The Full Wiki

More info on Phasing (ability)

Phasing (ability): Wikis

Advertisements

Note: Many of our articles have direct quotes from sources you can cite, within the Wikipedia article! This article doesn't yet, but we're working on it! See more info or our list of citable articles.

Encyclopedia

From Wikipedia, the free encyclopedia

Note: This is a list of features/abilities, not a list of characters by their feature/ability.

Many forms of fiction feature characters attributed with superhuman, supernatural, or paranormal abilities, often referred to as "superpowers" (also spelled "super powers" and "super-powers") or "powers". This tradition is especially rich in the fictional universes of various comic book stories. Below is a list of many of those powers that have been known to be used. Some of these categories overlap.

Contents

Means

Examples of ways in which a character has the ability to generate an effect.

Advertisements

Inhuman nature

The character belongs to a class of wholly or partially non-human beings for whom superhuman capabilities are typical. This includes, but is not limited to, characters who are aliens, demons, gods or hybrids.

Object-based powers

Powers derived from objects (also known as artifacts), such as armor, jewelry, weapons, and wands.

Mutation

These powers are a direct result of some form of either induced evolution or natural selection, usually manifested during adolescent puberty when other mental and bodily adaptations take place.

Methods

Examples of methods by which a character generates an effect.

Energy sourcing

Ability to draw power from large or small but abundant sources of energy, such as turning kinetic energy into physical blasts or converting solar energy into other forms. Sometimes based on proximity to source, sometimes stored for future use.

Chi

Many characters who train in martial arts gain superhuman capabilities by learning to harness chi or some form of life energy. This type of method generally provides extraordinary strength, speed, durability and reflexes. Also often used for superhuman awareness, energy blasts, elemental powers and sometimes invulnerability.

Magical powers

Ability to use magical forces to varying degrees. Often used to simulate other powers, such as mind control and elemental attacks.

Not all "magical" superpowers are actually supernatural, but are based on alternate or futuristic "science".[10] For instance, Moon Knight's strength, endurance and reflexes are enhanced depending upon the phases of the moon.[11] Uncle Sam has his powers in proportion to the people's belief in the ideals of America.[12]

Technopathy

Ability to manipulate technology. Manifested as a special form of electrical/telekinetic manipulation, a special form of "morphing" which allows physical interaction with machines, or even a psychic ability that allows for mental interface with computer data.

Telekinesis

Ability to manipulate and control objects with the mind, often in ways not visible to the naked eye.

Powers

Superpower manipulation

This section refers to the ability to manipulate superpowers themselves, not "power" such as electrical power or gravitational power.

Power augmentation

Ability to enhance or weaken the powers of others.

Power bestowal

Ability to bestow powers or jump-start latent powers.

Power mimicry or absorption

Ability to copy or absorb another's powers or skills.

Power negation

Ability to cancel the superpowers of others.

Power sensing

Ability to sense or recognize superhuman powers.

Personal physical powers

Powers which affect an individual's body.

Accelerated healing

Ability to heal rapidly from any injury; the rate of recovery varies from character to character. Can sometimes result in the slowing of aging.

Acid generation

Ability to generate acid, can be manifested through touch or as a spray.

Animal mimicry

Ability to take on the abilities of certain animals.

Biological manipulation

Ability to control all aspects of a living creature's biological make-up. This includes, but is not limited to, genetic alterations, physical distortion/augmentations, healing, disease, and biological functions.

Body part substitution

Ability to replace one's limbs or other body parts with those of another.

Bone manipulation

Ability to manipulate the bones in one's own body. This includes, but is not limited to, the generation of new bone mass, projecting bones out from the skin or rearranging one's own bones.

Duplication

Ability to create physical duplicates of oneself.

Temporal duplication

Ability to bring past and future versions of oneself back to the present.

Echolocation

Ability to determine location of items in the environment by use of reflected sound waves, whether generated by the character or ambient sound. Also known as sonar or radar sense.

