Friday, October 14, 2016

DCEU Respect Thread (Man of Steel, Batman vs. Superman, and Suicide Squad)

Warning general spoilers for the DCEU abound.

I have rewatched all the DCEU and compiled feats for the entirety. Times are approximate.

DCEU Feats
Aquaman
Aquaman’s movements underwater create giant water bursts (BVS 2:01:25)


Batman
Batsuit:
Batsuit tanks point-blank bullets (BVS 2:17:55)
Batman’s wrist guards block knives (BVS 2:18:05)
Batman deflects bullets off his greaves (SS 13:17)
Batman’s Batsuit protects him and Martha Kent from a flamethrower (BVS 2:19:20)

Speed:
Batman moving too fast for a police to get a good shot (BVS 23:10)
Batman moves at speed comparable to Doomsdays’ energy pulse (BVS 2:32:33)

Skill:
Batman has fought crime for 20 years (BVS 1:12:20)
Bruce Wayne training montage, showing how strong he is (BVS 1:38:00-1:39:05)
Batman fights off a bunch of gun-wielding criminals (BVS 2:17:20)
Batman duels with 4 criminals at once (BVS 2:17:40)

Zipline:
Batman Zipline (BVS 2:16:30)
Batman shows more zipline prowess (SS 13:22)
Batman Zipline combat (BVS 2:16:40-2:17:00)
Batman’s Zipline is strong enough to launch wooden crates (BVS 2:17:30)
Batman ziplines away from Doomsday and attacks (BVS 2:35:25-2:35:45)

Other Gadgets:
Batman has smoke bombs (BVS 23:16)
Batman’s electrical turrets are powerful enough to hurt Superman (BVS 2:03:33)
Batman places devices on criminal’s guns to get them to malfunction and knock them back (BVS 2:16:32)
Batman’s famous Batarang (BVS 2:17:01)

Armored Mode:
Kryptonite Weakened Superman throws Armored Batman through a wall (BVS 2:06:50)
Superman throws Armored Batman through a series of Walls (BVS 2:07:43)
Superman throws Armored Batman down to a roof so hard it smashes a concrete wall (BVS 2:05:50)
Superman tackles Armored Batman through a building (BVS 2:04:43)
Armored Batman is strong enough to send someone through a lot of concrete pillars with his zipline (BVS 2:10:10)

Batmobile
Batmobile can send other cars flying via ramming (BVS 1:15:15)
Batmobile tears through a building (BVS 1:17:42)
Batmobile brings down a ship (BVS 1:18:05)
Batmobile tanks bullets (BVS 1:16:10)
Batmobile can tank machine gun bullets (BVS 1:16:40)
Batmobile hooks can yank around whole cars (BVS 1:16:00)
Batmobile has its own guns (BVS 1:18:12)
Batmobile has missiles (BVS 1:18:25)

Batplane:
Batplane (BVS 2:15:10)
Batplane keeps pace with Doomsday’s Heat Vision (BVS 2:29:05)
Batplane Gatling gun (BVS 2:15:20)
Batplane has drone mode (BVS 2:15:45)



Captain Boomerang
Physical:
Captain Boomerang survives the Lightning movement of the Flash crashing into him (SS 15:00)
The Suicide Squad all survive a crazy helicopter crash landing (SS 49:50)
Captain Boomerang physically beat up some ES (SS 55:40)
Suicide Squad can dodge the tendrils of Incubus (SS 1:35:55)

Skill:
Captain Boomerang robbed every bank in Australia at least once (SS 14:43)

Gear:
Captain Boomerang’s knife slices through an ES’s head (SS 55:45)
Captain Boomerang can remotely spy with his boomerangs (SS 1:29:45)


Diablo
Physical:
Diablo survives being kicked across a room by Incubus (SS 1:37:20)
The Suicide Squad all survive a crazy helicopter crash landing (SS 49:50)
Suicide Squad can dodge the tendrils of Incubus (SS 1:35:55)

Fire-Potency:
El Diablo got jumped in a prison riot and incinerated half the yard (SS 15:30)
Casual Wall of Flame from El Diablo (SS 15:34)
El Diablo’s Wall of Flame in more detail (SS 24:08)
Angered El Diablo mass-incinerates ES (SS 1:04:48-1:05:00)
Diablo’s fire works on Incubus (SS 1:37:15)

Fire-Control:
El Diablo creates a picture of a woman out of flame in his palm (SS 15:20)
El Diablo made a floating crown of fire for himself (SS 24:12)
El Diablo makes the word “Bye” in flame (SS 25:00)
El Diablo creates an image of the Devil (SS I think) in flame (SS 57:52)

Demon Form:
Diablo’s Demon Form wrecks Incubus (SS 1:37:45)
Diablo’s Demon Form melt a hole through Incubus (SS 1:38:25)


Deadshot
Physical
Deadshot takes a brief beating from Batman without much ill effect (SS 8:15)
The Suicide Squad all survive a crazy helicopter crash landing (SS 49:50)
Deadshot hurts Enchantress with a punch (SS 1:41:30)
Speed
Suicide Squad can dodge the tendrils of Incubus (SS 1:35:55)

Skill
Deadshot regularly trains physically while in prison (SS 0:33)
Deadshot is lethal from 4,000 meters (SS 5:18)
Deadshot is proficient in all manner of guns, including Muskets (SS 5:20)
Deadshot is the most wanted hitman in the world (SS 5:22)
Deadshot with 1 second casually pulls off a trickshot, ricocheting a bullet into a target’s head (SS 6:40)
Deadshot is the man who never misses (SS 8:58)
They say Deadshoot has never missed a shot (SS 25:30)
Deadshot is so precise that he can fire bullet after bullet and keep hitting the same shot (SS 27:10-27:25)

Gear
Deadshot’s eye goggle increases his sight (SS 54:00)
Deadshot blasts dozens of ES to death, without missing once, generally killing each with just one bullet (SS 56:42-57:17)
Deadshot’s arm-gear holds against the Blades of Enchantress (SS 1:41:25)
Deadshot’s arm-gear holds against the Blades of Enchantress again (SS 1:41:59)


Doomsday
Physically:
Doomsday can leap city blocks (BVS 3:23:30)
Doomsday began moving almost immediately after being hit by a nuke and then falling back down to Earth from Outer Space (BVS 2:27:50)
Doomsday was still going after being hit by a kryptonite gas grenade by Batman and then being stabbed by a kryptonite spear (BVS 2:38:00)
Doomsday regrows his hand (BVS 2:36:50)

