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===Psionic Abilities===
===Psionic Abilities===


'''Psionic Abilities''' are abilities which are emanated from the mind, but manifested physically, and mostly only capable of interacting with the mental and astral (spiritual) realms of existence. This may include the generation of psionic objects (similar to Energy Constructs) which, upon coming into contact with the brains of living creatures, are capable of inducing severe mental (and sometimes physical damage. These faculties may include:
Psionic Abilities are abilities which are emanated from the mind, but manifested physically, and mostly only capable of interacting with the mental and astral (spiritual) realms of existence. This may include the generation of psionic objects (similar to [[#Energy Constructs|Energy Constructs]]) which, upon coming into contact with the brains of living creatures, are capable of inducing severe mental disorientation, damage and pain (and sometimes physical damage). These faculties may include:


'''Psi Balls''' or ''Psi Spheres''- generation of spheres of intense psionic energy, which are thrown like projectiles (sometimes these spheres detonate like time bombs)
'''Psionic Spheres''', ''Psi Balls'' or ''Psi Spheres''- generation of spheres of intense psionic energy, which are thrown like projectiles (sometimes these spheres detonate like time bombs)


'''Psi Beams'''- generation and emission of beams or rays of intense psionic energy, usually hot or capable of melting but sometimes the energy is simply concussive and forceful
'''Psionic Blasts''', ''Psionic Beams'' or ''Psi Beams''- generation and emission of beams or rays of intense psionic energy, usually hot or capable of melting but sometimes the energy is simply concussive and forceful


'''Psi Bolts'''- generation of powerful bolts or flashes or psionic energy, which fire from the hands and eyes as though firing from a gun
'''Psionic Bolts''' or ''Psi Bolts''- generation of powerful (usually heated) bolts or flashes or psionic energy, which fire from the hands and eyes as though firing from a gun


• '''Psionic Rain''' or ''Psi Rainfall''- launch of long bolts or rays of psionic energy, which disperse into smaller segments and fall on any subjects below as a dangerous rain of intense psionic energy
'''Psi Nova'''- emanation of psionic energy from all parts of the body, similar to an explosion in the amount of light and concussive force, but it does not detonate user’s body.


• '''Psionic Wave''' or ''Psi Wave''- exudation of a wave of powerful psionic energy that either puts foes to sleep, stuns them, knocks them unconscious, or cuts through them like a buzz saw or guillotine (but quicker and with much more power)
'''Psi Shielding''' or ''Psi Barrier''- generation of powerful shields which can prevent certain projectiles from hitting the generator of the shield, or can hit with concussive force like blunt pans or platters


• '''Psionic Light''' or ''Psi Light''- exudation of a harmless glow of psionic light which helps to brighten dark areas; may radiate from the hands (or in the palms), cover the eyes of people who wish to use the light, or stay stationary and illuminate brightly
'''Psionic Constructs'''- generation of forms which are made of psionic energy that may deal only mental or only physical damage (not both); includes Psionic Weapons/Tools and/or Psionic Appendages


'''Psionic Nova''' or ''Psi Nova''- emanation of psionic energy from all parts of the body, similar to an explosion in the amount of light and concussive force, but it does not detonate user’s body.
'''Psi Scanning'''- ability to scan an area psionically to see if an object or subject is in said area, usually in scanner’s line-of-sight (may include gathering of basic information by scanning components)

'''Psionic Shielding''', ''Psi Shielding'' or ''Psi Barrier''- generation of powerful shields which can prevent certain projectiles from hitting the generator of the shield, or can hit with concussive force like blunt walls or platters

• '''Psionic Cocoon''', ''Psi Cocoon'' or ''Psi Chrysalis''- generation of a protective outer layer which serves as armor; although, it doesn't allow movement or attack. The cocoon allows defense from moderate attack, or may be used to immobilize foes

'''Psionic Constructs''' or ''Psi Constructs''- generation of forms which are made of psionic energy that may deal only mental or only physical damage (not both); includes Psionic Weapons/Tools and/or Psionic Appendages

'''Psionic Scanning''' or ''Psi Scan''- ability to scan an area psionically to see if an object or subject is in said area, usually in scanner’s line-of-sight (may include gathering of basic information by scanning components)


===Psionic Facial Recollection===
===Psionic Facial Recollection===

Revision as of 06:00, 14 November 2008

Contents: # A B C D E F G H I J K L M N O P Q R S T U V W X Y ZTop of PageExternal Links


Category: Superhuman Phenomena

WARNING: Editing this page may result in lost or damaged information. I posted all of these here temporarily, until I get the time to give them ALL their own distinct pages. Please bear with me, as I'm sure the site can handle this much info.

For future references:


User of the ability: a person who uses the described ability

Subject: the living target on whom a superhuman ability is used (this could even include oneself unless otherwise specified).

Object: the non-living target on which a superhuman ability is used.

A

Abrasive Skin

Abrasive Skin is the presence of an outer layer of skin capable of scraping or scratching subjects who come into contact with it. This skin may be rough and abrasive for any number of purposes. It could be skin likened unto rock or stone, or covered in spikes like a porcupine, but never a mixture. One with this ability can, in many cases, suppress and activate it at will.

Absurdity

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 Tychokinesis, but instead of simply increasing or decreasing the likelihood of an event, it makes the impossible possible, and the improbable quite likely. The only true limit to this ability is that it is very confusing, and you can't obtain certain things (manipulating the structure of matter, omnipotence, omniscience, etc.).

Access

Access is the psionic ability to gain passage through any portal. This ability could be used to get past guards of any portal, or unlock any lock. One with this ability could even open a door if it was locked, or gain access to a web page even if blocked by a proxy or a password. This ability allows the possessor to gain access into whatever he or she wishes to "get into".

Acid Generation

Acid Generation is the ability to generate and secrete acidic substances from the body. One with this ability can manifest it as spitting or simply as acidic skin secretion, such as sweat or even bleeding. This ability also usually allows the user to shift the acidity of the acid or to control when it is emanated from the body, so that it can be used to corrode subjects or even blind or burn opponents.

Adaptation

Adaptation is simply the presence of physical and mental bodily features that allow one to survive in a certain environment.

Vacuum Adaptation allows the body of the user to survive in space, withstand atmospheres and perhaps propel oneself into space.

Aquatic Adaptation allows the possessor to breathe water in lieu of or along with a gaseous breathing medium, even at extremely high water pressure.

Terrene Adaptation allows the possessor to live in stuffy, low-light terrene conditions like underground caves and tunnels with vision and breathing adapted for such.

Aerial Adaptation allows the user to withstand extreme wind pressures, so as to not be disoriented or deprived of normal breathing by them.

The possessor of these adaptations would still have a human body, except with a few superhuman anatomical features. The possessor of this ability could not have multiple adaptations.

Addiction Inducing

Addiction Inducing is the psychic ability to implant a mental attachment to a certain object or subject, or to increase a current addiction or fetish. One with this ability could make a foe absolutely addicted to sugar, chocolate, smoking, sex or any other addictive substance (even if the subject has never tried the substance). However, one with this ability may also cure the addictions of allies as well.

Adhesion

Adhesion is the ability to make oneself sticky. This may be accomplished one of a few ways. Either the user exudes a psychic aura which bonds to molecules as the user wills, or it may invlove the presence of physical suction cups or sticky mucus on the skin. One with this ability could keep objects from being stolen from him, stick to walls or keep foes from getting out of his or her grasp. This ability is usually (but not always) capable of being turned on and off at will and exudes through clothing.

Aerokinesis

Aerokinesis is the ability to mentally affect or move wind currents or wind. With this ability, one can easily resist wind pressure, move air particles to create vacuums to suffocate foes, or send wind at foes as gale-force currents. One with this ability could even travel on air currents via flight or walking.

