“ | Spectators and devourers, Simars are the most enigmatic beings ever to exist. They lurk in shadows, beyond the reach of anyone's perception. What do they do? What do they seek? Is it really enough for them to realize the wishes of others? We use them, sure, but do not trust them. At all. | „ |
~ A text about Simars, written by an unnamed Cavil soldier |
Summary[]
Simars are one of the species in Crestseal.
They are by far the most mysterious species in the setting of Crestseal, with almost nothing known about them. They are a neutral species, not involving conflicts of Middlescape or elsewhere. They are known for realizing the desires of their targets and feeding upon it, but they do not need to feed at all.
They are generally uninvolved in any conflict, aside from realizing the desires of others which is primarily used by other species to form Barriers, an ability they are primarily known by.
While most Simars are neutral and uninvolved, certain Simars with goals also exist. They display greater control over their desires, not only manifesting desires into reality but controlling what desire their targets will have, effectively having the power to lead them to any direction they wish.
Powers and Stats[]
Tier: Unknown, likely High 8-C
Name: Simar (singular), Simars (plural), Desire Devourers (common nickname), varies for the individual
Origin: Crestseal
Gender: Genderless
Age: Varies
Classification:
Powers and Abilities:
- Superhuman Physical Characteristics
- Immortality (Types 1 and 2; Simars live indefinitely, their minds and capabilities continue to persist if their shell is destroyed as they keep on existing as a consciousness)
- Self-Sustenance (Types 1, 2, an 3; Simars feed off of the desires of others, but they do not need sustenance at all as they can survive without any and not bothered by lack of it)
- Flight/Spaceflight (Simars can fly including in outer space)
- Acausality (Type 4; Simars are one of the species that are Nonlogical by nature, operating on a separate system of logic, reason, and result, similarly to Spherers and Anglers)
- Incorporeality (True form of Simars exist as consciousness and their physical self is merely a shell they form to interact with others. Consciousness of Simars are untouchable even to high-ranking Sensethrusters)
- Invisibility (Consciousness of Simars are invisible, even to highly capable Sensethrusters, and cannot be interacted with)
- Matter Manipulation (Simars can control matter to form a physical shell for themselves composed of any material, organic or inorganic)
- Intangibility (Simar Shells are inviolable, cannot be touched with unless they wish to be touched)
- Extrasensory Perception and Non-Physical Interaction (Simars can sense and interact with each other)
- Mind Manipulation and Empathic Manipulation (Simars can affect the minds of those with any kind of desire so that they will have their desire to attack or harm them lowered the more they are in their presence)
- Enhanced Senses (Simars can sense the desires of others)
- Reality Warping and Subjective Reality (Simars can realize the desires of others, changing reality to fit the desire)
- Forcefield Creation, Power Nullification, and/or Causality Manipulation (Simars can form Barriers to protect themselves or others from all types of attacks by negating the powers that target the Barrier or what is within, or reversing the effect caused by the attack)
- Dimensional Travel (Simars can utilize Pathfinder to move between Scapes)
- Sleep Manipulation (Simars can knock their targets unconscious)
- Dream Manipulation (Simars can appear in Dreams)
Immunity to Soul Manipulation (Simars do not have souls)
Attack Potency: Unknown, likely at least Large Building level (While Simars very rarely involve themselves with actual combat, they are usually able to keep up with most characters with the assignment of Rank 9 in terms of the physical might of their shells)
Speed: Subsonic movement speed with Relativistic reactions and combat speed (Simars generally can outpace most Yekks and keep up with high-ranked ones consistently, both within their shell and as core consciousness)
Lifting Strength: At least Pre-Stellar, likely higher (Can restrain lesser Brigands and others comparable to them)
Striking Strength: Unknown, likely at least Large Building level
Durability: Unknown, likely at least Large Building level
Stamina: Infinite as long as they can feed off of the desires of others, Superhuman otherwise as they can remain active for decades with no sustenance
Range: Standard melee range normally, up to Interdimensional with Pathfinder (Can use Pathfinder to move from one Scape to another, can also move within the Middlescape freely)
Standard Equipment: None.
