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{{Character box
{{Character box
| name = Shadowulf
| name = Shadowulf
| image = <!--<embed src="http://www.veoh.com/videodetails2.swf?permalinkId=v1287826rYRkbsZZ&id=4466265&player=videodetailsembedded&videoAutoPlay=0" allowFullScreen="true" width="540" height="438" bgcolor="#000000" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer"></embed><br/><a href="http://www.veoh.com/">Online Videos by Veoh.com</a>-->
| image = <!---->
| caption = <!-- Shadoulf specializes in defeating monsters with his shape-shifting sword, the Maelstrom. -->
| caption = <!-- Shadoulf specializes in defeating monsters with his shape-shifting sword, the Maelstrom. -->
| portrayer = Randy Smith
| portrayer = Randy Smith

Revision as of 05:11, 4 November 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 Randy Smith
First appearance August 8
In-story stats
Known abilities #Vocifery, #Omnipotence, #Biological Perpetuity
Formal name Shadowulf Lycurgus VonBane
Nickname N/A
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)

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 perceive the past or future condition of a subject by touching it. However, it can also be used to feel forcefields or any other invisible/intangible entity that is 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.

Power Sensing is the ability to instinctively tell if another has a special power and be able to locate others with powers instinctively.

Power Boosting is the ability to strengthen and intensify the powers of a nearby evolved human.

Power Randomization is the ability to psionically exchange the mutant abilities of any multiple subjects at random (anywhere within an undetermined radius, and for an undetermined amount of time). One with this power could randomly give any superhuman any of another's superhuman abilities. One with this power could even switch his power and thus lose it, but gain another.

Power Negation is the ability to cancel out the effects of other abilities with little-to-no concentration on behalf of the user.

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.

Déjà Vu 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 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.

Ectenic 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.

Havoc is the more untamed version of psychokinesis. This ability causes any nearby objects to be moved around the user at high speeds, explode or to be propelled away from the user at high speeds without conscious effort from the user of the power (the ability is activated by the user feeling that he or she is in danger, or being under extreme emotional stress). One with this ability could move objects that weigh far more than he or she does.

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. With this ability, one can do everything from rapid recovery from an injury, to resisting great pain, to changing one’s size and appearance.

Dermakinesis is the ability to psychically manipulate skin. One with this power can augment his skin and the skin of others to nearly any texture. This can be used to make one's skin extremely resistant to concussive force, or very sharp, or very abrasive. He can even re-grow skin almost instantly after an injury, change his skin pigment (as a limited form of shapeshifting), or to reconstruct skin as weapons, similar to biological weaponry.

Osteokinesis is the ability to mentally manipulate bones. A person with this ability can change the density of bones, from hollowing bones like a bird, to making them as unbreakable as steel. A person with this ability can also make his bones more flexible, and less prone to breakages, aiding in the recovery from falls, and can knit bones back together at an accelerated rate. The user of this power can also use the ability to break bones in opponents, incapacitating them with broken legs, arms, ribs or even necks. The user can also cause bones to grow through the skin to form plates of bone, change the length of his bones (as a limited form of shapeshifting).

Myokinesis is the ability to psychically alter muscular structure. This can be used to hypertroph the muscles to proportions which induce superstrength, or decrease the muscle structure of others, so that they are nearly helpless against attacks. This can be used to strengthen or weaken the muscular structure, stamina and endurance of nearly any sentient creature. You can change the density and texture of muscles as well to help stand your ground and provide nearly impenetrable resistance to concussive force.

Haemokinesis or hemokinesis is the ability to mentally control blood. One with this ability can snatch blood out of a person's body or use blood to track the person or creature to which it belongs. One with this ability could even manipulate blood while it is still inside a person, allowing them nearly full control over motor functions or control over a person's body temperature by raising or slowing the rate at which a subject's blood moves. A being with this ability can affect any sort of blood; human, alien or animal (even one's own blood).

Halokinesis is the ability to manipulate salt. Psychically-controlled salt can be manipulated like psychically-controlled sand or sugar. It can be made very abrasive, to the point where it can peel off skin, or it can be pulled together, to form constructs. This can even be used to increase the intensity of the salt to poisonous levels, or even pull salt from anywhere within a large radius. One could even use this power to dehydrate creatures by increasing the amounts of salt in them.

