God the Father

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**God the Father** is the title for the First Person of the Trinity and the Father of Jesus Christ, As a member of the Trinity, God the Father is one with, co-equal to, co-eternal, and consubstantial with the Son and the Holy Spirit, each Person being the one eternal God and in no way separated: all alike are uncreated and omnipotent.. Because of this, the Trinity is beyond reason and can only be known by revelation.

In general, the name **Father** signifies that he is the origin of what is subject to him, a supreme and powerful authority and protector, God the Father is called Father not only for the same reasons, but because of the mystery of the Father-Son relationship revealed by Jesus Christ.. Moreover, God the Father is viewed as immense, omnipotent, omniscient, omnipresent with infinite power and charity that goes beyond human understanding. For instance, after completing his monumental work *Summa Theologica*, St. Thomas Aquinas concluded that he had not yet begun to understand God the Father.

The Nicene Creed of 325 explicitly affirms that God the Son is consubstantial with God the Father and also affirms the co-essential divinity of the Son. The 381 version speaks of the Holy Spirit as worshipped and glorified with the Father and the Son. The later Athanasian Creed describes in much greater detail the relationship between Father, Son and Holy Spirit.

**POWERS AND ABILITIES: (Superhuman Physical Characteristics, Immortality (Types 1 & 5), Beyond-Dimensional Existence, Large Size (Type 11. He is one with all of Creation), Abstract Existence (Spirits are concepts and ideas, mathematical equations and hypotheses, discarded theories, philosophical posturings, psychological theses and religious beliefs), Acausality (Type 5. Spirits are concepts and ideas, including platonic ideals that are immutable), Nonduality (Type 3), Conceptual Manipulation (Type 1), Extrasensory Perception (All spirits can find their way through complex Otherwordly non-geography, and locate a particular place or creature among the realms. Can track beings throughout the Otherworlds), Energy Projection (Can project damaging energies with a blast), Empathic Manipulation (Can emotionally bring the worst qualities of a target. Can shift a subject's mood), Corruption (Type 1. Can whisper foul suggestions in the target's ear, making them act out the corrupting suggestions), Fire Manipulation (Can ignite a fire), Air Manipulation (Can create windstorms and tornadoes), Biological Manipulation (Can accelerate the proccess of an injury, infection, starvation, freezing, disease, poison, etc. ), Paralysis Inducement (Can paralysis a victim via Disable), Illusion Creation & Sense Manipulation (Can alter nearvy landmarks and the target's sense of direction), Dream Manipulation (Can enter a target's dream and freely manipulate it), Pain Manipulation (Can ease and alleviate the pain of an individual), Willpower Manipulation (Can raise the level of its willpower), Heat Manipulation (Can cause a sudden drop in temperature, frosting the immediate area), Healing (Can heal an injured physical being), Light Manipulation (Can suffuse itself with light, illuminating the surrounding area), Electricity Manipulation (Can create thunderbolts. Can shortcut nearby electrical systems), Telepathy (Can project images and impressions, or speak directly into a subject's mind. Can project thoughts), Vibration Manipulation (Can cause the earth to shake, rattle, and roll. Can create quakes and shockwaves), Teleportation (Can disappear from its current location and appear somewhere far away), Fear Manipulation (Can invoke a primal screaming fear, causing victims to tremble in soul-deep terror), Weather Manipulation (Can summon a storm, invoking high winds and driving rains), Avatar Creation, Magic, Non-Physical Interaction, Void Manipulation, Chaos Manipulation, Omniscience, Omnipresence,Subjective Reality, Plot Manipulation (Mages can interact and manipulate hypernarratives, which are archetypal figures, tropes, or other elements that reoccur in human lore and media), Information Manipulation (Magic is described as being akin to "the keyboard of Reality," which Mages as a whole access in order to hack at its underlying code), Extrasensory Perception (Can sense things in the immediate vicinity even if it's not possible to perceive them with normal senses. Can estimate distance between objects, intuitively find a direction, notice hidden objects or characters, and spot spatial spatial instabilities, such as warps, anomalies, wormholes, etc.Enhanced Senses (Mages have an innate “sixth sense” concerning all things supernatural. Their hair stands on end, goose bumps race along their arms, or a shiver runs up the spine. Regardless of the manner, their bodies react to the active presence of unseen forces, i.e., the use of a supernatural power, not simply the presence of a vampire or werewolf — unless it is using its powers. The mage can