Invisibility

Ability to render the user unseen to the naked eye.

Invulnerability

Ability to be immune to one or more forms of physical damage.

Kinetic absorption

Ability to absorb forms of kinetic energy into oneself and utilize it in some way, such as by converting it into physical strength or using it to power energy blasts.

Matter ingestion

Ability to consume any sort of matter without any ill effects on the user.

Merge

Ability to temporarily merge two beings into a single being, which results in a completely new and stronger being.

Pheromone manipulation

Ability to generate and control pheromones which may have various effects.

Poison generation

Ability to assault others with one or more varieties of toxins, with widely disparate effects.

Prehensile/animated hair

Ability to animate and lengthen one's hair.

Reactive adaptation/evolution

Ability to develop a resistance or immunity to whatever they were injured by or exposed to. This effect can be permanent or temporary.

Self-detonation or explosion

Ability to explode one's body mass and reform.

Sonic scream

Ability to generate vocal sounds of a higher amplitude than a normal human.

Superhuman breath

Ability to inhale/exhale with superhumanly powerful strength. This can range from exhalation on par with gale force winds to inhalation on par with the power of a gravitational vortex. In some cases, freezing temperatures can also be achieved.

Superhuman durability

Ability to have a higher resistance to one or more forms of damage before being injured.

Superhuman reflexes

Ability to react faster than a normal human.

Superhuman senses

Ability to see, smell, taste, feel and/or hear more than a normal human.

Superhuman strength

Ability to have a level of physical strength much higher than normally possible given their proportions.

Superhuman vision

Ability to see better than normally possible.

Night vision

Ability to see clearly in darkness.

X-ray vision

Ability to see through solid matter.

Telescopic or microscopic vision

Ability to magnify vision to various levels.

Wallcrawling

Ability to crawl on vertical and horizontal surfaces.

Waterbreathing

Ability to respirate through water in lieu of a gaseous medium. Not to be confused with an ability to go without breathing or to be able to breathe an alternate air supply.

Mental faculty and knowledge-based abilities

Innate capability

Ability to naturally have skills and/or knowledge typically earned through learning.

Omni-linguism

Ability to understand any form of language, a natural polyglot. This can be accomplished in various ways.

Omniscience

Ability to know anything and everything.

Ecological empathy

The ability to sense the overall well-being and conditions of one's immediate environment and natural setting stemming from a psychic sensitivity to nature.

Superhuman intelligence

Intelligence far above that of a genius level.

Superhuman tracking

Ability to track an individual or object through supernatural means; sometimes referred to as "pathfinding."

ESP

The abilities of extra-sensory perception (ESP) and communication.

Astral projection

Also known as astral travel, this is the ability to separate and control one's astral body.

Mental projection

Ability to project one's consciousness/emotions into the astral plane, into another, or to make them real.

Cross-dimensional awareness

Ability to detect actions and events in other dimensions. This is occasionally used in comics as an awareness of the fourth wall between the characters and the artist or audience.

Empathy

Ability to read or sense the emotions and/or control the emotions or feelings of others.

Mediumship

Ability to see and communicate with the dead (i.e., ghosts).

Precognition

Ability to perceive the future. It may be expressed in vague dreams while asleep, other times it can be clear and can occur at will. It may also be used as a form of "danger sense" to show the user that they are being threatened and from what direction it is coming from.

Psychometry

Ability to relate details about the past or future condition of an object or location, usually by being in close contact with it.

Telepathy

Ability to read the thoughts of, or to mentally communicate with others.

Domination and mind control

The ability to alter the perceptions of others, and general ability to control the actions of others with the mind.

Astral trapping

Ability to cause an astral projection to stay on the astral plane, usually in one specific place.

Memory manipulation

Ability to erase or enhance the memories of another.

Possession

Ability to take control and inhabit the body of an individual.

Psionic blast

Ability to overload another's mind causing pain, memory loss, lack of consciousness, vegetative state or death after having created a psionic link into that individual's mind.