Energy Manipulation:
Everytime you hit Doomsday, you make it more powerful (BVS 2:28:35)
Doomsday’s Awakening causes Metropolis to go dark (BVS 2:21:05)
Doomsday unleashed a multi-city block scale energy pulse (BVS 2:25:00)
Doomsday Created an energy pulse that covered a significant portion of the planet as to be seen from space (BVS 2:28:20)
Doomsday’s Heat Vision overcomes Superman’s (BVS 2:34:29)


Enchantress
General Nature
Enchantress is a “sorcerer from another dimension” (SS 16:35)
Enchantress is a metahuman stronger than any Waller has encountered (SS 17:15)
Enchantress is an extra-dimensional entity (SS 17:20)
Enchantress is age 6373 (SS 17:20)

Durability
Enchantress tanks Harley’s bat (SS 1:41:45)
Enchantress tanks bullets from Deadshot (SS 1:42:15)

Psionics
Enchantress can create convincing illusions (SS 32:23)
Enchantress can sense presences (SS 1:33:32)
Enchantress can show people illusions of their heart’s desires (SS 1:34:30-1:35:00)
Enchantress telekinetically grabs Suicide Squad’s weapons away from them (SS 1:42:30)

Teleportation
Enchantress teleports to Tehran and gets secret documents (SS 21:20-21:30)
Enchantress Teleport spam (SS 1:40:30)

Assimilation
Enchantress can possess people (SS 17:25)
Enchantress can convert people into one of her spawn (SS 59:28)

Storm
Enchantress summons a machine to wipe out the humans (SS 40:45)
Enchantress’s darkness will spread across the world (SS 1:39:45)
Enchantress creates lighting so fast is almost immediately hits a space satellite (SS 1:40:05)
Enchantress’ Darkness spreads across the world (SS 1:40:10)
Enchantress’ Storm creates lighting bursts so powerful they one-shot military complexes (SS 1:40:15)
Enchantress’s storm was laying waste to the whole world (SS 1:41:00)

Weak Point
Enchantress’s heart is her weak point (SS 21:53)
Despite it being her weak point, Enchantress survives multiple stabs to her heart (SS 39:50)


Enchantress Spawn
Physical Status
Bullets were having almost no effect on Enchantress-Spawns (SS 54:36-54:40)
Close Range Pistol Shots were not affecting ES (SS 56:04)
ES can take a headshot and still fight (SS 1:09:25)
ES are agile enough to swing down into an elevator (SS 1:01:45)
ES can fight underwater (SS 1:36:40)

Mental Status
ES are smart enough to use weapons (SS 1:03:25)
ES are capable of using guns (SS 1:04:25)


Faora:
Strength:
Faora hurls Superman far (MOS 1:33:45)
Faora is stronger than Superman (MOS 1:33:30)
Faora leaps through a plane explosion (MOS 1:33:00)

Movement:
Faora is faster than Superman (MOS 1:33:23)
Faora Blitzes (MOS 1:36:10)
Faora slide-dodges Superman’s jump-charge (MOS 1:34:10)


Flash
The Flash appears in a streak of lightning (SS 14:54)
The Flash moves so fast camera have a hard time picking him up (BVS 2:00:50)
The Flash creates electrical surges with his movements (BVS 20:00:50)
The Flash’s movement creates lightning (SS 14:59)


General Zod:
Physical:
Zod casually hurls a car (MOS 1:29:25)
Zod kicks a Lexcorp Gasoline truck at Superman (MOS 2:03:33)
Zod punches Superman far into the air (MOS 2:04:05)
Zod flings Superman through multiple buildings (MOS 2:06:00)
Zod gets the upper hand on Superman in a fist fight (MOS 2:03:45)

Movement:
Zod and Superman fight into Space (MOS 2:06:15)

Heat Vision:
Zod has Heat Vision (MOS 2:02:47)

Skill:
Zod was bred to be a warrior, and trained his entire life (MOS 2:04:45-2:05:00)
General Zod forcibly gets control of his senses (MOS 1:47:45)
Zod learns Flight despite less than 24 hours on Earth (MOS 2:05:10)


Harley Quinn
Physical
Harley Quinn can seemingly break limbs with just her natural strength (SS 36:42)
Harley outmuscles an ES (SS 1:01:55)
Despite being in a car that nose-dives into water and hits rock underwater, and being crashed through the front window, seemingly unconscious underwater, Harley Quinn still tries to kill Batman with a knife (SS 13:55)
Harley falls quite a distance and is fine (SS 1:15:23)
The Suicide Squad all survive a crazy helicopter crash landing (SS 49:50)
Joker and Harley Quinn can survive a vat of acidic chemicals (SS 1:07:47)

Movement
Harley Quinn moves in the same shot as Machine Gun Fire. (SS 1:12:30)
Suicide Squad can dodge the tendrils of Incubus (SS 1:35:55)
Harley grabs Katana’s sword and blitzes her taking her heart (SS 1:43:55)
Harley Quinn is acrobatic (SS 1:37)
Harley Quinn fights 3 ES acrobatically (SS 1:03:45)

Skill
Harley Quinn put 5, presumably armed, guards in the hospital (SS 2:45)
Harley Quinn procures a Machine Gun and gets it to the Joker before his escape (SS 9:55)

Gear
Harley’s Gun was blasting through Enchantress-Spawns (SS 55:08)
Harley Quinn was beating up an ES with her bat (SS 55:35)
Harley easily bats to death some ES (SS 56:20)

Personality
Harley Quinn is crazier and more fearless then the Joker himself (SS 13:13)


Incubus
Physical Power:
Incubus lifts cars (SS 41:10)
Incubus tears through a train without effort (SS 36:08)
Incubus Tendrils tears through stone pillars (SS 39:22)
Incubus tendril easily stabs through a car (SS 40:55)
Incubus tendrils knocks helicopters out of the sky and does massive damage to buildings (SS 41:15)
Incubus presumably destroyed a large bridge (SS 48:44)
Incubus tanks bullets (SS 39:20)

Form:
Incubus regrows his hand (SS 1:37:00)
Incubus can absorb people (SS 35:45)
Incubus can absorb electrical energy (SS 36:00)


Joker
The Joker has a sh*tton of weapons (SS 30:10)
The Joker via unknown means survive a helicopter explosion (SS 1:15:32)
Joker and Harley Quinn can survive a vat of acidic chemicals (SS 1:07:47)


Jor-El:
Jor-El beats up some other Kryptonians (MOS 4:30-4:45)
Jor-El fights well against Dru-Zod (MOS 12:50-13:30)


