User:Shadowulf1: Difference between revisions
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| mention = |
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| power(s) = [[#vocifery|Vocifery]], [[# |
| power(s) = [[#vocifery|Vocifery]], [[#juxtaposition|Juxtaposition]] |
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| formal name = Shadowulf Lycurgus VonBane<!-- Full formal name of the character. --> |
| formal name = Shadowulf Lycurgus VonBane<!-- Full formal name of the character. --> |
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| alias = <!-- Wulf'n Prince. --> |
| alias = <!-- Wulf'n Prince. --> |
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| born = July 25th 1991 |
| born = July 25th 1991 |
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| died =N/A |
| died =N/A |
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| home = [[wikipedia:Florida]] |
| home = [[wikipedia:Florida|Florida]] |
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| occupation = Jobless Dreamer |
| occupation = Jobless Dreamer |
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| significant other = N/A |
| significant other = N/A |
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| guardian) =same as above |
| guardian) =same as above |
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| child(ren) = N/A |
| child(ren) = N/A |
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| sibling(s) = |
| sibling(s) = Christyl (a sister) |
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Revision as of 06:03, 30 October 2007
Hello, all you Heroes-lovin' TV buffs! I love the show Heroes! The show is great, the characters are believable and the plotline is awesome! I have always wanted to have superpowers and this show reminds me of why!
| Shadowulf | |
|---|---|
| Portrayed by | Unrevealed |
| In-story stats | |
| Known abilities | Vocifery, Juxtaposition |
| Formal name | Shadowulf Lycurgus VonBane |
| Gender | |
| Age | 16 |
| Date of birth | July 25th 1991 |
| Date of death | N/A |
| Home | Florida |
| Occupation | Jobless Dreamer |
| Significant other | N/A |
| Parent | Ma/Daddy |
| Child | N/A |
| Sibling | Christyl (a sister) |
PSYCHIC ABILITIES (YES, I BELIEVE IN PSYCHICS)
Lucid dreaming is the conscious perception of one's state while dreaming, resulting in a much clearer experience and sometimes enabling direct control over the dream itself.
Mind over Body is suppressing or mentally satisfying the need for water, food, or sleep. One with this ability could go for weeks without need to restore his energy through the three former means. The body is sustained by the mind.
Telepathy is the communication of information from one mind to another by means other than the known perceptual senses.
Claircognizance means the gift of knowing a message is correct or something about a person or situation is correct without getting a clairvoyant, clairaudient, clairgustant or clairalient or clairsentient message; it is a feeling of complete correctness and certainty.
Clairvoyance is a form of extra-sensory perception wherein a person acquires knowledge of all sorts by visual means.
Clairaudience is the ability to mentally pick up sounds from the future, past, or some location not relative to the user.
Clairsentience is the ability to touch what is normally intangible or out of the immediate range of one’s touch, which would be otherwise imperceptible.
Clairgustance is defined as a form of extra-sensory perception that allegedly allows one to taste a substance from the past, future, or an area not relative to the user (without putting anything in one's mouth).
Clairalience is the ability to sense smells and aromas from the past, the future or a location not relative to the area at which the ability is being exercised.
Precognition is a form of extra-sensory perception in which one will perceive information about future places or events before they happen, as opposed to merely predicting them, based on deductive reasoning and current knowledge.
Remote viewing is a procedure to allegedly perform clairvoyance under controlled conditions. Somewhat similar to astral projection, the phenomenon involves the projection of complete consciousness to remote locations (forcing complete ESP).
Retrocognition, also called postcognition, is the ability to see or know something about a situation after its occurrence through psychic means.
The term Déjà Vu (also called paramnesia) describes the experience of feeling that one has witnessed or experienced a new situation previously.
Psychometry is an ability in which the user is able to see the entire history of an object or area, but only by touching or being in close contact with it.
Xenoglossy is the putative phenomenon in which a person is able to speak a language that he or she could not have acquired by natural means.
