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Post by Nona Constantine on May 22, 2011 17:51:55 GMT
Below is a list of abilities that your Tainted character can have. It is up to your discretion how developed the abilities are, but please remember that the first signs start to show between 16 and 19 years old, and they have to grow progressively. Needless to say, until your character is in their late 20s they will not have completely mastered their gifts.
The numbers in (brackets) represent the number of characters with that ability. Powers that have been struck off the list are unavailable.
Physical Abilities
Abalienation _ The ability to temporarily absorb the memories, thoughts, and abilities of others via skin-to-skin contact.
Akoiteration _ An Akoitera has a sense of hearing much stronger than any normal creature and can hear sounds outside human range such as sonar waves and dog whistles.
Animation(not be confused with the hypothetical re-animation) _ Animation is the ability to bring inanimate objects to "life." An animator can give an inanimate object the ability to move or parrot words but can not actually create a soul to live inside the object. An animated object is still within the bonds of it's physical limitations, meaning if an animator brings a doll to "life," the doll does not gain super strength or resilience and can still be destroyed in the usual manner. Animation can only apply to objects and can not bring back the dead.
Animorphism _ The ability to transform into any animal form desired. (No fantastical creatures like dragons, unicorns, etc.) The number of animal forms mastered by the Animorph depends on how long they have been practising their ability for. Most start with just one, and develop more over the years.
Atomochetos (Not to be confused with Atmokinesis) _ The ability to absorb the energy in the atomic bonds of an object, thus weakening it, ie. It disintegrates. This is usually done via skin contact, but eventually can be done from a distance.
Astral Projection _ This is when the soul leaves the body and becomes the active part, while the body becomes immobilised, "shutting down"; as if gone to sleep. The Astral Being materializes wherever the Projectionist makes it; it does not emerge from the body like Dopplering does, almost like "teleportation" for the spirit half of the person with the ability.
Avism _ The ability to fly.
Cloaking _ a.k.a. Invisibility. The ability to visually hide oneself from others.
(1) Conjuring _ The ability to think of something and make it appear in your possession. Unlike teleportation, Conjuring happens instantaneously; the object simply dematerialising from its current position and re-materialising in another.
Deflection _ Ability to deflect another's abilities away from you and back to the original person with the same strength as they had used.
Dopplering _ The Doppleganger effect is where the cells in the body are unstable and so can split and duplicate at ease. A Doppler can create one or more clones of themselves by splitting their cells. Duplicates can also come into being if the person takes a bang or knock, 'forcing' a clone out, so to speak, as the trauma causes the already unstable cells to split. However, if split too many times the cells will become so unstable that every clone would cease to function and the Doppler themselves wouldn't have enough cellular material to hold themselves together and would simply disintegrate. No-one knows what this limit is and by the time the Doppler finds out it is too late.
The more clones that are created, the less control the original person has over them.
Each clone is an exact copy of the original person, but without free will. They have to be told what to do. They are not entirely free thinking and could hold a conversation with you based your own memories, but cannot express or feel emotion, etc. Think of their brains as RAM, if you will, and the clones themselves as computers - they have all of the thoughts, memories, skills, etc, that you have, but cannot do anything with them until ordered to. And anything that your clone learns is not retained when it returns to your body.
Dreamwalking _ A dreamwalker has the ability to enter into a sleeping person's dreams at will. It is much like Astral Projection, but into the dream world rather than reality. Extremely skilled and practised Dreamwalkers may develop the ability to visit people who are still awake. If this happens, only that person can see the dreamwalker's projection of themselves.
Empathy _ The ability to sense human emotions. The Empath also has the ability to alter emotions with practise. This is not Telepathy and an Empath cannot read peoples thoughts and cannot tell why the emotions are being felt. Empaths can also detect when someone else with powers is in their vicinity.
Exomorphism _ An Exomorph's skin changes to whatever material (solid only) he touches with his hands (i.e. If the Exomorph lays a hand on a brass door-handle his skin turns to brass). The touch of human skin brings them back to their normal state, but they will have the same skin tone and properties (softness, etc) of that which they touched. Unlike some abilities, where in the early stages the power in uncontrollable in the sense that it happens without warning, a young Exomorph without any experience simply does not have the capability of changing into anything at will. It would take extreme concentration and quite a bit of time for a them to be able to accurately shift. This is more of a blessing than a curse, however, since if the Exomorph were to touch paper, cloth, etc. the material would not be strong enough to hold the body together and they would lose blood extremely rapidly and die within about a minute. This does not happen with liquids or gases.
Exousism _ An Exousic has super-human strength.
Formidocretum _ The ability to amplify a person's deepest fear, generally through the use of hallucinations.
Glamour _ The ability to fascinate and charm others. Once out of immediate company the control is lost, unless extremely experienced.
Hypervelocism _ A Hypervelotic has the ability to move at great speeds. However, the faster the person moves, the easier they deplete. If one was to travel at light speed they would simply get trapped within the time-space continuum and have no means of escape. Assuming, of course, the friction with the air hasn't already burned them to a crisp. In the even of wearing ordinary clothes at a certain speed the cloth would burn off... careful!
Illusionism _ The ability to cast an illusion or mirage deceiving one's eye.
(1) Intangibility _ The ability to pass through solid objects with full control. This control is sometimes lost in times of nervousness, fear, etc. The thicker and denser the object however, the slower the action is. ie. It will take longer to pass through a meter thick stone wall than a wooden door.