Katana
Katana’s blade was cleaving through Enchantress-Spawns (SS 55:00)
Katana slashes ES in half (SS 1:03:36)
Katana cuts off a hand of Incubus (SS 1:36:55)
Katana can cut the rest of Suicide Squad with one sword stroke “just like moving the lawn” (SS 47:46)
Katana’s sword traps the souls of it’s victims (SS 47:56)
The Suicide Squad all survive a crazy helicopter crash landing (SS 49:50)
Katana dodges a boomerang from Captain Boomerang (SS 51:15)
Suicide Squad can dodge the tendrils of Incubus (SS 1:35:55)


Killer Croc
Origin
For Killer Croc, evolution took a step backwards (SS 15:47)

Lifting Strength
Killer Croc can easily knock aside Armed Soldiers (SS 16:17)
Killer Croc threw an Enchantress Spawn dozens of feet away (SS 55:22)
Again, Killer Croc knocks an ES dozens of feet away (SS 55:32)
Killer Croc throws around Enchantress and does damage to her (SS 1:42:20-1:42:30)

Striking Strength
Killer Croc was strong enough to physically damage Enchantress-Spawns (SS 55:20)
A Solid Punch from Killer Croc bursts an Enchantress Spawn’s head open (SS 55:30)
Killer Croc tears an ES’s head off (SS 1:04:03)

Durability
The Suicide Squad all survive a crazy helicopter crash landing (SS 49:50)

Bite
Killer Croc can bite through armor (SS 16:20)

Skill
Killer Croc is an experienced Crocodile Wrestler (SS 15:59)
Despite his natural abilities, Killer Croc does train regularly (SS 23:12)

Speed
Killer Croc moves in the same shot as Machine Gun Fire. Possibly Superhuman Speed (SS 1:12:25)

Eyesight
Killer Croc’s eyes glow….can see in the dark? (SS 15:57)


Nam-Ek:
Nam-Ek Damages Superman significantly with physical strikes (MOS 1:34:15)


Rick Flag
Colonel Rick Flag is “the finest Special Ops. Agent this nation has ever produced” (SS 18:13)
Rick Flag elbows an ES to death (SS 55:55)
The Suicide Squad all survive a crazy helicopter crash landing (SS 49:50)
Rick Flag moves in the same shot as Machine Gun Fire. (SS 1:12:29)
Suicide Squad can dodge the tendrils of Incubus (SS 1:35:55)


Slipknot
Slipknot…the man who can climb….ANYTHING (SS 43:00)
The Suicide Squad all survive a crazy helicopter crash landing (SS 49:50)


Superman:
Strength:
Teenage Superman pushes a bus (MOS 27:35)
A Casual tap from Superman sends Batman flying (BVS 2:03:45)
Superman holds up a steel tower (MOS 22:07)
Superman crashes through a mountain (MOS 50:15)
Superman smashes Zod through a stone pillar (MOS 1:29:36)
Superman knocks Faora through a building (MOS 1:34:02)
Superman throws Nam-Ek into trains causing them to collapse and explode (MOS 1:37:00)
Superman rams the World Engine with so much force as to cause the whole thing to explode, which he survives (MOS 1:54:35)
Superman Shifts Earth’s Plate, prevents devastating Earthquake (BVS 34:20)
Superman pierces through the Hull of Zod’s ship (MOS 1:56:50)
Superman has the strength to break Zod’s neck (MOS 2:07:40)

Durability:
Superman is flameproof (MOS 21:25)
Kryptonite-Weakened Superman after being hit in the head with a sink, being dropped down several stories, is then knocked through several concrete pillars (BVS 2:10:10)
Superman gets hit by a train (MOS 1:37:40)
A Weakened Injured Superman fights through the Gravity Beam, a beam capable of terraforming the Entire Earth (MOS 1:53:55)
Superman after being weakened by Kryptonite, and hit with a nuke, survives and is ready to fight after being regenerated by the Sun’s rays (BVS 2:30:10)
Superman and Wonder Woman’s Shield block Doomsday’s Energy Pulse (BVS 2:32:5
3)
Movement:
Superman catches a person falling from a helicopter close to ground (MOS 1:35:37)
Superman catches up to a falling Escape Pod with Lois in it (MOS 1:26:50-1:27:10)
Superman flies from the Southern Indian Ocean to Metropolis in a few minutes (MOS 1:56:45)
Superman flies from Gotham to Juarez in less than 17 seconds (BVS 52:50-53:07)
You can see Superman’s movement in the same shot as lightning (MOS 1:48:40)
Superman zips into Space and Back (MOS 52:10-52:25)
Zod and Superman fight into Space (MOS 2:06:15)
Superman can take Doomsday up into space (BVS 2:25:45)
Weakened and Injured Superman flies through the Gravity Beam (MOS 1:54:20)
Superman overcomes the pull of a Singularity (MOS 1:59:40)
Superman outpaces Zod’s ship, which should be comparable to his ship which rapidly flew from Saturn to Earth (MOS 1:56:45)

Heat Vision:
Superman Heat Visions a tunnel through the ice (MOS 37:45)
Superman’s Heat Vision works on Nam-Ek and Faora (MOS 1:35:03)
Superman’s Heat Vision works on Zod’s ship (MOS 1:57:10)

Enhanced Senses:
Superman has x-ray vision from a young age (MOS 23:07)
Graphic Depiction of Superman’s super-senses even from young age (MOS 23:25)
Superman uses X-Ray Vision and Heat Vision to cauterize a wound (MOS 41:15-41:25)
Superman has telescopic vision (MOS 1:02:55)
Clark Kent hears Bruce Wayne’s secret transmissions to Alfred (BVS 48:00)
Superman’s Super-Hearing allows him to hear Lois trapped (BVS 2:34:35)

Skill:
Superman fights tactically, over-exposing Zod’s senses (MOS 1:30:30)
Superman fights Nam-Ek and Faora at once (MOS 1:34:45-1:34:57)

Other:
Superman was weaker around the World Engine (MOS 1:46:10)


Wonder Woman
Physically
Wonder Woman is ageless (BVS 1:40:00)
Wonder Woman superleaps (BVS 2:33:05)
Doomsday and Wonder Woman go fisticuffs (BVS 2:33:45)
Doomsday knocks Wonder Woman back, no effect on her (BVS 2:33:53)

Skill:
At least 100 years of likely combat experience
Wonder Woman has killed things from other worlds before (BVS 2:32:05)
Wonder Woman was enjoying the battle against Doomsday (BVS 2:36:35)

