Nora's Big Mistake Ch. 50

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Shapeshifting: Users can change their shape, size, color, density, texture, cellular composition, and/or atomic composition to mimic qualities, impersonate entities, amplify abilities, and/or traverse environments. The origins of this power play a significant role in their capabilities and limitations; altering oneself on a cellular, atomic, and/or conceptual level will permit varying degrees of alteration; while methods that defy the laws of reality, such as magic, will most likely keep to their own set of conventions. Users with greater degrees of control are more than likely capable of using their body by unpredictably functioning as a perpetually reconstructing all-purpose appliance and/or employing near-indomitable deception into their strategies. Assuming the identity of distinguished or unsuspecting subjects allows for easier access to prohibited areas, superior persuasion, and potent espionage, depending upon the user's power and skill to imitate likenesses.

Sealing and imprisonment: The user is able seal objects like living beings, spells, tools and/or weapons, etc. within another object or person and release them when needed. If the sealed object has a power of its own (Mythic Physiology, Powerful Objects, etc.) possessor may be able to tap into that power.

Spell Casting: The user can cast spells, which are formulae for producing specific magical effects. Such formulae are often a series of magic words and incantations, but they can also take the form of specific thoughts, gestures, rituals and other actions. If the user is powerful or skilled enough they can cast their spells as nonverbal spells which doesn't require them to say the incantations to perform the spell. Spells take form in a variety of ways; such as offensive spells taking the form of abilities like energy rays or pyrokinesis, defensive spells taking the form of abilities like a shield or intangibility, and supportive spells take form of abilities like superhuman strength or teleportation.

Soul Control: Users can create shape and manipulate the soul, the incorporeal and immortal essence of a living thing, souls are usually most obviously present in sentient beings. At some level all biological organisms have souls, and even non-biological entities (such as rivers and mountains) possess something that is analogous to a soul. Most users have to learn to control their own soul first and expand from there, some may be able to learn how to tap into the essence of everything living.

Soul Absorption: The user can absorb souls, while removing them from the source, into their body and use it in various ways, gaining some form of advantage, either by enhancing themselves, gaining the drained power, using it as a power source, etc., either temporarily or permanently. Common advantages include adding the target's skills and abilities to users or using the absorbed souls to augment the user's own powers.

Super Stamina: Users stamina is glaringly, obviously and super/unnaturally greater than other beings in their universe because their capabilities are pushed beyond the natural level; making them immensely more enduring than regular beings (in that verse).

Super Strength: The user can raise thousands of pounds to tens of thousands of pounds. Being able to carry out any offensive action with the force of a massive vehicle. Users can lift cars, trucks, buses, moderate to large sized rocks, tall trees and are often beyond the physical limits of humans at their maximum. The user can perform extremely powerful attacks and cause a lot of collateral damage such as destroying large bridges, heavy vehicles, large trees, and killing huge creatures that require weapons, moderate explosives, and even military missiles with only their physical strength.

Supernatural Concealment: The user can hide from anything, including humans and even supernatural entities such as angels, demons and possibly deities. In short, the user can't be found unless they want to be.

Invisibility: Users can render themselves unseen by the naked eye and become invisible in visible spectrum. The user can move about an environment unseen by others and act without being observed. Some users can choose to let certain people see them, while staying invisible to others.

Supernatural Perception: User's perceptive abilities are glaringly, obviously, super/unnaturally superior to others, allowing for superhuman analytical and observational skills as well as a keen eye for details, beyond normal limitations of their species because their capabilities are pushed beyond the natural level, making their perception immensely more powerful than any regular being.

Smiting: The user can strike their targets with a far superior force/blow, usually resulting in a One Hit Kill against almost anything. Mostly used by gods, this ability may have a divine aspect imbued into it, dealing even more damage to unholy or evil enemies.

Telekinesis: The user has telekinesis, the ability to manipulate or otherwise interact with matter or another aspect of a physical system through non-physical means. Commonly, its most fundamental trait is to move and control objects (or to generate and apply physical force on a target, or potentially, an area) without physical contact. The most common form of telekinesis in fiction is psychokinesis and the terms are often used interchangeably as the former is often still linked to the user's mind to some degree, commonly with some external force acting as an interface or medium for the user's mind to interact through, often with additional guidance through the use of gestures and general bodily motion. Such mediums typically manifest as some kind of field composed of manipulated energy, pure physical forces such as kinetic energy, or even some form of matter. Wether centered on or extending beyond the user's position, these fields function as an extension of the user and are capable of interacting with a target, allowing the user to mentally influence it with varying degrees of accuracy and precision depending on their control over their field. However, strictly speaking Psychokinesis refers to Telekinesis achieved with psionic/psychic power. Telekinesis can refer to a variety of different means of influencing matter or energy from a distance. For example, a magical spell that lets someone control and otherwise affect objects at a range is a non-psychic form of Telekinesis. For a more science fictional example, devices that bend gravity to remotely move matter around could be considered to grant telekinesis. Any power that allows for the distant movement, control or interaction of something, regardless of how far that distance is or the exact means by which it is accomplished can be considered a form of the ability. Telekinesis is the basis of many superpowers based on 'controlling/manipulating' subjects. It may evolve to the point that a telekinetic can control things on a subatomic level. Extreme cases could see users who can use their telekinesis to move planets or stars. At the furthest extremes, its influence can expand to affect facets of reality other than matter or energy, such as space and time.

