Post by Lucifer on Jan 30, 2010 19:00:51 GMT -6
Magic~ 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". For instance, Moon Knight's strength, endurance and reflexes are enhanced depending upon the phases of the moon. Uncle Sam has his powers in proportion to the people's belief in the ideals of America. (Can be acquired by normal humans, but must have training to back it up.)
Healing~ The ability to heal others with simply a touch.
Power augmentation~ Ability to enhance or weaken the powers of others.
Power bestowal~ Ability to bestow powers or jump-start latent powers. (Costs 2, Fixed)
Power mimicry or absorption~ Ability to copy or absorb another's powers or skills for a limited amount of time.
Power negation~ Ability to cancel the superpowers of others. (Fixed)
Power sensing~ Ability to sense or recognize superhuman powers. (Fixed)
Dead Walk~ Ability to walk amongst the dead as if you were one of them, going unseen by the living public. This ability also allows the wielder to poof to anywhere they have previously been. (Costs 2, Fixed)
Corruption~ The ability to corrupt any soul with simply a touch or a few well placed words turning them into pure-blood demons. (Limited to Lucifer, Lilith & Samael, Fixed).
Purify~ This ability is the opposite of Corruption as it purifies the soul (or in some cases water) and turns them good. (Limited to Gabriel, Michael, & Uriel, fixed)
Touch of Death~ Touch of Death is a special ability gifted only to the Reapers. This power does not automatically kill however, simply allows the Reaper to 'kill' the target through normal means. In other words, if a Reaper were to use this on a police officer going to a shoot out, the officer is most likely to get shot and die during it. (Restricted only to Reapers! Costs nothing for Reapers to get. Fixed)
Physical Powers
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.
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.
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. (Costs 2, Fixed)
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.
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.
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.
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. (Fixed)
Mental Powers
Fear Sense~ Ability to sense when people are afraid, whether they hide it or not and know their very fears.
Innate capability~ Ability to naturally have skills and/or knowledge typically earned through learning. (Costs 2, Fixed)
Omni-linguism~ Ability to understand any form of language, a natural polyglot. This can be accomplished in various ways. (Fixed)
Omniscience~ Ability to know anything and everything. (Costs 2, must apply for. Fixed)
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. (Fixed)
Superhuman tracking~ Ability to track an individual or object through supernatural means; sometimes referred to as "pathfinding."
ESP
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.
True sight~ Ability to see things for what they really are, like a demon or angel in disguise as a human. (Fixed)
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). (Fixed)
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. (Must apply for.)
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.
Domination and mind control~ The ability to alter the perceptions of others, and general ability to control the actions of others with the mind. (Must apply for.)
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.
Manipulation Powers
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 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), or simply an inability to age normally. (Costs 2, Fixed)
Resurrection~ Ability to come back to life after being killed. (Costs 2, Fixed)
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~ This is the ability to manipulate energy and matter on a molecular level, which could be either the users own matter or that of their surroundings and nature. Although this power is never shown in its entirety, its actually extremely powerful. Wielding it to its fullest, the possessor of this power can create and control all forms of matter and energy, for example: fire, water, air, electricity, etc. It could also be used to simulate virtually any power and ability. (Costs 2)
Probability manipulation~ Ability to alter probability, causing unlikely things to happen or likely things to not happen. Changing luck, one might say.
Radiation manipulation~ Ability to generate, manipulate or have immunity to toxic radiation.
Sound manipulation~ Ability to manipulate sound.
Elemental Powers
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.
Pyrokinesis~ 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 Powers
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.
Traveling Powers
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. (Costs 2, must apply for. Fixed)
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. Leveling this allows you to go father and take more people with you.
Time travel~ Ability to travel back or forth through time. (Costs 2, must apply for.)
Miscellaneous Powers
Flight~ Ability to lift off the ground, to ride air currents or to fly self-propelled through the air. This power is often skill based rather than power based for leveling. 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
- Insectoid form
- Wind current control
- Wings
Shapeshifting~ Ability to change appearance or body structure. Types of shapeshifting include:
- Animal Morphing~ Ability to take on animal forms. May be able to take on the abilities of the altered form.
- Elasticity~ Ability to stretch, deform, expand or contract one's body into any form they can imagine.
- Inorganic~ Ability to transform completely into an inorganic substance while retaining organic properties.
- Liquification~ Ability to turn partially or completely into a liquid.
- Size shifting~ Ability to increase or decrease one's size. (Fixed)
- Sublimation~ Ability to transform into a gaseous, mist, or fog-like form. (Fixed)
- Substance mimicry~ Ability to transform into substance touched.
- Lycanthrope~ Ability to transform into a wolf or werewolf. (Limited to only werewolves.)
[Agent:2]