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GOD OF THE SUN

HISTORY

Mitra or Amigo [1] is the god of the sun , wisdom and war in Persian mythology . Over the centuries, it was incorporated into Hindu mythology and Roman mythology . In India and Persia , it represented light , meaning, literally, in Persian , " solar divinity ". It also represented the good and the liberation of matter. He was the son of the Persian god of good, Aúra-Masda , and he fought against his enemies with his weapons and his boar Verethraghna. He was identified with the sun, traveling through the sky every day with his chariot to ward off the forces of darkness. It was one of the most popular Persian deities. With its adoption by the Romans, it became especially popular with soldiers, who offered bulls. [2]

There are references to Mithra and Varuna from 1400 BC as gods of Mitani , in northern Mesopotamia . [3] . Among the Persians, he appeared as the son of Aúra-Masda , god of good, according to the images of the temples and the few written testimonies. Mitra was born near a sacred source, under a sacred tree, from a rock (the petra generatrix; Mitra is therefore called petra natus). Its first mention is approximately 3400 years ago, being described as Varuna's companion, the god of balance and order of the cosmos. Around the 5th century BC, he joined the pantheon of Persian Zoroastrianism : at first, as lord of the elements; then, in the definitive form of the solar god.

After the victory of Alexander the Great over the Persians, the cult of Mithra spread throughout the Hellenistic world . In the 3rd and 4th centuries of the Christian era, the Roman religions, identifying themselves with the virile and luminous character of the god, transformed the cult of Mithra into Mithraism .

CHILDREN OF MITRA

Appearance: The hair, almost always and in most cases, is blond or light in a "sunburnt" tone, sometimes curly. They are tanned, also sometimes in sunlight, they often have dimples and freckles on their faces so they are hardly tall, but they are athletic and sometimes defined.


Personality: They are usually very friendly, communicative, warm and playful. They will always be focused on an art, regardless of its essence. They can walk talking in rhymes, paint wooden pictures and the next day be playing ukulele all day.

SKILLS

Passive Powers
 

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Metabolic regeneration

 

Because Mitra is a god of war and good, his children acquire good regenerative abilities that help him in combat. In addition to resistance to harmful evils.

 

Level 1-10: These demigods will be able to recover from minor injuries, such as dislocation or breaking of bones, from diseases, viruses, radiation, poisons and less serious toxins, their body acquires resistance against these harms. Piercing, bleeding and damage to the body usually recover slowly according to the degree of your injury.

 

Level 11-25: Your resistance to physiological harm is improved, to the point of protecting you from diseases and viruses or any similar intruder that tries to enter your body. Small, shallow cuts regenerate easily, while bleeding and puncture tend to take longer. Being able to recover from broken bones.

 

Level 26-35: Now your regeneration evolves to the point of protecting you from these harms easily, leaving your immune system, thus being able to treat any disease derived from the nine kingdoms, poisons and radiation derived from the nine kingdoms also become almost useless to the offspring which can regenerate from them easily. It is already very resistant to pain, also managing to heal from bigger injuries, deep punctures.

 

Level 36-50: Your wounds heal in a more accelerated range and can treat medium wounds easily, and can even treat external bleeding. Burns are faster to heal and the skin is formed faster, the demigod manages to recover from injuries considered fatal to humans. It acquires a longevity, having the effects of old age reduced in addition to the toxins and diseases that become null in your body. 

 

Level 51-99: Reaches the peak of your regeneration by recovering from almost all types of injuries, your regeneration is capable of healing you from injuries that could lead a demigod to death easily, even managing to treat internal hemorrhages, achieving treat during their onset thus preventing them from continuing. Your healing process allows you to heal from many things, less from losing limbs.


 

Bull physique

 

Having the bull as a divine animal, the sons of Mitra demonstrate a very strong strength, in addition to improved endurance and speed, which always helps him in his battles.

 

Level 1-10: Your strength allows you to break iron. In addition to its resistance being equal to that of iron, and when in motion, it can reach 200 km / h.

 

Level 11-25: Its strength allows it to break steel, as well as its resistance is similar to steel, since its speed is 400km / h.

 

Level 26-35: Its resistance is similar to titanium, in the same way that it can break the material, since its speed is 600km / h.

