Physiurgy
Cataloging Innate Physical Capabilities
It may seem counter to the intention of this work to talk about something as mundane as a person's natural physiology. When a porcupine pricks the fingers of someone seeking to grab it, is that a special ability? When a cat bears its claws, do we refer to that as part of an ability sphere? A body does what it does, yes, but in light of the extreme variance between species - or even within a species - we cannot count capabilities as standard simply because they are biological or innate.
Physiurgy: A Unique Ability Sphere
While considered one of the four ability spheres, physiurgy is unique because it does not rely on an energy source to function - rather, a physiurgic "ability" is simply a quantification of capabilities inherent to a person's body. In other words, it catalogs innate capabilities.

Though these physical abilities vary immensely due to the different metaspecies and subspecies of Empirica Sin's residents as well as natural variations (especially bloodlines), there are a few general ground rules one can take into account. As a generality, for example, Demons are considered the most physically powerful of the three metaspecies, followed by Celestials and then Mortals.
Again this is a general assumption! There are Demon subspecies that are exceptionally weak (Drereccas) and even one without a body at all (Baetolori).
Beyond that, some subspecies of all three base metaspecies will show variance. This is especially true with subspecies like Archdemons, Fey or Brightbloods. These are species that have vast differences in abilities and even appearance from one family to the next, based primarily on lineage.
Attributes and Abilities

Notably, there are many ways "damage tolerance" can manifest, from resistance to injury to regeneration or even berserker types who seem to ignore injuries entirely. What is important is the measure of how much damage, or potential damage, the person can have thrown at them before crumbling.
Physiurgic Special Abilities
The range of specialabilities that one could have is endless. Beyond the basic attributes, there are also physical abilities or features that are either inherent to a species or inherent to the person but are not universal. This includes things like shape-changing, wing-based flight, etc.
Some general examples are:
Shape-Shifting
Most abilities are fairly self-explanatory, but shape-changing deserves a closer look, as it comes in two iterations: shape-changing are shape-alteration and shape-changing. While they are both in the same category of ability, there are nonetheless fundamental differences.

