User:Zxankou14

I am Zxankou14. I am a Scholar of all powers Divine, Mystical, Supernatural, Cosmic, and Elemental. I have been watching this site for a long time, and decided to join my fellow Metas on Sep 18, 2011. I hope I further our goals of learning all possible superpowers and fit in well with the "Family"

My Favorite Powers:

 * Nephilim Physiology: The powers and traits of a creature born from a Human and a Ethereal Being.
 * Demigod Physiology: The powers and traits of a hybrid between Human and a Transcendent Being.
 * Deva Physiology: Possess the powers of a Ethereal being made from the ascension of a Human.
 * Fairy Physiology: Possess the powers of a neutral angel that resides within Nature.
 * Ethereal Manipulation: Possess control over the essence that resides within Creation.
 * Aether Manipulation: Command the Universal Energy that flows through Existence.
 * Nether Manipulation: Command the Universal element that flows though the Afterlife.
 * Stellar Manipulation: Control the energies generated by common stars.
 * Trinity Force: Acquire Mental, Physical, and Spiritual power through the power of the Triquetra.
 * Twilight Manipulation: Control the unique essence that flows between Light and Darkness.

General

 * Nephilim-Ether Physiology: Ryese possesses the physiology of a Nephlim. This makes his body composed an otherworldly element that mimics both energy and matter, along with granting him unique powers.
 * Meta Shape-Shifting
 * Supernatural Condition
 * Materia/Nemea Mirror
 * Reactive Morphing
 * Phasing/Fading
 * Runic Nygma
 * Extra Limbs
 * Teleportation
 * Realm Warden
 * Rift Walk
 * Size Control
 * Elasticity
 * Ethereal Perception
 * Terror/Hope Control
 * Ethereal Sight
 * Mediumship

Power Base:  Form Base:  (Ryese Zankou: Xiezhi)
 * Nephilim-Ether Physiology: The physiology of a Nephlim. This makes the body composed an otherworldly element that mimics both energy and matter, along with granting unique powers.
 * Nimbus Siphon
 * Reactive-Mediae/Ether Rune: Harnesses spiritual energy generated from self
 * Meta-Morphic Conversion: For Close Combat Adaptability
 * Mystio Nebuli Ether: For Long Range Projection and Minor Environment Control
 * Runic Regnum
 * Runic Phestus: For Armed Enemies
 * Rune Gladius: When Weapons Are Required
 * Rune Regalia; When Armor Is Required
 * Runic Quintessent: For Triage And Alteration
 * Royal Animus​​​​​​
 * Royal Nekro
 * Theurgic-Illusionist: 
 * Nimbus Mirage: For High Level Environment Control
 * Nimbus Regnum: For Retreat and Triage
 * Numina Genesi: For Resource Forging
 * Nimbus Regin:
 * Numina Maxios: For Reactive Crowd Control And Enhancement
 * Valkyrie Mask: For Techno/Armed Threats
 * Weapon Creation
 * Dragon Mask: For Meta-Human Threats
 * Troll Mask: For Large Enemies
 * Djinn Mask: For Eldritch/Mystic Threats
 * Divine Channel
 * Summoning

Power Base:

'Form Base: Xiezhi Rune: Nova

 'Power Base: 
 * Nephilim-Ether Physiology: The physiology of a Nephlim. This makes the body composed an otherworldly element that mimics both energy and matter, along with granting unique powers.
 * Reactive-Aether Rune
 * Meta-Morphic Conversion
 * Runic Astron Ether
 * Runic Stellus
 * Runic Mene
 * Runic Plane
 * Runic Phestus
 * Regalia
 * Gladius
 * Runic Neo Mantra
 * Terra Fornax
 * Astrology-Evoker
 * Runic Gravire
 * Mensio Magus
 * Spatio Rectio
 * Natura Sipho

Form Base:  Xiezhi Rune: Rayth 
 * Nephilim-Ether Physiology: The physiology of a Nephlim. This makes the body composed an otherworldly element that mimics both energy and matter, along with granting unique powers.
 * Reactive-Nether/Plasm
 * Meta-Morphic Conversion
 * Runic Technomancer
 * Runic Phestus
 * Regalia
 * Gladius
 * Hermetic-Transmuter
 * Runic Materia Forge
 * Runic Toxin/Virus
 * Runic Ex Quintes
 * Runic Nemea
 * Runic Mediici
 * Runic Gift