Bracers
Wonder Woman’s Bracers protect against Doomsday’s Heat Vision (BVS 2:30:50)
By knocking her bracers together Wonder Woman creates a sonic attack that pushes back Doomsday (BVS 2:31:05)

Lasso of Truth
Wonder Woman’s Lasso of Truth holds Doomsday (BVS 2:37:30)

Shield
Wonder Woman’s Shield block Doomsday’s Energy Pulse (BVS 2:32:53)

Sword
Wonder Woman’s Sword Cuts Doomsday (BVS 2:33:25)
Wonder Woman’s Blade sliced off Doomsday’s hand (BVS 2:36:40)

Krypton:

Longevity:
The Kryptonians lasted hundreds of thousands of years (MOS 46:15)
The Kryptonian Archives contains information from a thousand different worlds (BVS 1:37:55)

Battle Armor:
Kryptonian Battle Armor has these Blades which can cut through Kryptonian Battle Armor (MOS 14:15-14:20)
Kryptonian Battle Armor Tanks Bullets (MOS 1:36:03)

Ground Combat Technology:
Kryptonian Energy Guns can vaporize people (MOS 3:15)
Kryptonian Battle Drone hurts Superman (MOS 38:45)

Space Technology:
Kryptonian Technology is so advanced that they can send people into Black Holes without them dying (MOS 16:10-16:17)
Kryptonian Technology….creates a Black Hole to send people to the Phantom Zone (MOS 17:45-18:08)
Kryptonian Space Pod emerges outside Saturn and reaches Earth within a day’s time (MOS 19:30-20:00)
Zod’s ship traveled across an ocean of stars (MOS 1:04:35)
Kryptonians have control over the electromagnetic field (MOS 1:05:30)
Kryptonians can teleport ships through dimensions (MOS 1:18:45)
Zod’s Ship’s Laser harms and knocks back Superman (MOS 1:30:53)

World Engine:
World Engine can move at mach 24 (MOS 1:42:20)
World Engine impact creates huge debris (MOS 1:42:40)
The Force of the World Engine creates a massive shockwave (MOS 1:44:00)
This Diagram suggests the World Engine is massive and also the area immediately affected is massive (MOS 1:44:36)
The World Engine’s Power was creating a storm around it (MOS 1:48:37)
The World Engine automatically protects itself (MOS 1:49:00)

Mind Technology:
Kryptonians can upload their consciousness (MOS 45:00)
Kryptonian Technology allows translation into many different world languages (MOS 1:04:00)
Kryptonians can directly send messages to the brain (MOS 1:17:45)
Kryptonians have mind-reading technology (MOS 1:28:07)

Genetic Manipulation:
Kryptonians can bond genetic codes to individual cells and extract them even if the organism is dead (MOS 1:40:35)
Kryptonians can use their control of genes to create Doomsday monsters (BVS 1:41:25)


General DCEU
The Destruction of Krypton (MOS 19:10)
The DCEU Already has Prisons for Metahumans (SS 0:25)
Spectre Reference? (SS 1:15)





Summary
Aquaman
  • ·         Water Manipulation
  • ·         Super-Speed
  • ·         Trident


Batman
  • ·         Wall Level Base
  • ·         Superhuman Speed, Likely Relativistic to FTL Reflexes
  • ·         Highly Skilled Fighter
  • ·         Various Gadgets: Zipline, Smoke Bombs, Electronic-Shorting out Devices, Batarangs, Turrens, Batmobile, Batplane
  • ·         Armored Batman is Low Building Level
  • ·         High Intelligence



Captain Boomerang
  • ·         Superhuman Strength, Wall Level with Weapons
  • ·         Superhuman Durability
  • ·         Superhuman Speed
  • ·         Highly Skilled
  • ·         Standard Equipment: Knife, Boomerang with sensors that can be used to spy, Pink Unicorn Plushie



Diablo
  • ·         Normal Human Strength
  • ·         Wall to Low Building Level Fire (Fire can be controlled to create images)
  • ·         Superhuman Durability
  • ·         Superhuman Speed
  • ·         Demon Form-Building Level DC/Durability



Deadshot
  • ·         Wall Level Strength, Wall+ Level Bullets
  • ·         Superhuman Durability
  • ·         Superhuman Speed
  • ·         Standard Equipment: Gun, Accuracy-Enhancing Goggle, Arm-Gear
  • ·         Highly Skilled, Especially in Shooting Accuracy



Doomsday
  • ·         Island Level Strength
  • ·         Island Level Durability
  • ·         Likely Relativistic to FTL Speed
  • ·         Energy Absorption
  • ·         Energy Pulses
  • ·         Regeneration
  • ·         Heat Vision



Enchantress
  • ·         Multi-Continent Level DC with Prep, Unknown without, Possibly Low Building Level based on Incubus
  • ·         Wall Level+ Durability
  • ·         Superhuman Speed, Massively Hypersonic Attack Speed
  • ·         Teleportation
  • ·         Illusions
  • ·         Telekinesis
  • ·         Can turn people into one of her spawn
  • ·         Possession
  • ·         Summoning (Summoned her machine)
  • ·         Weak Point-Heart



Enchantress Spawn
  • ·         Unknown DC, Potentially Superhuman
  • ·         Wall Level Durability
  • ·         More Agile then Normal Humans
  • ·         Don’t seem to need to breathe, can fight normally underwater
  • ·         Smart enough to use weapons



Faora
  • ·         City Level Strength at Least
  • ·         City Level Strength at Least
  • ·         Likely Relativistic to FTL Speed, Agile Fighter
  • ·         Enhanced Senses but does not have control of it
  • ·         Super-Leaping
  • ·         Can Survive in a Vacuum



Flash
  • ·         Potentially FTL Speed
  • ·         Electricity Projection
  • ·         Seeming Time Travel Abilities



General Zod
  • ·         City Level Strength at Least
  • ·         City Level Durability at Least
  • ·         Likely Relativistic to FTL Speed
  • ·         Heat Vision
  • ·         Super Senses
  • ·         Highly Skilled Fighter
  • ·         Can Survive in a Vacuum


Harley Quinn
  • ·         Wall Level Physically Strength
  • ·         Superhuman Durability
  • ·         Superhuman Speed, possibly higher (sliced Enchantress and took her heart before she could react), Acrobatic Fighter
  • ·         Skilled Fighter
  • ·         Standard Equipment: Joker Gun, Bat