expand their senses across intervening space, sensing things in other locations. Such extensions leave minor ripples in space. Stealth Mastery (The mage can suppress their own or another’s personal aura. Effectively, they cause their aura to lapse into slumber, smoothing the telltale ripples it creates in the Tapestry and rendering it more difficult (or virtually impossible) to detect, save by the most puissant of sensory abilities. The made can destroy all signs of their own aura. This destruction permanently removes all signature of the mage’s current aura, such that it cannot be read by any magic) , Spatial Manipulation (Can thicken space to cover tracks. Can grab small items or organisms, and pull them through tiny holes in space. Can isolate forces, spaces, objects, or people into their own tiny realms, and impede or block from crossing into, or out of, the protected space. Can appear at severel different places at once, with each self capable of being independant. Portal Creation (The mage can tear holes in space, big enough for the user to pass through. Can tear Gateways into the Gauntlet, allowing groups or large objects to pass through, or close such breaches too), Teleportation (Can teleport things from a distance. Can travel anywhere through teleportation or co-location), Telekinesis (Can levitate and manipulate things from a distance), BFR (Can isolate forces, spaces, objects, or people into their own tiny realms, and impede or block from crossing into, or out of, the protected space. Can appear at severel different places at once, with each self capable of being independant), Power Nullification (The mage can dispel any spell. Can temporarily negate the powers of a ward. Reversing the powers of perception, the same mage can thicken the walls of time, which makes other Time Effects more difficult), Precognition (Can see the currents of probability, predict dice throws, card draws, and other apparently random events. Probability Manipulation (The mage can control the factors he could only sense before. Pulling the strings of apparently random events, the user can influence activities and results – directing the fall of dice or cards, repeatedly hitting weak spots, and directing people and things toward a conclusion of their choice. Can gain total determinism over chance. Can affect the outcome of chance as long as some element of chance exists, this power lets the mage generate raw chaos or completely remove probability. Can invoke multiple probabilities), Corrosion Inducement (Can control the speed at which material objects fail or decay. Can decay objects almost instantly), Fate Manipulation & Luck Manipulation (Can control the fate and fortune of objects and people, giving them good or bad luck. The mage can alter the Destiny Background freely, raising or lowering it, or even change the actual destiny. Scrying with this level of Entropy lets a mage determine a creature’s Destiny as well), Blessing, Curse Manipulation, Life Manipulation (Can bless, curse, and confer outright healt or decay. Can reassemble life from the nihilistic energy of death. Disease Manipulation & Entropy Manipulation (By influencing the flow of entropy within a living body, the mage can grant outstanding vitality to, or inflict sudden disease upon, their subject), Mind Manipulation & Memory Manipulation (Can degrade the patterns of thought. Can craft, perpetrate, reinforce, and undermine arguments, beliefs, and even memories. Can give consciousness to lifeforms., Causality Manipulation (Can deny any change. Creatures and objects can be turned into totally static automata, rendering them unable to learn, grow, or change. At this stage, the mage’s abilities to alter the past are vastly improved. They become a dynamic force in the time stream, and can follow the course of time, greatly altering the present. The mage can easily step back further than any of their former Time abilities allowed them to see or alter), Chaos Manipulation (Can generate raw chaos), Matter Manipulation (Can reduce an object or being to their component parts. Can disperse an object into randomly moving molecules, or assemble a form from scattered elements. Biological Manipulation (Can control the evolution of species through their Patterns. Can radically alter simple organisms, transforming one into another. Can radically change any complex organism. Can adopt any form and may transform other organisms the same way. Rotting Flesh rends and destroys the physical form of a living being, riddling it with corruption and putrefaction. Flesh corrodes and rots, bones twist, crack and turn to ash, and blood thickens with globs of corrupted tissue and rivulets of pus. Can suppress life in others temporarily), Death Manipulation (The mage can reorder the powers of death to their liking), Void Manipulation (Can halt Oblivion's hold on an object or creature. Can twist the progress of Oblivion. Can keep spirits of the dead from dissolving into the nothingness of the afterlife), Disease Manipulation (Can halt the progress of diseases), Cosmic Awareness (The universe is an open book to the greatest students of Entropy. Chance and fate are writ large, and the supreme Archmaster recognizes no contradiction in luck, choice and predestination. Sound Manipulation (Can mute or amplify sound. Can renderthings silent by bending soundwaves), Darkness Manipulation (Can gather, shape, or dispel shadows. The mage can manipulate the active forces of darkness, giving form to existing shadows or thickening them. Mages use this spell to hide themselves from easy scrutiny, literally hiding in shadows, and even sculpting shadows to best cover themselves or an awkwardly shaped object that otherwise might jut out into the light under natural conditions. The mage can cause the darkness to move, even causing it to travel from its naturally occurring place to somewhere darkness could not possibly exist, such as beneath the direct glare of a lamp. Can create darkness out of nothing), Light Manipulation (Can warp light to make things visible, change their colors by altering the spectrum of localized light), Electricity Manipulation (Can disrupt electric currents), Fire Manipulation (Can flare flames. Can consume objects in Primal Flames), Air Manipulation (Can direct the course of winds), Physics Manipulation (Can direct the course of momentum. Can make an object attract or repel forces. Can alter forces that affect the whole Tellurian. The mage can briefly change how a universal force functions, or even invent an entirely new force. A mage can transmute the nature of a universal force — altering how magnetism works, for instance, or changing the strong nuclear force), Gravity Manipulation (Can direct the course of gravity), Forcefield Creation (Can create forcefields), Transmutation (Can change water into air. Can change spirit-stuff into physical energies. Can transmute one substance into another), Weather Manipulation (Can change weather patterns), Heat Manipulation (Can drop or raise temperatures), Earth Manipulation & Vector Manipulation (The mage can move entire continents with Forces. Instead of grabbing or creating individual Forces, the mage collects all forces acting on an object into a single vector and modifies them at whim), Pocket Reality Manipulation, Dimensional Manipulation (The mage can now move Realms. Mage-made Realms are fairly easy to move, while the larger and more static Realms take a bit more effort. Under the proper circumstances, a mage could alter the apparent positions of various locations in the Umbra, even shoving normally separate Realms into brief contact), Plant Manipulation & Healing (Can manipulate viruses, mollusks, insects, plants, etc; through their Patterns. Can heal himself or perform certain alterations on his body), Body Control (Can grow gills, claws, armor, etc. The mage can temporarily suppress their own life), Sleep Manipulation (Can put organisms to sleep. The mage can rouse the slumbering spirits within objects or places, or else put active spirits to sleep), Shapeshifting (Can transform into other lifeforms of similar size and mass. Can adopt any form and may transform other organisms the same way), Age Manipulation (Can radically age or de-age lifeforms), Soul Manipulation (Can instill lifeforms with spirits. The mage may also compel spirits to appear, bind them into Fetish objects, or tie them to certain spots or prisons. Can also exorcise a spirit that has possessed a mortal host. Energy Manipulation (Can directly manipulate the Quintessence flow within subjects and their Patterns, altering their biology in this manner. Power Bestowal (A mage at this level of Life can now grant others the ability to alter their own forms. By mutating a Life Pattern to contain flexible elements, the mage can give it the ability to change its own nature — whether through a series of static shapeshifting forms or in a random sequence of bizarre transformations. Can consencrate an object with personal energy, changing its properties. Can enchant a living thing so that it could inflict or endure aggravated damage. Can help living creatures to see or contact the spirit realms. Can force a victim to suffer Awakening. The Awakening is traumatic enough; a forced Awakening can kill the victim with shock or leave the Avatar damaged and deranged. Can grant time immunity to others), Invulnerability, Immortality (Types 3 & 8) & Regeneration (High-Godly. The penultimate understanding of Life renders a mage’s own Pattern immutable. Only through the mage’s will can her Life Pattern be affected. Age and disease are no threats, as with lesser Life mages, but now even physical injury causes no real harm. The mage’s Pattern sustains itself regardless of perceived damage. Indeed, the Pattern that was once the mage’s life force is now extraneous. The mage simply expands her Life Pattern to tie directly to the Tellurian. No amount of damage can destroy that connection), Acausality (Type 5. The mage exists completely outside time, being immune from