Affliction

Affliction or Injury Inducing is the ability to inflict painful wounds upon foes by pure force of will. One with this ability could not induce sickness or death (unless the user has suffered death himself; which would be impossible, unless he is capable of Resurrection); they could only induce injuries that have already happened before to themselves or to the subject they wish to affect (or wounds that the subject or the user of the ability may still currently have). One with this ability may also be capable of Pain Transfer to transfer wounds and painful sensation and/or the ability Excruciation to induce or increase pain in foes.

•This ability would be useless to someone who has never sustained injury, or to be used for or against someone who was invulnerable to harm.

Age Shifting

Age Shifting is the ability to shift one's age into that of another. This may seem like chronokinesis, the ability to manipulate time, but it only targets the time fields around biotic matter (usually only oneself). 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.

Agrokinesis

Agrokinesis or Phyllokinesis is the ability to mentally manipulate wood, plants and flowers. Using this ability, one could grow plants to enormous proportions nearly any environment, and use them as weapons that can grab and attack with vines and roots ( or release neurotoxins and pheromones), which quickly regenerate at the user’s will. Sometimes people can even control plants in their concentrated form, like clothes, paper and money.

Ailuranthropy

Ailuranthropy is the ability to transform oneself into an anthropomorphic cat. One with this ability usually gains the heightened abilities of a cat, including Feral Mind, Superhuman Strength, Superhuman Speed, Superhuman Intelligence, Superhuman Sapience, Superhuman Endurance, Superhuman Senses, Superhuman Reflexes, Superhuman Agility, Superhuman Accuracy and sometimes Feline Omnilingualism. One with this ability may or may not be transformed by the rising of the crescent moon.

Alchemy

Alchemy is the ability to transform non-gold metals into gold by touch. While very little is known about this, it seems only capable of rearranging the molecules of a metal to the molecular template default: gold. It is believed that with enough practice, the subjects capable of being turned into gold may extend from just metals to other materials (even possibly living materials).

All-Sight

All-sight is the ability to see in all aspects. One with this ability can access the powers of precognition and retrocognition to see any moment in history. One with this power could even access the powers of telescopic vision, microscopic vision , full vision of the color spectrum, infrared vision, night vision, X-ray vision, remote viewing, and have 360° of vision. Superhumans with this power can even see through illusions, see the invisible, project his sight and project laser vision. The ability, however, only allows perception in one aspect at a time.

Alopanthropy

Alopanthropy is the ability to transform oneself into an anthropomorphic fox. One with this ability usually gains the heightened abilities of a fox, including Illusion or Deception, Superhuman Strength, Superhuman Speed, Superhuman Intelligence, Superhuman Sapience, Superhuman Endurance, Superhuman Senses, Superhuman Reflexes, Superhuman Agility, Superhuman Accuracy and sometimes Canine Omnilingualism. One with this ability may or may not be transformed by the rising of the new moon.

Alter Ego

Alter Ego is the presence of multiple personalities within one mind. One with this ability could be docile and harmless while the one ego is present, but vicious and powerful while the other ego is present. This ability could also mean that each personality comes with their own distinct ability, or that the personalities are invoked by a certain situation. Distinct abilities (and traces like scent and fingerprints) within each personality are common, along with possible transformation based on which personality is active, although one personality (the normal, or dominant personality) may not possess any superhuman faculty at all.

Alternate Form

Alternate Form is the psionic ability to assume the form of an object or creature whenever the user desires. This could be a rat, a monkey, even a swarm of bees or a ball, but it is only one form. Of course, the user gains the abilities inherent in that form (such as breathing fire and flying if you became a dragon), but after the user chooses this form, only rarely can the choice be taken back. The user can only "shapeshift" to that form and back to normal (or in some cases, may be born in that form, or retain that form after the first time it is assumed).

Alternate Reality

Alternate Reality is the presence of an alternate universe inside one's mind. This mindscape is manipulated to the user's desires. If the person has physical contact with someone else before go to the alternate reality he/she can bring the other person's consciousness to the alternate reality too. If the creator of the alternate reality left a passenger in it, the person whose consciousness is left behind would be trapped there forever (or until he is retrieved by the creator of the alternate reality).

Amnesia

Amnesia is the ability to selectively forget any information desired, by sheer force of will. One with this ability could start all over as they would have no recollection of any past wrongs, stresses or other unpleasant occurrences. This ability also allows the user to avoid telepathic gathering of information, as it allows the possessor of the ability to erase valuable knowledge as well.

Anatomical Automatism

Anatomical Automatism or Anatomical Separation is the ability to psychically control one’s body parts. This can allow the user to detach body parts at will and reattach lost body parts. One with this ability can even allow his body parts to move after detachment, and command them as though they were separate entities. Sometimes one with this ability can even substitute his own body parts for those of others.

• Body parts operated by Anatomical Automatism can only do actions capable of being done by said organs. Fingers inch along like inchworms, hands crawl on their fingers and arms and legs hop along, and heads roll (blood slithers, organs hop, bones roll and jump, etc). All of are of average strength or of proportional strength to that of the user.

Anatomical Intuition

Anatomical Intuition, also known as Intuitive Diagnosis is the knowledge of the names and functions of every part in the body. One with this ability can detect the physical limits and weaknesses of every body part and body system. One with this ability can also intuitively detect anatomical anomalies and assess them to diagnose biological issues, such as disease, internal bleeding, even cancerous cells. This can be used in both humans and animals, in a similar way to Fault Detection.

Anatomical Recall

Anatomical Recall is the ability to psychically "re-collect" one's body parts after said parts have been dismembered or removed from the body. This ability can be used even after such a powerful dismemberment as a nuclear explosion, as long as the pieces of the body are capable of responding to the mind's psychic signal (and not confined in a jar or such a device). This ability makes dismemberment impossible, as the body can simply pull itself back together. This power is most common with detonators.

Animal Communication

Animal Communication or Zoopathy is the ability to communicate with species which are not human in nature. One with this ability sends a telepathic or empathic message to the desired animal and rather than the animal simply understanding the human language, the mind of the user empathically translates it into mental signals that the animal can understand. This ability could be used to command any animal in the animal kingdom, including their metabolism, their behaviors and their breeding patterns, or to understand what they are thinking as well. This ability, however, may be limited to cats, dogs, fish, birds, or reptiles.

Animal Mimicry

Animal Mimicry is the ability to imitate the powers and traits of animals. One with this ability need only come into contact with an animal once, allowing them to access their powers based on their empathic connection with the animal itself. One with this ability could access the proportional strength of an ant, the speed of a cheetah, the flight abilities of a bird, the sonar abilities of a bat, and the like. One with this ability may or may not exhibit the habits and physical features of animals they are mimicking at the time. This ability could possibly be accompanied by Animal Communication, Specific Shapeshifting and/or Genetic Absorption.

Animation

Animation is the psionic ability to instill inanimate objects with the ability to move and to either act of their own accord or act according to the will of the user of the ability. One with this ability can use surrounding objects to defend or fight for him, or to do menial tasks (or anything within the capability of their size). One with this ability can even undo the petrifaction of victims. As of yet no one is known to possess this ability.

Antimatter Manipulation

Antimatter Manipulation is the ability to psychically generate and manipulate antimatter. One with this ability can convert matter into antimatter, and vice versa. This ability could even be used to keep matter from reacting to antimatter, or speed up the reaction, thus causing both the matter to cancel each other out, or preventing it from doing so. This ability works the same as Psychokinesis or Molecular Manipulation, except with antimatter. This ability is very dangerous in the wrong hands.

Apathy

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. A person with this ability thinks purely with logic, and so they tend to be fairly intelligent as well.

