Powers
It's totally not magic, I swear
There are two effects that any Devoma can create. They are commonly called Vunn and Sklam.
Vunn: Devomas can ignore the effects of gravity, meaning that they can fly without the need for wings. It comes to them as naturally as walking during their early teens. (Toddlers, thankfully, can still be contained in play parks and young kids don't randomly fly out of windows.) Sklam: As a self-defense mechanism, Devomas can discharge concentrated energy (manifested as electricity most of the time) in the space surrounding them. Other Devomas had a natural resistance to it. This is meant to be used as a tactic to help a Devoma run away from a predator or a hunter and is seldom used as a means of attack unless it is refined through training. |
A third ability, called Akunra, is the power to create wormholes through hyperspace, allowing them to bypass great distances. It is a powerful ability that takes time and energy to perform. Generally, only one or two Devomas per pack can perform such a feat, that requires extensive training to master. This Devoma, generally referred to as the navigator, is often in the position of leader or second in command.
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Levitation / Vunnam
The advanced form of Vunn, hence the name. It is the ability to extend one's anti-gravity power to objects other than oneself. Its learning process is relatively easy to master, and often described as a "click, and then it works" after the Devoma attempts it a few times. Further training helps a Devoma lift heavier and heavier objects from further and further away, as well as liquids or objects that move on their own (such as a disgruntled Selbir!) |
Fighting "Magic" / Sklammam
The advanced form of Sklam, hence the name. It is the ability to use one's energy in an offensive way. This school is extremely versatile, as long as it allows the Devoma to attack an opponent using energy. This term will be used again below in more advanced schools of power. This is a skill that is easy to acquire but hard to master. Beginners generally move from fire, to lightning, to lasers or light, but some Devomas might chose to stick with fire for style, for example. |
Illusion / Trail Powers / Kiridaram (Kiri)
The illusion powers fit well with Devoma's versatile nature and are a masterclass in subtleness. They are not exactly incorporeal, they are manifestations of energy; passing one's hand through them leaves a tingling sensation or heat on the skin. They are created through a combination of Sklam and Vunn and, because they do not take a lot of raw power to create, it is easy for a Devoma to have them around them. A Devoma that wishes to be constantly surrounded by such an effect often create a special organ inside of their body to take care of it - a little like how we don't have to think about breathing or our heart beating because that's how we are made. |
Angel Warriors / Martial Art Traditions / Kandinir Ways
Kandinir Ways is a general name for fighting styles that originated in a series of monastic-ish traditions. Followers of the Way (sometimes called Followers for short) are often quite spiritual and their training is more of a way of life than a fighter's training. They claim to seek out the purpose of why the Angels chose to save them before the destruction of Mä, their homeworld (Kandinir being the name of the angel most interested, according to the legends, in the spiritual integrity of Devomas.) Each Way have a core value, such as freedom, happiness, balance, strength, etc, which should be clearly defined if you decide to have a Devoma following this tradition. Followers use a diversified series of techniques that rely on Vunn to control the movements of their opponents (and power-up their own), sometimes coupling that with the use of Sklammam for added raw power. In a one-on-one fight against a true master, even a highly trained Wurthan warrior feels completely powerless. There are monasteries dedicated to Kandinir Way, although they are well-hidden on the outskirts of civilization to avoid catching the Xoov's attention. However, it is not uncommon to find "Kandinir monasteries" in more urban areas that are in fact glorified meditation, wellness, or martial art centers. (They are sometimes even owned by a Selbir or an Uher using the esoteric of the Devoma's more mysthical life-views as a selling point, but Devoma-owned ones also exist.) |
Shadow Artists / Void Cultists / Snarkam
The Void Dragon, legendary creature of outer space, have always fascinated Devomas as ancient beings of destruction. This school of power is said to originate when Devomas found ways to communicate with those behemoth and learn dark secrets from them. Not all Shadow Artists today venerate the Void Dragons, but the association between the two is still very present in the collective's mind (and not very positive). This school is very unique in the sense that it uses Akunra as its central power. Short range teleportation, being two places at once, distorting space is some of the things that Devomas that know their secrets can accomplish. This school is also the one that created the Grand Mutation of "Polymorphism" as a mark of prestige and mastery among those that practice it. |