Incubus
  • ·         Low Building Level Strength
  • ·         Low Building Level Durability
  • ·         Likely Superhuman Speed
  • ·         Regeneration
  • ·         Absorption (Can Absorb Matter and Energy)



Joker
  • ·         Likely Wall Level Physically Strength
  • ·         Superhuman Durability
  • ·         Likely Superhuman Speed
  • ·         Likely Skilled Fighter
  • ·         Manipulator
  • ·         Standard Equipment: Knives, Guns, Potentially Explosives



Jor-El:
  • ·         Low Building Level Blade with Battle Armor, Likely City to Island Level+ on Earthlike Planet
  • ·         Low Building Level with Battle Armor, Likely City to Island Level+ on Earthlike Planet
  • ·         Peak Human Speed, Likely Massively Hypersonic+ on Earthlike Planet
  • ·         Super-Intellect
  • ·         Highly Skilled Fighter
  • ·         Other Kryptonian Powers after enough time on Earthlike Planet



Katana
  • ·         Wall Level Strength, Sword ignores Physical Durability
  • ·         Superhuman Durability
  • ·         Superhuman Speed
  • ·         Highly Skilled Fighter
  • ·         Standard Equipment: Soul-Stealing Sword



Killer Croc
  • ·         Wall Level Strength
  • ·         Superhuman Durability
  • ·         Peak Human Speed, Possibly Superhuman Speed on Land, Superhuman underwater
  • ·         Can fight normally underwater
  • ·         Can Bite through Armor
  • ·         Skilled Fighter
  • ·         Seems to have Night-vision



Nam-Ek:
  • ·         Likely City Level Strength at Least
  • ·         Likely City Level Durability at Least
  • ·         Likely Relativistic to FTL Speed
  • ·         Enhanced Senses, but does not have control of it
  • ·         Super-Leaping
  • ·         Can Survive in a Vacuum



Rick Flag
  • ·         Wall Level Strength
  • ·         Superhuman Durability
  • ·         Superhuman Speed
  • ·         Standard Equipment: Gun



Slipknot
  • ·         Can climb anything



Superman:
  • ·         Island Level Strength
  • ·         Island Level Durability
  • ·         Relativistic to FTL Speed
  • ·         Flight
  • ·         Heat Vision comparable to Strength
  • ·         Super-Senses
  • ·         Skilled Fighter
  • ·         Can Survive in a Vacuum



Wonder Woman
  • ·         Island Level Strength
  • ·         Island Level Durability
  • ·         Relativistic to FTL
  • ·         Super-Leaping
  • ·         Bracers-Sonic Attack
  • ·         Standard Equipment: Bracers, Lasso of Truth, Sword, Shield
  • ·         Agelessness
  • ·         Skilled Fighter


Rough Tier List
Tier 1:
Doomsday
Superman
Wonder Woman

Tier 2:
General Zod (Earth)
Faora
Nam-Ek

Tier 3:
Enchantress

Tier 4:
Incubus
Diablo (Demon Form)

Tier 5:
Batman (Armored Form)
Katana
Jor-El (Battle Armor)
General Zod (Krypton, Battle Armor)
Diablo (Angered)

Tier 6:
Batman (Normal)
Deadshot
Killer Croc
Harley Quinn
Captain Boomerang
Rick Flag

Tier 7:
Enchantress Spawn

Tier 8:
Slipknot

Too Much Speculation:
Aquaman
Flash
Joker


Thursday, October 6, 2016

Understanding the MTG Colors through their Species

The fantasy card game Magic: The Gathering contains 5 factions, called "colors" for balance purpose each with their own individual strengths and weaknesses. However these 5 are not different purely in gameplay terms. Each of the 5 Colors also holds their own philosophy and psychology such that they are also make for a convenient way of expressing your identity online. The 5 Colors have their alliances and enemies (2 each), their own combinations and conflicts, and their own arguments and real world analogies to support their argument.

Now of course any real person has at least a little of all 5 colors, what color you are or a character is, is question of what color they are the MOST. Because of this you can also talk about a person in terms of multiple colors, listing the colors they have the most in order. Their is more logic to this, but for the most part this post will stick to mono-colors. The Essential Nature of Each Color, as well as their relationships was first codified in the classical MTG Color Wheel:




Confused at parts? This is common and there has been much contention over the internet on what various parts MEAN. The colors were even more strictly defined by Mark Rosewater (the person in charge of keeping these things consistent) here:

http://markrosewater.tumblr.com/post/113185405628/i-know-that-each-color-has-a-little-phrase-like

"White - Peace through Structure
Blue - Perfection through Knowledge
Black - Power through Opportunity
Red - Freedom through Action
Green - Acceptance through Wisdom"
I want to explain more about each color, explaining how these ideas come through via the Colors' Characteristic and Iconic Creature.
A Characteristic Creature is a species of creatures not too much stronger then humans if at all, that appear in large numbers, that represent each of the Keywords of the colors at a mundane level, as a basic reality.
An Iconic Creature, is a Large Powerful Creature that represents the same keywords on a cosmological level, that represents those colors as ideals or as ontological forces.
These creatures both must be something easily recognizable to people even outside Magic: The Gathering meaning no species created for the card game especially (So no Leonin or Veldalken). 
 White:
Goal:
The goal of White is peace. White sees conflict as being the cause of all problems and so seeks to unite people and bring peace to all people. 
Means:
The means of White is structure. White sees that the way to get peace is to end actions that would cause conflict. Discipline, Etiquette, Laws, these are the forces of white meant to restrict actions. White sees no problem with this because restricting "bad actions" is no bad thing, and an action which starts conflict is intrinsically a bad action, while an action that stops conflict is intrinsically a good action.
White's Strength is it's endurance. White's iron structure means it's very hard to disrupt, giving White control. White is disciplined and White is organized.
White's Weakness is it's stubborn uncreativity. There is a "right" way to do things and a "wrong" way to do things. You can't do things the "wrong" way. White will continue to follow protocol and rules even if to it's own detriment. 
Keywords:
White's structure takes two forms primarily. If it tends towards Green and Red it will appear as Morality. If it tends towards Blue and Black it will appear as Order.
Morality:
White's Structure can take the form of Morality. This Keyword implies an objective sense of "right" and "wrong". It generally involves a sense of altruism and/or an obligation to serve the community. This structures people by guiding them towards actions that are "Moral" or collectively/socially focused and away from self-serving actions seen as egotistical and "Immoral". This brings about Peace by declaring conflict as an anti-altruistic action meant to hurt others, an action that is "immoral" and is to be avoided.
Morality-Characteristic: The Kithkin
At first glance the Kithkin break the rule that they have to be not made for MTG and recognizable to someone outside of MTG. However Kithkin are essentially the same race as a race that IS recognized by people outside MTG. They are the Halflings of D&D, the Hobbits of Lord of the Rings, the "Wee Folk" of the original Celtic and later Irish Legends.
The Kithkin are a physically weak race, due to their small stature, which fits in with White's Moralistic belief that we should protect the weak. Their strength is their social cohesion. They live in holes and hills in the plains (Plains are White's lands). Their society is unified by their good humor and their extremely common parties held for one another and gifts given to each other. This shows the idea of Morality as a practical mundane level, a society of weak people who live together, support each other, and live in a society that practices common and socially reinforced acts of altruism. Indeed the Hobbits the Kithkin were based on actually gave away gifts on their birthdays rather then received them. They enjoy a simple life of farming, eating, and socializing in their friendly communes, though are capable of greater courage then any of the big folk if the need to protect their friends or home arises. They are the perfect example of White's Morality as a characteristic race.