Aqueous Form

Aqueous Form or Water Mimicry is the ability to convert one’s biological composition into a form very similar to water. One with this ability can even assimilate his aqueous composition to other water and manipulate the water to expand his or her size as though it were his own body, or he could move in this watery form through liquid mediums, even assuming the various states of matter (solid, liquid, gas and plasma). People with this ability can change between their normal human form and this watery form at will.

Aromatic Allure

Aromatic Allure is the ability to release a mellifluous aroma from the body as a mode of seduction or attraction. This ability can be used to change one's scent into one that is pleasing to any subject, and as such it is also an empathic faculty, although the scent is released at will. The smell could change based on which types of subjects are around, to range from befriending dogs, to seducing men (or women) to keeping bees from attacking. This ability may or may not be accompanied by Noxious Odor Emission.

Artistry Animation

Artistry Animation is the ability to psionically animate an illustration or sketch by pure act of will. One with this ability could use pencils, pens, crayons, markers and any other writing material as a source of combat, drawing things on any surface, and then using them for one's own purposes. This ability could be used to enter a place simply by drawing it on the wall, or to create a fully functioning device without the use of internal mechanism. One possessing this ability may even sometimes be able to animate images by writing words describing what it is they wish to summon. This ability is very dangerous in the wrong hands.

Asepsis

Asepsis is the inability to get sick. One with this ability can go around the sickest of people and people with the most contagious of ailments and still be unaffected by them. One with this ability could even be injected with a viral strain and their immune system would fight it off nearly immediately. People with the ability nosokinesis are helpless against people with this ability.

Asphyxiation

Asphyxiation or Suffocation is the ability to choke foes by keeping them from getting air. This ability is activated by one of numerous ways. The user may inhale deeply, which sucks the air out of the lungs of an opponent, literally taking his foe's breath away. Or it may include the psychic compulsion of foes to exhale all of their air, and then to not inhale again (until psychic contact is broken), thus causing them to slowly suffocate. This ability can be used to de-oxygenate animals, causing them to suffocate, or plants, causing them to wilt. This ability is usually accompanied by (and ineffective against) the ability Atmospheric Respiration.

Assassin Claw

Assassin Claw is the colloquial name for the presence of naturally long, sharp claws. These claws are so tough (much tougher than normal human nails), that they are capable of cutting through flesh with ease (and sometimes even far tougher materials). The claws themselves are usually long like those of a cat or the talons of a bird, and they grow back quickly.

Assimilation

Assimilation is a very limited form of shapeshifting in which one could only shapeshift into nearby species or nearby races. One with this ability could only transform into a human if he were near humans, a bird if he were near birds, and the like.

Asterokinesis

Asterokinesis or Astrokinesis is the tremendously powerful ability to manipulate the energy generated by stars as well as their electromagnetic, gravitational and radiation energies. Simply put, one could manipulate energy generated by stars, quasars and dark matter. One with this ability could generate stellar winds, solar flares, cosmic storms and even invoke meteor showers (and possibly manipulate weather as well).

Astrakinesis

Astrakinesis is the ability to psychically generate and manipulate psychic and astral energies. One with this hugely powerful ability can summon astral or psychic energy and launch them as concussive beams, rays, etc. One with this ability could even cover an object in astral energy to use harmless everyday objects as dangerous weapons, or project astral versions of oneself or others. This ability could even be used to disrupt or enhance certain psychic abilities.

Astral Eviction

Astral Eviction, also known as Out-of-Body Experience Inducing or OOBE Inducing refers to the ability to psychically induce Astral Projection in a subject by causing the body to reject its soul-self temporarily. This ability may even range into projecting other people's soul-selves to the Astral Realms of existence, either to the good side (where dreams originate), or the bad side (where nightmares and fear originates).

Astral Eye

Astral Eye, also called Enneal Eye is the colloquial name for the ability to show subjects visions of the Astral Realms via eye contact. One with this ability need only look into the eyes of an ally in order to show them a beautiful vision of the afterlife (the good side of the Astral Realms), or to show foes a frightening vision of the afterlife (the bad side of the Astral Realms). Though the user is aware that it is only a vision, the subject would be able to perceive this vision as though it were real. Although the images of the afterlife are real, the experience is simulated.

Astral Projection

Astral Projection is the psychic ability to temporarily release the spirit or “mind-self” from the body, allowing one to roam freely on a vision quest, or enter and exit one’s own body at will. The longer one travels, however, the more potential harm is inflicted upon the body of the one who has left it with no consciousness or thought.

Astral Trapping

Astral Trapping is the ability to trap a foe or subject in their astral-projective state. This can be used to keep ghosts from manifesting themselves, keep astral projectors from releasing their astral self, or keep their astral self from re-entering their own body. As a matter of fact, one with this ability may very well keep the astral body from moving out of its host body (even themselves, whether the subject is capable of astral projection or not), or keep those capable of turning intangible from becoming tangible again.

Atmidokinesis

Atmidokinesis is the ability to mentally generate and manipulate vapor. With this ability, one generate blinding mist with only the power of their minds, shift ice or water into their vapor forms or clear mist so as to see ahead of oneself. One could even shift mist back into either their solid or liquid forms (although they would not be able to be manipulated until turned back into its vaporous form).

Atmokinesis

Atmokinesis is the ability to mentally control barometric pressure in the atmosphere and humidity at will, resulting in the change of weather patterns and formation of freak weather conditions. 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, or uses this ability to predict, generate, calm or resist any weather condition.

Atmospheric Propulsion

Atmospheric Propulsion is the ability to expel air from some bodily orifice (for humans, either end of the digestive tract) which allows the possessor of the ability to be propelled from ground across vast distances. One with this ability usually has aerokinetic abilities, which allows the user to amplify the wind current generated by his breath, but the user also has control of his breath (or flatulence) so that it only propels when the user of the ability needs it.

Atmospheric Respiration

Atmospheric Respiration or Lung Adaptation is the ability to breathe in any atmosphere or breathing medium. One with this ability could breathe underwater, in outer space, in toxic air, even in a space with no sort of gaseous breathing medium at all. One with this ability can't always withstand too much intense pressure; they can just breathe in any atmosphere (or lack of one).

Atomicity

Atomicity is the bodily state of being incapable of being divided. One with this ability could not be divided via normal Replication, Vegetative Replication or Fission (and could not summon future of past versions of oneself to the same time period). One with this ability could not lose limbs, could not be vaporized, and are not usually susceptible to joint conditions, as their joints are designed perfectly to keep the user's body together forever. This ability is sometimes considered the prerequisite or lesser version of Invulnerability, but sometimes the abilities are distinct, as one with this ability may still be able to still suffer damage through stabbing, shooting, etc.

Atomic Transmutation

Atomic Transmutation is the ability to take atomic particles and reconfigure them in such a way that they can become an entirely different element. For example, one with this ability could take water and transform the molecules so that they would become a diamond.

Aura Absorption

Aura Absorption is the ability to steal the auras which radiate from all living beings. One with said ability could touch one and relieve them of their aura simply by force of will. This ability, when used, effectively kills the person formerly possessed of this aura, as it is theorized that an aura is the emanation of life energy (if you take one's life energy, you take their life---and their superhuman abilities). It is also believed that one may or may not be able to activate and suppress this ability at will. The ability may also be accompanied by the ability to see or detect the auras of others.

Aura Manipulation

Aura Manipulation is the ability to generate and manipulate the auras emanated from all living things. One with this ability can change auras, causing them to give off the indication that a threat is really harmless, or they can cause an aura to show a certain emotion while they really feel another. One with this power could even use their aura to appear different without actually shapeshifting, or induce certain affects within the auras of others, including inducing Pacifism, aging or even repulsing or restricting movement.