Halo Modes
Dracrys
 * Cosmic/Nuclear Infusion'
 * Dust Control
 * Transmutation


 * Dragon Creation
 * Nimbus Force
 * Nimbus Nebulae (Battlefield Combat, City Wide Blast)
 * Nimbus Storm (Battlefield Combat, Aerial)
 * Nimbus Flare (Battlefield Combat)
 * Nimbus Zodiac (Area Clearing)
 * Nimbus Rain (Street Sized Combat, Voids Civilians)

Fomore
 * Geo-Thermal Infusion
 * Gravity Manipulation
 * Terraforming
 * Genesis Creation

Qutrub
 * Ectoplasm Infusion
 * Temperature Control
 * Soul Absorption
 * Probability Control

Faery
 * Nature Channeling
 * Celestial Infusion/Siphon
 * Biological Control
 * Fauna Control
 * Flora Control
 * Chemical Control
 * Spore Control
 * Vibration Control

Valkyr
 * Potential Energy Manipulation
 * Technology Manipulation
 * Genesis Creation
 * Weapon Creation
 * Space-Time Manipulation
 * Nimbus Force
 * Nimbus Rapid (Street Sized Combat, Voids Civilians)
 * Nimbus Flare (Battlefield Combat)
 * Nimbus Zodiac (Area Clearing)
 * Meta-Morphic Conversion
 * Meta-Human Form
 * Reactive Evolution
 * Reactive Weapon
 * Reactive Armor
 * Reality Awareness
 * Nimbus Force
 * Nimbus Nebulae (Battlefield Combat, City Wide Blast)
 * Nimbus Storm (Battlefield Combat, Aerial)
 * Nimbus Flare (Battlefield Combat)
 * Nimbus Zodiac (Area Clearing)
 * Nimbus Rain (Street Sized Combat, Voids Civilians)
 * Nimbus Nova (Room Sized Combat, Voids Civilians)

Runic Markers
Chrono Marker
 * Freezes time to aid in evacuation.

Necro Marker Vulcan Marker
 * Absorbs Life Force/Soul Of Those in a large area
 * Deconstructs, Fortifies and Reforges nearby structures.

Terra Marker Faunus Marker
 * Terraforms environment to provide resources
 * Enhances fortified structures
 * Creates Bio Materials and Physiologies for absorbed Life forces
 * Creates Psionic signal for teleportation between fortresses.

Street Fleet
Rover

Major/Large City

 * 1) Activation
 * 2) *Activate All Markers
 * 3) **All Reavers initiate Rescue Process in 1 hour.

Minor/Small Town
Rescue
 * Standby Militia
 * Activate Chrono Bubble
 * Absorb Life Force of all nearby innocents
 * Fortify Current Premises
 * Grow Garden to secure Fortress and Supply sustenance
 * Create Beacon for Reinforcements from major cities.
 * Dispatched Militia
 * Drive Rover through street
 * Engage N-Spheres and set to Hermes Mode for Evacuation
 * Escort to nearby Refuge
 * Refuge Militia
 * Wardens
 * Dispatch Rover teams
 * Relics
 * Secure Rescued
 * Robins
 * Dispatch Teams
 * Develop Fortification and Weapons
 * Research Disease
 * Train Reaver Fighters
 * 1) Warfare
 * 2) *Ronin
 * 3) **Gather Seven Ronin for Nebulae attack
 * 4) **Have Ronin go airborn and sweep all streets
 * 5) *Nymueh
 * 6) **Stick with all forces to provide long range back up and battle tides
 * 7) *Fomori
 * 8) **Provide heavy support for Valkyr
 * 9) **Robins
 * 10) ***Accompany Fomori and aid any survivors
 * 11) *Valkyr
 * 12) **Charge streets and combat any remaining mutates.
 * 13) *Robins
 * 14) **Accompany Valkyr and aid any survivors

