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.
Played299 times
Cloned17 times
Created
83 days ago
Last Updated
Yesterday
VisibilityPublic
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.

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.

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.

Body: Regeneration
1

Body: Regeneration

You use your shape shifting abilities to regenerate your body to perfect conditions in trade of some Monster Energy. Regains 20+ Hit Points (HP).

Atomic Body: tentacle
1

Atomic Body: tentacle

You create a powerful deadly tentacle atomically modified, having a diamond tip. You can create as many as you want without backlash.

Authority: Forget
1

Authority: Forget

You command your targets, if weaker than you, forget anything you want to an extent. It restores the loss affection to its previous state.

The Body Inheritace: Atomic Level
0

The Body Inheritace: Atomic Level

The power inherited by The Third God, The Body, but in a higher level, allowing you to shape-shift your body or the one of your foes as you please, in a absurd degree.

Atomic Body: Form Finagle
5

Atomic Body: Form Finagle

Upon touch against your foe, you manipulate their very Existence and Matter, transforming them in a innocuous tree. This tree is black and carries all their power inside it, but extremely fragile, killing them instantly and applying the petrified state.

Atomic Body: Invulnerability
5

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.

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.

Atomic Body: Venom
1

Atomic Body: Venom

You create tiny slim tentacles, containing the most venomous composition in the world by the Atomical Modification. Is extremely deadly.

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 partially all your opponents and allies attacks, gathering strength for one turn. Your next attack will be with advantage, using it.

Power: Unleash
1

Power: Unleash

You unleash the power accumulated through the previous seconds, choosing to be one type of force.

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: 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 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: 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
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.

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.

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: 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. This attack only work if they can hear it.

Body Heat: Yeah Yeah Yeahs
1

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.

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

A power capable of creating and manifesting dangerous pink beams of plasma, or a resistant barrier. A inherited power from an M37: Luz Mala. Likely to be of a diverging lineage of the Eighth God, The Light.

Cross Light: Mark
1

Cross Light: 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. To activate, snaps your fingers. Potency Varies with your superhuman stage.

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

A variated power from the lineage of the eleventh God, The Destruction. It shows great lethality, being able to spam, with no energy costs, cross shaped light projectiles at great speeds that destroy everything in path. But its main ability is to mark a X shaped mark on a target by looking at them for a specific time, and activating it snapping fingers, cutting them in pieces instantly if succeed. Potency varies with superhuman stage level.

Memory: Triggering touch
1

Memory: Triggering touch

You touch a living being or the remains of one, learning its memories, emotions and genetic code. Together with methamorphosis, this power can create a great synergy, being able to create and transform entirely or some parts of your body into what you touched. Monsters are more complicated, requiring a higher stage to transform into. You will see memories as separate moments, and never fully images. Instead, you will hear key, eerie words, and raw feelings.

The Ether Inheritace
0

The Ether Inheritace

You create orbs of ether, dark energy and gravitons that manifest as deep blue, ominous spheres in your hands. These orbs are charged with gravitational energy, allowing you to attack in melee or create concentrated orbs who will explode in a massive showdown of destruction, either to crush foes or shield allies. A direct lineage power from the Sixth God, The Ether.

Body: Metamorphic Limbs
1

Body: Metamorphic Limbs

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

Harness the power of energy around you, absorbing incoming attacks and converting them into raw energy. You can weaken the attack's potency, unleash absorbed energy as damaging beams, or concentrate it to create weapons of pure energy that shine with a red hue. Its efficiency varies by your power level. A direct power from the Second God, The Power.

Crystal Creation
0

Crystal Creation

Harness the power of shimmering blue crystal to create and manipulate weapons and armor. Targets struck by these crystalline creations risk being slowly transformed into crystal statues, ultimately leading to their demise.

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

This power grants the user the ability to fully control the minds of their targets, allowing for the manipulation of memories and actions. Additionally, it passively weakens any attacks directed at the user, making them slightly change the attack path as the targets struggle against the influence of the Control. It is said to be the strongest power, a direct blood lineage from the first God, The Authority.

Creation Elixir
0

Creation Elixir

You harness a glowing yellow liquid to create objects and items, provided you know their components and details. The efficiency and quantity of elixir consumed depends on your superhuman stage, allowing for the creation of simple items to chimeras and robots. A power from the lineage of the twelfth God, The Creation.

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

This power allows the user to delve into the memories of a target through physical contact, extracting true memories or implanting false ones. The effectiveness of the manipulation is influenced by the target's mental fortitude, making it easier to alter the memories of weaker-willed foes. A direct power inherited from the fourth god, The Memory.

Body Heat
0

Body Heat

This power allows the user to channel their internal heat into a protective body internal barrier, melting any incoming attacks that attempt to invade their body. The intensity of the heat varies with the caster's power level, providing a formidable defense against physical and supernatural assaults, but it has a maximum durability that decreases with each hit taken. It don't change your external appearence regardless the heat inside.

The Body Inheritace
0

The Body Inheritace

This power grants the user the ability to shape-shift and passively regenerates their own body or the body of a willing creature through physical contact. The extent of the transformation is determined by the caster's level of power, allowing for alterations in size, form, and even abilities for a limited duration. A direct power inherited from the Third God, The Body. It have a strange and powerful connection/synergy with a power from the fourth God, The Memory.

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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