 

Level 36-50: Its durability is similar to diamond, in the same way that it can break the ore, reaching a speed of up to 800 km / h.

 

Level 51-99: Its physical durability is similar to adamantium, as well as it can break the same when delivering many blows, since its speed is 1200 km / h.

 

Level 100-150: Now at its peak of durability it gets to be similar to the vibranium, which allows it to break the same when delivering many blows, as well as its speed reaches 1400 km / h.


 

Warrior wisdom

 

Mitra's sons are extremely wise in the subject of guerrilla and artillery, which makes them experts in matters involving fights, conflicts, wars, battles and among other types. Being able to come up with strategies at any time during the fight.

 

Level 1-10: The demigod son of Mitra initially gets to know the basics of weapon handling, as well as how to fight without weapons, knowing the basics about these styles. The demigod has a basic sense of fighting, knowing how to analyze the situations he finds himself in, the situation his opponents are in, and easily formulate small strategies against his opponents in order to defeat them.

 

Level 11-25: The demigod son of Mitra is able to handle any type of weapon in an average way, besides also knowing how to fight without weapons, knowing almost everything about these styles. The demigod proves to be more observant, managing to analyze the entire place where he is with more accuracy and precision, also managing to formulate average strategies using the elements present both in the scene and his companions. The offspring are now able to accurately analyze a person's physical and mental condition according to the way he behaves in combat knowing easily what it takes to defeat him.

 

Level 26-35: Now he shows excellent leadership skills, managing to lead his teammates firmly and in an extremist manner. The demigod son of Mitra can handle any type of weapon perfectly, as well as knowing how to fight without weapons, knowing everything about martial arts. His views on battles, wars and conflicts are greatly improved by knowing how to analyze events at an extremely fast speed while he is moving, also knowing how to provoke his opponents, being a Master at it. 

 

Level 36-50: Mitra's offspring is now able to have an overwhelming strategic sense which allows him to develop strategies worthy of a war general, his strategies are now capable of leading armies in wars and among other types of battles being considered a genius, managing to formulate in his mind countless strategies, through the possibilities. At this level, the demigod acquires the ability to see the possibilities of things happening through his eyes, being able to see clearly everything that could happen if he did a certain action or movement (he also can see what his opponents could do).

 

OBS .: The chances of things happening are 90 %%, the offspring will be able to see everything, from the actions with less probability of happening to the ones with bigger ones.

 

Level 51-99: Your strategies reach a global level, managing to surpass even the greatest strategists. Now he not only knows all the secrets about the use of weapons and all styles of armed struggle or not, but he can also create new styles, whether they are bloody or not.


 

Warm Look

 

Mitra was known to be a solar deity, his children have the ability to see heat signatures, which help him in night battles or when they need to look for someone and the like.

 

Level 1-10: Acquire a slight view of heat signatures within 100 meters of you.

 

Level 11-25: Your vision of heat signatures becomes more specific and covers everything that has a heat aura up to 200 meters.

 

Level 26-35: Your vision is now able to see digital and covers everything that has a thermal aura in 300 meters.

 

Level 36-50: Your vision is now infrared, as well as you can see where people have passed, as you can also see astral trails of energy. It covers 400 meters.

 

Level 51-99: Nothing that has a thermal aura, emission of heat or not, digital and energy escapes your eyes even after leaving a place, as it is able to identify traces. It covers 500 meters.

 

Level 100-150: Nothing, no one, escapes your eyes, you can see signatures of warmth, auras, souls, spirits, invisible things, spectral beings and all the previous ones with mastery. It covers 600 meters.


 

Solar Amplitude

 

Because they are direct descendants of a solar deity, the demigods, sons of Mitra, receive gradual and significant increases in strength when in ideal conditions.

 

Level 1-40: At the beginning, when they are under some source of energy or sunlight, they receive potential increases in their standard abilities. All of his physical gifts that would have been previously common, now expand, making it possible for the demigod to: run at twice the speed for one round, see up to 300 meters at 360 degrees around him (if the place is lit) , hear audible sounds for ordinary humans in a range of 150 meters as if you were close to them and smell smells up to 300 meters, without being able to distinguish them yet. Exposed to the sun its stealth increases by 25%, making you more skilled in camouflage.

