exact that they can precisely duplicate another person's voice, scent, retinal and brain patterns (including psi-patterns, personality, and memories), finger/palm/footprints, skin-pore and capillary patterns, thermal signature, and DNA.
Malleability: The Body of Homo Killcrops is Composed of Unstable Molecules (A Configuration of Unknown Atomic Nuclei and Electrons), which gives them the ability to shapeshift. They can transform their body parts in a variety of ways and are Natural Mimics of Voices and Sounds. They can change the Chemical Composition of their body into a Gas or Liquid, and also change their color, stretch, contract, extort, compress, and expand their body or give themselves virtually any Superhuman Physical Power. This Unusual Composition grants Homo Killcrops an array of useful abilities:
- Metamorphic Adaptation: Homo Killcrops have shown an incredible ability to adapt their bodies depending on their situation at the time. Examples of this ability include: night vision, wings, talons, sharp fanged teeth, natural body armor, mermaid-like tails, they can even compress into a nearly two-dimensional state to glide on air currents (similar to Mr. Fantastic).
- Enhanced Physical Attributes: Enhanced Strength, Speed, Agility, Durability, Reflexes, and Senses.
- Superhuman Stamina: Their body only produces minimal amounts of fatigue-building poisons within their muscles during physical activity making them phenomenally durable and virtually indefatigable. They can also survive without sleep, food or water for weeks.
- Nigh-Invulnerability: Their Physical Composition and Genetic Make-Up allows them to either absorb the impact of any type of man-made ballistic projectile by deforming their body along the path of its trajectory or allow it to pass through their bodies unharmed. They are impervious to virtually any form of penetration wound and do not bleed but are susceptible to energy based attacks.
- Inodorosity: The substance that makes up their physical composition is odorless and emits no scent normally, making it nearly impossible to track them in their Base Form while those members of Homo Killcrops capable of Shape-Shifting can easily fool other Mutants with Super-Humanly Acute Senses of Smell, allowing them to pass themselves off as someone else.
- Regenerative Healing Factor: Homo Killcrops possess a Healing Factor that enables them to regenerate their cellular structure at an extraordinary rate and even reattach severed body parts, although they need time to recover afterwards.
- Toxin & Disease Resistance: Their Healing Factor affords them Immunity to Poisons, **** and nearly all Terrestrial Diseases. They are even capable of retaining a mimicked form even when **** or knocked ****.
- Retarded Aging: Their Metamorphic Powers retard the degenerative effects of Aging giving them an Enhanced Lifespan.
- Psychic Defense: Their Protean Nature also provides them with a Natural Defense against Telepathic Intrusion, Probing, and ****.
Another common ability among Homo Killcrops is:
Kinetic Duplication: This ability allows them to create an identical physical living Duplicate of themselves upon any physical impact, possibly via Extra-Dimensional Mass Acquisition. Although they can create multiple Duplicates, and The Duplicates themselves can also replicate, each is only able to create one Duplicate at a time; They have been seen to produce hundreds of Duplicates before reaching their limit. The Duplicates think, feel, and act independently, though are usually guided by the original. Each tends to manifest one aspect of The Original's Personality, which increases in strength with lengthier separation from the original. The Original is telepathically and empathically linked to their Duplicates, suffering severe, potentially fatal, trauma if one dies and also allows them to track their Duplicates to a general area by concentrating. It is virtually impossible to distinguish The Original from The Duplicates.
- Duplication Absorption: The Original can absorb their Duplicates back into themselves at will.
- Duplication Experience Transference: When The Original recombines with their Duplicates, They retain The Memories (albeit somewhat imperfectly), Knowledge, Skills, and Experiences of Those Duplicates. They don't have to absorb their Duplicates to absorb information from them, They Automatically absorb the information from any of Duplicate if said Duplicate Dies or is Killed.
- Duplication Healing: They can also use Merging as a Form of Healing - The Original can reabsorb Uninjured Duplicates to heal their Injuries or even to recover from Near-****.
Abilities: Variable.
- Average Strength Level: Variable.
- Weaknesses: Variable.