Glossolalia is the ability to speak an unknown divine language, by unknowingly transcending to a higher state of consciousness and experiencing divine ecstasy incited by God himself.
Mediumism is the ability to receive and relay the messages of the spirits of the deceased, through the expression of speech, writing or drawings lacking any conscious control or intervention by the medium.
Actinic force is a supposed transcendent energy that is emitted by the medium’s mind, and directed by his will, producing the means by which entities move directly into the medium’s psyche without physical contact in apparent defiance of natural laws.
Psychokinesis or Telekinesis is the ability for a person to somehow influence tangible matter with the intangible mind.
Biokinesis or Esokinesis is the mental ability to alter one’s own DNA structure and personal body functions, as well as those of others. With this ability, one can do everything from rapid recovery from an injury, to resisting great pain, to changing one’s size and appearance.
Leptokinesis is the ability to mentally manipulate molecules, so that one can separate his own molecules to become intangible and phase through subjects, or separate the molecules of other subjects so as to vaporize, dissolve or break apart any subject one desires.
Pyrokinesis is the ability to mentally accelerate the motion of the particles of sometimes-random subjects, causing them to ignite, even if they are not flammable. One with this ability is usually flame resistant, and can consume his body in flame and/or hurl fire at foes.
Hydrokinesis is the ability to mentally manipulate water molecules, thus being able to withstand great water pressure, swim faster, or even raise water to send it at foes in the form of tidal waves or any other form the user wishes.
Aerokinesis is the ability to mentally affect wind currents or wind altogether. With this ability, one can easily resist wind pressure, or send wind at foes as gale-force currents. One with this ability could even travel on air currents.
Terrakinesis or Geokinesis is the ability to mentally manipulate earth. With this ability, one could hurl rock, dirt or minerals at foes, or form said materials into constructs. One could even absorb any rock debris or necessary minerals out of desired subjects to use for oneself.
Psammokinesis is the ability to mentally manipulate sand and glass. With this ability, one could turn any nearby sand or glass into desired weapons, or convert oneself into sand form, or even summon sand and glass from miles around to form a sandstorm or sand vortex.
Electrokinesis is the ability to mentally manipulate electricity currents and generate static electricity. One with this ability could even summon lightning, or convert one’s own body into an entity of electrons, and thus travel through electrical appliances or outlets.
Photokinesis or Lumokinesis is the ability to mentally alter light particles so that one might be able to increase his vision to x-ray, telescopic, microscopic, infrared, or offensive heat vision. One could even fire offensive light beams at foes.
Sciakinesis or Umbrakinesis is the ability to mentally deactivate or repulse light energy to surround oneself or others in darkness. With this ability, one could even travel through shadows or surround foes in pitch black clouds of lightless space.
Sonokinesis or Audiokinesis is the ability to mentally manipulate sound waves to go beyond one’s current vocal ability, allowing one to project one’s voice louder or block out sound waves that would otherwise gain one’s attention or even do wide-ranged (or possibly concentrated) damage.
Gyrokinesis or Gravitokinesis is the ability to mentally manipulate gravity, allowing one to increase or decrease the effects of it around any desired area. This can be used to make objects or subjects lighter for allies to move or heavier for foes to move, even increasing gravity to crush foes.
Technokinesis is the ability to mentally manipulate machines and mechanisms, allowing manipulation of technology, so that it might work without an energy source, or give one access to normally-restricted information, or one might be able to command technology as fighting minions.
Magnetokinesis or Magnokinesis is the ability to mentally alter magnetic fields in order to increase the magnetism of magnets or decrease the magnetic pull that a magnet has on a metal object.
Seismokinesis or Vibrokinesis is the ability to mentally amplify and manipulate vibration. This ability can range from causing seismic tremors to using vibration on a smaller scale, like shattering glass or using echolocation.
