SuperHuman world illustration - Near Future theme
Near Future

SuperHuman

A
AverageNewbie

Earth, but with monsters, superhumans and...gods? Do what is need to turn strong and survive!


Author's Note: This is a World Inspired in SuperHuman, a visual novel by WeirdWorld. I recommend that you check it. Your only objective here is surviving and getting stronger, setting your life as a power pursuer or a soon dead-corpse of this unnatural world.
Played356 times
Cloned24 times
Created
106 days ago
Last Updated
10 days ago
VisibilityPublic
Atomic Body: Matter Warping
5

Atomic Body: Matter Warping

A defensive-offensive technique of matter manipulation, being able to warp Matter around you into sharp stones spikes or related, dangerous and bizarre as well, imbued and strengthened with your monster power out of your pool. This technique allows you to quickly defend and attack around an area of yours, hindering foes and being able to pierce even Fifth Stage Superhumans, or straight away warp their body if close anyway.

Crystal: infectious Dagger
2

Crystal: infectious Dagger

You create a crude, sharp and rude dagger/blade made entirely of crystal, capable of running through supersonic speeds when throw by a stage 2 superhuman mainly by their physical but by the dagger aerodynamic as well. Upon damage, such as a wound or cut, it is capable of infecting foes with the spreading crystal of yours.

Crystal: Darts barrage
1

Crystal: Darts barrage

You throw a handful amount of crystal darts with less potency than a concentrated Crystal weapon, but in larger scale with numbers, being able to attack multiple weaker enemies in a single action.

Crystal: long Sword
3

Crystal: long Sword

You create using a huge chunk of your monster power pool, a ominous and slim long sword made of pure, concentrated crystal. Even with minor cuts it's capable of killing instantly stronger foes. It shows minor sharp crystals as protuberances, applying more damage and wounds to your attacks.

Authority: Expose!
1

Authority: Expose!

You shout in an area, obligating any foe hidden to reveal themselves willingly or not. Potency varies with superhuman stage.

Body Heat: Heat Flare
3

Body Heat: Heat Flare

You use your heat knife as an medium to the heat generated in your body, being able to create an giant Sword/Pillar of fire and extreme heat that pierces the skies, scorching anything touched, being an extremely lethal move.

Body Heat: Internal Melt
1

Body Heat: Internal Melt

A passive ability of Body's Heat Power, generating an unsurmountable amount of Heat using The Monster Power of your Energy Pool, creating an barrier that melts and sets fire in any physical attack directed at your body and internal organs, such as punches, kicks, etc.

Body Heat: Heat Zone
2

Body Heat: Heat Zone

You unleash your heat externally, creating an extremely hot area at the 20 feets around you, melting any attack and applying disadvantage to your enemies.

Cross Light: X Burst
2

Cross Light: X Burst

You snap your fingers, activating the X mark you once put in your foes, utterly obliterating the parts marked by a glowing purple cross shaped explosion. Potency varies with Superhuman Stage.

Power: Charged UR
1

Power: Charged UR

A powerful, concentrated crimson beam of electrical, kinetic, and Ionizing Force being released into your foe, utterly obliterating their DNA. It is only capable of being shot after accumulating energy of something.

Elixir: Bone Spike Trap
1

Elixir: Bone Spike Trap

You put creation seeds in the ground, containing a sharp spike made of the bone of an very durable monster, which is generated when touched by foes, capable of hurting even a second stage superhuman if caught. Numbers varies with superhuman stage.

Body: Tentacle Bone Spear
1

Body: Tentacle Bone Spear

A might and concentrated single attack of a black tentacle with a bone tip, made of the Horn of an Ryno. It carries both great force and Penetration power, devastating your foes if caught. Potency varies with Superhuman Stage.

Body: Hero's facade
1

Body: Hero's facade

Made for hiding your identity at the same time you defend yourself, you create a tough but malleable black armour covering your body by fully, inspired in the tough skin of crocodiles but with the malleable silk of spiders, mitigating any physical damage directed at you. While using, your eyes shine purplish with monster power. Coolness is needed as well!

Body: Monke Arms!
1

Body: Monke Arms!

You reinforce your arms with devastating, muscular black arms made of your tentacles, with giant hands made to deal major damages to your opponents defenses, being mainly based in gorilla's anatomy. Power varies with superhuman stage.

Body: Poison tentacle
1

Body: Poison tentacle

Multiple threads of slim black slashing tentacles, containing a powerful and might cyan venom created by multiple venomous creatures, but mainly jellyfishes inspired. These tentacles can kill any human instantly and hurt severely superhumans as well, even paralyzing them! Potency varies with superhuman stage.

