- paramorph: Geology. A mineral changed on the molecular level only. It has the same chemical composition, but with a different structure. The mineral looks identical to the original unaltered form. A type of pseudomorph, in which the appearance and dimensions remain constant, but the mineral which makes up the chief component of the compound is replaced by another.
- para-: "Beyond," e.g. paranormal'
- -morph: One of various distinct forms of an organism or species. Greek "form, shape."
In Trinity Universe terms, a paramorph is one of three types of supernormal entities (the others are eximorphs and psychomorphs). Known to the denizens of the Adventure! Era as daredevils, they are typified by having extreme luck and/or skill.
In general, paramorphs can be said to exhibit subconscious control over perpendicular time: probability. Theoretically, with a sufficient influx of power (such as that experienced by Maxwell Anderson Mercer caught at the centre of the Hammersmith Incident) a paramorph could be "bumped" past the normal limitations of their abilities to a new plateau of power: conscious control of linear time. Hence Mercer's ability to manipulate time and to travel through it.
While the above interpretation of paramorphs as being daredevils is supported by books developed by Bruce Baugh, such as Terra Verde and Asia Ascendant, it is the opinion of Andrew Bates that the term paramorph specifically refers to Max Mercer, who is something entirely unique. Daredevils are exactly what they appear to be: ordinary people who are particularly skilled and lucky.
Unfortunately, the text of Terra Verde and especially Asia Ascendant do not mesh with this interpretation, nor do many aspects of Adventure! (co-developed by both Bates and Baugh).
Ultimately, which interpretation is "correct" is up to the reader.