Shape-Alteration primarily refers to specific, and often small, changes such as altering the size of one's nose or changing eye or hair color. Most purely physiurgic shape-shifting abilities fall under this umbrella and are relatively minor - either wholly cosmetic or very limited in scope. For example, many high-ranked Demons can withdraw or extend their horns or wings - both things that may seem extraordinary to the average human but which are, to Demons, minor and natural. Despite these changes, they remain fundamentally the same, hence shape-alteration.
Shape-changing, on the other hand, permits larger or more complicated changes. This could be the ability to change appearance to that of another person or an animal, for example, or the ability to mimic a treasure box!
This includes rather significant changes such as Maelis Kodester's mass conversion or Astaroth Dracothis's draconic form. That said, there is some debate over whether they can be consider strictly physiurgic. While they do not appear to be using Void, the abilities are on the face of it too extreme to count as basic physical functions. Some believe they are a specialized form of Metabolisis while others point to the unusual abilities possessed by some Aedvectis and their descendants, suggesting that these may be evidence that more and different types of ability types might still remain unexplored.
Of course, they could also just be Physiurgic.
The debate continues!
Tendencies by Metaspecies
Despite the copious reminders that generalities are just that, there are still tendencies within each metaspecies, and within each subspecies as well. Below, each known subspecies is described in terms of their most typical physiurgic attributes.
Celestial
Behold the Caelestise!Fey
Fey are among the Celestial races with significant person-by-person variation, so what follows is even more generalized than usual.
Strongest Attributes: Speed, Agility
Weak Attributes: Damage Tolerance, Physical Strength
Special Abilities: Flight (via wings)
Aurali
Aurali are generally all-rounders with balanced physical abilities.
Strongest Attributes: All-rounder
Weak Attributes: All-rounder
Special Abilities: Flight (via wings)
Aurali Serat
Aurali Serat are similar to Aurali in that they are strong across the board. Their general level can be considered higher than a standard aurali - beyond that, each individual Aurali Serat has their own mix of strengths and weaknesses.
Strongest Attributes: Varies
Weak Attributes: Varies
Special Abilities: Flight (via wings), quick healing/regeneration.
Dei
The Dei are extremely variable, with abilities largely reflective of their Sphere of Domain. It's safe to assume that they are high-rank all-rounders as a starting point, with their area of influence and general status altering things from there.
Strongest Attributes: Varies
Weak Attributes: Varies
Special Abilities: Varies
Mortal
Tendencies of the Mortals!Human
Humans are among the physically weakest subspecies in Empirica Sin, with limited abilities to advance or improve their physical capabilities outside the use of Odaturgy or Void to enhance themselves.
Strongest Attributes: Per individual, but never especially impressive without enhancement.
Weak Attributes: Per individual.
Special Abilities: None
Brightblood
Like all Mortals, Brightbloods have relatively low basic physical abilities in comparison to Celestials and Demons. However, as descendants of Celestials they do have a small advantage over pure humans in certain areas.
Strongest Attributes: Agility, Speed
Weak Attributes: N/A
Special Abilities: None
Cambion
The Demon-descended equivalent of the Brightbloods, Cambions are generally comparable to normal humans, but with a slight advantage in certain areas where their Demonic predecessors also excelled.
Strongest Attributes: Strength, Damage Tolerance
Weak Attributes: N/A
Special Abilities: None
Sisthenos
This offshoot of the Cambion subspecies is a bit more specialized, with more particular leanings. Like all Mortals, their baseline is not especially high... but they do veer more closely than other Mortal races to the edges of Demonic abilities.
Strongest Attributes: Speed, Agility
Weak Attributes: Damage Tolerance
Special Abilities: As they age they develop a number of prehensile tentacle-like limbs.
Demon
Aspects of the Sura!Archdemon
One of the two most variable Demon races, so it does vary a good deal from person to person. However, it can be assumed that all Archdemons are physically above average in every area minimum. At the top tiers, Archdemons can rival Dei... but there are very few at that level.
Strongest Attributes: Varies
Weak Attributes: Varies
Special Abilities: Horn and wing manipulation. Otherwise varies
Baetolori
Baetolori have no physical bodies of their own and thus have no basic physical characteristics. Their physical power is based on the host that supports them.
Strongest Attributes: None
Weak Attributes: All
Special Abilities: None
Cubae
Cubae Demons are not built for physical strength, but they are generally quick. This varies somewhat by subset of Cubae, of course, with Herusin being the most physically powerful as a rule.
Strongest Attributes: Speed
Weak Attributes: Strength
Special Abilities: Flight (via wings), retractable talons and fangs.
Debil
As variable as Archdemons but without the assumption of high physical rankings.
Strongest Attributes: varies
Weak Attributes: varies
Special Abilities: varies
Djinn
Djinn have significant variance, but this is largely based on their Aetheric affinity. Earth Djinn will tend to be especially durable, Air Djinn are often more agile, Water Djinn are quick and Fire Djinn are strong. The very rare Aether Djinn have strong attributes across the board.
Strongest Attributes: By Aetheric affinity
Weak Attributes: By Aetheric affinity.
Special Abilities: By Aetheric affinity.
Drereccas
Drereccas are generally not especially strong but, in keeping with their physical nature, tend to be fast and agile. They also have the strongest senses of any Demon.
Strongest Attributes: Speed, Agility
Weak Attributes: Strength, Damage Tolerance
Special Abilities: Claws, exceptionally long jump (particularly given their relative weakness), extraordinary senses.
Gallu
The majority of the time, Gallu Demons are among the least physical Demons as they tend to lean more into their Voidic talents. However, their Rend forms are exceptionally powerful.
Strongest Attributes: (normal) N/A (rend) Strength, Speed, Endurance, Damage Tolerance
Weak Attributes: (Rend) Agility
Special Abilities: (Rend) Armored skin, razor sharp blades jutting off of body, quick healing
Gargoyle
A fairly basic Demon variant with stone-like bodies and physical abilities in line with that.
Strongest Attributes: Strength, Endurance, Damage Tolerance
Weak Attributes: Agility
Special Abilities: Armored skin, (some have) flight via wings
Maero
Maero are sea creatures with two forms they switch between at will. Due to the conditions underwater, they tend to be physically robust.
Strongest Attributes: Strength, damage tolerance, endurance, (underwater) speed
Weak Attributes: (on land) Speed (underwater) N/A
Special Abilities: Shape-shifting between their Marine and humanoid forms
Nefilor
Standing at a minimum of 10 feet, Nefilor are physical powerhouses.
Strongest Attributes: Strength, Damage tolerance
Weak Attributes: Agility, Speed
Special Abilities: N/A



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