Homo Ultima:
Homo Ultima, The Ultimate Being, is supposed to be a Genetic Successor of Homo Superior, and a Genetic Jump as far from them as Other Mutants are from Ordinary Homo Sapiens. Little is known about Homo Ultima or if they do indeed actually exist. Their gifts were supposed to activate at maturity, and grant them the ability to alter their Mutation and choose their powers.
Powers and Abilities:
Instantaneous Situational Biomorphic Adaptation: So far Homo Ultima remains just a myth but supposedly they were believed to be able to instinctively recode their own DNA in response to threatening outside stimuli, undergoing millions of years of evolution in mere moments, allowing them to automatically and unconsciously adapt to counter virtually any threat. Possible Examples include: They could potentially manifest functioning gills after being submerged in water, gaining night vision after being in the dark for several seconds, being able to survive without oxygen when in space, skin becoming fireproof when it is exposed to flames, physically countering kinetic or energy based threats to their well-being, increase in size and strength, cancel psychokinetic energies in their vicinity, and adapt to any environmental toxin. It has been suggested that they even be able to trigger Mutations that proactively ensure their survival by affecting others.
- Danger Detection Response: By Nature, Homo Ultima would possess the ability to register danger to themselves and possibly others in their vicinity and this would likely allow them to automatically gain the powers necessary to save those lives, be they their own or others.
Suspected Common abilities include:
- Superhuman Strength: Potentially possess tremendous strength with unknown limits.
- Superhuman Speed: Potentially capable of running and moving at speeds much greater than even The Finest Human Athlete.
- Superhuman Stamina: Enhanced musculature generating less fatigue toxins during physical activity than the musculature of a Normal Human Being or Mutant.
- Superhuman Agility: Agility, Balance, and Bodily Coordination Enhanced to Levels that are Beyond The Natural Physical Limits of even The Finest Human Athlete.
- Superhuman Reflexes: A Similarly Enhanced Reaction Time, enabling them to react at a Level that is Beyond The Natural Physical Limits of The Finest Human Athlete.
- Superhuman Durability: As their Bodily Tissues would naturally be much harder and more resistant to injury than those of a Ordinary Humans and Mutants. They could potentially withstand tremendous impact forces, falls from great heights, exposure to temperature and pressure extremes, the vacuum of space, and powerful energy blasts without sustaining injury. Their body is most likely specially adapted to withstand the physiologically debilitating effects of moving at high rates of speed without sustaining injury.
- Regenerative Healing Factor: With a Regenerative Healing Factor they could potentially regenerate from what would normally be considered life-threatening wounds in a matter of moments.
- Flight: Psionically-Propelled Flight at a Mach-Level Velocity.
- Energy Beams: Potentially capable of firing highly concentrated beams of energy from their hands. These beams are capable of reaching extremely high temperatures. The maximum temperature these beams can reach is unknown.
Strength Level:
Variable, although their "Standard Form" is suspected to possess Enhanced Strength.
Homo Sapiens Supreme:
While few in number, This New Species of Homo Superior is considered by many Mutant Experts to be The Final Step of Evolution, set apart from both Humans and Mutants.
Powers and Abilities:
Powers
- Superhuman Strength: Homo Sapiens Supreme possess strength superior to that of any Olympic-Level Athlete who has ever competed.
- Retroactive Immortality: Homo Sapiens Supreme possess the ability to automatically resurrect and heal from any **** they suffer within 10 minutes. Also they do not Age once they reach their Physical Prime, Get Sick, Rot, and do not need to Eat, Drink, or Breathe. They can recover from being shot, stabbed, drowned, crushed, exploded, poisoned, decapitated, irradiated, and incinerated just to name a few.
- Accelerated Healing Factor: Homo Sapiens Supreme possess a regenerative healing factor that allows them to heal from any and all injuries or damage (internal and external) upon **** and resurrection. If they sustain a non-fatal injury, it will heal at a normal human rate.
Strength Level:
Highly Athletic and Acrobatic.
Weaknesses:
- Rages: Upon reviving, Members of Homo Sapiens Supreme are often emotionally unstable and extremely enraged due to the pains of **** and resurrection.
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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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