My Power Workshop

 * 1) Meta-Morphic Dust Generation: Advanced subpower of Omnifarious and Self Particle Manipulation. Combination Of Shapeshifting and Energy Matter Manipulation. The power to generate a malleable group of dust particles
 * 2) * Description: By channeling their mental and/or physical energy through their malleable form, a wielder can convert their own particles into a dust-like element that can be remotely commanded ad easily as a limb. This allows various uses like being able to create constructs, convert the dust into other elements, and simulate telekinesis.
 * 3) * Morphic-Psychokinesis: Sub power of Meta-Morphic Dust Generation. Advanced Technique of Omnifarious and Self Particle Manipulation. A combination of Shiftmorphing and Telekinesis. The Power to transform/merge with objects from a remote distance
 * 4) ** Description: Wielders can simulate Telekinesis by ejecting excess particles from their malleable physiology, then merging them with the structure of nearby objects or entities. This can be used by Shapeshifters to do all the feats of Shiftmorphing from a remote distace
 * 5) Trans-Morphic Conversion (Macro Quantum Transmutation): Subpower of Quantum Manipulation. Main power behind Transmutation and Total Conversion. The power to convert ambient elements by recomposing their molecules.
 * 6) * Description: Wielders of this power are able to convert and project ambient matter and energy by breaking down their molecules at the subatomic level, absorbing the particles, and project them in the form of a different element. This allows wielders to increase their own physiological structure and infuse unique properties into their bodies or into nearby objects.
 * 7) Esoteric Nihili Manipulation: The power to manipulate the esoteric void. Possibly the main power of Esoteric Element and Esoteric Energy Manipulation.
 * 8) * Description: Wielders of this power can command the esoteric side of Nothingness in the form of an element with special properties and a mystical nature to it. With mastery, the wielder could use this for a variety of magical effects. It is also possible that wielder could use this power to not only generate esoteric versions of other elements, but convert natural elements into a similar state.
 * 9) * Esoteric Force Conversion: Sub power of Ethereal Conversion. Combination Of Elemental Transmutation and Esoteric Element Manipulation. The power to transmute ordinary ambient matter and energy into esoteric versions of either.
 * 10) ** Description: Wielders of this power can take existing esoteric elements and convert it into their own, possibly incorporating the unique properties. This ability would also allow one to take natural elements and transform them into the same type.
 * 11) Ethereal Conversion: Mystical variation of Molecular Conversion. Subpower of Ethereal Manipulation. The power to absorb and reshape ambient elements through the command of their Ether
 * 12) * Description:  Wielders of this power can break down and convert ambient elements by perceiving the ether that flows through everything, then using it to absorb and convert them into other forms. This power may make it possible for users to generate elements more unique to them or absorb other esoteric elements to infuse their properties.

The power to be a human that has both magic and superpowers. Combination of Homo Superior Physiology and Homo Magi Physiology. Variation of Hybrid Physiology and Modified Physiology. Not to be confused with Mystical Mutation.

Also Called

 * Homo Superior Mage/Witch/Wizard
 * Homo Magus Superior Physiology
 * Magical/Mystical Metahuman/Neohuman/Superhuman Physiology
 * Metahuman/Neohuman/Superhuman Mage/Magician/Warlock/Sorcerer/Sorceress/Witch/Wizard Physiology
 * Metasorcerer/Metamage/Metamagician/Metasorceress/Metawarlock/Metawitch/Metawizard Physiology
 * Supersorcerer/Supermage/Supermagician/Supersorceress/Superwarlock/Superwitch/Superwizard Physiology

Capabilities
The user is a human that possesses both superpowers and magic abilities. In regards to having powers via genetic engineering, birth, evolution, training to gain superpowers and magic, and having bestowed powers from supernatural beings, they are still technically human without their physiology being or almost altered, much like metahumans do.

General
The user may have:
 * Various Forms of Magic
 * Various Magical Powers
 * Various Supernatural Powers

Detail (Magic)
Magic that users may possess, but are not limited to:
 * Neo-Human Physiology
 * Extrasensory Perception
 * Magicians Intuition
 * Magic Intuition
 * Supernatural Condition
 * Semi-Immortality
 * Decelerated Aging
 * Enhanced Intelligence
 * Enhanced Endurance
 * Enhanced Durability
 * Enhanced Senses
 * Enhanced Speed
 * Enhanced Strength
 * Psionic Magic
 * Esoteric Energy Manipulation
 * Magic Empowerment
 * Magic Combat
 * Spell Casting
 * Spell Destabilization
 * Spell Amplification
 * Spell Creation
 * Spell Mixture
 * Spell Negation

Mysticism

 * Neo-Human Physiology
 * Supernatural Condition
 * Reality Perception
 * Energy Perception
 * Shape-Shifting
 * Reactive Mysticism
 * Materia-Ergo Manipulation
 * Illusionary Magic
 * Theurgy
 * Necromantic Spells
 * Conjuration

Associations

 * Human Physiology
 * Homo Superior Physiology
 * Homo Magi Physiology
 * Hybrid Physiology
 * Modified Physiology
 * Mystical Mutation
 * Science-Magic Mixture

Limitations

 * Unless they have resistances or immunities, they will still have the exact same limitations as regular humans.
 * If genetic, may become unstable and cause unwanted mutations. Worse, they could even become a Monstrous Mutant if not treated.
 * Unfamiliarity with the rules of magic may cause unintended effects, at least depending how dangerous the type of magic is.