Intelligence: Varies, up to Extraordinary Genius. Can be as intelligent as Brigands
Standard Tactics:
Simars are neutral beings and are not combatants. Since they are mostly undetectable by most other species unless they purposely make themselves detectable, they do not have specific strategies or combat knowledge. However, they are known for being able to easily outmaneuver, and most of those given Rank 9 they come across and those comparable to them, and even outpacing lesser Brigands on occasion.
Although Simars do not have a specific battle strategy due to not being combatants, they are known for knocking others unconscious when threatened with combat on occasion
Weaknesses: Not combatants. Cannot physically interact without a shell, which can be seen by others
Notable Attacks/Techniques:
- Simar Physiology: Simars gain many innate abilities due to their nature alone. Simars at their core exist as consciousness, invisible thoughts with no physical form. They can form a shell for themselves to interact with reality better, which itself is also inviolable and cannot be interacted with even though it exists physically and can be seen by all. Many of their abilities can still be utilized in their core consciousness form. They live forever and do not need sustenance, even though they feed on the desires of others
- Nonlogicality: Simars are one of the few beings to be Nonlogical without being Spherers or Anglers. They operate on a distinct system of logic, reason, and result, and are very identical to the aforementioned in this regard
- Flight: Simars can fly while in a shell, core consciousness form can also fly due to not being a physical entity
- Desire Manifestation: The signature ability of Simars, and the primary ability they are known by. Simars have the power to manifest the desires of others into reality. Altering the reality in the process to fit the desire and its conditions. Simars usually manifest desires in twisted forms that make them not very useful for the target, if not outright harmful, such as a person desiring wealth and Simar manifesting so much wealth they are crushed under the weight of it.
- Desire Avoidance Beings who have any kind of desire can fall victim to Simar's ability to control the intensity of desires on their targets. Simars automatically use this ability to lower the desire to attack or harm themselves on their targets, which intensifies the more the target is in their presence. This will not immediately stop them, but make them have very low, and eventually, zero desire, to attack a Simar.
- Broad Desire Control: Certain Simars have shown the ability to increase or decrease the desires of any kind of target by focusing all of their ability on a single, or few, targets, though this is very rare and unlikely for an average Simar to use, or even, know how to use.
- Desire Sensing: Simars are able to sense the desires of others.
- Barrier Formation: While not a separate Method from Desire Manifestation, this is one of the primary ways other species make use of their own desires, and the safest one, as it often works without backfiring. Simars can form powerful Barriers to cover up entire cities, these barriers can block out any unwanted phenomena, regardless of its nature. A version of this Barrier is always active around the shell of a Simar.
- Desire Avoidance Beings who have any kind of desire can fall victim to Simar's ability to control the intensity of desires on their targets. Simars automatically use this ability to lower the desire to attack or harm themselves on their targets, which intensifies the more the target is in their presence. This will not immediately stop them, but make them have very low, and eventually, zero desire, to attack a Simar.
- Interaction: Simars can interact with each other's consciousness.
- Torpor Expansion: The mere presence of Simars can cause torpor in other beings, which means they will feel sleepy, even if they do not need to or will not sleep otherwise, such as robots or other beings with distinct physiology, as they can even increase torpor of each other. Simars can massively accelerate this process by contact via using their shells, allowing them to instantly knock their targets unconscious.
- Dream Arrival: Simars are able to appear in dreams of others, but only if they are the reason the individual in question is asleep, thus dreaming. They can converse in dreams, for much longer or shorter period of time as dream time does not match time spent in reality.
- Pathfinder: Simars are innate users of Pathfinder, allowing them to travel between different Scapes.
Note: Although Simars are unaffected by almost all Methods used against them in verse, this is not because they have Resistance but rather due to their physiology making them extremely hard to interact with, meaning all the Methods used against them feal to reach them
Others[]
Notable Victories:
Notable Losses:
Inconclusive Matches