Psychic weapons

Ability to create a weapon of psychic energy that can harm mentally and not physically.

Manipulate fundamental forces or reality

These powers may be manifested by various methods, including: by some method of molecular control; by access to, or partially or fully shifting to another dimension; by manipulating the geometric dimensions of time or space; or by some other unnamed method.

Animation

Ability to bring inanimate objects to life or to free an individual from petrification.

Darkness or shadow manipulation

Ability to create or manipulate darkness, often by mentally accessing a dimension of dark energy (the Darkforce dimension in Marvel Comics, and the Shadowlands in DC Comics) and manipulating it.

Density control

Ability to increase or decrease the natural density of an object and/or one's self.

Disintegration

Ability to disintegrate matter through touch or through beams.

Elemental transmutation

The ability to alter chemical elements, changing them from one substance to another by rearranging the atomic structure. May be limited to self-transmutation.

Gravity manipulation

Ability to manipulate or generate gravitons, or other types of gravitational interactions.

Immortality

Ability to live forever. This may be complete immortality encompassing invulnerability, partial invulnerability to all but specific events (i.e., decapitation or exposure to a specific chemical such as kryptonite), or simply an inability to age normally.

Resurrection

Ability to come back to life after being killed.

Intangibility or phasing

Ability to phase through solid matter without harm.

Light manipulation

Ability to control, generate or absorb light particles.

Magnetism manipulation

Ability to control and/or generate magnetic fields.

Mass manipulation

Ability to increase or decrease mass in an object.

Microwave manipulation

The ability to convert ambient electromagnetic energy into microwaves and manipulate it into various effects such as heat, light, and radiation.

Molecular manipulation

Ability to mentally manipulate the molecules of objects and/or one's self on a molecular level.

Probability manipulation

Ability to alter probability, causing unlikely things to happen or likely things to not happen.

Radiation manipulation

Ability to generate, manipulate or have immunity to toxic radiation.

Reality warping

Ability to change or manipulate reality itself.

Sound manipulation

Ability to manipulate sound.

Time manipulation

Ability to affect the flow of time by slowing, accelerating, reversing, or stopping it.

Classical elements

Ability to control or manipulate the elements.

Air and wind manipulation

Ability to control, generate, or absorb air or wind.

Cold and ice manipulation

Ability to reduce the kinetic energy of atoms and thus reduce temperature, can be used to control, generate, or absorb ice.

Earth manipulation

Ability to control earth; sand, stone, rock, lava, dirt, or other minerals.

Plant manipulation

Ability to control, manipulate or animate all forms of plant life.

Electric manipulation

Ability to control, generate or absorb electric fields.

Fire and heat manipulation

Ability to control the kinetic energy of atoms to generate, control or absorb fire.

Water and moisture manipulation

Ability to control, generate or absorb water.

Weather manipulation

Ability to control or mentally affect the weather. This includes the ability to generate various natural phenomena (rain, tornadoes, lightning, ocean currents, etc.) or control the intensity of the weather.

Energy manipulation

These powers deal with energy generation, conversion and manipulation. In addition to generic energy, versions of these powers exist that deal with such things as light, sound, electricity, nuclear energy, and the Darkforce dimension.

Concussion beams

Ability to generate or transform various forms of energy into a "solid" or concussive beam of energy.

Energy blasts

Ability to expel various forms of energy from the body.

Energy constructs

Ability to create complex shapes (such as giant boxing gloves or cages) or even functional machinery (such as fire extinguishers or laser rifles) out of solid energy.

Energy conversion

Ability to absorb one form of energy and convert it into another form of energy.

Force field generation

Ability to project powerful fields of manipulated energy.

Transportation or travel

Dimensional transportation

Ability to create wormholes, portation "discs" or other spatial portals for transport between two non-adjacent locations.

Electrical transportation

Ability to travel through electrical conduits (such as power lines or telephone lines). Can enter through devices such as televisions, electrical poles or computers.