Morality-Iconic: Angels
Angels are generally understood to be expressions of perfect morality. Across Media back to their beginnings in the Holy Books of the Abrahamic Faiths, the Angels acted as the arbiters of perfect harmony from the Perfectly Moral God. They Smote the Wicked and protected the weak and innocent, often depicted as being especially protective of the child, innocent and defenseless. 

Order:
White's structure can also take the form of Order, which is civic laws, the laws of society. White believes that a society should have rules governing what a citizen can and can't do, so that the citizenry acts in a way good for the society as a whole. White believes that just as we have a duty to our fellows humans (Morality) or in MTG other species, so too do we have a duty to country.
Order-Characteristic: Dwarves
Dwarves are a short stocky race of people that live underground. They are known for their long memories, amazing forging abilities, love of gold and ale, and their extreme notions of duty.
It is in that last trait that Dwarves are the characteristic of Order. Even the most gold-hungry Dwarf would give it all up for King and Clan. Dwarves are known for their devotion to their duties toward their King/Nation, Clan/Family Members, and so forth. They live the reality of Order. Their Domain is the Great Earth itself, and it's deep never-ending structure of tunnels. They navigate these tunnels with metaphorically speaking, skin made of iron and bones of steel. 
In addition, their is other traits of them suggesting their connection with Order. In particular Dwarves are known for their oaths, more unbreakable even their bodies. They possess incredible willpower due their rough discipline (which is a form of Order). Also a central part of Dwarf lore is generally that they fight all kinds of horrible giant monsters underground. While not as fragile as other wee folk, Dwarves must constantly be the underdog in fights against powerful monsters, winning through discipline, teamwork, and tactics, all white tools of the trade.
Order Iconic: Griffons
Might be surprising if you are unfamiliar with Griffon lore. Griffons were originally the Noble Guardian of the Heavens. They would fly from Heaven to herald the arrival of the True King or even to aid a legitimate king's claim to the throne. 
Even more accordingly, Griffons as a social creature were known to follow elaborate plans to engineer the rise of power of the rightful King, showing their duty and commitment towards the idea of Proper Order. They are the Perfect Heralds of Pure Order.

Blue:

Goal:
The goal of Blue is "Perfection". This is a very vague goal but in general Blue sees the world as an entirely unoptimized place. Everything is systems and those systems are inefficient. Blue wants to make things run as efficiently as possible, and achieve a "perfect" Utopian Society of Progress. This might sound excessively idealistic to most, but Blue has much faith in possibility, and the future.
Means:
The means of Blue is "Knowledge". Blue believes the key to making your dreams come true, to optimizing your environment is to know how. Blue wants to learn as much information as it can so it can optimize the systems of the world as best as possible.
Blue's strength is in it's logical reasoning. Blue is very good at rationalizing a solution to a problem, logically solving puzzles.
Blue's weakness is in it's inactivity. Blue would rather learn every single factoid related to a problem and learn every possible angle to approach a problem then trying it and when confronted with a sudden problem may be struck by information paralysis. 
Keywords:
Blue's Knowledge gathering takes two forms. If it tends towards White and Green it will appear as Logic. If it tends towards Black and Red it will appear as Artifice. Interestingly these things roughly correspond to the two ways of gaining knowledge; Rationalism and Empiricism respectively. 
Logic:
Logic, or the theory of Rationalism, is the understanding of the world via applying logical principles to gain new information from currently possessed information. This forms the Basics of "Logical" thinking which Blue thinks very highly of, that one can deduce new information and like a detective can use the information one currently knows to come to conclusions and gaining more information. These logical principles such as A=A or A does not = not-A, if understood by all people can allow people to optimize their thinking and thusly their local systems. 
Logic Characteristic: Merfolk
Merfolk are half fish humanoids that reside under the waves. It is very cold under the waves and this species, especially in MTG, have been known to reflect this coldness in their temperament. As a long-lived race that is adjusted to the gentle patterns of the ocean they act and think somewhat slowly most of the time, fully considering all options; the danger and coldness of the deep underwater somewhat dulling their passions.
Despite this, Merfolk are well known for having one passion: learning! Merfolk are extremely curious in all depictions, constantly wanting to know more and more. This can be troublesome when they start stealing human possessions, or entire humans, and dragging them below to see what they are. But most depictions of mermaid and human interactions is of a mutual learning experience, both sides having their curiosities and rational minds expanded from the encounter in a way Blue would smile at as grand progress.
Logic-Iconic: Djinn
Blue's Iconic is technically Sphinxes. And I get why, Sphinxes pose logic problems to travelers and if they lose it eats them. That makes for a great Iconic.....I guess?
Djinn really should be it though, and here's why. Djinn similarly logical problems to those who come under their possession. Specifically Djinn punishes those who act on impulse or intuitions (Red or Green). To deal with the Djinn properly requires a cool logical head.
Beyond this the Djinn are generally masters of deception, tricking people by using exact wordings instead of what they MEANT. Sometimes the Djinn doesn't even mean to trick them, it's merely that the words mean different things to each person. This again shows Blue's ideal of mutual learning. 
Djinn also act a perfect Blue fantasy as well for another reason. If you can rationally conquer them they will give you wishes. You can optimize the world, you could finally perfect it, if only you know how....how much more blue can you get.