Aura Reading

Aura Reading or Radiesthesia is the ability to detect the energy fields that emanate from all living subjects. One with this ability can detect the presence of subjects with his eyes closed. This could also be used to tell if someone has good or bad intentions. One could even tell how someone is feeling or if they are under the influence of a malevolent entity (at which point the aura will be multicolored, indicating that more than one consciousness is present).

Autoscopy

Autoscopy is the ability to use psychic energy as though it were a mirror, allowing one to see oneself as though looking in a mirror. This "psychic mirror" is invisible to others (unless they possess the power as well, or ESP) and can be used to see if people are sneaking up on you (this ability could even be used to look at your self while you sleep, as long as you consciously aware you are doing it). This ability is capable of being activated and suppressed at will.

Avian Omnilingualism

Avian Omnilingualism is the ability to communicate with and (after practice) command birds. It can communicate with any bird, but it is restricted only to birds. This is thought to be a form of telepathy limited to the thoughts of birds.

B

Ballistic Telekinesis

Ballistic Telekinesis, colloquially known as Havoc is the more untamed version of normal telekinesis. 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.

Barrier Defiance

Barrier Defiance is the ability to resist forcefields. One with this ability could walk through psychically-generated barriers and forcefields with no effort and no harm to the user of the ability. This ability could even be used to keep barrier generators from creating forcefields and psychic barriers if the user touches the one generating the field. This ability can also work on scientifically-generated barriers, as long as the barrier is not solid.

Barrier Generation

Barrier Generation is quite similar to the ability Forcefield Generation, in that it puts up a protective barrier to protect the user. One with this ability can put up flat, powerful panels of psionic energy to deflect oncoming projectiles or blows from enemies. One with this ability could use the generated barrier to slide on or (sometimes) even throw at foes. One could even use this ability to generate multiple barriers at one place at a time.

Beacon Emission

Beacon Emission is the ability to mentally emanate a "blipping" sound and to draw the user's close relatives or friends to him. One with this ability to mentally could cause this "silent alarm" to go off at anytime, and it grows louder as the subject grows nearer to the user. Unfortunately, the only limit is that this ability could mentally draw anyone with which the user of the ability has had prolonged contact. Over time, however, one could control who hears the beacon and who is unable to hear it.

Bioacoustic Disruption

Bioacoustic Disruption is the psionic ability to disrupt the mechanisms of communication within a species. One with this ability could use psionic power to disable a foe's ability to speak or the ability to hear, thus making communication extremely difficult. This ability could be used to render a person deaf (so that he can't hear warnings or understand people who try to talk to him) or mute (so that they can still hear, but they cannot respond back to what they are being asked or told). This ability may even disrupt communication mechanisms within machines so that they cannot be used to type on or don't respond to voice commands, and the like.

Biokinesis

Biokinesis or Egokinesis is the mental ability to alter one’s own DNA structure and personal body functions. One with this ability can shapeshift to change one’s skin color, size, shape, personal appearance or even to shift from the appearance of one species to that of another. However shape-shifting to that of another species can only be done within the same mass, so one cannot become the size of a mouse or, conversely, an elephant with this ability. Since some physical enhancements can be created from this one, (added strength for instance), it can be as overwhelming as Dermal Adapt to master.

Bilocation

Bilocation, or Multilocation, is the ability for the body to appear as though in two places at once, by one of two means. The first is the most common, in which the body temporarily replicates the psyche or "soul-self" and the replicated soul-self (there can be numerous ones at a time) will wander autonomously until it is recalled. The second means is by the psychic refraction of light so that you appear to be in places that you obviously are not (similar to a three-way mirror effect, but possible with more than three "selves"). These selves may or may not move according to the will of the user.

Black Box Effect

The Black Box Effect pertains to the ability to generate random effects at will. This is achieved by bending reality to one's own will. Similar to omnipotence or normal reality bending, but the effects are random and unpredictable (and still within the bounds of reality and logic), ranging from giving foes a paper cut to generating nuclear explosions and cosmic storms.

Bodily Possession

Bodily Possession is the ability to enter the body or consciousness of one or more subjects and effectively take control of said body or consciousness via astral form (if the user of this power is tangible, he cannot physically step into another corporeal entity's body; this defies the laws of physics). One with a more powerful version of this ability can use his mind to possess multiple bodies at once, or push the host's astral self out of his body, thus taking complete control of the body of the host.

Body Part Substitution

Body Part Substitution, also known as Anatomical Assimilation is the ability to replace lost or damaged body parts with the body parts of others. One with this ability may psionically remove the limbs of any desired subject, and place them in the place of the lost body part, limb or organ (or may need to remove them with pure strength and ingest them, in more gruesome manifestations). One with this ability can survive shortly without the body part; before they begin to feel the pain or suffer the injury (this does not include the brain, unless accompanied by a temporary version of Psychic Sustenance).

Burning

Burning is the ability to rapidly increase the temperature of any giver subject by one or both of two ways. One with this ability can manifest it as Firebreathing and/or a burning touch. People with this ability can usually withstand being affected by people with the same abilities or conditions of the same temperature. This ability may or may not be accompanied by the ability to control temperatures or fire.

C

Camouflage

Camouflage is the ability to blend into the color of one’s surroundings one of two ways. The first way is the most common way in which the user tries to blend in by simply imagining the colors around him so that he blends in perfectly with his surroundings, but only in the front, and possibly from the sides of the view of subjects. The second way is a psychic faculty in which the user can empathically connect with his surroundings, so that his camouflage is so dynamic that the user of the ability is nearly invisible even when moving, and only detectable by those with Superhuman Accuracy or clairvoyance.

Canine Omnilingualism

Canine Omnilingualism is the ability to command and speak to animals of the canine species. This can range from house dogs to wolves and foxes. It is thought that one can telepathically communicate with the animal although this is limited to a certain species.

Capgras Effect

The Capgras Effect, also known as the Capgras Delusion or Capgras Syndrome is the ability to psychically recognize duplicates and shapeshifters, either by sight or intuition. One with this ability could tell when someone was real or when they were being mimicked. This ability could be used to tell which was the real one out of two similar people, even twins, clones or replicates. This ability could keep one from being deceived by even the best shapeshifters, and it would even allow one to discern where power mimics get there powers from.

Catharsis

Catharsis is the interesting psychic ability to purge the body of all ills at will. One with this ability needs only to breathe in deeply, and with their exhalation, all bodily impurities are sublimated (turned into a gas) and released from the body orally. One with this ability can breathe out diseases, viruses, even stresses and other bad feelings. This ability increases the speed at which one recovers from sickness and eventually, with practice, releases all ills before they have the chance to develop into actual stresses or sicknesses.

Ceasefire

Ceasefire is the ability to psionically cause peace and harmony within a certain radius. This is almost the polar opposite of enmity, as it causes everyone to like the subject at whom the power is being directed. This can range from a random act of kindness to full-blown holding hands, skipping around the maypole. Not to mention, the people within this radius will be especially nice to the person to whom they have been directed to show affection. This radius, like enmity also affects animals and insects.

Cellular Memory

Cellular Memory is the ability for transplanted cells to retain psychic imprints of memories of how to do the actions they did on their old body, or form a telepathic (or empathic) link between transplant donors and recipients. One with this ability could obtain the ability to exert force beyond that of a normal human simply by obtaining the arms or hands of a superhuman with that ability. This ability could even be used to permanently obtain any ability based on the use of organs (mental abilities would require that brain matter be transplanted, which is impossible). This ability is normally accompanied by Transplantation and/ or Body Part Substitution.