Omnipresence

Ability to be present anywhere and everywhere always.

Summoning

Ability to summon objects for assistance. This may range from invoking simple implements to mighty familiar spirits.

Superhuman speed

Ability to move at speeds much faster than a normal human.

Teleportation

Ability to move from one place to another without occupying the space in between.

Time travel

Ability to travel back or forth through time.

Miscellaneous

The following powers could be manifested in any number of ways.

Flight

Ability to lift off the ground, to ride air currents or to fly self-propelled through the air.

Different forms of flight include:

Energy propulsion methods
Cosmic energy control
Energy aura projection
Gravitational manipulation
Magnetic levitation
Molecular manipulation
Sonic repulsion field
Telekinetic power
Thermo-chemical energy
Physical propulsion methods
  • Wind current control

Illusion

Ability to alter or deceive the perceptions of another. Can be sensory, a light or sound-based effect, or an alteration of mental perceptions.

Shapeshifting

Ability to change appearance or body structure.

Types of shapeshifting include:

  • Inorganic: Ability to transform completely into an inorganic substance while retaining organic properties.

Notes and references

  1. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 150. ISBN 0-7566-0592-X. 
  2. ^ All-American Comics #16.
  3. ^ "X-Men - Marvel Universe: The definitive online source for super hero bios.". http://www.marvel.com/universe/X-Men. Retrieved 2009-01-27. 
  4. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 60. ISBN 0-7566-0592-X. 
  5. ^ Nexus #1.
  6. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 254. ISBN 0-7566-0592-X. 
  7. ^ The Authority vol. 5 #1.
  8. ^ Strange Tales #110.
  9. ^ More Fun Comics #55.
  10. ^ http://www.quotationspage.com/quote/776.html
  11. ^ Marvel Spotlight #28.
  12. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 319. ISBN 0-7566-0592-X. 
  13. ^ Superman #30.
  14. ^ The Origin of Mister Mxyzptlk
  15. ^ Fantastic Four #11.
  16. ^ Deadpool: The Circle Chase #2.
  17. ^ Adventures of Superman #500.
  18. ^ The Drummer #3.
  19. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 199. ISBN 0-7566-0592-X. 
  20. ^ X-Treme X-Men #14.
  21. ^ Stormwatch #1.
  22. ^ Marvel Super Heroes (2nd series) #11.
  23. ^ Kishimoto, Masashi (2008). Naruto Character Official Data Book Hiden Sha no Sho. Shueisha. p. 133. ISBN 978-4-08-874247-2. 
  24. ^ X-Men: The 198 #5.
  25. ^ New X-Men #46.
  26. ^ Uncanny X-Men #148.
  27. ^ Wolverine (3rd series) #43.
  28. ^ Omega Men #3.
  29. ^ X-Statix #2.
  30. ^ Savage Tales #1.
  31. ^ Strange Adventures #180.
  32. ^ Action Comics #521.
  33. ^ Animal Man #48-50.
  34. ^ New Mutants, vol. 2, #39.
  35. ^ Terror Inc. #1-5.
  36. ^ X-Men Prime.
  37. ^ X-Factor #121.
  38. ^ Giant Size Fantastic Four #4.
  39. ^ Kishimoto, Masashi (2003). "Chapter 1". Naruto, Volume 1. Viz Media. ISBN 1-56931-900-6. 
  40. ^ Alpha Flight #12.
  41. ^ X-Factor, vol. 3, #2.
  42. ^ Daredevil #1.
  43. ^ Detective Comics #400.
  44. ^ a b The Fantastic Four, vol. 1, #1.
  45. ^ Action Comics, #267.
