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Consumption
Introduction
Consumption is the ability to consume anything and everything, including matter, energy, emotions, or other abstract entities, to fuel one's powers or sustain their existence. This power allows the user to absorb what they consume into their body, often utilizing it to enhance their abilities, gain new powers, or simply survive in extreme conditions. Depending on the scope, users may consume tangible matter, energy sources, or even metaphysical concepts, making it a very versatile ability. Consumption can range from individual-level applications, such as devouring specific targets, to universal scales where users can consume entire worlds, dimensions, or concepts. The effectiveness often depends on the user's level of power and the nature of the consumed entities.
Example Applications
- Gaining New Powers: Acquiring abilities from what is consumed, such as inheriting traits from absorbed entities.
- Regeneration: Healing wounds or restoring vitality by consuming specific materials or energy sources.
- Energy Absorption: Harnessing energy from consumed objects to fuel attacks or abilities.
- Assimilation: Gaining traits or powers from consumed targets.
- Sustenance: Using consumption as a means to survive without traditional food or energy sources.
Limitations
- The user may be restricted by what they can consume, such as an inability to process certain materials or energies.
- Consuming large quantities or powerful objects could overwhelm the user or cause adverse effects.
- Dependence on consumption for survival may render the user vulnerable if deprived of consumable sources.
- Ethical and psychological challenges from consuming sentient or abstract entities.
- Resistance or immunity to consumption could render some targets unconsumable.
Types
- Type 1: Physical Consumption: The user consumes physical objects, such as matter, energy, or structures, which might not typically be ingestible by normal beings.
- Examples: Howie Honeyglow (Epithet Erased), Ridley (Metroid)
- Type 2: Metaphysical Consumption: The user devours intangible entities, such as emotions, memories, or abstract concepts, affecting targets in profound and often non-physical ways.
- Examples: Hopscotch (Candies n' Curses), Kirby (Kirby)