Cellular Transmutation

Cellular Transmutation, also known as Transmogrification is the ability to psychically manipulate the cells of other biotic subjects, turning living things into other living things. One with this ability can transmute a person into a dog, or turn heart cells into brain cells, or even destroy cancerous cells. One with this ability can even amalgamate the cells of two creatures of the same species to make a larger one, or mix the cells of two different species to make a new one.

Chaetokinesis

Chaetokinesis, also known as Trichokinesis is the ability to psychically manipulate hair. One with this ability has the ability to animate his or her hair as well as the hair of others. One possessing this ability could control the growth, length, texture, width and strength of the hair of any creature with which the user comes in contact. One with this ability could not grow hair on a naturally hairless animal, but he could cause hair to fall off of a creature that normally has hair.

Chemical Absorption

Chemical Absorption is the ability to absorb any chemical, no matter how bodily toxic to normal people, and metabolize them into energy, or re-release them at a later desired time. One with this ability may be immune to a myriad of different chemicals, and may be capable of metabolizing them through their systems as though they were vital nutrients and releasing them voluntarily to attack foes with.

Chemical Mimicry

Chemical Mimicry is the ability to mimic the properties of chemical elements and chemicals. One with this ability could emit noxious vapors similar to mercury (or mimic its texture,color and malleability), or emanate the radiation inherent in uranium. One with this ability could light up in the dark as though their bodies possessed the chemical element neon, or temporarily mimic the properties of hydrochloric acid. Of course, though, these properties can only be mimicked one at a time.

Chromokinesis

Chromokinesis is the ability to mentally manipulate photons in order to change the color of any subject. One with this ability can change the color of any desired subjects, including his own, skin color, hair and eyes. This can be used to look as though you were a different race, to disguise oneself in plain sight and to camouflage into one’s surroundings or camouflage someone else. One with this ability may even be able to do limited telekinesis on objects of certain colors.

Chronokinesis

Chronokinesis is the ability to mentally alter time. With this ability, one could travel through time, control the speed of subjects’ movement, slow down foes, and speed oneself up. One with this power could even accelerate or reverse the aging process on any subject one desires. This ability may also include the manipulation of space as well in accordance with the time-space continuum.

Chronopathy

Chronopathy, also known as Temporal Intuition or Time Sense is a fine tuned sense into precise time. This psychic 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, or the exact date, year or time in any time zone. This ability could even be used to detect if time has been affected, or if someone has traveled through time, and where/when to.

Circumlocution

Circumlocution is the ability to speak in such a way as to confuse and trick foes. One with this ability could also speak in such a way to get people to reveal secrets, or just get people extremely frustrated to the point that the subject will attempt to make sense of an entirely stupid and irrelevant point. One with this ability could even get people to do things they would not normally. Sometimes, this ability is activated by the telepathic initiation of the brain's contemplation process, so a subject will take into consideration any idea, and eventually accept it as plausible truth.

Circumspect

Circumspect is, simply put, 360° of vision, in which you can see around yourself at all times. This ability can be used when not only light is refracted through the eyes, but the vision range is refracted psychically to allow sight all around oneself. One with this ability can see who is coming at him from any side, and usually with extreme accuracy, so as to dodge attacks easily and to keep from being ambushed or sneak-attacked. This ability is usually accompanied by Quantum Perception, Superhuman Accuracy or All-Sight or some other aspect of vision.

Clairalience

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. If one smelled a substance, they could divine information about what the substance was without having to smell something potentially harmful. They would also recognize the location of the smell, and could thus track subjects as the smell gets stronger.

Clairaudience

Clairaudience is the ability to mentally pick up sounds from the future, past, or some location not relative to the user, including hearing voices, car noises, and baby cries, etc. If one heard a subject, they could divine information about what and where the subject was and could use this to find subjects as the sounds grew clearer, closer and possibly louder.

Claircognizance

Claircognizance is the ability to psychically know information is correct without getting a clairvoyant, clairaudient, clairgustant or clairalient or clairsentient message; it is a feeling of complete correctness and certainty about impersonal information, like the answers to a test or which wire is the right one to disarm a bomb.

Clairgustance

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). If one tasted a substance, they could divine information about what and where the substance was without having to taste something potentially harmful.

Clairsentience

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 intangible entity that would be otherwise imperceptible. If one felt a stimulus (even if it were invisible), they could divine information about what the stimulus was, and also divine information about the state of an object or subject.

Clairvoyance

Clairvoyance is a form of extra-sensory perception wherein a person acquires knowledge of all sorts by visual means. This can include sight of the past, presence, or future, or simply from a location not relative to the user. If one saw a distant location, they could also know where the location is, allowing them to find others.

Climbing

Climbing, also known as Climbing Skill or Scaling is the ability to climb to great heights on nearly any rough surface (mountains, trees, roofs, etc.). This ability can be used as a mode of travel, a means to escape danger or to reach a target. This ability is usually accomplished by heightened dexterity, upper body strength and flexibility, as well as skin with heightened grip. This ability is usually accompanied by Claws and immunity to vertigo or fear of heights. This ability is severely hindered by friction negation, induced lubricity, or lack of anything to grab onto.

Cloaking

Cloaking is the ability to psionically hide objects or subjects from plain sight. One with this ability turns the object or subject invisible, disables the psionic trail of an object or subject and/or shields it from even clairvoyant sight. The user of this ability could see the object, but clairvoyants, psychic navigators or trackers would not. However, in some cases, this ability may also include the psionic teleportation of the object or subject to another location.

Collapse

Collapse is the psionic ability to remove a supporting part of a sturdy structure so that it falls over. One with this ability does not teleport the part away, but psychically causes it to fall off or simply move away from the structure that it is supporting. When exercised enough, this ability could even be used to remove the leg of a foe so he falls over, or even to collapse whole buildings. This ability is extremely dangerous if one is trained well enough in it.

Combustion Inducing

Combustion Inducing is the ability to create explosions at will. Targets are restricted to flammable objects; not any object can be affected. Also, users of the ability can control explosions of all sorts, ranging from small pops and crackles to exploding a molecule, an atom or the nucleus of a atom, creating extremely powerful nuclear, atomic, radioactive or electromagnetic explosion, should the user of the ability gain enough control of their ability.

Conduction

Conduction is the ability to allow some source of energy to run through the body with no harm to the body itself. One with this ability could conduct heat, electricity another form of energy or all of the former combined. This ability may or may not be accompanied by the ability Superendurance or Kinetic Absorption.

Contagion

Contagion is the ability to mentally pass on a character trait from oneself to someone else. This is similar to empathic projection in which you can project emotion, but instead you pass on character traits, such as boredom, gloom, infatuation or even stupidity and vulnerability to sickness. Not to mention, the person to whom a character trait is passed onto can also pass on the trait to someone else (although the effect the trait has on anyone is only temporary). The only shortcoming is that the one who passes on the character trait usually has the trait himself (though this is not always the case).

Cross-Dimensional Awareness

Cross-Dimensional Awareness is the ability to detect actions and events in other dimensions. One with this ability usually can only tell about occurrences in only one or two alternate realities. However, this ability has also been known to be used as a form of xenopsychism on a massive scale.

Cryokinesis

Cryokinesis is the ability to mentally generate and manipulate ice. One with this ability could move ice around at will, shift ice to liquid at will, or form constructs and basic weapons from ice as one chose. One with this ability could even stop hail or snow in midair, or hurl snowballs, icicles and things covered in ice at will. This ability may or may not be accompanied by Freezing.

Crystallization

Crystallization is the ability to cause the solidification of minerals around a subject, effectively restraining and containing subjects. One with this ability exudes a psychic energy that attracts molecules in the air to each other so that carbon molecules solidify to form a coating of diamond or the like to cover the subject in. This ability could even draw together molecules to form specific minerals around his or her hand. This ability may be activated by touch or the breath and is entirely voluntary. It may be accompanied by Petrifaction or Crystallokinesis.