Mimicrist _ Also known as adaptive muscle mimicry, this is a variation on intuitive aptitude but refers mainly to individuals who can replicate physical motions they've witnessed. In its first stages the ability manifests after watching something repeatedly, but as it grows, the mimicrist only needs to view something once to repeat it exactly as it was performed.
Necromancy _ (Note: This is not the same as many forms of Necromancy you may have heard of. This is the TC version. Think of the kid from Sixth Sense.) The ability to commune with the spirits of the deceased. You cannot control the spirits and make them do your bidding, nor can you bring the dead back to life. Spirits cannot be seen with the eyes, only heard, unless well practised.
Oramism _ An Oramic has super-human vision, with various branches such as magnified vision, x-ray vision, infra-red and night vision.
Precognition _ A 'Precog' has the ability to see into the future. They cannot control what they see however.
Presentiment _ The ability to predict future events, which is said to be perceived as emotions. For example, if the Tainted one touches something or someone, instead of 'seeing' the future as a Precog would, they feel the emotion(s) that the future would create.
Prostasia _ The ability to create protective force fields.
Retrocognition _ The ability to see into the past; past lives of people, or important or significant events.
(1) Telepathy _ The ability to read minds.
Teleportation _ The ability to move from one place to another (through space only, not time).
Temporal Stasis _ The ability to freeze or stop time for other people. If scared or shocked everything around the person freezes in time while the person does not (as with any ability it reacts to emotion).
"Kinetic" Abilities
Aerokinesis _ is the ability to mentally manipulate currents of wind. Precise practice of aerokinesis allows the user to move objects with air currents, producing an effect similar to telekinesis.
Atmokinesis _ is the ability to mentally affect the weather. By changing the weather in one place it affects another.
Atomokinesis _ is the ability to add or remove energy from both the bonds between atoms, but to the nucleus of the atom, this can result in either the target freezing into a lump of ice, or in the case of higher levels the subject may explode.
Audiokinesis _ also known as Acoustokinesis, is the ability to mentally manipulate sound waves, creating noise of any kind and volume.
Biokinesis _ is the ability to mentally alter the physical body in appearance with much concentration. (Like hair colour, etc. or to look like someone else, with practice).
Chlorokinesis _ also known as Xylokinesis or Agrokinesis, is the ability to mentally control plants.
Chronokinesis _ is the ability to mentally affect the flow of time. You cannot physically time-travel like this! What it means is that you have the ability to go into a trance and your spirit state can time-hop. In this state you cannot physically touch anything nor be seen; you are, effectively, non-existent.
Cryokinesis _ is the ability effectively freeze an object by removing all heat. Cryokinetics are able to turn water into ice, cool the temperature in a room, and create ice from water vapor in the air. Being cold doesn't effect them.
(1) Electrokinesis _ is the ability to mentally manipulate electricity and electrical phenomena. Electrokinesis of this form requires physical contact between the electrokinetic and its target. Although most electrokinetics only have ability to manipulate existing electrical fields, others are able to produce electricity through their hands with time and tuition.
Ferrokinesis _ is the ability to manipulate metal. Not to be confused with magnokinesis. As a psychokinetic ability this is a skill affecting a metal or group of metals, this cannot be used to transmute metals from one to another (no lead into gold etc). More skill is needed to manipulate denser metals; aluminium is relatively easy, whilst lead and gold would take more work.
Geokinesis _ also known as Terrakinesis, is ability to mentally manipulate the earth. Skilled terrakinetics are alleged to be able to exert an enormous effect on the ground, even to create earthquakes. They can control and affect soil, sand, clay, rock, lava, magma, etc and have the ability to influence rock. Ie. Turn rock into diamond.
Gyrokinesis _ also known as Gravitokinesis, is the ability to mentally manipulate gravitrons and gravitational fields: the force of gravity on an object. Gravitokinetics are able to enhance gravitational pull or negate it altogether. The amount that this can be done is improved with practice. Note: you cannot fly faster than the terminal velocity of the average person (350kph/200mph) as the laws of physics would not allow it.
Hydrokinesis _ also known as Aquakinesis, is the ability to mentally manipulate water in its solid, liquid and gaseous states and even to create it in its liquid state with practise.
Hypnokinesis _ is the ability to mentally send an individual into a trance-like state, and/or mentally manipulate an entranced individual via hypnotic suggestion.
Magnetokinesis _ also known as Magnokinesis, is the ability to mentally manipulate all forms of magnetic and electromagnetic fields.
Molecukinesis _ is the ability to mentally manipulate molecules, to control the molecules that make up anything that exist, and change or rearrange them into another form. One branch of this would be a shape-shifter. These Molecukinetics begin with being able to 'morph' into only one other thing, building up to two or more.
Photokinesis _ also known as Lumokinesis, is the ability to mentally manipulate photons, to create and manipulate light.
(1) Pyrokinesis _ is the ability to control, create, and manipulate fire. Pyrokinetics are able to increase the temperature in their proximity, create flames, and endure extreme heat and flame without being harmed.
Telekinesis _ is the ability to mentally move, lift or "push" an object without physical contact, with the ability of your mind.
(1) Umbrakinesis _ also known as Nyctokinesis, is the ability to mentally repulse photons to create shadow or darkness (opposite to photokinesis), or to psychokinetically move objects via shadow.
Vitakinesis _ is the biokinetic ability to mentally heal or rejuvenate damaged or aged bodily tissue on a cellular level. In other words, a healer.
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