Artifice:
Blue is an experimenter, who wants to learn through direct observation as well. Blue wants to investigate, observe, see the information. This leads Blue to Innovation and Technology as Blue sees uses for things that others didn't consider.
This is part of Blue's Philosophy of Tabula Rasa, things are born a blank slate. If you don't consider something just as what it is, you can find whole new uses for it. If you don't look at a stick and think of it just a stick you might realize you can cause enough friction by rubbing it with another stick to get fire! If you educate people properly, they can overcome any innate part. Given proper information and grooming anyone can reform! You can build upon the world a better world if only you don't accept that things must be how they are.
Artifice Characteristic-Homunculus:
Homunculus are cousins of the Golems, and a predecessor of the Computer and the Robot. A Medevil idea, the notion was that you could pour an elixir of life into a metallic body and give it a simple command, which it would then follow. So long as your command was well thought-out, they had the potential to uplift all humanity. If the command was wrong however...
Constructs perfectly serve as the Characteristic of Artifice. They speak to Blue's ambition. They are new life, artificial and technological, designed to perfect the world in a particular way. Most importantly they are whatever you teach it. They are perfect Tabula Rasa, following the exact command given to them. And if they turn against you, it's only because you gave a bad command.
Artifice Iconic-Kraken:
Deep underneath the water lie the secret masters of the world. The original idea of the Kraken was a monsterous deep sea creature whose actions caused the natural disasters we see all around us, from tsunamis to hurricanes. In modern times this has gone even further with the idea of Krakens being psychic creatures who secretly control the minds of people (Ia Kraken fhthagn)
Kraken symbolically are the forces we don't understand. They are the ones who secretly shape the world to their wills, representing Blue's desire to engineer a perfect world. They represent the hidden element Blue is always searching for. The Mystery. Likewise Their actions are suggestive that it is not innate powers that control the world but living beings who have shaped it to their image again asserting Blue's Tabula Rasa and Nurture>Nature.

Black:
Goal: 
The goal of Black is "Power." Black wants to accrue personal power for itself. Whether this is Physical Power, Political Power (Government Control), Economic Power (Money), etc. Black sees the world as a dog-eat-dog world where the strong survives. And Black knows it is going to be one of those survivors.
Means:
The means of Black is "Opportunity." Black is always eager to jump when a chance for power arises. Black will do things others would find distasteful, heinous, or profane. This is because Black sees a reality where nothing truly is these things, these are arbitrary constructs made. And Black is not gonna let any arbitrary construct bind it, Black serves itself and no other. 
Black's biggest strength is it's resourcefulness. It will find a way out of impossible problems, if only because it's willing to do what no one else is willing to do, in order to survive.
Black's biggest weakness is it's paranoia. It has difficulty working with others because it assumes that everyone is out to get everyone else, and that at any moment a so called "friend" might stab you in the back for their own opportunity. 
Keywords:
Black's Opportunity takes two forms. If it leans towards Blue and White, it appears as Parasitism. If it leans towards Red and Green, it appears as Amorality.
Parasitism:
Black knows that there is always winners and losers. The strong take from the weak. But that doesn't mean there is only one kind of strength. Stealth is a power. Wit is a power. Good Plans are a power. If you can steal victory from someone right from their nose, sucks to be them. The most dangerous animal is not the powerful bear or the vicious lion. It is the sneaky fly with it's diseases. Black knows that the key to getting what you want is to take power from those who have any amount of it to take. Dare to Rise above your ranks. Show Ambition and let no one keep you from your own goals.
Parasitism Characteristic-Vampires:
Vampires are a good characteristic for Parasitism for a very clear obvious reason. They drain the blood of others to become stronger and moreover to live. They are the Humanoid Parasite.
Beyond this Vampires are often shown turning the ones they have fed on into their minions, expressing their dominance and control over them. Vampires will show their dominance over normal humans as well, often tricking them into their control so they can feed on them. This has been a number of ways. Gold, Sex, Promises of Power, Hostages, Hypnosis. There is no wrong way to achieve the blood. What matters is the end result. Blood. Feeding. Power. Survival.
Vampires are also often shown to compete with equal status vampire for their blood reinforcing Black's belief that the world is one where winner takes all and losers die.
Parasitism Iconic-Horrors
Horrors are living embodiment of anti-reality. They are fears and darkness incarnate. As alien to us as can possible be. In Olden Times they were called Nightmares. They are creatures that tear up reality, feed on our fear. 
It's said to be possible that a human who completes the right rituals and makes the right sacrifices can themselves come a Horror. But only the most ambitious and cold-blooded amoral person would even consider such an act....
Who knows. Maybe that's how they began.

Amorality:
Black believes that there is no objective good or evil. That if it can do something that benefits it, then it should. Black will says it's not pleasant, but it's reality and the other colors re just lying to themselves, trying to pretend reality is any better then it really is. Because Black thinks the world is a totally amoral place, that means that anyone who claims restrictions apply to them are externally putting an arbitrary limit on Black, which Black will not accept.

Amorality Characteristic-Zombies
Zombies in fiction are generally not a particularly moral bunch. They have no concept of "right" and "wrong". They have no concept of Civilization and it's rules. They represent the ending of those very things. They act together only as a matter of convenience, they tear up other species purely for their own survival. They are totally without any moral guilt or reprehension. They are single-minded in their goal. They are the hunger without end, the amoral race for survival.
Of course the true horror of Zombies is that they confirm an amoral universe. In most Zombie stories there is always the moment when the humans start turning on each trying to survive, confirming Black's belief that we are deeply amoral covering it up, ringing true to Black's paranoia. There is also that archetype of the human who gets bitten but doesn't mention it because they don't want to die and then turns on and consumes their former friends. Amorality indeed. To try and be moral in a Zombie story, to not attack them and live in peace, is to die a horrible death. Better start fighting for survival says the other colors while Black says it's done that the whole time.
Amorality Iconic-Demons
Demons are generally said to be Fallen Angels after rebelling a God who told them no. All though they vary, general traits of Demons in fiction and theology are beings who abide a lower Realm who do whatever they can to attain power. They almost always hate the thought of a Higher Power controlling them.
Demons represent Amorality put as a Cosmological Force. They are beings who make deals with mortals for power and invariably cheat in some way. They battle each other, unwilling to share power. They are the Universe's Chaotic Unfeeling Nature personified. They are temptations. They are the desecration of the holy, the sacred turned profane. You can't trust them to do anything, except fight for themselves.