Crystallokinesis

Crystallokinesis is the ability to generate and manipulate crystals and minerals at will. One with this ability can grow crystals by manipulating the minerals in their own bodily systems as well as the body systems of others. One with this ability can manipulate minerals, crystals, gems and jewels. This can be used to increase or decrease the amount of present minerals, or take the minerals out of any place that contains minerals or gems, even living bodies.

Cybernetic Travel

Cybernetic Travel is the ability to psychically convert one's mind into electrical data, which can be projected onto a computer or any other electrical device like a program. One with this ability can manipulate electrical data and change it, or even delete it. This ability allows the capability to act as a human virus, as they can enter cyberspace and do all the same functions as a program or data file. They can even restrict access to themselves so that they can be untraceable or do as they please without being spotted.

D

DNA Reading

DNA Reading is the ability to psychically "read" the genetics of a subject through coming into close contact with them. One with this ability could tell of any allergies the foe may have, or discern the medical history of foes (whether they have heart failure, cancer or other diseases or disorders inherent in their history). One with this ability could even tell which chromosomes certain genetic disorders originate on, in order to help stop them, or intuitively tell what superhuman abilities one had, based on his genes.

Danger Sense

Danger Sense is the ability to sense when a threat is near. It is a telepathic detection of hostile presences which allows one to tell when there are near impending dangers, even to the point that one with this anomalistic ability can tell who is a threat and who isn’t, and most can guess how far the threat is away from them. One with this ability may even be able to psychically detect the mental imprint of hostile thoughts on an object allowing one to detect traps and the like. It is even possible this ability allows enhanced reflexes.

Death Sense

Death Sense is the ability to mentally detect the impending occurrence of a death in the immediate vicinity. One with this ability must mature it, for when they do, they will be able to tell not only that a death is about to happen but when, and to whom. One with this ability could even tell all the details of the death.

Deathspeak

Deathspeak is the ability for humans to communicate with the spirits of the dead. When people die, they either pass on to the Great Beyond or they stay behind because of unfinished business. Those who stay behind attempt to communicate with the living, but all that comes out is usually garbled noise that humans can't understand. This can be used for normal conversation, to ward off malevolent spirits or simply to communicate with the ghost that it's time to move on and the like. This ability may or may not be accompanied by Mediumism and or Mediumistic Automatism.

Death Warning

Death Warning, also known as Death-Warning or Impending-Death Perception is the ability to use one's psychic power to announce the impending or possibly changeable death of a subject. One with this ability may do it one of a few ways. These means are as follows:

• 1. Dread Warning or Warning Words is the ability to speak with predicting words, which provokes the subject to see his or her impending death. The words come by themselves; the user cannot withhold them. If the user hears a word or sound associated with their death, they will know it.

• 1. Dread Song or Warning Song is the ability to produce an eerie tune which provokes the subject to see his or her impending death. The tune can usually be made up. The user can also listen to the song so that he can induce the ability on himself.

• 2. Dread Touch or Warning Touch is the ability to touch a subject, in order to provoke the subject to see his or her impending death. If the user touches an object with which his death is associated, he will see a vision of how he will die.

• 3. Dread Stare or Warning Glance is the ability to provoke the subject to see his or her impending death by looking into the subject's eyes. If one with this ability were to look into a mirror or reflective surface and concentrates, they may be able to induce their ability on themselves.

The death may or may not happen within that time frame, but the ability causes them to see how it will happen, not when or where. The ability is usually activated at will, so that not every touch, every word or every glance will induce visions of death and decay in subjects, but the ability can be used at will to scare foes, or to warn allies.

Deception

Deception is the ability to psychically cause subjects to believe anything spoken by the user of the ability. One with this ability cannot command foes, but can cause them to believe nearly anything, no matter how absurd or strange the lie may be. Even if the subject discovers that the lie is untrue, the user of the ability can still convince the subject otherwise.

Deceptive Shapeshifting

Deceptive Shapeshifting, also known as Deceptive Assimilation is the ability to shapeshift into a form that appears dangerous or menacing, while only retaining the abilities of one's original form. One with this ability could turn into a Dragon, but would be unable to fly or breathe fire, and their tail would be limp. This ability is not for combat, simply for a mode of defense (like transforming into a form that looks like a snake, but having no venom).

Decrescence Inducing

Decrescence Inducing is the ability to psychically cause foes to fade away, literally. One on whom this ability has been used will slowly begin to fade away, until he exists outside of space and time, and thus dies. This ability cannot be undone and is usually only used on living subjects, but eventually, if exercised enough, can work on abiotic subjects, at which point the user of the ability becomes a dangerous weapon.

Deflection

Deflection, also known as Reflection is the ability to psychically dismiss and deflect whatever physical power that is thrown directly towards you. One with this ability usually makes no conscious effort to use this ability, as it is activated by a feeling of impending danger, which quickly causes projectiles or incoming impact to simply bounce off of the thin psychic aura generated by the user. Eventually, however, one with this ability could even use the ability consciously to knock away impending dangers (especially energy-based attacks) with phenomenal force.

Degeneration

Degeneration is the ability to psychically deteriorate others. Old wounds are re-opened, all old afflictions return, and eventually the subject on whom it is inflicted will be dead, as the cells which keep repaired bodily materials together (bruises, scrapes, broken limbs) would be killed or even kept from healing damaged organs at a normal rate. This psychic ability can slow down the healing process, stop it, or reverse it completely.

Dehydration

Dehydration is the ability to use the hands to pull water or moisture out of any subject capable of storing the former, either to just make them thirsty or pull all of the water out, so that they die from the lack of moisture. It is unknown if one with this ability stores the moisture or simply disperses it from the body of the foe (although both are possible), but it is purported that one with this ability could absorb it into himself, or decide which liquids specifically to drain out of said subject, so as to help remove poison from an ally or the like. This ability may be accompanied by Hydrokinesis and/or Asepsis.

Déjà Vu

Déjà Vu is the eerie sense that one has seen a subject or object before, when in fact, they have not. One with this ability could recall the subject or feel as though they remember the subject or object perfectly. There are said to be numerous other types of Déjà Vu type experiences:

Déjà Vécu is the sense that one has experienced a situation before. One with this ability can accurately predict the next order of events in a situation. This ability may occur often or rarely, but it allows the user total knowledge of the scene or experience.

Déjà Senti is the feeling that one has experienced a sensation before, when in fact, it is entirely unfamiliar. One with this ability could tell what the sensation came from even if they could not see the stimulus directly.

Déjà Visité is the feeling that one has been somewhere before, when in fact, the place has never been visited previously by the user. One with this ability could tell you every part of that place, and are familiar with artifacts from that place even though they have never come into that place before.

Density Shifting

Density Shifting is the ability to use psionic power to alter one’s own density concentration. This ability can be used to become extremely dense, so that his body is nearly impenetrable and his hits are powerfully concussive or to become intangible so as to evade concussive blows altogether. Usually this ability only allows one type of density shifting or the other, however, it is not uncommon for the user of the ability to become dense or intangible as desired. Sometimes this ability could even be used to change the compactness of other things as well. This ability is usually accompanied with superhuman endurance.

Dermakinesis

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 camouflage), or to reconstruct skin as weapons.

Dermal Adapt

Dermal Adaptation is the ability to reactively adapt to environments by changing one's dermal covering (one's skin) to suit it. One with this ability can grow scales, excess hair, even skin similar to stone or armor. They will not acquire new abilities unless the abilities go with the condition their skin is in.