  46. ^ Pokédex: A MEW is said to possess the genes of all POKéMON. It is capable of making itself invisible at will, so it entirely avoids notice even if it approaches people. Game Freak. Pokémon Ruby, Sapphire and Emerald. (Nintendo). Game Boy Advance. (2003-03-17)
  47. ^ Avengers: The Initiative #13.
  48. ^ Action Comics #252.
  49. ^ Brit (one-shot).
  50. ^ Thrilling Comics #1.
  51. ^ X-Factor, Annual #8.
  52. ^ Uncanny X-Men #131.
  53. ^ Adventure Comics #303.
  54. ^ Uncanny X-Men #298.
  55. ^ Showcase #66.
  56. ^ "469 A Faint Hope" (in Japanese). Farewell, Pride-filled Warrior. Dragon Ball. 39. Shueisha. December 7, 1994. ISBN 4-08-851498-X. 
  57. ^ "488 Trunks and Goten Enter the Room of Time and Mind" (in Japanese). Do Your Best, Super Gotenks-kun. Dragon Ball. 41. Shueisha. June 7, 1995. ISBN 4-08-851500-5. 
  58. ^ New X-Men: Academy X, #15.
  59. ^ Justice League Europe #6.
  60. ^ White Tiger #6.
  61. ^ Legends of the Dark Knight #43.
  62. ^ Adventure Comics #310.
  63. ^ Captain Marvel #34.
  64. ^ Damage #1.
  65. ^ X-Men #28 (January 1967)
  66. ^ Justice League of America #219.
  67. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 300. ISBN 0-7566-0592-X. 
  68. ^ Luke Cage, Hero for Hire #1.
  69. ^ All-American Comics #61.
  70. ^ Newsletter #14.
  71. ^ Dragon Ball Z manga, vol. 20, chapter 233. ISBN 1-59116-808-2.
  72. ^ Amazing Adventures, vol. 2, #11.
  73. ^ The Incredible Hulk, vol. 1, #1.
  74. ^ Legion of Super-Heroes #272.
  75. ^ WildC.A.T.s, vol. 1, #11
  76. ^ Kishimoto, Masashi (2008). "Chapter 265". Naruto, Volume 30. Viz Media. ISBN 4-08-873881-9. 
  77. ^ a b Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 94. ISBN 0-7566-0592-X. 
  78. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 210. ISBN 0-7566-0592-X. 
  79. ^ "Sonic Channel". http://sonic.sega.jp/chara/knuckles/index.html. Retrieved 2007-01-08. 
  80. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 18. ISBN 0-7566-0592-X. 
  81. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 191. ISBN 0-7566-0592-X. 
  82. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 297. ISBN 0-7566-0592-X. 
  83. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 55. ISBN 0-7566-0592-X. 
  84. ^ Superboy [and the Legion of Super-Heroes] #226 (April 1977)
  85. ^ "How to Stop an Exploding Man". Director: Allan Arkush, Writer: Tim Kring. Heroes. NBC. 2007-05-21.
  86. ^ DC Comics Presents #26.
  87. ^ Perper, Timothy; Cornog, Martha (2002). "Eroticism for the Masses: Japanese Manga Comics and the Assimilation into the U.S.". Sexuality & Culture 6: page 66. 
  88. ^ Uncanny X-Men #141 (Jan 1981)
  89. ^ "Love Hurts". Charmed. The WB Television Network. 1999-05-19.
  90. ^ As in Sailor Moon manga, act 14.
  91. ^ X-Men: Legacy #210.
  92. ^ Dragon Ball manga, vol. 16, chapter 181, page 9. ISBN 1-59116-457-5.
  93. ^ Dragon Ball Z manga, vol. 13, chapter 152, page 126. ISBN 1-56931-986-3.
  94. ^ Dragon Ball Z manga, vol. 25, chapter 295, page 51. ISBN 1-4215-0404-9.
  95. ^ Legion/Titans: Universe Ablaze #1-4.
  96. ^ "The Day a New Demon was Born". Code Geass. No. 1, season 1.
  97. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 159. ISBN 0-7566-0592-X. 
  98. ^ Kishimoto, Masashi (2007). "Chapter 344". Naruto, Volume 38. Shueisha. ISBN 4-08-874364-6. 
  99. ^ Kishimoto, Masashi (2007). "Chapter 345". Naruto, Volume 38. Shueisha. ISBN 4-08-874364-6. 