Body: Bone Tentacle
1

Body: Bone Tentacle

You create from your back A very dangerous and sharp black tentacle with spinal bones protrusions and spikes, being able to rip through flesh easily... Number and strength varies with superhuman stage.

Elixir: Proxy
1

Elixir: Proxy

You create one Proxy, which can be used to transfer your consciousness to another body identical to yours in other location, regaining all Hit Points. The maximum number of Proxies varies by your stage, gaining 1 more each time you evolve. This can only be used in non combat mode.

Elixir: Gun
1

Elixir: Gun

You create a ordinary gun who is added to your inventory, generally a pistol, but you can create your own weapons with different traits and dmg types as well with different materials, such as monsters parts.

Elixir: Functional Ants
1

Elixir: Functional Ants

You create one functional, "living" Cyborg Ant with your ability as your allie in a combat or Tactical mission. They have 30 centimeters of height and are very useful in some situations. Their power, number and functions varies with your superhuman stage.

Atomic Body: Hair strands
1

Atomic Body: Hair strands

You create a powerful set of deadly slim hair tentacles strands, atomically modified, having a dangerous metallic tip. You can create as many as you want without backlash.

Atomic Body: Flesh Molding
5

Atomic Body: Flesh Molding

Upon touch against your foe, you manipulate their very Existence and Matter, transforming them into an innocuous tree through a very painful process to anything you want. They will have spasms, their skin will turn red and spikes will protrude off their flesh. This tree is black and carries all their power inside it, but extremely fragile, killing them instantly and applying the petrified state.

Atomic Body: Liquid Form
1

Atomic Body: Liquid Form

You transform and control fully any part of your body into black viscous liquid, allowing you to mitigate any kind of force or attack. You have full control of it.

The Body Inheritace: Atomic Level
0

The Body Inheritace: Atomic Level

The power to shape shift in atomical level, to alter, to Turn, To be Invincible. Inherited by the Third Apostle/god, The Body. 1 Stage: Complete shapeshifting. 2 Stage: Matter Alteration 3 Stage: ??? 4 Stage: ??? 5 Stage: ???

Atomic Body: Invulnerability
7

Atomic Body: Invulnerability

As a fifth stage superhuman shapeshifter, you Gather a Planck scale amount of Matter inside you, gaining immunity to ANY physical attack. However, you have to remain still and it consumes a considerate amount of Monster Energy, being able to do it only few times.

Ether: Graviton Fist
1

Ether: Graviton Fist

A fist imbued by a blue orb of graviton and dark energy, crashing against anything physical. It totally repels any physical type of attack, being a fearsome skill, but provides no help against energy types of abilities. Potency varies with Superhuman Stage.

Ether: Graviton Impact
1

Ether: Graviton Impact

You clap your hands imbued with Graviton orbs, creating a shockwave of 70 fts which repels any physical incoming attack or foe. Potency varies with superhuman stage.

Ether: Dark Bomb
1

Ether: Dark Bomb

You gather and accumulate a orb of pure graviton and Dark energy, which when thrown explodes in a pure showdown of destruction, dealing great damage and destroying a huge area. Potency and area varies with superhuman stage.

Spatial Warping: Knife
1

Spatial Warping: Knife

You teleport 3 knifes flying towards your foes, which are imbued and improved with your powers as well, capable of affecting superhumans and monsters.

Power: Accumulation
1

Power: Accumulation

You absorb the all the Monster Power of an nearby corpse with the 'Dead' or 'Unconscious' State, regaining all your Spells Slots back and being able to do 'Charged' Attacks.

Power: UR Light
1

Power: UR Light

You unleash the Power accumulated in the Previous seconds, generating it as a Red Ionizing, powerful beam of radiation through your fists, unleashing it as an shot in the frontal 35 fts.

Darkness: Dark matter
2

Darkness: Dark matter

You unleashes attacks made of darkness and shadows, be them shots, cuts or more. They can travel huge distances and carry the same force as if close range. At higher levels, it can stop regeneration in the affected area.

Darkness: Black Night
4

Darkness: Black Night

You forms a Condensed Orb of darkness that engulfs your opponent, hindering all their stats, perceptions, etc. you can then use your strongest attacks for a determined period inside it, and your enemies caught shall be at disadvantage for 3 turns.

