Self-Usage Abilities

**Self-Usage abilities** are a set group of special abilities in the VGHW franchise that affect the user directly or are controlled by the user for their own advantage, rather than being targeted towards others (projectile abilities). In contrast to projectile abilities that are usually directed at adversaries, self-usage abilities primarily serve the purpose of self-enhancement or protection.

These abilities first made their appearance in *VGHW: The Original Saga - Episode VI (The Mini Movie)*, leaving a profound impact on viewers. The first of these was unveiled when the character Owl utilized the power of teleportation, adding an intriguing layer to the storytelling dynamics.

## Powers

There are several known self-usage abilities within the VGHW universe. **Teleportation**, for instance, offers the extraordinary capacity to instantaneously move from one location to another, bypassing the constraints of physical space. This power adds a unique twist to confrontations and evasive maneuvers, often turning the tide of battles in unexpected ways.

**Power-ups**, another intriguing self-usage ability, allow characters to enhance their existing powers or physical prowess temporarily. This power can provide a decisive edge in high-stakes combat scenarios or challenging feats of strength and endurance.

**Shockwaves** embody an ability that lets the user unleash a potent burst of energy from the ground, effectively repelling opponents and obstructions. This ability can serve as both a potent offensive tactic and a means of creating a defensive perimeter.

**Mental manipulation** introduces a cerebral dimension to the roster of self-usage abilities. This power provides users with the capacity to manipulate thought processes, memories, and even emotions, which can be applied to various strategic and manipulative ends.

Taken together, these self-usage abilities add considerable depth and complexity to the VGHW universe, enriching its characters, plotlines, and conflicts.

## Origin

The origins of self-usage abilities in the VGHW universe can be linked back to two distinct sources: Wexler's Power Machine and Owl's Keyboard. These technological marvels were each capable of bestowing a variety of special abilities upon their users, fundamentally altering the power dynamics within the storyline.

Both Wexler's Power Machine and Owl's Keyboard were known to grant similar self-usage abilities such as teleportation, shockwaves, and power-ups. However, Owl's Keyboard held a distinct edge over Wexler's Power Machine due to its unique ability to confer the power of mental manipulation. This particular self-usage ability introduced a new level of cerebral warfare into the VGHW universe. With mental manipulation, the characters could control thought processes, influence memories, and even sway emotions of others. This additional skill significantly amplified Owl's powers, setting him a notch above the capabilities granted by Wexler's machine.

Owl's ability to conceive and execute this new self-usage ability not only showcased his superior technical prowess but also the creative ingenuity to innovate beyond the established norms of power-granting devices. This unique attribute significantly augmented the depth of his character and reinforced his place as one of the pivotal figures in the VGHW universe.