Desolation

Desolation is the ability to dilapidate all things around. One with this ability weakens life all around oneself, causing animals to grow uncomfortable and sick, and causing constructs to wither, erode or rust. One with this ability even kills small things around him and leaves death, decay and rot in his wake. He would even dim fires and turn water sour. Luckily, this ability can be turned on and off at will.

Detonation

Detonation is the ability to psychically build up immense energy and pressure within oneself, and then literally cause oneself to explode. One with this ability can usually vary the power of the explosion after some practice; from simply blowing open a door to nuclear and atomic explosions. This ability is also usually accompanied by the spontaneous automatism and recollection of exploded body parts.

Digging

Digging, also known as Digging Skill, Tunneling or Burrowing is the ability to dig at great lengths through various tough materials (most commonly earth, cement and wood or similar materials) without getting tired or injured from tunneling. This is most commonly accomplished through rapid gyration, superstrong arms or a combination of the two. This ability can be used as a mode of travel, or a means to unearth a desired target. This ability can even be used to weaken the ground on which objects, subjects and structures stand. This ability may be accompanied by Rapid Gyration, Terrene Adaptation and/or Superhuman Strength.

Dimension Shifting

Dimension Shifting is the ability to psychically shift the number of dimensions of space that the user occupies. One with this ability starts off in the fifth dimension (normal human shape and mass), and from there, can become any dimension above and/or below that. These dimensions may include:

Four-Dimensionality makes the user look like a bulgy, animated version of oneself. This form can be used to bounce projectiles back at foes, or to inflate oneself like a balloon or to bounce back from high falls and concussive force.

Three-Dimensionality makes the user appear more blocky and dense, like an entity of geometrical figures. This form can be used to attack foes with heightened strength and resistance, and to deal intense concussive damage on foes.

Two-Dimensionality makes the user appear like a paper-flat version of oneself, usually with razor-sharp edges. This form can be used to withstand being crushed by intense force or to glide on wind currents and float on water.

One-Dimensionality makes the user appear like a very thin, nearly-invisible line. This form can be used to fit into really thin spaces, evade blows with extreme flexibility and resist intense force due to one's extremely light weight.

Zero-Dimensionality makes the user appear like an invisible, usually-immobile singularity of energy. This form can be used to evade all manner of damage. While this form cannot attack, it makes the user invulnerable to all damage until the user's original form is reassumed.

One with this ability could use the numerous dimensions for various purposes; although, in some cases, they can only shift to one of the former described dimensions, or forms beyond 5-dimensions, which usually entails Dimensional Travel.

Dimensional Travel

Dimensional Travel, also known as Portal Generation or Warp Travel is the ability to create wormholes, portation "discs" or other spatial portals for transport between two non-adjacent locations. This ability allows teleportation without the use of too much mental strain. The user of the ability can go through time, different dimensions or simply different locales on their present plane of existence.

Disassembly

Disassembly is the psychic ability to cause the parts which join a structure to go flying apart, thus dissembling tool or object constituted of two or more pieces. One with this ability could cause cars to come apart instantaneously and to go flying violently into different directions. This ability does not cause things to explode, it simply pulls things apart, or causes them to quickly come loose. Atomicity negates this ability.

Discharge/Emanation

Discharge/Emanation is the innate emanation of a certain substance, energy or resource from the body. One with this ability may innately generate pure water, or generate electricity, or intense heat, or another type or source of energy. This ability usually originates in the appendix which assists in the generation of said substance, energy or energy source. The generated substance or energy is usually capable of being suppressed or activated at will.

Disillusion

Disillusion is the passive ability to psychically undo illusions. One with this ability could snap subjects out of illusions, remove delusional thoughts from the minds of subjects, or reveal what is usually hidden by illusion. One with this ability can undo disbelief and unrealistic thoughts to clarify the minds of subjects. This can even be used to induce perspicuous thought which can prevent illusion in the first place.

Disintegration

Disintegration is the ability to psychically cause molecular decay. The subject on whom the ability has been used usually falls in a heap of a substance similar to ashes. The power is psychic, but exuded through the hands and is usually voluntary, but is sometimes accidental or permanently activated, so people with this ability act as living antimatter. A person whose situation is similar to the latter must wear special gloves or they disintegrate all they touch.

Disruption

Disruption is the ability to project a psychic aura (or an EMP) from one's body that disrupts electrical or electromagnetic fields. One with this ability disrupts electronics, radio transmissions, cell phone connections, etc. It could even be used to disrupt the electricity innately found in the human body, or the brain's function centers, including the center for balance (thus effectively inducing vertigo and dizziness) or the center for memory (thus allowing the user to induce blackouts and fainting, but not to erase memory). This ability can usually be suppressed or activated by the user's will.

Distraction

Distraction is a telepathic faculty in which one disrupts the part of the brain which allows focus and concentration. One with this ability deactivates that part of the brain to the point where the subject cannot keep his attention on one thing for more than five seconds. This ability counteracts the effects of Meditation and extremely affects those with the ability Quantum Perception or Superhuman Accuracy, as more things catch their eye. This ability is usually best with sneak attacks, as direct confrontation would be unnecessary (and almost impossible anyway).

• An alternate version of this ability includes the generation of distracting sparkles, bubbles, or mist patches to escape danger.

Divination

Divination is a form of Clairvoyance necessitating a tool such as tarot cards runes or cultural omens. Dreams can also be used, as well as patterns in fires, the running of water and a myriad of other media. Divination is not limited to likely future events but can show the person with this gift the present in a different light as well as the past.

Divine Favor

Divine Favor is the state of being blessed by one's supreme deity. One with this ability can usually speak to their deity whom they worship and their god will listen to them. Their deity will grant them certain prayers (no death wishes or malicious desires) and wishes simply in exchange for the user of this ability to serve the deity. This may even include the bestowal of abilities on the user, making the user's spiritual radiance more apparent so that others find it hard to dislike him (also known as Glorification), or causing foes to conveniently avoid the user, etc. One with this ability is constantly blessed and filled with a feeling of peace and happiness.

Divine Wrath

Divine Wrath is the ability to induce misfortune upon foes and wrongdoers through the power of their presiding deity. One with this ability could induce anywhere from minor injury or misfortune to serious injury on a foe or wrongdoer to the full-scale Ten Plagues of Egypt. One with this ability need only feel offended by the wrong done to oneself or an ally, and all havoc will break loose upon them. This ability is usually accompanied by Divine Favor and/or Piety.

Doppler Effect

The Doppler Effect is the psychic ability to cause foes to view light as color shifts as they get closer or further away from the user of this ability. One with this ability could get closer to the foe, and the red light waves would get stronger in the foe's sight, causing the red to increasingly cover the foe's sight. This ability could also be used to increase the amount of blue seen by the foe, as blue light waves become more apparent when the user and the foe become further apart, thus inundating foe's eyesight with loud colors to disorient them. This ability does not work on the blind, but may work on those with Clairvoyance or superhuman sight.

• The colors do not just range from red to blue as one approaches or moves away from the user; they vary to all the colors in between on the color spectrum, getting closer to blue as the subject moves farther away, and getting closer to red as they approach. This ability may be capable of being turned on or off at will, and the effects can last as long as desired.

Dormition

Dormition, colloquially known as Ghastly Visage, is the psychic ability for the body to give the false appearance of death. One with this ability could psychically cause their body systems to shut down, with only the faintest activity in the brain (undetectable to pulse-readers, empaths and telepaths) that allows the body to function just barely pumping blood through the body. The body of the user of this power can withstand having limited blood and oxygen pumped for a short while and can wake up from the false death at any time, so this ability is used with little to no danger.

E

ESP

Extra-Sensory Perception (ESP) is the purported ability to acquire information by paranormal means independent of any known physical senses or deduction from previous experience.