  100. ^ Kishimoto, Masashi (2007). "Chapter 121". Naruto, Volume 14. Viz Media. ISBN 1-4215-1088-X. 
  101. ^ Kishimoto, Masashi (2007). "Chapter 237". Naruto, Volume 27. Viz Media. p. 34. ISBN 1-4215-1863-5. 
  102. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 247. ISBN 0-7566-0592-X. 
  103. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 272. ISBN 0-7566-0592-X. 
  104. ^ Kishimoto, Masashi (2002). NARUTO―ナルト―[秘伝・臨の書]. Shueisha. p. 171. ISBN 4-08873-288-X. 
  105. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 241. ISBN 0-7566-0592-X. 
  106. ^ X-Factor, vol. 1, #41 (June 1989).
  107. ^ The Brave and the Bold #57.
  108. ^ Arakawa, Hiromu (2005). "Chapter 29". Fullmetal Alchemist, Volume 7. Viz Media. p. 166. ISBN 978-1-4215-0458-2. 
  109. ^ Power Pack #1.
  110. ^ a b Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 125. ISBN 0-7566-0592-X. 
  111. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 322. ISBN 0-7566-0592-X. 
  112. ^ "Exclusive: Tim Kring Explains Heroes' "Generations" Finale". TV Guide. http://www.tvguide.com/news/heroes-generations-finale/071204-01. Retrieved 2007-12-04. 
  113. ^ "Kristin Dos Santos". E! Online - Watch with Kristin. 2007-10-09. http://www.eonline.com/gossip/kristin/detail/index.jsp?uuid=546318ba-0607-49f4-b60c-f6f82a661c98. Retrieved 2007-10-24. 
  114. ^ Hirano, Kohta (2007). Hellsing, Volume 4. Dark Horse Books/Digital Manga Publishing. p. 109. ISBN 9781593072599.
  115. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 257. ISBN 0-7566-0592-X. 
  116. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 17. ISBN 0-7566-0592-X. 
  117. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 95. ISBN 0-7566-0592-X. 
  118. ^ Adventure Comics #282 (March 1961)
  119. ^ X-Factor #6 (vol. 1, July 1986).
  120. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 113. ISBN 0-7566-0592-X. 
  121. ^ "Watch Out For Avatar on September 10!". Nickelodeon Asia. http://www.nicksplat.com/Events/200509/07000082.html. Retrieved 2008-03-14. 
  122. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 256. ISBN 0-7566-0592-X. 
  123. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 170. ISBN 0-7566-0592-X. 
  124. ^ Bleach manga, chapter 234, pages 18-19.
  125. ^ Kishimoto, Masashi (2006). "Chapter 97". Naruto, Volume 11. Viz Media. ISBN 1-4215-0241-0. 
  126. ^ Kishimoto, Masashi (2007). "Chapter 128". Naruto, Volume 15. Viz Media. ISBN 1-4215-0240-2. 
  127. ^ Runaways, vol. 2, #28.
  128. ^ Runaways, vol. 2, #29.
  129. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 116. ISBN 0-7566-0592-X. 
  130. ^ Amazing Spider-Man #9 (Feb. 1964)
  131. ^ Takeuchi, Naoko (September 22, 2003). "Act 5". Bishoujo Senshi Sailor Moon Shinsouban Volume 1. Kodansha. ISBN 4-06-334776-1. 
  132. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 111. ISBN 0-7566-0592-X. 
  133. ^ Takeuchi, Naoko (September 22, 2003). "Act 3". Bishoujo Senshi Sailor Moon Shinsouban Volume 1. Kodansha. ISBN 4-06-334776-1. 
  134. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 305. ISBN 0-7566-0592-X. 
  135. ^ Takeuchi, Naoko (September 22, 2003). "Act 2". Bishoujo Senshi Sailor Moon Shinsouban Volume 1. Kodansha. ISBN 4-06-334776-1. 
  136. ^ Pittarese, Frank (2006). "Nation Exploration". Nickelodeon Magazine (Winter 2006): 2. 