Darkness: Dark Stance
3

Darkness: Dark Stance

You use your SwordsmanShip together with your Dark powers, multiplying your range, strength and dexterity with the sword, being a perfect infusion of mounstruous power, weapon, and skill.

Darkness: Miasma
1

Darkness: Miasma

You create a barrier of condensed and pure darkness around your body, capable of mitigating and nullifying every supernatural ability at the same and even above rank. Though, of almost no help regarding physical forces. All supernatural attempts and power attacks of enemies shall be in disadvantage if aiming the user.

Darkness: Raven Knight Form
5

Darkness: Raven Knight Form

Valravn's unique technique. It allows him to morph into a bodiless armour of resistant steel, only having his core/heart inside. This form is much more durable and amplify his strength with the sword, turning him into a formidable opponent. The armour is grey, and constantly emmits a purple energy/smoke from inside. His heart is in his chest, deep within the armour.

The Darkness Inheritace
0

The Darkness Inheritace

A power directly inherited from the Seventh God, The Darkness. It allows you to move in shadows, manipulate darkness to stop any attempt of regeneration, or covers yourself in a profane cloak of darkness to mitigate ANY type of power from other natures.

Igneous Gas: үлем өлкәсе
1

Igneous Gas: үлем өлкәсе

You unleash a red gas that tickles the skin in the nearby 65 meters, exploding at your will. You are totally immune to your own power. Basically, a mortal area to others, and a "shield" for you.

Authority: Halt
1

Authority: Halt

You speak "Halt!" To one of your opponents or more, and they shall obey stopping to an extent all their actions. Potency is based on superhuman stage. The opponents have to hear you to this command function.

Authority: Miss
1

Authority: Miss

You command to one of your foes or more "Miss!" And all their next attacks directed to you shall be at disadvantage and potency diminished. This ability is a passive, thus, can't be ignored. Potency varies with your and your opponent superhuman stage.

Body Heat: Yeah Yeah Yeahs
3

Body Heat: Yeah Yeah Yeahs

You focus and manipulate the heat inside the head of your target, imploding their brain in a hot explosion. Can only be done in targets much weaker than you, and instantly finishes them.

Authority: Pain
1

Authority: Pain

You order an immutable order to anyone you want, making them feel a sharping pain in the brain, as if it is being stirred. Potency varies by your superhuman stage. Foes much weaker than you will have their brains destroyed if no caution is given. can causes backlash to the user if the Superhuman attacked is aware of it, causing their monster power to turn defensive and causes a minor pain in the one using.

Igneous Gas
0

Igneous Gas

The Power inherited from an Zilant, having its same base properties. It allow you to cover a specific area with a red, extremely inflammable gas which explode at your will. Potency and other aspects varies with stage level.

Spatial Warping
0

Spatial Warping

A power capable of teleporting you, foes, or inanimate objects through huge distances. A power inherited from an M33: Hexeringe. You now gain small blue rings in your arms, looking like bracelets, and is capable of using them to enclose someone and teleport. The energy cost is based on the Mass + distance. After a certain amount of distance, the energy costs decreases significantly.

Oil Aspect
0

Oil Aspect

A power that the minyaks uses, and a superhuman infected by them too. This power allows you to control and make puppets of oil from the creatures you killed. these creatures turn into creatures similar to minyaks in appearence. You can change your body to a more "animalistic" and "monster" appearence, as your body now is almost fully made of black viscous oil.

Pink Plasma: Rouge C
1

Pink Plasma: Rouge C

You cover your body manifesting a Pink plasma barrier. This barrier melts and deflects any bludgeoning attack to an extent, and is totally immune to any piercing attack at your stage.

Pink Plasma: Fuscia B
1

Pink Plasma: Fuscia B

You create a lethal ring of fuscia plasma, crushing and melting your foes caught, parting them in half. You can't use any of your others powers while using this ability.

Pink Plasma: Pink A
1

Pink Plasma: Pink A

You create a dangerous, constant line of pink hot beam of plasma. It is capable of melting almost anything in the same stage / level as you. At further training, you can command these beams to change directions, turning into homing beams.

Pink Plasma
0

Pink Plasma

The ability to Melt, To Shine and to be untouchable. A power inherited from an M37: Luz Mala. 1 Stage: Pink, Fuscia, Rouge, Magenta plasma. 2 Stage: Plasma manipulation (higher distances, homing) 3 Stage: ??? 4 Stage: ??? 5 Stage: ???

Cross Light: X Mark
2

Cross Light: X Mark

You mark a X shaped "tatto" at your target, which can trigger and destroy your foe instantly in pieces. To use it, you have to be in visual contact for a specific time, and can never left your eyes of them.