My Favorite Character Power Sets:
Qutrub
 * Esoteric Materia Manipulation
 * Biological Essence Control
 * Amber Control
 * Healing
 * Orgamech Control
 * Chemical Generator
 * Environment Control
 * Terra-Forming
 * Meta-Morphic Conversion
 * Meta-Human Form
 * Reactive Evolution
 * Reactive Weapon
 * Reactive Armor
 * Reality Awareness
 * Esoteric Energy Manipulation
 * Quantum Manipulation
 * Space-Time Control
 * Dimension Storage
 * Gravity Control
 * Nimbus Force
 * Nimbus Nebulae (Battlefield Combat, City Wide Blast)
 * Nimbus Storm (Battlefield Combat, Aerial)
 * Nimbus Flare (Battlefield Combat)
 * Nimbus Zodiac (Area Clearing)
 * Nimbus Rain (Street Sized Combat, Voids Civilians)
 * Nimbus Nova (Room Sized Combat, Voids Civilians)
 * Nuclear Manipulation
 * Matter Transmutation

Faunus Marker
Chrono Marker
 * Releases Bacteria/Toxin to decimate hostile mutates.
 * Freezes time to aid in evacuation.

Terra Marker
 * Terraforms environment to provide resources
 * Synthesized Oxygen to target mutates.

Vulcan Marker
 * Transmutes material for construction

Street Fleet
Rover

Major/Large City

 * 1) Activation
 * 2) *Activate Chrono Marker
 * 3) **All Reavers initiate Rescue Process in 1 hour.
 * 4) Rescue
 * 5) *Standby Militia
 * 6) **Fortify Current Premises
 * 7) **Equip surrounding civilians with Extremis Armor
 * 8) **Encase all infected
 * 9) **Transport to nearby Rover
 * 10) *Dispatched Militia
 * 11) **Drive Rover through street
 * 12) ***Engage N-Spheres and set to Hermes Mode for Evacuation
 * 13) **Escort to nearby Refuge
 * 14) *Refuge Militia
 * 15) **Wardens
 * 16) ***Dispatch Rover teams
 * 17) **Relics
 * 18) ***Secure Rescued
 * 19) **Robins
 * 20) ***Dispatch Teams
 * 21) ****Develop Fortification and Weapons
 * 22) ****Research Disease
 * 23) ****Train Reaver Fighters
 * 24) Warfare
 * 25) *Ronin
 * 26) **Gather Seven Roninfor Nebulae attack
 * 27) **Have Ronin go airborn and sweep all streets
 * 28) *Valkyr
 * 29) **Charge streets and combat any remaining mutates.
 * 30) *Robins
 * 31) **Accompany Valkyr and aid any survivors