 

Level 41-80: When exposed to an energy source or solar light, the demigod manages to further expand his previously listed capabilities, run at double speed for two rounds, see up to 400 meters at 360 degrees (if the location having luminosity), listening to audible sounds for ordinary humans within a radius of 250 meters as if the source were close to you and feeling more complex smells up to 500 meters, without a perfectionist distinction. Exposed to the necessary conditions, his stealth increases by 35%, making him more skilled in the art of concealment.

 

Level 81-120: Now there is no need to be only solar sources, in addition to these, the demigod also receives increases when exposed to a source of Light of significant power. Can run at twice the speed for three rounds, see up to 600 meters at 360 degrees (if the place is not bright, needs a heat source), hear inaudible sounds for humans within a radius of up to 350 meters, and feel varied smells up to 600 meters, managing to distinguish them from each other. Exposed to the conditions mentioned, its stealth increases to 50%, making it almost imperceptible if you are trying to hide.

 

Level 121-160: Now, in addition to being able to benefit from separate light sources, you can also enjoy the buffs when near a high heat source. Can run at twice the speed for four rounds, see up to 800 meters at 360 ° Degrees (Any demigod that has body heat), hear imperceptible sounds to dogs within a radius of up to 450 meters and feel unexplained aromas or smells up to 800 meters , and may even differ a series of mixed aromas. Its stealth increases by 60% when exposed to conditions.

 

Level 161-200: At this level, any source of Light, heat or even solar benefits you. You can run at twice the speed for five rounds, see at a distance of 1 km in 360 ° degrees (Everything that emanates energy), hear sounds imperceptible to the most demigod perspective in 550 meters and smell odors at 1 km, and you can even identify the source of such. Its stealth reaches 75%, hiding completely as soon as it gets out of the opponent's view.

 

Level 201-240: At the height of the skill in question, the individual already benefits from any source of Light, Energy or Heat that he has nearby. Runs at twice the speed for six rounds, achieves the ability to see at any distance if it is bathed in sunlight or has warm sources to be seen, hear sounds that no one else would hear in 700 meters, and feel / distinguish any aroma or fragrance up to 1.5 km, even without direct contact with the source. Your stealth bonus is 100%, and you can hide even from detailed views.


 

Father's Blessing

 

Because they are the son of a solar god, children of Mithra acquire great resistance to great temperatures, in addition to resistance to luminosity and dark powers, as their father traveled through the sky with his chariot defeating the forces of darkness.

 

Level 1-20: Initially the children of Mitra are resistant to temperatures up to 1500 °. In addition to basic resistance to light and dark attacks.

 

Level 21-40: They are now resistant to temperatures up to 2000 °.

 

Level 41-60: They are now resistant to temperatures up to 2500 °. Just as their resistance to light and dark attacks is average.

 

Level 61-80: They are now resistant to temperatures up to 3000 °.

 

Level 81-100: They are now resistant to temperatures up to 3500 °. Just as light and dark attacks hardly affect you.

 

Level 101-120: They are now resistant to temperatures up to 4000 °.

 

Level 121-140: They are now resistant to temperatures up to 4500 °. Now not even an attack from light will harm you, dark attacks before they hit you will dissipate.

 

Level 141-160: They are now resistant to temperatures up to 5000 °. 

 

Level 161-180: They are now resistant to temperatures up to 5500 °.

 

Level 181-200: They are now resistant to temperatures up to 6000 °. Mithra was also seen as an elementary god, so now his children have a good resistance to attacks from the 4 elements.


 

Evolved mind

 

Mitra's children have improved mental development which makes him superior to an ordinary human. Like their father, demigods have the goodness inside them and the gift of liberation, which makes them less susceptible to manipulations, inductions, illusions and other psychic attacks that can afflict him badly.

 

Level 1-10: The offspring have complete control of their feelings and emotions, never being influenced by them.

 

Level 11-25: Your self-control is better not being influenced by manipulation of feelings, in addition to being highly resistant to hypnosis and compulsion.

 

Level 26-35: Mitra's offspring show an improvement in their brain, being able to process, interpret and send information more easily and with a better speed, managing to fight without much difficulty.