time's passage. After achieving this Archmastery of Time, the mage no longer exists as a static moment in the present. Instead, his Pattern’s entire span of existence is fused into a single “moment” that encompasses the whole age. The mage can “coalesce” to a second and decide to work within the time line at any point. As usual, modifying the time line places the mage in an alternate time stream), Time Manipulation (Can move an object through time. Speeding or slowing their relationship with time, the mage can now gain multiple actions, slow other characters or phenomena, or rewind small snatches of time. Can cast effects across distance and time. Can move back in time while recalling events from the future they just left. The Archmage can send objects, or even Quintessence, back in time), Time Stop (The mage learns to withdraw herself from the normal flow of time, hold Effects until they get triggered by events, or capture other beings or phenomena in bubbles of time), Time Travel (Can travel forward or backward through time), Time Portals (Can create Time Doors), Deconstruction (Can disintegrate matter into dust), Creation (Can create objects out of empty space. Can create substances that transcend the limitations of scientific possibility. Can conjure materials unknown to Earthly reality. Can fabricate entire consciousnesses, creating minds where no mind had been before. Can create objects that cannot be broken), Radiation Manipulation (Can create and manipulate radioactive matter), Mental Forcefield Creation (The mage can shield their own mind from the thoughts and emotions of other people, constructing mental barriers around his aura, emotions, and consciousness), Mind Reading (Can skim through the contents of minds. Can read other people's thoughts), Psychometry (Can read memories that have been left behind on objects or places. The mage can discern at a glance exactly how a creature died and how long ago. Thus, the mage might be able to realize that a cause of death obvious to all modern forensic evidence is in fact a ruse designed to distract from the subject’s true cause of death), Empathic Manipulation (Can project emotional impulses to other people), Telepathy (Can forge telepathic communications), Illusion Creation (Can craft mental illusions), Dream Manipulation (Can enter someone's dreams and explore dream Realms), Perception Manipulation (Can alter a person's perception), Madness Manipulation (Can drive people insane or sane), Nigh-Omniscience (The Archmage can delve into their past lives, find amazing insights and remember ancient trials and even more ancient wisdom. They can understand themselves more fully, and sometimes learn useful information about friends or enemies. By reaching into the web of all minds, they tap the pieces of wisdom contained in all waking Avatars. The mage can fuel their mind to traverse the limitless thoughts mirrored in their Avatar, pulling out bits of former lives or reflections of wisdom from other Avatars. The province of the extremely rare mental Archmasters (or the extremely power hungry), One Mind gives access to all minds. The mage understands the inner workings of all the minds around him. He sees the reflection of every thought in the Quintessential flow of the Tellurian, opening his consciousness to a realm of total intuition. His Mind Pattern, no longer fettered to his Life Pattern, exists independently in the flow of the universal Mind. The mage at this level of Archmastery no longer requires a body. Even if his physical form is killed or his body destroyed, his Mind Pattern remains intact and able to float through any realm of consciousness. The mage can sense the emotions, intents and thoughts of nearly any creature, as with the lesser levels of Mind magic, but can also determine the general flow of multiple Mind Patterns. Thus, with a simple Effect bounded by an area, the mage can identify the tide of emotion over an entire group, the “gestalt mind” of a mob, species or collective), Willpower Manipulation (The mage can expend Quintessence to refresh her Willpower by fortifying her mental Pattern), Statistics Amplification (Can infuse items with Primal Force, strengthening them or enhancing their protective or destructive power), Non-Physical Interaction (Can touch spirits and drain their essence. Quintessence can affect spirits), Weapon Creation (Can create temporary weapons out of pure concentrated energy – blasts of Quintessence or swords of light), Absorption (Can drain Quintessence from objects or forces, which in turn disintegrates them), Fusionism & Technology Manipulation (Can bond organic and inorganic materials together to create cybernetic implants and nanotech), Attack Reflection (The ridiculously vulgar Effect of giving someone else your store of Paradox rarely breaks even. Taking another’s load of Paradox is also possible, though hardly desirable. Still, moving around Paradox — shifting the blame, so to speak — is possible with enough esoteric knowledge. the Archmage