My Power Workshop

 * 1) Meta-Morphic Dust Generation: Advanced subpower of Omnifarious and Self Particle Manipulation. Combination Of Shapeshifting and Energy Matter Manipulation. The power to generate a malleable group of dust particles
 * 2) * Description: By channeling their mental and/or physical energy through their malleable form, a wielder can convert their own particles into a dust-like element that can be remotely commanded ad easily as a limb. This allows various uses like being able to create constructs, convert the dust into other elements, and simulate telekinesis.
 * 3) * Morphic-Psychokinesis: Sub power of Meta-Morphic Dust Generation. Advanced Technique of Omnifarious and Self Particle Manipulation. A combination of Shiftmorphing and Telekinesis. The Power to transform/merge with objects from a remote distance
 * 4) ** Description: Wielders can simulate Telekinesis by ejecting excess particles from their malleable physiology, then merging them with the structure of nearby objects or entities. This can be used by Shapeshifters to do all the feats of Shiftmorphing from a remote distace
 * 5) Trans-Morphic Conversion (Macro Quantum Transmutation): Subpower of Quantum Manipulation. Main power behind Transmutation and Total Conversion. The power to convert ambient elements by recomposing their molecules.
 * 6) * Description: Wielders of this power are able to convert and project ambient matter and energy by breaking down their molecules at the subatomic level, absorbing the particles, and project them in the form of a different element. This allows wielders to increase their own physiological structure and infuse unique properties into their bodies or into nearby objects.
 * 7) Esoteric Nihili Manipulation: The power to manipulate the esoteric void. Possibly the main power of Esoteric Element and Esoteric Energy Manipulation.
 * 8) * Description: Wielders of this power can command the esoteric side of Nothingness in the form of an element with special properties and a mystical nature to it. With mastery, the wielder could use this for a variety of magical effects. It is also possible that wielder could use this power to not only generate esoteric versions of other elements, but convert natural elements into a similar state.
 * 9) * Esoteric Force Conversion: Sub power of Ethereal Conversion. Combination Of Elemental Transmutation and Esoteric Element Manipulation. The power to transmute ordinary ambient matter and energy into esoteric versions of either.
 * 10) ** Description: Wielders of this power can take existing esoteric elements and convert it into their own, possibly incorporating the unique properties. This ability would also allow one to take natural elements and transform them into the same type.
 * 11) Ethereal Conversion: Mystical variation of Molecular Conversion. Subpower of Ethereal Manipulation. The power to absorb and reshape ambient elements through the command of their Ether
 * 12) * Description:  Wielders of this power can break down and convert ambient elements by perceiving the ether that flows through everything, then using it to absorb and convert them into other forms. This power may make it possible for users to generate elements more unique to them or absorb other esoteric elements to infuse their properties.

The power to be a human that has both magic and superpowers. Combination of Homo Superior Physiology and Homo Magi Physiology. Variation of Hybrid Physiology and Modified Physiology. Not to be confused with Mystical Mutation.

Also Called

 * Homo Superior Mage/Witch/Wizard
 * Homo Magus Superior Physiology
 * Magical/Mystical Metahuman/Neohuman/Superhuman Physiology
 * Metahuman/Neohuman/Superhuman Mage/Magician/Warlock/Sorcerer/Sorceress/Witch/Wizard Physiology
 * Metasorcerer/Metamage/Metamagician/Metasorceress/Metawarlock/Metawitch/Metawizard Physiology
 * Supersorcerer/Supermage/Supermagician/Supersorceress/Superwarlock/Superwitch/Superwizard Physiology

Capabilities
The user is a human that possesses both superpowers and magic abilities. In regards to having powers via genetic engineering, birth, evolution, training to gain superpowers and magic, and having bestowed powers from supernatural beings, they are still technically human without their physiology being or almost altered, much like metahumans do.

General
The user may have:
 * Various Forms of Magic
 * Various Magical Powers
 * Various Supernatural Powers

Detail (Magic)
Magic that users may possess, but are not limited to:
 * Neo-Human Physiology
 * Extrasensory Perception
 * Magicians Intuition
 * Magic Intuition
 * Supernatural Condition
 * Semi-Immortality
 * Decelerated Aging
 * Enhanced Intelligence
 * Enhanced Endurance
 * Enhanced Durability
 * Enhanced Senses
 * Enhanced Speed
 * Enhanced Strength
 * Psionic Magic
 * Esoteric Energy Manipulation
 * Magic Empowerment
 * Magic Combat
 * Spell Casting
 * Spell Destabilization
 * Spell Amplification
 * Spell Creation
 * Spell Mixture
 * Spell Negation

Mysticism

 * Neo-Human Physiology
 * Supernatural Condition
 * Reality Perception
 * Energy Perception
 * Shape-Shifting
 * Reactive Mysticism
 * Materia-Ergo Manipulation
 * Illusionary Magic
 * Theurgy
 * Necromantic Spells
 * Conjuration

Associations

 * Human Physiology
 * Homo Superior Physiology
 * Homo Magi Physiology
 * Hybrid Physiology
 * Modified Physiology
 * Mystical Mutation
 * Science-Magic Mixture

Limitations

 * Unless they have resistances or immunities, they will still have the exact same limitations as regular humans.
 * If genetic, may become unstable and cause unwanted mutations. Worse, they could even become a Monstrous Mutant if not treated.
 * Unfamiliarity with the rules of magic may cause unintended effects, at least depending how dangerous the type of magic is.