 

Level 36-50: Demonstrate mental resistance, being able to resist mental control, just as they can concentrate and thus free themselves from illusions and other powers of control.

 

Level 51-99: Mitra's offspring have better resolution / recognition of perfect patterns, unlimited information storage / retrieval, perfect perception / observation skills and logical / philosophical structuring. He can read at superhuman speeds, has perfect deduction / reasoning skills and can intuitively understand what is going to happen and how to deal with it.

 

Level 100-150: Acquires the ability to analyze situations and scenarios, gaining a good perception of things, being able to see things beyond the current situation through analysis and hazard analysis.


 

Sixth solar sense

 

Level 45-75: The demigod gains the ability to have the sixth sense in its fullness, being able to easily predict blows from enemies and feel their aspects of light, being able to sense the general danger of any being within a radius of up to 50 meters to around him, being almost impossible to affect him with surprise blows, when he senses blows of up to 3 seconds before they reach you.

 

Level 76-100: Any being within a radius of 100 meters can be felt through your senses and the spectrum of light from opponents and allies, knowing exactly what is in front of you, sensing blows of up to 5 seconds before they reach you.

 

Level 101-140: You can feel up to 200 meters around you, being able to sense strokes of up to 10 seconds before they reach you.

 

Level 141-180: You can feel everything in a radius of up to 300 meters around you, being able to sense blows up to 20 seconds before they reach you.


 

Body temperature

 

Level 1-10: Because they are children of a solar deity, they acquire a certain resemblance to the star itself. At this level the children of Mitra emanate heat in small fractions, which in case something gets too close (2 meters) depending on the demigod's mood, can burn up to 70 degrees Celsius, or even dry out gradually, as well as snuggle up in a pleasant heat before cold situations. This one has a certain body shine, which reveals itself more effectively at night, equaling ordinary lanterns.

 

Level 11-25: With the development of this technique, already in the second stage, the demigod has a greater resemblance to the star, already emanating heat in harmful proportions if it is in a stale moment (it already reaches the temperature of 120 degrees), or even emanating a welcoming warmth that benefits plants and living beings that need it. Its brightness now reaches that of car headlights.

 

Level 26-35: Now, in the third stage of power, an unbearable heat emanates for those who do not have high resistance to it, which can lead to melting and severe skin diseases (emanates 170 degrees), or something that warms someone on the verge of freezing. in moments. Now the demigod has slight magnetic distortions around him, which are like a natural magnetic field that expands 3 meters away from him, impelling or even attracting metals according to the mood of the one. Its glow is also warm, but pleasant and looks like mile headlights.

 

Level 36-50: In the fourth stage, everyone close to 30 meters feels their heat of different proportions, being hotter near them (emanates 250 degrees), melts base metals and already dehydrates nearby beings in seconds, taking them death or fainting depending on your general abilities, or also providing nutrients that come from sunlight equivalent to that provided for 2 years at a time (depends on mood). Magnetic distortions are more complex, generating attractions or repulsions than is affected in minimal amounts, the previous effects are extended to large sizes of metallic things (5 meters). Its light matches that of a tower lighthouse.

 

Level 51-99: In the penultimate stage, everyone close to 50 meters feels the temperature rise when the enraged or enraged demigod is present, its heat melts to the purest steel and approaches that of a normal star on the surface, rendering skin diseases more serious than the ordinary (320 degrees) or benefits beings, providing them with useful solar attributes that are of great help. The magnetic field can attract or paralyze even something similar to an iron tower before it touches the demigod, I try to repulsion and attraction to what is affected on a median scale (7 meters). Its light reaches the proportion of a solar ray (only the light).

 

Level 100-150: At the height of power, everyone close to 70 meters away will feel the incarnated anger in the form of the demigod's heat, melt everything they come into contact with (less indestructible things) and can utter serious illnesses that lead to death or suffering ( cancer and others), the temperature reaches 400 degrees, benefits mentioned extend to considerable levels. The magnetic field is already powerful enough to stop the Eiffel Tower or attract something of the same proportion as it (metallic) the aura reaches its peak (10 meters). Its light is somewhat radioactive for beings present if you wish, and it is like looking at the sun for a long time.