  137. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 328. ISBN 0-7566-0592-X. 
  138. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 137. ISBN 0-7566-0592-X. 
  139. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 286. ISBN 0-7566-0592-X. 
  140. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 21. ISBN 0-7566-0592-X. 
  141. ^ Bleach manga, chapter 43, page 175.
  142. ^ Legion of Super-Heroes volume 4 #66.
  143. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 28. ISBN 0-7566-0592-X. 
  144. ^ "Livewire". Superman: The Animated Series. No. 18, season 2.
  145. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 169. ISBN 0-7566-0592-X. 
  146. ^ Kishimoto, Masashi (2006). "Chapter 92". Naruto, Volume 11. Viz Media. ISBN 1-4215-0241-0. 
  147. ^ Kishimoto, Masashi (2007). "Chapter 148". Naruto, Volume 17. Viz Media. ISBN 1-4215-1652-7. 
  148. ^ X-Factor: The Quick and The Dead #1 (July 2008).
  149. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 114. ISBN 0-7566-0592-X. 
  150. ^ Watsuki, Nobuhiro (2005). "Chapter 133". Rurouni Kenshin, Volume 16. Viz Media. ISBN 1-59116-854-6. 
  151. ^ Sonic Team. "Sonic's official character profile". Sega of Japan. http://sonic.sega.jp/chara/sonic/. Retrieved 2006-04-12. 
  152. ^ Sega (1997). Sonic Jam, Sega Saturn. Sonic World's Character Profiles (in English)
  153. ^ Matte, Jared. "Sonic Encyclopaedia: Sonic the Hedgehog". The GHZ. http://www.theghz.com/sonic/encyclopedia/s/sonic.html. Retrieved 2006-02-17. 
  154. ^ Birds of Prey #1003.
  155. ^ Dragon Ball Z manga, vol. 12, chapter 142. ISBN 1-56931-985-5.
  156. ^ Adventure Comics #318 (March 1964)
  157. ^ Adventure Comics #355 (April 1967)
  158. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 223. ISBN 0-7566-0592-X. 
  159. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 194. ISBN 0-7566-0592-X. 
  160. ^ Kishimoto, Masashi (2007). "Chapter 360". Naruto, Volume 40. Shueisha. ISBN 978-4-08-874432-2. 
  161. ^ Action Comics #267 (August 1960)
  162. ^ While other beings in Dragon Ball Z transform to increase their power, Frieza transforms to control and contain it. His true form is his fourth form (Dragon Ball Z manga, vol. 10, chapter 109, ISBN 1-56931-939-1), with each of his other transformations meant to restrict his power and conceal it from his enemies. Frieza even says upon transforming to his second state that he has a harder time controlling himself and his power due to the immensity of his current strength (Dragon Ball Z manga, vol. 9, chapter 102, ISBN 1-56931-938-3).
  163. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 37. ISBN 0-7566-0592-X. 
  164. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 242. ISBN 0-7566-0592-X. 
  165. ^ "Anime Review: One Piece Season 1 Part 2". Firefox News. http://firefox.org/news/articles/2178/1/Anime-Review-One-Piece-Season-1-Part-2/Page1.html. Retrieved 2008-11-10. 
  166. ^ Adventure Comics #346 (July 1966)
  167. ^ Tenjho Tenge manga, vol. 1, chapter 1, page 15. ISBN 14-01205607.
  168. ^ Jimenez, Phil (2004). The DC Comics Encyclopedia. DK Pub. p. 12. ISBN 0-7566-0592-X. 

See also

External links


Advertisements






Got something to say? Make a comment.
Your name
Your email address
Message