Glukokinesis is the ability to psychically manipulate anything sweet (mostly sugars). This can range from dangerously altering the sugar levels in a subject's blood to manipulating all forms of sugar, candy and processed sweets. Sugar can be used in the same manner as psychically-manipulated glass or sand, while other sweets can be turned into dangerous projectiles or superpowerful glue. This can even be used to increase sugar in products to poisonous levels.

Nosokinesis is the ability to generate and manipulate innumerable varieties of diseases, viruses and bacteria. One with this ability could use it to generate bacteria that have numerous body-affecting effects. A person with this ability can be immune to disease, transmit diseases to any desired subject, or even make the viruses, bacteria, or diseases airborne or highly contagious (even if they aren’t).

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 rearrange any subject one desires.

Thermokinesis is the ability to mentally manipulate the temperature in the immediate vicinity. This can range from raising a person’s temperature dangerously high or dropping it extremely low to generating mass heat waves or massive cold fronts. This ability does not change the weather immediately, it only changes how hot or cold things are, sometimes to the point of changing the weather.

Atmokinesis is the ability to mentally change weather. In many cases, people with this ability can shift the atmosphere and thus generate any natural weather occurrence from fog, mist and rain to hailstorms, blizzards and hurricanes. One with this ability is also usually rendered resistant against extreme weather conditions.

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.

Hyalokinesis is the ability to telekinetically control all forms of glass. The user can create glass from their bodies, reshape, recreate and repair any piece of glass. They can even increase the density of it. They are also resistant to high temperatures, and can shape any of their appendages into solid glass. The user can make glass sharp or blunt, and can even create colored glass.

Koniokinesis is the ability to generate and manipulate the dust and other particles in air (electrons, neutrons, protons, small debris, but not atoms and molecules), or to convert one's body into dust, so as to be mostly intangible, or to convert others into sentient dust. This power can even be used to collect dust and make them allergenic, or kick up debris to blind opponents (even making the dust into a very sharp, abrasive whirlwind is possible); the user of this power can even withstand being vaporized, because they can reform their biological structure.

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, generate light at will, change the colors of subjects, and even fire offensive rays or bolts of light of varying heat and intensity.

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 is the ability to mentally manipulate sound waves or to go beyond one’s current vocal ability, allowing one to project one’s voice or any other noise at extremely high decibels or to manipulate the volume of any desired sound.

Gyrokinesis or Gravitokinesis is the ability to mentally manipulate gravity, allowing one to increase or decrease the effects of it around any desired area.

Technokinesis is the ability to mentally manipulate technology, so that it might work without an energy source, or give one access to normally-restricted documents or applications, 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. One with this ability could even reverse the polarity of magnetic fields or activate magnetism in normally-nonmagnetic subjects.

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, using echolocation, or reading body reactions by analyzing the vibrations that a body generates. One with this power could even release concussive waves of strong vibration to affect subjects in various ways, such as launching vibrations into the ears of opponents, causing disorientation.

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, adding to the strength and endurance of the user.

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, or activate and control chemical reactions of various sorts 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.

Papyrokinesis is the ability to manipulate paper at will, controlling its texture to make it as sharp, smooth or abrasive as the user desires. Or he could increase or decrease its density, so that it can be thrown like a projectile or a shuriken. He could also alter its sharpness, making it more or less likely to give paper cuts or worse injuries. Not to mention, he can alter its adhesion and many other properties that make it a formidable weapon. One can even form it into constructs that can be animate

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. If one were to use this ability, he could even erase or enhance his memories or the memories of others as much as he likes.

Hormokinesis is the ability to mentally manipulate pheromones and hormones. With this ability, one could release pheromones that do everything from attracting subjects to defend the user to increasing body temperature or inducing bodily dysfunction 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. Some with this ability can even project their consciousness into the dreams of others and consciously perceive or control their own dreams.

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.

Gerokinesis is the ability to manipulate age. This may seem like chronokinesis, the ability to manipulate time, but it only targets the time fields around biotic matter. With this, you can shapeshift yourself or others into older or younger versions of themselves. While the chosen subject is shapeshifted, he gains the characteristics of that age group, so a person could realistically act like the age group to which they have shifted. One could even age a desired subject to be too young or too old to be able to defend themselves.