 

Solar absorption

 

Level 10: Children of Mitra have the ability to absorb solar energy (only during the day, which is obvious), which allows them to use their powers at night or in dark environments.

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Active Powers
 

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Solar armor

 

Just like every warrior wears beautiful armor, his father gave him the ability to summon one on his body, which in addition to having great resistance, emanates solar flames that protect him from melee attacks, in addition to being able to use for the same purposes .

 

Level 1-30: Initially the demigod is capable of materializing the armor's gauntlets, which have a golden color and a certain luster, in addition to being surrounded by kinetic energy, which upon reaching their targets (living beings), causes second-degree burns .

 

Level 31-60: Now the demigod in addition to the gauntlets, can cast the boots, which have the same characteristics as the gauntlets, and second-degree burns increase to the third degree.

 

Level 61-90: In addition to the gauntlets and boots, the demigod now acquires the lower parts, and with his solar energy emanating from the armor and capable of breaking a tree in half or opening a metal path like a torch.

 

Level 91-120: Now the demigod is able to conjure the breastplate, the energy that such armor exudes and capable of completely burning the flesh of living beings, in addition to that the demigod can expand the energy up to 3m from itself.

 

Level 121-150: Now the demigod acquires complete solar armor, with a helmet, boot, gloves, pants and chest, in addition to a flaming sword, capable of easily cutting metals and charring a body.

 

Note: The energy of the armor can be ceased by the demigod, in addition to having the resistance of adamantium, and his sword is made of pure solar energy.


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Miter Army

 

The children of the sun and war god have the ability to invoke an inherited army, where all are soldiers and knights honorably killed in honor of Mithra, such soldiers will obey only the demigod, never going against the same.

 

Level 1-20: Initially, the demigod is able to summon only 20 soldiers, these wearing leather armor and swords.

 

Level 21-40: The demigod can summon 50 soldiers, these in mail armor, carrying swords and spears.

 

Level 41-60: Summon 70 soldiers, these in steel armor, carrying spears, swords, shields.

 

Level 61-80: Summon 100 soldiers, wearing silver armor, as well as handling swords, spears, shields and bows and arrows.

 

Level 81-100: Now able to summon 200 soldiers, all in golden armor, handling swords, shields, spears, bows and arrows, mounted on horses.

 

Level 101-120: Can summon 500 soldiers in shiny armor, made of adamantium, carrying the previous weapons and now bayonets.

 

Level 121-40: Can summon an army of a thousand men, all wearing adamantium armor, as well as weapons made from the same material.


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Elemental Control

 

Mitra was known not only as a solar deity, but also as an elemental deity, so his children are blessed with the ability to control the 4 elements.

 

Levels 30-60: Initially it acquires a control over the element of fire, causing the kinetic energy of the atoms to increase, thus being able to cause combustion, which produces heat and light, generating flames. He can manipulate them at will, acquiring a wide range of possibilities, such as using flames to take flight, melting solid materials, causing big fires, incinerating objects with touch, etc. In addition to making your body turn into flames or even being immune to them.

 

Levels 31-60: Now they are extremely good at controlling the earth element in a medium way, being able to fully control the earth and all the vastness of elements from or associated with it. With this, he can generate and mold sand, dust, rocks and other minerals, as he pleases, as well as make the soil itself tremble and rise up to fight in his favor. It can also acquire an intimate connection with the earth, being able to gain strength through it and locate its elements, such as metals, for example. They can even convert your body to land.

 

Levels 61-80: The demigod now has a high control of the earth element, and being able to access the air element in a medium way, being able to freely control the air and winds, using them as powerful tools to gain an advantage in different situations. It is capable of generating and manipulating it for a number of functions, such as using air currents as an impulse to take flight, crushing beings and objects by increasing air pressure and reducing air resistance to cause effects such as increased air pressure. own speed. This power also has a powerful war arsenal, which can deliver concentrated blasts of air, create large tornadoes and hurricanes to cause massive damage in regions determined by the user.

 

Levels 81-100: Now it has a high control of the air element, now acquiring a control of the water element, where it is able to fully manipulate the water, being able to generate it from nothing and control its flow, using it as a basis for various forms of use, such as forming big waves, flying and even creating constructs. When more concentrated, they can even change the physical state of the water, raising its power to another level and making it a plural power, which manipulates water in all its forms, be it solid, liquid or gaseous.