can channel one point of Paradox away from someone else, causing it to immediately burst into a backlash or even throwing it at a victim who fails to dodge or counter the Effect), Pocket Reality Manipulation, Law Manipulation (An Archmage at the pinnacle of Prime can also use Quintessence to create a pocket universe. The internal dimensions of this universe, and all other properties, are at the Archmage’s discretion; his knowledge of Patterns is the only factor limiting the universe’s internal properties. This pocket universe is a small piece of folded space where the Tellurian naturally balls itself off in a sort of protective shell. The mage simply gives the tiny Pattern a spark of creative force, and lets it run), Elemental Manipulation (Can stir up elemental disturbances within the Otherworlds), Energy Absorption (Can drain the essence of a spirit), Life Absorption (By stealing vigor from incoming attacks, a mage guards himself against harm. Effectively, the mage’s shield attacks the vitality of an incoming assault, eroding its forcefulness with a primal decay. The mage can draw the vigor of life from a person’s body, leaving the subject weak and helpless, so that a weight-lifting champion is rendered barely able to lift a child’s toy. The mage can steal years of life from a person's life span to extend their own), Astral Projection (The mage can cross over, transmuting his living tissue to ephemera), Non-Corporeal Inducement (The mage can transform themselves into an ephemeral state), Dimensional Travel (This power also allows the mage to break the Dreamshell and venture beyond the Horizons, wandering into the Deepest of Umbrae), Summoning (The Archmage can call upon all manner of spirits to aid him and may be able to summon spirits in other places as well. The mage calls a specific ghost or sends out a general call to the nearest ghost within sensory range. The mage may either call one or more ghosts personally known to the mage, or the mage may specify any type of ghost of their choosing (male ghosts or child ghosts, for example), or even send out a general summons to all restless shades within the mage's sensory range), Ectoplasm Manipulation (The mage can alter the form of an ectoplasmic manifestation, shaping it with their will into whatever form they desire. The mage can create ectoplasm from one of their orifices (usually their mouth or nostrils) or the orifice of a corpse. This opaque, white, slick material can be molded to form whatever shape the mage desires), Necromancy (Can animate one or more corpses to act as unfailing, devoted slaves), Conceptual Manipulation (Type 1. Can affect Patterns. Patterns are platonic forms. Can connect different Patterns to one another across intervening space. The mage can folding a preexisting Pattern to warp its interaction with space. The mage can alter ideas, strengthening or breaking down concepts. Can control the evolution of species through their Patterns.** **Reality Warping, Extrasensory Perception, Enhanced Senses, Mind Manipulation, Memory Manipulation, Empathic Manipulation, Perception Manipulation, Willpower Manipulation, Madness Manipulation, Spatial Manipulation, Time Manipulation, Time Stop, Teleportation, Telekinesis, BFR, Size Manipulation, Power Nullification, Power Modification, Precognition, Probability Manipulation, Fate Manipulation, Past Manipulation, Supernatural Luck, Corrosion Inducement, Curse Manipulation, Life Manipulation, Death Manipulation, Disease Manipulation, Causality Manipulation, Chaos Manipulation, Biological Manipulation, Matter Manipulation, Deconstruction, Conceptual Manipulation (Type 1), Information Manipulation, Void Manipulation, Existence Erasure, Sound Manipulation, Darkness Manipulation, Light Manipulation, Electricity Manipulation, Fire Manipulation, Air Manipulation, Physics Manipulation, Gravity Manipulation, Forcefield Creation, Transmutation, Weather Manipulation, Heat Manipulation, Information Analysis, Earth Manipulation, Vector Manipulation, Dimensional Manipulation, Plant Manipulation, Sleep Manipulation, Paralysis Inducement, Shapeshifting, Soul Manipulation, Energy Manipulation, Density Manipulation, Telepathy, Illusion Creation, Dream Manipulation, Power Bestowal, Absorption, Life Absorption, Energy Absorption, Power Absorption, Fusionism, Ectoplasm Manipulation, Technology Manipulation, Psychometry, Attack Reflection, Law Manipulation, Plot Manipulation)**

## References

1. ↑ Veli-Matti Kärkkäinen, *The Doctrine of God: A Global Introduction* 2004 ISBN 0801027527 pp. 70–74
2. ↑ Gilles Emery O. P. and Matthew Levering, *The Oxford Handbook of the Trinity* (27 October 2011) ISBN 0199557810 p. 263
3. ↑ Catholic catechism at the Vatican web site, items: 242 245 237
4. ↑ Thomas Weinandy, *Jesus the Christ* OSV Press ISBN 1931709688 page 41
5. ↑ Lawrence Kimbrough, 2006 *Contemplating God the Father* B&H Publishing ISBN 0805440836 page 3
6. ↑ Thomas W. Petrisko, 2001 *The Kingdom of Our Father* St. Andrew's Press ISBN 1891903187 page 8