Teleportation: The users can teleport; moving instantaneously from one location to another without physically occupying the space in between or transfer matter (beings/objects, including themselves) or energy from one point to another without traversing the physical space between them. This can be achieved by various means, including causing the atoms/molecules to travel at light-speed, warping the space, or use quantum superposition, in which the user teleports by spatially rearranging the subatomic contents of a system. While teleportation may seem like it is simply for travel, it can be a valuable ability as it can be used offensively (and quite powerful, as a spatial attack) while offering superiority regarding movement speed and distance coverage. A skilled combatant or strategist can use it for many innovative manners.

Apporting: User can teleport matter/energy from one location to another without transporting oneself along or requiring physical contact.

Possession: User can inhabit or take over the body of other beings, whether sentient or not, by stealing their motor functions and senses. Users may or may not have to leave their own body for this to take place. Disembodied users such as spirits may use the body as their own. A powerful enough user may not even be limited to inhabiting other entities, but inanimate objects, structures or environments as well.

Mental Manipulation: The user can manipulate the mind, the mechanism of proceeding information and set of immaterial facilities that are linked to it. They can create, control, customise, negate and otherwise fashion parts and functions of mind as perception, desires, thoughts, beliefs, memories, attention, personality, behaviour and intelligence in verity of ways. Beneficially, this ability can be used to unlock one's inner potential, bestow talents and skills, improve mental capacity. Destructively, this power may shatter minds, grant diversity of mental disorders and take over others. Either way, users possess outstanding power that make them force to be reckoned with.

Existence Erasure: The user can remove the memories/knowledge of a target (person, object, etc.) from history, a timeline or existence entirely. No evidence of the person or object having ever existed will remain; the target exists physically afterwards, but nothing and no-one will know who or what they are.

Molecular Combustion: User can accelerate molecules of target, increasing heat and friction causing molecules to rip apart to the point of combustion/explosion.

Chronokinesis: Users can create, shape, move, control, interact and manipulate time, the indefinite continued progress of existence and events that occur in an apparently irreversible succession from the past, through the present, into the future, in the general area or for a specific target in various ways, with the most basic of acts revolving around accelerating, slowing, stopping, and even rewinding or looping it. The range of the affected area is proportional to the mastery of the user, with those at higher levels being able affect the entire space-time continuum. Since 'time' exists and flows within 'space', the two are interrelated, and by manipulating time, one is also distorting space proportionally. The effects of this relative distortion can vary, however. For example, controlling time of a mere object or person may not affect the space they reside in, whereas twisting the time-stream of an entire region of space can cause the area itself to warp. Additionally, due to time being so closely intertwined with our three-dimensional space, manipulating it might not affect another dimension, such as heaven or hell, in the same way it affects our own.

Nigh-Omniscience: The user knows almost everything while being blocked from certain details or being limited in other ways, possibly only being able to see one timeline or universe, or have just small patches of information that are missing or blocked out. Thus allowing one to keep their sense of free will and uncertainty.

Universal Awareness: Users possess immense knowledge of the universe. They are aware of most things such as powerful spells, advanced science, where to find someone, etc. Some users knowledge may exceed others with the same power, as there may be some things the user is unaware of. The user has the potential to know almost everything.

Telepathy: Users are primarily able to transmit information from one person to another through mental means. However, many other mind-based abilities fall under telepathy due to those powers overlapping with the core concept of telepathy. Some of the more common abilities also considered telepathy would be reading the thoughts of others at will and detecting the presences of other minds through extrasensory means. More advanced users can completely control the minds of their targets and manipulate their thoughts and emotions at will. Potentially, they even control Psychic energy from their telepathic abilities, strengthening their previous powers and maybe even gaining new ones.

Precognition: Users can foresee possible futures and observe what may happen. As knowledge of the future invariably causes that future to change, visions of the future are subject to frequent shifting. While not being able to select futures or travel through time, these visions may assist in possible courses of action.

Omnipresence: Omnipresence is the property of being present everywhere and anywhere. User is present everywhere at the same time, referring to an unbounded or universal presence. It is related to the concept of ubiquity, the ability to be everywhere and nowhere (at once). Users are usually an incorporeally present like an invisible force of being that's literally everywhere yet unseen, felt or heard unless they wish to be interacted with, positively or negatively effecting any and all things in the universe by the users presences and will.

Immortality: Users possesses immortality: an endless lifespan, as they can never die, never age, never get sick, are completely self-sustaining, free from all bodily necessities, and can shrug off virtually any kind of physical damage. Users are often called "Immortals". Some users are the defensive type, simply preventing all damages, to appear physically invulnerable, while others are the regenerative type, surviving and quickly recovering from anything you throw at them while at the same time they are capable of resurrecting themselves instantly after death or even the combination of the two.