 

Levels 101-120: Now by acquiring an extended Elemental control you can control the existing plants in the world, being able to deform them, create them, make them grow faster and etc. Its control also extends to the magma of volcanoes, being able to manipulate the magma freely using its fire powers combined with those of the earth, besides being able to cause intense snowfalls, create ice and the like, all through the elemental combination.


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Solar Carriage

 

Mitra was portrayed always traveling in a chariot carrying the brightness of the sun and fighting the beings of darkness next to a Boar named Verethraghna, so his children have the ability to summon a chariot similar to that of their father, being pulled by a wild boar similar to Verethraghna, that both will have a great synchrony together, in addition to the animal being able to communicate with the demigod, possessing great strength, durability and speed, not to mention the ability to shoot flames through the nostrils or mouth.

 

Level 1-10: Initially, only a young boar will appear, which will be aesthetically beautiful and will have golden, flaming fangs, as well as being tough as iron. This boar will be able to attack the enemy with a trample that causes light burns and throws it a few distances without further aggravations. The animal has a speed of 280 km / h and leaves a trail of flames where it travels. He stays with you for 2 shifts.

 

Level 11-25: The boar will appear on its own again, and will now have medium build, still beautiful and athletic, with its tough skin like steel. The animal can attack the enemy, with kicks and tramples equivalent to a ton of force, causing common burns. This has a speed of 560 km / h and leaves a trail of fire to go through, already being able to utter a puff of solar flames that reach 5m. He stays with you for 3 shifts.

 

Level 26-35: Now the Boar is large, beautiful and well cared for, as well as its resistance and compared to titanium. The animal will attack the enemy, with kicking and trampling equivalent to two tons of force, causing 2nd degree burns. These will have a speed of 840 km / h and will leave a melted trail of magma wherever they go. In addition to its breath of flame reach 10m. They remain in your company for 4 shifts.

 

Level 36-50: Now the boar is about 3m long, its resistance is similar to the diamond, next to it a small open carriage without seats and with an opening at the back, made of gold and light, that the creature engages by cells interspersed in cables of Light. The animal will attack opponents with tramples and charges equivalent to 3 tons and will be able to pass through solar flare attacks through the nose or mouth, reaching up to 15m ahead. They have a speed of 1120 km / h (sixteen horses), leaving small cracks to pass through. They remain in your company for 5 shifts.

 

Level 51-99: Now there will be 2 large boars with athletic posture and adamantium resistance, with a small cart behind, made of gold, light and solar energy, which is connected to the animals by means of solar cables. The animals will attack the individual they wish with tramples equivalent to 4 tons of force, and may cause melting if they step on it. Its speed is 1400 km / h and the open cracks will now be like pools of magma. Just like your puffs reach 20m. They remain in your company for 6 shifts.

 

Level 100-150: Finally, two wild boars similar to Verethraghna will appear, having a large size (4m) and a resistance similar to vibranium. A cart with a gold cabin, solar energy, light and fire will appear behind, connecting to such, this will be closed and may open or become transparent giving the impression that there is no cabin. Wild boar inflicts 5 tons of damage to the trample and incinerates whatever they trample. Maximum speed of 1680 km / h and the puddles are now small bubbles of magma that explode covering 2 meters around them. Just as they can launch bursts of solar energy at 30m. They remain in your company for 8 shifts.


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Blood of immortality

 

Mitra had as his sacred animal the Taurus, whose sacrifice was made in his honor and the blood of such an animal was transformed into an elixir of immortality, so that these offspring could materialize in their hands a flask with the liquid; the demigod can feed on him or offer to an ally. By ingesting this being you will be able to have your body healed from any kind of illness, injury or damage to your body (whether mental, spiritual or physical). This liquid is also said to be able to revive people (as long as they are in a state where they can drink the liquid), in addition to granting them semi-immortality.

 

Level 50-100: Once per event or saga.

 

Level 101-150: Twice per event or saga.

 

Level 151-200: Three times per event or saga.

 

OS: Those who feed on this liquid will feel great happiness and inexplicable joy, undoing any negative feeling they feel.


