Varmium

## Overview

Varmium is the most versatile magic system in the Dragon's Crusade universe. From it sentient beings can obtain a very diverse array of powers, & even learn new powers related to those powers.

### Varmium Field / Energy

The varnum field is a universal bank of energy stored as what is called "varmium energy". Varmium energy itself is not very well understood, but some things about it are. For instance: varmium energy does not usually interact with the rest of the universe much at all. Only very specific molecules can interact with it at all, & each of those molecules interact with it in a different way. The only known way to obtain these molecules is via organic, carbon based life, that has been exposed to what is called a varmium pulse, more on that later.

### Varmium Levels

The magnitude of a person's maximum potential as a Varmium wielder is measured by something called a Varmium level. This is a number between 0 & 10 that describes how strong their connection to the Varmium Field is. Higher Varmium levels equate to a higher skill ceiling, & an easier time improving skill with existing powers & learning new ones. A varmium level of 0 is the default, & by far the most common in the universe. Beings with a varmium level of 0 have no connection to the Varmium field & therefore no potential to utilise Varmium based powers. A Varmium level of 10 is the absolute maximum, & is very rare. Most beings with a Varmium level of 10 will eventually end up unlocking all of the abilities that come with their base power. The higher the varmium level, the more rare it is, unless the being happens to also be an Omega wielder, in which case, the average level is 7.3, & rarity increases with distance from that level. Most level 10 Varmium wielders are also Omega Wielders.

### Karran Varmium Tech

The Karran infinite empire is the only faction that has figured out how to artificially create varmium interaction molecules, & they have even developed a new molecule (or possibly molecules, they don't exactly share secrets with other species very often) that actually prevents all of the other varmium interaction molecules from working. With these molecules, they have managed to create devices called varmium dampeners that can temporarily depower varmium users within a certain radius. They can also prevent themselves from being affected by this. Many Karran machines utilise varmium technology, & it is believed that the reason that only the Karrans can create the metal known as Daffokarium is because of some form of Varmium technology.

## Varmium Powers

### Power type descriptions

#### Fundamental Power of Varmium:

All Varmium based abilities stem from one basic ability: the ability to manipulate energy using the Varmium Field. Basically, they can convert Varmium energy into other forms of energy, & vice versa.

#### Base Powers:

A Varmium Base Power is a basic ability from which all of a particular person's abilities are derived All abilities within a particular Varmium wielder's base power can be obtained through intense training, or by life or death situations, although that second one usually only happens with beings who have particularly high varmium levels (ie 9 or 10).

It is theoretically possible for any varmium wielder to gain access to any varmium power regardless of their base power, but there are no documented cases of this happening ever in all of recorded history.

#### Ingrained Powers:

These abilities are the ones that come naturally to a Varmium wielder. When a being first obtains Varmium powers, they are changed on a genetic level. During this process the neural wiring required to access, one, 2, or in extremely rare cases 3, of the abilities that can be obtained via their base power is done automatically so the wielder will be able to easily access these powers with no training. That said, training can pretty much always lead to better control of the powers, just like any other skill.

There are recorded cases of people having no ingrained powers, but this is either extremely rare, or just not well documented due to many of these people never discovering their powers.

#### Tangential powers:

These are usually passive abilities that necessarily come with other ingrained powers in order for them to be properly utilized. (for example, Super speed without heightened resistance to g forces would lead very quickly to death after either accelerating too quickly, or running into something.)

Not all abilities come with tangential powers, but that's mainly because not all abilities require them for safe usage. All tangential powers can also be obtained without the presence of a power that requires them by being a natural ingrained power or through training.

Some tangential powers don't fall under the same base power as the power that requires them, but in those cases, the wielder cannot obtain conscious control of them, & they are only active when necessary for the safe usage of another ability. (This is why Sofie Earwood is immune to all damage from her own explosions, but just as vulnerable as everyone else is to any other explosion)

### Powermap

Key:

* Base Power
	+ ingrained Powers
		- Tangential powers

* Kinetic Manipulation
	+ Super speed: Grants its wielder the ability to move at speeds far greater than those normally possible for members of their species with no negative side effects, as well as (usually) a massive increase in their endurance so that they can maintain those speeds for far longer than they would normally be able to maintain high speeds that are near the top their biological limits.
		- immunity (or at least heightened resistance) to high g forces
		- enhanced speed of thought & perception
	+ Super jumping: Grants its wielder the ability to jump far greater distances than those normally possible for members of their species.
		- immunity (or at least heightened resistance) to high g forces
	+ telekinesis: Grants its wielder the ability to move objects without making physical contact with them. This form of telekinesis is achieved by way of giving the object extra kinetic energy in the direction of the wielder's choosing & with the magnitude of their choosing.
	+ kinetic lock: Grants its wielder the ability to ignore individual forces in terms of kinetic energy, thus allowing them to decide not to move when pushed even regardless of whether or not they have the ability to push back with equal force.
	+ Flight: Basically just telekinesis used on the wielder's own body instead of other objects
* Mass-Energy conversion
	+ Object creation grants its wielder the ability to convert Varmium energy into a physical object according to way of the equation e = mc2 where 'e' is energy, 'm' is the mass of the object, & 'c' is the speed of light.
	+ Object deletion This is essentially the reverse of the ability mentioned above. It converts physical objects into varmium energy according to the equation e = mc2
	+ Teleportation:
		- Do I really have to explain this one?
	+ Size manipulation
		- automatic structural compensation (to prevent structural failure due to enhanced size)
	+ Spontaneous combustion
		- immunity to self made explosions (basically a combination of a temporary version of kinetic lock & extreme temperature immunity)
* Thermal Manipulation
	+ Extreme temperature immunity
	+ Thermal camouflage: allows its wielder to hide from thermal cameras
		- Extreme temperature immunity
	+ Pyrokinesis (essentially fire bending)
		- Extreme temperature immunity
	+ Thermal pulse
	+ Area of effect temperature manipulation This ability sometimes manifests as just raising temperature or just lowering temperature, in which case the tangential power will also only provide immunity to the extreme temperatures that the wielder can create.
		- Extreme temperature immunity

* Muscular augmentation
	+ Super Strength
	+ Super Stamina