Temporal Materialization is the ability to create or summon a subject from anywhere in the universe's timeline. It can range from summoning a third-century samurai sword to conjuring Genghis Kahn's mongrel horde for assistance or summoning the comet that killed off the dinosaurs. One could even use this ability to bring back deceased loved ones or find a lost item.

Chronopathy is a fine tuned sense into precise time. This ability allows you to determine the exact time an occurrence will take place, when it has taken place, or how long it took or how long it will take. This can be used to determine when an opponent will strike, how much time you have left until an occurrence takes place; even the exact time in any time zone can be determined with this ability.

Levitation is the ability to cause one's own body to hover off the ground. This can be used to lift oneself as high off the ground as he desires, sometimes affecting others as well. But one with this ability can also move himself around slowly (allowing limited “flight”) and control how high or low he levitates.

Astral Projection is the psychic ability to temporarily release the spirit or “mind-self” from the body, allowing one to go on a vision quest, or roam freely as the soul-being desires.

Imperceptibility is the psychic ability to render oneself "invisible" to the senses of subjects. Many times it requires extreme psychic concentration, although once it is achieved, the mind still operates and can thus keep the body's molecules in proximity so that the body can still operate and make you normal again. It makes you invisible, intangible, inaudible and otherwise virtually undetectable by the five senses at one time.

Animal Magnetism or Hypnotic Charm is the ability to hypnotically charm any subject of the opposite sex. The subject or subjects become doting, fawning sycophants that will do anything to please their object of affection. In many cases, the ability can even be used on creatures that are of the same sex. The power can be used to inspire either love of an innocent sort or desire of a sexual nature, depending on the age and will of the user. The power is activated by eye contact and a charming face directed at the subject(s). The user must also attempt to be persuasive, seductive or charming.

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. Many times, it can even be used to heighten or change the emotions of others.

Apathy is the absence of emotion, which allows one to make decisions far easier. One with this ability could not be affected by abilities meant to induce emotions of any sort (no love-inducing powers, pain-inducing powers, fear-inducing powers, etc.). It would also be far easier to make decisions, face opponents that others wouldn't, resist temptation (even psychic persuasion), and do things normal people would be far too afraid or embarrassed to do.

Fault Detection is the ability to see the weak points or "fault lines" of a subject's physical structure, or to psychically deduce where weak points are in a structure.

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.

Motor Continuity is the ability to keep a subject in perpetual, spasmodic motion, even if the subject struggles to stop. This can cause the subject to eventually become exhausted and cause immense muscular pain and, eventually death, or it could just be used to hurt the subject because he will run into things and hurt himself uncontrollably. It can also be used to overexert machines and cause them to overheat, causing them to short circuit, or stop working.

Juxtaposition is the ability to psychically match the abilities and benefits of any desired subject so that they cannot overtake or surpass the user of the power. This can be used when being pursued (you will always remain the same distance from your pursuer, and thus never be caught), or keep competitions at a stalemate (so, at least you won't lose—you just won't win, either). The user parallels the subject in every way. This power is similar to Reactive Adaptation, but instead of developing an opposite ability to your opponent, you gain the same powers and benefits, and thus resistance to your opponents.

Panmnesia is the ability to recall everything that one has ever experienced or learned in one's lifetime. Sometimes one with this ability can even recall one's entire family history, and they usually have no need to be organized, as they can always find whatever they’re looking for.

Xenopsychism, which is also referred to as a world-mind, can be used to telepathically link into anyone's mind that exists on the planet on which you are using it (even animals). This can be used to tell if a person exists, where they are, what they're doing, what they know and any other thing you desire to know about them. Not to mention the knowledge is usually memorized, so a whole wealth of knowledge can be acquired using this power.

Past recollection is the ability to recall past events that the possessor of the power never witnessed or experienced himself. One with ability usually is well-versed in history without studying. This was once thought to be evidence of reincarnation, but it is actually an impersonal form of xenopsychism.

Omnilingualism is the ability to innately speak, write and understand any language. A person with this ability can understand and communicate in computer codes, languages he’s never heard before, and use sign language. A human gifted with this ability could even communicate with animals or read body language.

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 also use this ability to make himself appear more frightening, or look to have abilities one does not actually have.