 

Reflective Shield

 

Mitra was a god of good and liberation, so his offspring when he feels the need can call on that shield to help him. It is purely made of vibranium, having a unique ability to absorb all types of energy attacks, after absorbing the offspring it can reflect the attack by launching it towards the target like a mirror, or releasing it in the form of an explosion (the which the offspring will be protected while holding the shield)

 

Level 1-10: Can absorb only one attack per combat.

 

Level 11-25: Can absorb only two attacks per combat.

 

Level 26-35: Can absorb only three attacks per combat.

 

Level 36-50: Can absorb only 4 attacks per combat.

 

Level 51-99: Can absorb only five attacks per combat.

 

Level 100-150: Can absorb as many attacks as you want.

 

OS: The shield is extremely resistant and durable, being able to receive magical, physical, energetic damage and still remain whole and without signs of damage (similar to Captain America's shield)


 

Solar control

 

Mitra's son inherits the ability to generate and manipulate solar flames. These have a temperature equal to the solar core and may be capable of great feats, as well as they do not need oxygen for their combustion.

 

Level 1-20: During the day, if it is lit by the sun, the demigod is able to wrap himself in a mantle of heat and thus invoke and control the solar flames for 2 shifts. Their control is minimal and their generation is only possible when exposed to the sun.

 

Level 21-40: During the day, even when it is cloudy, the demigod is again wrapped in the mantle of flames and is able to generate and control solar flames for 3 shifts. His control is medium and somewhat weak, and he no longer needs to be exposed to the sun, but just be in the daytime.

 

Level 41-60: During the day or night, requiring the presence of stars or the moon in the sky, since it reflects sunlight, the demigod is wrapped in the same mantle and can generate solar flares on a large scale and proportion, being able to manipulate on a large scale. 4 shifts.

 

Level 61-80: During any period, needing the same conditions as the previous levels, the demigod is no longer wrapped in such a mantle, but covered by solar flames, being able to generate them in great quantity, and to manipulate them with little perfection. 5 shifts.

 

Level 81-100: Now the period no longer matters, the demigod engages in solar flames and generates them in absurd quantities, being able to manipulate them perfectly. 6 shifts.

 

Level 101-120: At the apex, the demigod no longer needs the conditions, he can be involved in flames whenever he wants. The quantities it manages to generate are almost infinite, at really high levels, and it controls them on a global scale. 7 shifts


 

Thermal Manipulation

 

Mitra was the one who, in his carriage, distributed heat to everyone under the morning sun. Therefore, their children are able to handle thermal aspects as well as the thermal energy itself, based on the fact that thermal energy is the result of molecular agitation in the presence of heat, where it rises and heats, or lack of molecular agitation, where it falls and cools. With this power, the demigod can both enlarge and feel the molecular agitation that generates heat in a living being or not.

 

Level 1-10: At the beginning of such power, the son of the sun can manipulate thermal energy at basic levels, being able to feel, or even expand, sources already existing within a radius of circumference of 50 meters. Such capabilities can make something non-living if it warms up to 100 degrees.

 

Level 11-25: Has thermal energy manipulation in a medium way, being able to feel and change thermal sources within a radius of 150 meters in circumference. It can cause something to heat up by generating thermal energy until it reaches 300 degrees. It still doesn't work on living things but it can camouflage up to two "thermal auras" in that radius.

 

Level 26-35: Your manipulation of such energy is now reaching its high level, allowing you to generate thermal energy in something you naturally do not have, as well as frozen things, changing and feeling thermal energies within a radius of 500 meters. Performs warm increases of up to 500 degrees, or can even cancel out such energy from attacks and lesser beings within that range. Camouflages up to 4 thermal energies within that radius.

 

Level 36-50: At a semi-perfect level, it can generate and manipulate thermal energy from inanimate things or even from something that has no temperature. It already senses and changes thermal energies within a radius of 350 meters, and can even heat something up to 700 degrees, or even cancel it.


 

Solar explosion

 

By raising both hands to the sky, Mitra's son begins to gather thermal energy in the palm of his hand, creating a mini sun that appears to be made of fire but at extremely high temperatures capable of even surpassing the temperature in the center of the Sun.

 

Level 1-40: The energy takes 50 seconds to be completely concentrated and its explosion covers an area of ​​100 meters, killing creatures on the physical plane.