Nigh-Invulnerability: The user is immune to almost all kinds of damage, be it physical (internal or external), mental, spiritual, and even conceptual. The user can be immune to all those damages except for one or more exceptions.

Regeneration: Users possess a regenerative healing factor, meaning that they can rapidly heal and get restored to their optimal and full health/state at an extremely fast rate. Unlike Healing, regeneration/healing factor is a process that happens unconsciously without the need for activation, resulting in a constant state of optimal health. Regeneration is a process that occurs in all biological entities, but a regenerative healing factor is much more efficient, seamless, and powerful. So much so that users can recreate lost or damaged tissues, organs, and limbs, sometimes slowing, or even stopping aging, something natural regeneration can never accomplish (or does so extremely slowly). The rate and amount of healing vary widely (see Levels of Regeneration); some can regrow missing limbs, others must put the limb back in place for rapid regeneration. The user is generally in very good physical shape, as their bodies are constantly reverting to a healthy state, granting them nigh-inexhaustible stamina and vitality. The regeneration process also increases the speed of processes the body uses in the healing such as endorphin production to mitigate pain reducing the amount of time and severity the subject feels discomfort leading to an increased pain threshold. Other processes included are the production of adrenaline and the fight or flight response which are greatly extended by the increased recovery leading to increased physical performance as the subject gains elevated strength and energy while also able to push their bodies harder due to decreased sensation of pain. At higher levels, a user can regenerate not just their cellular tissues, but also their DNA, undoing genetic mutations and breakdown, as well as maintaining one's youth by extending telomeres. If advanced enough, the ability will cause the body to cease aging as the cells are regenerating and dying in equilibrium, granting a form of immortality.

Mandatory Existence: The user can manipulate a given existence and can bring certain things into existence, freely manipulate all existing things, and return them to nothingness once their purpose is extinguished. This applies to all-natural and supernatural phenomena alike, as they are but two sides of the same coin in the user's eyes. The user is not omniscient, but can draw knowledge and inspiration from the existential planes in order to properly wield this power and fittingly shape their creations; and while not being actually omnipotent, the user can legitimately be considered a vastly powerful being of the highest caliber.

Master Strategist and Leader: The user is an extremely skilled strategic genius and apply this skill to several objectives, able to intuitively create strategies and plans several steps ahead of the opponent. They can elaborate complex plans/strategies and apply them not only in battle but all activities that involve cunning intellect, e.g. strategic games. They can instinctively anticipate all of the possible obstacles/opportunities and know what the best actions to take in any situation, allowing them to adapt and prepare for future events in advance by considering a large number of scenarios/outcomes/options/paths, and plan ahead for them, to be ready for any situation that may occur and handle it effectively. Most of the users of this ability are very analytical and can understand or anticipate the enemies' moves, and always be two steps forward in any situation.

Master Manipulator and Deceiver: The user, either innately or through training, is a master of how to deceive, influence and manipulate others. They can deceive by any means and in the most effective ways possible, use anything at hand to do so and, have no mental/emotional issues or moral dilemmas either before, during or after the deed. Users also have a mastery of the associated deception skills, speech and body language, expertly sending all the right signals, granting them major leverage in any social situation and allowing them to easily wrap anyone around their finger in a matter of moments. The user can utilize their skills of deception, either through words, or actions, with enough precision and skill to even deceive those who are perceptive or with Lie Detection.

Hand-to-Hand Combatant: Users possesses proficiency, capabilities and knowledge regarding general combat. Essentially, they would be extremely skilled in combat, beating the toughest of opponents or dozens of aggressors at once. Users would also be able to perform combat maneuvers and other stunts much more proficiently than the average person. They would be able to use their combat skills for both offense and defense, and would also be able to utilize high-level combat techniques that would give them an edge over other combatants. Naturally, users would also possess above average physical, mental, emotional, and spiritual attributes that would aid them or enable them to fight at an enhanced level. If the user possesses supernatural abilities (such as Fire Manipulation, Flight, Telekinesis), they would also be able to incorporate and utilize those abilities to either enhance their combat performance or to have high skill in using them in combat. Though not always the case, the user's abilities extend to all forms of combat, including melee combat, like martial arts and swordplay, or ranged combat like archery or shooting. This ability doesn't only entail that the user is proficient in combat, the user would also possess extensive knowledge about the subject, allowing them to extend their combat prowess to day-to-day life outside fighting, such as teaching others or analyzing combat moves and learning them for yourself.

Accelerated healing factor: All chemical, cellular and neural processes, as well as brain activity, are far faster than normal, which enhances the speed and efficiency of physical healing and metabolism to superhuman levels. This causes users to be able to be completely healed from non-lethal injuries as severe as broken bones, burns and even paralysis, in a matter of hours or days without any linger effects, therapy, or treatment, unless the injuries are immediately lethal. Users are also more resilient to physical impacts and collisions, giving them immunity to being stunned, dazed, unbalanced or staggered by great forces, especially while moving at super speed.

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