Individuality in Villain Academy | World Anvil

Individuality

Introduction
Individualities are, to speak of it shortly, superpowers. A selection of powers unexplainable by modern science that began to manifest throughout the human population at random following the passage of Wishgranter through the Solar System. The 'unexplainable' part hasn't changed to this day, despite the most sincere efforts from armies of scientists worldwide.   All that they managed to achieve was to describe the phenomenon and attempt to establish something resembling a taxonomy for them.   Other than that, individualities are generally considered to be a form of narrow reality-warping (not unlike whatever Wishgranter had, seeing its sudden redecoration of large swathes of the Solar System), that only 'attempts' to use recognized laws of physics and biology where its applicable, while otherwise ignoring them completely.   Individualities are accompanied with a secondary effect which allows their holders (often referred to as metahumans) to train themselves beyond the top capabilities of baseline human species. Even without strength-enhancing individuality, a sufficiently harsh training will allow you to perform feats of strength beyond human level, however you will still need to train yourself extremely harshly. The ceiling of this process appears to be tied to how powerful and well-trained your individuality is.
 

Taxonomy

There are three main categories of individualities, with a number of subcategories and a lot individualities that only fit the categories very roughly (or are considered to be something of an outlier or an exception to the system)
 
External Individualities
External individualities, also referred to as 'emitters', 'controllers' or 'modifiers' are superpowers that are used to control the environment surrounding their holder. They are typically unable to influence said holder, even accidentally. The examples of external individualities include ability to generate or control flames, telekinesis allowing you to move objects that you can see, etc.   Almost always, the external individualities are 'centered' on the user, who projects something akin to a zone of control around him. A good example is the individuality of Quickdraw, Time Stop, which allows him to move freely while moving so quickly that the rest of the world comes to stop - but only in a bubble of free flow of time within twenty centimeters from the original position of his body.   LIST OF EXTERNAL INDIVIDUALITIES
Time Stop [Quickdraw]
Hammerspace [Just Cause]
End [Decay]
Creation [Demiurge]
Reality Warping [Captain Patriotic
Denial [Negator
Surface Warp [Gatekeeper]
Force [Invincible]
Reshape [Overhaul
Bestowal [Archvile
Expand [Black Knight]
 
Internal Individualities
Internal individualities, also referred to as 'transformations', or 'changers' are superpowers that are used to alter your own body, to give it properties that it shouldn't have or change those that it already has. They are generally considered to be easier to master than external ones (due to being more 'based' in human body, making their usage more natural) while being often looked down upon for supposedly not being quite as powerful (falsely).   Unlike external individualities, internal individualities are sometimes accompanied by minor modifications to the body (namely, mutations), believed to be the result of the body adapting to the presence of individuality in order to improve the output. Those mutations aren't inheritable, unless you happen to be born with the exact same individuality as your parent (incredibly rare).   LIST OF INTERNAL INDIVIDUALITIES
Hyperadrenaline [Destro]
Akashic Records [Clockmaker]
Mastery [Revenant]
Eternity [Deathless]
Stress Stockpile [Onslaught]
Fire Elemental [Firestorm]
Fortification [Titan]
Perfect Recall [Mindscape
Velocity [Thunderbolt]
 
Mutant Individualities
A category for people whose body was unexplainably 'warped' in the aftermath of Wishgranter passage. The result of that was birth of what can be considered a number of de facto subspecies of Mankind - while very small in number right now (and embattled in many parts of the world), they will eventually raise in numbers. Their mutations appear to be dominant, after all, resulting in the mixed pairings having uniformly mutant children.   There are two things that make them unique. First one is that they are ALWAYS inherited, while in case of other individualities it's a matter of another successful roll for random individuality manifestation (although statistical data implies that odds are slightly better than normally).   The other is that a mutant CAN develop an external or internal individuality (a matter of another random roll, though), typically one that's 'thematically compatible' with whatever mutation they got. So, for example, a vampire mutant (rare, but happens) can develop an individuality whose main theme is 'blood'. However, it is rather rare for such secondary individualities to be truly powerful.   All mutant individualites are still under the 'train yourself beyond Mankind's normal potential' effect however, meaning that even without secondary quirk they can - thanks to their improved bodies - often train themselves to the point of being able to fight other metahumans like equals. Especially when they also have a secondary individuality to come along.
 
Aberrant Individualities
Treated as less a fourth category, and more as a collection of outliers. Aberrant individualities are powers that appear to be slightly (or not slightly) refusing to fit into the three established categories. Those are rare, but also can be extremely random - a fact that doesn't, however, make them intrinsically more powerful than what their more 'established' cousins have.   List of Aberrant Individualities
Word of God [Seer]

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