 

Level 41-80: The attack now takes 30 seconds to reach its peak. The area covered expands to 150 meters, killing beings on the spiritual and physical plane.

 

Level 81-120: Having more control over solar and thermal energy, the offspring takes 20 seconds to concentrate. The coverage area expands to 200 meters, killing even creatures with immunity to solar energy.

 

Level 121-160: Your control increases, taking 15 seconds to focus your energy. Now the area increases to 250 meters, killing even lesser gods.

 

Level 161-200: Further increasing their divine powers, the offspring takes 10 seconds to execute the attack. The area increases to 300 meters and can kill even bigger gods and titans.


 

Luminokinesis

 

Ability to create or manipulate light, manipulating it in general.

 

Level 1-10: Can manipulate the light itself, increasing it, decreasing it, making different movements and creating small objects with it (like knives, etc.). It can produce up to 5 white spheres of 15 centimeters, which can reach a target up to 25 meters away, causing burns and medium internal damage to the victim's body. He can take any source of sunlight around him and cover himself, leaving his clothes, hair and eyes golden and shiny and he is wrapped in a kind of cocoon of light that allows him to resist 30% of the damage that he does . The offspring, in addition to being able to absorb the photons around them, are capable of producing a luminous burst that travels up to 25 meters. Can catch the sunlight around you and use them as a source of energy to heal wounds and cuts (not deep cuts),

 

Level 11-25: Your character is able to camouflage in broad daylight and paralyze a person, having the ability to create stakes of light that cross the opponent and paralyze him. In addition to being able to transmute your body into light for a few minutes, thus crossing solid objects of a maximum of 5 meters in length or walls up to 4 centimeters in thickness (not being able to have its speed). With this ability it is also possible to be immune to physical attacks. You manage to mix your body with light and thus appear elsewhere, however, you have to know mentally to the place to which you will teleport. You can teleport at a distance of up to 25 km. Now being able to create light constructs perfectly. The offspring is capable of creating up to 10 tentacles of light energy,

 

Level 26-35: It has the ability to generate, control and manipulate light, forming different shapes and making it rigid, in addition to merging with the photons of the environment, making it invisible and leaving a fully lit environment to obscure the vision of opponents. Now it manages to produce 10 15cm white spheres, which can hit a target up to 55 meters away. Your cocoon of light is able to suck up 50% of the damage it tries to do to you. Your healing becomes capable of healing serious injuries by taking a few minutes to heal completely.

 

Level 36-50: Can teleport at a distance of 45 km. Its intangibility becomes even more lasting, managing to pass through any solid and physical object. Now being able to summon 20 tentacles that can chase multiple targets at the same time, your cloning ability expands to five clones of yourself and they can use the same skills as you. Its manipulation of light rises, releasing bursts of light and having a more volatile control of photons in general, managing to telekinetically manipulate weapons around it.

 

Level 51-99: Being able to teleport by the ambient light (up to 200 km) and also ends up receiving another effect, the light can move this person, he can now show some signs of light on him. Now being able to control the light in a perfect way, having total mastery of this ability, he is able to subdue large amounts of light and darkness with his light, being able to increase his control for control over the light, invoking the same ones of the Sun itself, being able to also create animals of light and infuse divine energy to create large animals of light and energy to help you, and you can now also infuse divine light to heal people with minor and medium injuries.

 

Level 100-150: As the biggest light-dominator now manages to make perfect projections, it can even transform part of the ambient light into a copy of yours putting it into combat, in addition to being able to mimic itself in a form of light for almost unlimited time, also being able to have light speed. 


 

Divine form

 

Upon entering such a form, the demigod will lose all its human characteristics, becoming a being of pure solar energy, which cannot be controlled by anyone, with this it will gain omnipotent control over the sun, being able to use the most diverse star-related powers, in addition to unlocking some psychic powers due to your mind unlocking for greater use (telekinesis, precognition, induction and telepathy.

 

Level 180-200: Lasts 2 rounds.

 

Level 201-220: lasts 3 rounds.

 

Level 221-240: lasts 4 rounds.

 

Level 241-260: lasts 6 rounds.

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Note: Recharge time of 10 rounds after the end of use.

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