Cross Light: Kryq
1

Cross Light: Kryq

You send cross shaped, blue projectiles, which can pass through almost all things in your level. This costs almost no energy, which means you can spam it how many times you want.

Cross Light
0

Cross Light

The ability to Cut, to halve, to Kill and to Destroy. A power from the lineage of the Eleventh Apostle/God, The Destruction. 1 Stage: Crosses Manifestations, Kryq's. 2 Stage: Mark 3 Stage: ??? 4 Stage: ??? 5 Stage: ???

The Ether Inheritace
0

The Ether Inheritace

The ability to Manifest and manipulate Gravity, Space and Dark energies. A power Directly inherited from the Sixth Apostle/God, The Ether. 1 Stage: Basic Ether orbs 2 Stage: Gravity/Space manipulation 3 Stage: external Ether manipulation 4 Stage: ??? 5 stage: ???

Body: tentacle punch!
1

Body: tentacle punch!

This technique allows the shapeshifter to create longs, boneless, black tentacle limbs that can extend and manipulate objects with a maximum weight of 300 kg each. The strength and number of these limbs increases with the user's training level and superhuman stage, making them versatile tools for combat or utility.

The Power Inheritace
0

The Power Inheritace

The power to manipulate, extract and convert The Monster Power around you or your foes. A power directly inherited from the Second Apostle/god, The Power. 1 stage: Energy absorption and Conversion 2 Stage: Energy concentration 3 Stage: ??? 4 Stage: ??? 5 Stage: ???

Crystal Infection
0

Crystal Infection

The ability to Defend, to Attack and to Infect. 1 Stage: Crystal Creation 2 Stage: Crystal Infection 3 Stage: ??? 4 Stage: ??? 5 Stage: ???

Imbued Light
0

Imbued Light

Imbued Light allows the user to infuse themselves or a target with a vibrant yellow and blue neon glow, enhancing their physical abilities for a limited duration. The intensity and duration of the effect are determined by the user's power level, granting increased strength, speed, or agility based on the amount of light infused.

The Light Inheritace
0

The Light Inheritace

You can transform your body into pure light, allowing you to move at light speed for a brief duration. Alternatively, you can expel concentrated beams of light, dealing radiant damage to your enemies. The effectiveness of your light manipulation is influenced by your power level, affecting both the intensity of the light and your ability to control its direction. A direct power from the Eighth God, The Light.

The Authority Inheritace
0

The Authority Inheritace

The ability to command, to order and to Govern others, standing above. A power directly inherited from the First Apostle/God, The Authority. 1 Stage: perception Alteration, basic Commands 2 Stage: Complex Commands, Memory block 3 stage: ??? 4 Stage: ??? 5 Stage: ???

Creation Elixir
0

Creation Elixir

The ability to Create, modify and to give Origin. A power from the lineage of the Twelfth Apostle/God, The Creation. 1 stage: Elixir 2 Stage: own modification 3 Stage: Monster material creation and modification 4 Stage: ??? 5 Stage: ???

Living Fantasy
0

Living Fantasy

You weave a tapestry of dreams and illusions, allowing you to either create vivid illusions or plunge your targets into a deep slumber filled with either pleasant dreams or terrifying nightmares. The potency of the Power is influenced by your superhuman power level, enhancing its effects and duration. A power mutated from the lineage of the tenth god, The Fantasy.

The Memory Inheritace
0

The Memory Inheritace

The ability to Manipulate, Use, modify or implant Memories into sentient beings (or not?). A Power directly inherited from the Fourth Apostle/God, The Memory. 1 Stage: Memory Reading 2 Stage: Sentient Tentacles (only with The Body inheritace) 3 Stage: False Memories 4 Stage: ??? 5 Stage: ???

Body Heat
0

Body Heat

The ability to Control Heat and temperature, to Be lethal and to Burn. The power inherited from an M104: Cherufe. 1 Stage: Internal Heat 2 Stage: External Heat 3 Stage: Internal Heat (other bodies) 4 Stage: Full temperature Manipulation 5 Stage: ???

The Body Inheritace
0

The Body Inheritace

The ability to Shape Shift with endless uses, altering one's body matter itself. A power directly inherited from the Third Apostle/God, The Body. 1 Stage: own Shape Shift, small objects matter Alteration 2 Stage: non organic Alteration, Living beings Alteration 3 Stage: Monster parts Alteration, False Memories 4 Stage: ??? 5 Stage: ???

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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