Red:

Goal:
The goal of Red is Freedom. Red wants to not be bound by rules and restraints, and wants to follow it's emotions. It believes everyone should have freedom, although generally cares about it's own freedom the most. 
Mean:
The mean of Red is Action. Red believes that the worst thing you can do when faced with a problem is over-think it, Red tries to be in the moment and be flexible. Planning a solution too much will lock you in and not allow you to adapt to a problem as it's going on.
Red's greatest strength is it's spontaneity. Red lives in the here and now. Red goes with the flow. Red will seize the moment at every possible moment. This gives it an ability to change and adapt to whatever life may throw at it.
Red's greatest weakness is it's short-sightedness. Red doesn't plan beyond the immediate and so will often find itself suddenly in a problem and wonder how it got there.
Keywords:
Red's Action can take two forms. If it leans towards Black and Blue, the action appears as Chaos. If it leans towards Green and White, the action appears as Impulse.
Chaos:
Red believes the world is inherently chaotic. Trying to control the world is only going to leave you more frustrated and unable to control anything. "The tighter you clench your fist, the most star systems slip through your fingers.". Red believes that Chaos is not a bad thing either, as it allows for change and progress. Red has clear faith that in Chaos people will act in a free way, unhindered by rules and regulations, which Red sees as implicitly good. 
Chaos Characteristic-Goblins:
While the specific change from depiction to depiction, Goblins originally were and still generally are a race of mischievous mountain-dwelling creatures that love to party and have fun, and wish the mean bigger races didn't keep stopping their fun just because it involved "Some explosions" or "Throwing Little Timmy off a mountain."
While some depictions are much more Black, generally Goblins are a very red-based race well suited for Chaos' Characteristic. They are spontaneous and ever-changing, impossible to predict, and love to spread a little confusion and chaos. 

Chaos Iconic-Dragons:
The Dragon is a truely epic beast and the kind of wherever he is, usually some high place where it's chosen to make it's residence.
Dragons were long the symbol of Chaos. They destroyed whole kingdoms and kidnapped royalty like Princesses. When they were sentient they were often concerned for their own happiness and not much else. That said they certainly weren't always even and sometimes appeared to signal the end of an Corrupt Empire.
Dragons also work as Chaos' Iconic because they resist all logical and civilized forms of control. Magic doesn't work on them. They defy the laws of physics. They laugh at armies.

Impulse:
Red thinks we should trust our own emotions more often. Just like we can't others limit us, we can't let ourselves limit us. You are your own worst enemy, harshest critic, and all other forms of opposition.

Impulse-Characteristic: Viashino
The Viashino is MTG's name for Lizardfolk, the bog-dwelling dinosaur people.
To succeed in the hunt, the Viashino must remain entirely in the moment, leaping at the exact right moment and pursuing and tearing before the prey can get away. They must act entirely on impulse, no room for reservations or thought.
Likewise Viashino culture emphasizes therefore emotional thought, acting with a psuedo-collective subconscious, by relying in emotional wavelengths. 
Impulse Iconic-Titans: 
In Greek Mythology the Titans were primordial beings representing powerful forces which ruled humanity. They were the children of Mother Earth (Gaia) and Father Sky (Ouranus). They were ruled entirely by emotion seemingly, acting based on fear, hope, and desire. 
More importantly as Impulse's Iconic, Titans are beings without any self-restraints acting entirely on their role as the force of X. From Chronos, Time, to Hyperion, Light, to Prometheus and Epimetheus, Forethought and Afterthought. None could control them, even themselves. 
Prometheus even went against Zeus, the lord of Olympus, refusing to bow to his whim because he wanted to grant humanity fire and civilization. 
Green:

Goal: Acceptance
The goal of Green is acceptance. Green believes that the world is what it is and that the cause of suffering and pain is trying to struggle against the way of the world.
Means: Wisdom
The means of Green is wisdom. Green wants to grow it's understanding of itself and the world around it, so that it understands the roles of both and thus can understand and accept of the world.
Green's greatest strength is it's genuine-ness. Green wants simple things, and enjoys a calm simple lifestyle. This means that Green can live in tranquility with almost any environment, adapting itself to suit it's surroundings.
Green's greatest weakness is it's naivety. Green expects people to act simply and honestly, Green expects the world to be benevolent and if something bad happens to you, well it was probably meant to happen. Green has difficulty feeling any strong sense of agency.
Keywords:
Green's Wisdom takes two forms. When it leans towards Red and Black it appears as Instinct. When it leans towards White and Blue it appears as Interdependence.
Instinct:
Green feels we have grown too far apart from ourselves. It feels that if we could listen to our deep instincts we'd know what we really need and would no longer feel the pressure of having to live up to some standard we've set for ourselves that will never make up happy.
Instinct Characteristic-Beasts
MTG treats this as a single type and taken together it really does make sense as Instinct's Characteristic. Green thinks that animals live lives of dignity, not disrupting their environment and simply being who they are without feeling like they must disrupt the whole web of life to become something else.

Instinct Iconic-Hydras:
The Hydra is nature's most perfect predator. Indeed it some ways it represent's nature's true power. Head after Head that feeds on all things nearby. Regeneration keeping it endless coming back stronger and stronger.
And that really is the essence of the Hydra. It simply is and grows stronger from that being. If harmed and fought it becomes stronger gaining new heads.
Despite it's incredible complexity, it is also a creature of incredible elegance much as how Green sees Nature.

Interdependence:
Green also feels we have grown too far apart from each other. We fight each other when this antithetical to our very nature. Green sees the world as a system of interdependent parts that all work together and support each other and trying to take advantage of each is only screwing us all over. Green believes people should work together by trying to fufill their natural roles which will create a natural and interdependent society.
Interdependence Characteristic-Elves:
Elves are the defenders of the woodlands and the natural order. They are a perfectly interdependent society, who are in harmony with each other and their surroundings. With their ancient arcane wisdom Elves know the role of all things and take it upon themselves to protect the natural order.
This does not mean the Elves will protect all life. Sometimes life becomes destructive and harmful to the order and that's when the Elves will spring to the fight. "One bone broken for every twig snapped beneath".  They are the Soldiers of Destiny and the People of the Wilds.
Interdependence Iconic-Elementals:
Elementals are the forces of nature sprung to life. They act perfectly in accord with their role. Water Elementals wetten, Air Elementals Blow, Time Elementals Change, Life Elementals Live.
Yet despite this the elementals are in harmony with each other in most cases. Fire Elementals do not seek the destruction of the water elementals that kill them. Likewise Wood Elementals don't see the death of fire elementals that burn them. Elementals even when they destroy each other exist in a harmony with each other that us mortal beings can not understand. 







So those are the Characteristics and Iconics of Each Color's Keywords and how they suit them. Part 2 will be coming in a couple of days. I hope you enjoyed.