Metallokinesis or Ferrokinesis is the ability to mentally affect metals, including raising or lowering the density of metal, mentally moving metals around, reforming metals into any desired shape or covering oneself in said material.
Chemokinesis is the ability to mentally manipulate chemical elements. This could range from changing their density to releasing the gaseous or radioactive elements offensively. One could even transmute other elements into desired elements if one pleased.
Zookinesis or Faunokinesis is the ability to mentally form a telepathic link with animals. This can allow communication with nearly any animal. One can use this ability to acquire information or command creatures in your vicinity.
Phyllokinesis or Agrokinesis is the ability to mentally affect plants and flowers. Using this ability, one could grow plants to enormous proportions, grow them in nearly any environment, and use them as weapons that can grab and attack with vines and roots, which quickly grow back.
Mnemokinesis is the ability to mentally alter or manipulate memory. With this ability, one could cause subjects to believe in occurrences that are not true, or they could make someone believe that they witnessed or experienced something that never happened.
Pathokinesis is the ability to mentally manipulate the emotions of others. In essence, one could use this ability to make one so sad to the point of suicide, or make one so angry that he turns against his allies. One could even use this ability to make foes fall in love with
the user, so that he will refuse to attack.
Hormokinesis is the ability to mentally manipulate pheromones. With this ability, one could release pheromones that do everything from attracting subjects to defend the user to increasing body temperature or inducing vomiting in subjects.
Oneirokinesis is the ability to mentally alter dreams. With this ability, one can allow himself to perceive the future, or give ones’ subjects extremely good dreams, or turn wonderful dreams into horrid nightmares.
Tychokinesis is the ability to mentally alter probability, thus generating good or bad luck. With this ability one could cause normally-improbable things to happen, or normally-likely events to not happen. This could be positive or negative for either side.
Chronokinesis is the ability to mentally alter time. With this ability, one could travel through time, control the speed of subjects’ movement, slowing down foes, speeding oneself up, or accelerating or reversing the aging process on any subject one desires.
Levitation is the ability to cause one's own body to hover off the ground. This is a self-affecting form of psychokinesis.
Astral Projection or an out-of-body experience is an occurrence caused by the astral self (soul) being temporarily released from the body, allowing one to go on a vision quest, or roam freely as the soul-being desires.
Psychic Persuasion or Mind Control is the ability to manipulate the minds of others so that they agree with whatever the user believes, or obey any commands that the user would like to administer, even dying.
Empathy is the mental ability to feel or experience the emotions of others. One could use this to predict if a foe will attack, or to figure out how someone is feeling, in order to understand why someone does what they do.
False Cognition is the ability to set one’s body on autopilot, which can allow the body to rest up, while at the same time not stopping to rest, but moving, or responding to one’s environment as though he were awake. This is thought of as psychic sleepwalking.
Illusion is the ability to distort the foes’ perception of reality, so that one might see subjects that, in actuality, do not exist, or perceive things that are not really there. One could use this ability to make himself appear more frightening, or look to have abilities one does not actually have.
Psionic abilities are abilities in which the mind’s extent is manifested in physical form, but only affects the mind of foes. Psionic attacks usually appear in the form of a weapon or a hand, but have also been shown as waves or beams that attack the mind concussively.
Hyper Mind is the ability to literally offensively fire thought-waves at the foe. First, the mind radiates powerful electric impulses, and then they reform into a sphere of powerful offensive electricity that can attack stronger beings physically, and smarter beings mentally. The greater the user’s intelligence, the tougher the attack will be.
Vocifery or reality-bending is the ability to speak or will nearly anything into existence. Almost anything the user of this ability speaks will come true instantly. The only hitch is that no vocifer can ever speak death, devastation, destruction or defeat on any foe or subject, thanks to the words of the first vocifer.
Panmnesia is the ability to recall anything that the user has ever learned or experienced in his entire lifetime. One with this ability could even recall his entire family history or a whole document of information with ease.