Mindscape Transportation is the ability to transfer subjects into his or her mind. This ability can be used to render any subject under the power of the user’s imagination. The user of this power can do whatever he wants to the subject that he has transported into his mind. The effects last, however, after the subject has left the user’s mind.

Noesis is the ability to induce ideas for any given situation. This ability can be used to help solve nearly any problem, because the user of this ability or the subject that he uses the power on will find a meticulous solution or plan to resolve the problem. This is not to be confused with Omnipotence, but is only a useful psychic ability that allows the user to never run out of ideas.

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.

Psychic Navigation is the ability to locate any subject and find your way around any terrain or area. The user of the power must first get a specimen from the subject that the user is trying to find, even if it is just a description of the subject. Or, by solely listening to, "it is a misty and humid island in southeast Asia", one could easily plot and navigate a course to Indonesia, if he had the ability.

Psychic Strategy is the ability to instantaneously see all the possible outcomes of a situation, and the ability to determine which outcome is the best (example: if I were to go down this path, then I would...). It also helps to determine the best decision to make to encourage or help along certain outcomes (example: in order to make this happen, the best thing to do would be...). People with this ability are very good test takers, because they can easily determine which answers make the most sense.

Psychic Sustenance is the mind's ability to keep the body and all its parts alive and active without need for sleep, food or the presence of all vital organs. This allows users of this ability to survive long after decapitation, or loss of a vital organ or a significant amount of blood. The mind keeps the body going, and thus it keeps itself going as well. A person with this ability can function normally without vital body parts for the rest of his or her natural life, as this is an innate power, and thus has no need for concentration or training.

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 a physical form that attacks 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.

Vacant Stare comes in handy when confronted by menacing opponents, or if someone hears or sees something they should not have. It is the ability to wipe clean the subject's short-term memory, so they can only remember the basics (name, motor functions, family, etc.). The effects of this ability are exuded from the eyes (even if the user is blind). The effects last as long as the user likes and they're reversible, but it comes in very handy, as one could use it to turn amnesiacs against someone, get them to do your bidding, and suggest hints of things that are not true or did not happen.

Optic Disruptor is the ability to telekinetically distort physical matter. If used on a living being, the being will writhe in pain as their nerves or means of sensory as well as their organs will be damaged and moved around into positions that will be uncomfortable for the subject. If used on a dead thing or an inanimate object, the subject will be consumed with the effects, and burst into flame, explode, short-circuit or be otherwise damaged.

Psychic Guillotine is the ability to exude an offensive aura from the neck that chops subjects in half that are in the way. Instead of the guillotine cutting off your head, you can cut other things in half.

Psychic Talons is the ability to project a psychic force from one's fingers and toes in the shape of talons or claws. This power can be useful for cutting or slicing things, and they can also be used to hook into surfaces and climb up things, like walls or elevator shafts. If the talons are used in living beings, they will react exactly if corporeal talons have affected them. The user can choose how sharp the talons are, from butter knife-blunt, to razor sharp.

Repulsor Aura is the ability to create a powerful offensive aura that pushes objects or people away from the user. The user can keep the repulsive field around them, or certain objects, to stop things approaching, like a reverse magnetic attraction. The user can use the repulsion to keep from hitting objects by repelling themselves up, or away.

Restrictor Aura is the ability to generate an aura or energy field around subjects. The aura is capable of stopping a moving subject in place, or keeping a subject from potential movement. While it does not freeze the subject in time (it even allows movement) it keeps the subject on which it is being used in place, and renders them incapable of moving forward or backward until the aura is dissolved (even if the subject is in mid-air).

Paralysis is the psychic ability to interrupt the nervous system in living subjects. If the creature is in motion, it will keep going until it stops. The user can limit the paralysis to certain extremities, such as legs or arms, or to affect the entire body. A person with this ability, and sufficient training, could use the power to paralyze a creatures' heart, causing cardiac arrest.

Vocifery or Reality-Bending is the ability to speak nearly anything into existence. Almost any event or being 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.

Absurdity is the ability to psychically induce paradoxes and contradictory physics. This can range anywhere from the highly improbable (like a prey animal eating it's predator) to the impossible (Fire "extinguishing" water, a small being with no superstrength beating a far larger being with extreme superstrength and durability, etc.). This ability is similar to luck and probability manipulation, but instead of increasing the likelihood of an event, it makes the impossible possible, and the improbable quite likely.