Echolalia

Echolalia is the ability to psychically induce vocal repetition in a subject. A subject on whom this ability has been used would not be able to utter a sound unless they heard the sound made previously (one affected by this ability could only reproduce sounds made by their species, or possibly other animals---no car horns, no gunshots, etc.). This ability is similar to Vocal Mimicry, except the voice pitch is not reproduced, just the words or sounds that were vocalized by another person.

Echolocation

Echolocation is the ability to vocally release a sonic vibration, which bounces off of the surfaces of objects and subjects in order to allow the user of this ability to see. One with this ability must be either blind, have his or her eyes closed, or be in darkness in order to use this ability effectively. One with this ability could also use the vibrations of movement (his own or the movements of others) in order to see his environment. This ability may or may not be accompanied by Sonokinesis or Seismokinesis.

Ecological Empathy

Ecological Empathy or Environmental Awareness is the mental ability to "feel" what natural events are occurring in one's immediate surroundings. For example, if a tree in one's immediate area was dying then one with this power would sense its death. This form of empathy can also be related to any meteorological events or occurences in nature, such as changes in temperature, humidity in the air or the air pressure, and the like. This ability is usually accompanied by the ability to control the weather or Psychic Forecast .

Ecstasy Inducing

Ecstasy Inducing is the mental ability to induce bodily possession in subjects. One with this ability does not actually possess subjects, but causes their Ectenic Force to attract spirits so that the chance of Bodily Possession is raised exponentially. One with this ability can cause nearly anyone to be possessed, even himself. This power allows the possessed subject to temporarily gain knowledge or abilities that they did not previously have, and most of the abilities or knowledge is of a supernatural sort.

Ectenic Force

Ectenic Force is not technically a power, but instead a supposed transcendent energy that is emitted by the medium’s mind, and directed by his will, producing the means by which entities connect with the astral realms (the spirit world), and move directly into the medium’s psyche (or their physical body, while only occupying the astral spaces in the body) without physical contact, in apparent defiance of natural physical laws.

Eidetic Memory

Eidetic Memory is the ability to remember things much more readily than a normal human. Those with superhuman memories usually only need to read or hear something once and they will never forget it again. With practice, those gifted with this ability can approach near omniscience, being able to discern things without actually explicitly learning or hearing about them.

Electrical Absorption

Electrical Absorption is the ability to conduct and store electrical energy within the body. One with this ability gains power from the electrical attacks of others, can absorb ambient electrical energy, and can withstand being struck by lightning (although the amount of electricity and lightning varies person to person). After enough has been absorbed, the electricity may or may not be released at will (if not released at will, it usually has negative effects on the user).

Electrical Form

Electrical Form or Electrical Mimicry psionically transforms the user's body into a being of electrical energy. This ability allows travel through electrical conduits (such as power lines, or telephone lines). One with this ability can enter through devices such as televisions, electrical poles or computers, or even use his electrostatic composition to shoot powerful arcs of electrical energy.

Electrokinesis

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. This ability can even be used to take control of the electrons in objects, allowing motion control.

Electromagnetism

Electromagnetism is the ability to create and direct electrical arcs as well as levitating using electromagnetic repulsion. Users of this power can generate electrical arcs between themselves and other people or objects within a range of at least a few meters, as well as possibly releasing a powerful EMP which disrupts electronics and electrical currents. The amount of current that such arcs can carry is not known. Users of the power are not harmed by electrical currents that they create themselves; it is not clear whether this power gives resistance to electrical current from other sources.

Electrostatic Adhesion

Electrostatic Adhesion is the ability to climb on any surfaces by using the electrostatic force. One with this ability generates static electricity on his hand, foot or his entire body. As all subjects and objects have protons in them, electrostatic adhesion could create a static cling to stick to anything.

Elemental Absorption

Elemental Absorption is the ability to regenerate from wounds while in the presence of a certain element or substance. One with this ability has an empathic connection with a certain element (fire, water, darkness, earth, etc.) and gains no damage from attacks based in that element. One with this ability could be attacked by an earth-based ability, and instead of it doing damage, it would deflect off of the user of this ability, channel nutrients through the user's body, and speed up the healing process of the user of this ability. One with this ability usually can control the element with which they have an empathic bond, or have adaptation to resist being hurt by it.

Elemental Sense

Elemental Sense, also known as Elemental Analysis is the ability to detect and analyze a certain element in one's natural environment. One with this ability may be able to detect water, fire, wind, or earth, plants, sand, ice, metal, light, among others, at will. This ability could be used in the middle of the desert to find a source of water, or in a cold environment to detect a warm spot. One with this ability may or may not be able to detect numerous elements, if not all of them. This ability is usually accompanied by the ability to manipulate the element one is capable of sensing, as well as adaptation to various climates or habitats and the ability to divine information about the element (how a fire was started, what’s in a water sample, etc.).

Elucidation

Elucidation is the ability to better explain complex subjects or to psychically induce understanding in subjects. One with this ability does not bestow intelligence on non-sentient subjects, but can read and hear complex concepts and then psychically process them into easier concepts to understand. Sometimes, but not always, it can allow the user of the ability to understand what is being explained as well. This ability may even be used to interpret precognitive dreams (or keep from looking clueless in front of classmates).

Emotion Shifting

Emotion Shifting is the psychic ability to change one's emotion templates, allowing one to falsely "experience" emotions. This ability may even fool a skilled empath into believing that the user were afraid, angry, happy, or the like. This ability could be used by perspicuous minds to fool emotion manipulators, psychic intimidators or phobic vampires into thinking their powers were faulty, or that they were working when, in fact, they weren't. One with this ability could even resist having powers copied by Empathic Mimicry (the mimic would associate abilities with the wrong emotions). This ability, however, is usually accompanied by Apathy and/or Perspicuity.

Empathic Anatomy

Empathic Anatomy is the dependence of the bodily health on one's emotions. One with this ability need only be happy to keep their body in perfect homeostasis, or be sad to be susceptible to illness. One with this ability may even change colors or gain abilities based on their varying emotions.

Empathic Exoskeleton

Empathic Exoskeleton is the ability to generate an outer carapace when the user of the feature feels as though he is in danger. This exoskeleton usually allows Superhuman Strength and Endurance, along with the abilities that accompany the exoskeleton itself (the gain of Superhuman Strength and endurance is part of the defense mechanism). The exoskeleton can sometimes be augmented, so that the user psionically generates the exoskeleton in a form similar to a preferred substance. But sometimes the exoskeleton is genetic, and is permanent, even from the first time.

Empathic Mimicry

Empathic Mimicry is the ability to absorb abilities and reproduce them based on the emotions that they are connected with. Those with empathic mimicry are extremely rare and often do not understand how to use all of their abilities until forced, perhaps as a defense mechanism or the like. Abilities are often unknowingly copied by those with the power of empathic mimicry when within a certain range of others with abilities.

Empathy

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. This can be used to determine the presence of hidden subjects as well, because one with this ability can sense the presence of emotions.

Energy Abilities

Energy Abilities are abilities which are generated and emanated from the body, and based on only one type of energy (electricity, light energy, radiation, cosmic energy, etc.). This may include the generation of energy objects which, upon coming into contact with the bodies of living creatures, are capable of inducing severe physical damage. These faculties may include:

Energy Absorption

Energy Constructs

Energy Conversion

Energy Perception

Energy Suppression

Energy Blasts or Energy Beams- generation and emission of beams or rays of intense radiation, light or cosmic energy from the eyes or hands, usually hot or capable of melting but sometimes the energy is simply concussive and forceful

Energy Bolts- generation of powerful bolts or flashes or radiation, light or cosmic energy, which fire from the hands and eyes as though firing from a gun (and may hit with the same--or more--force and/or heat)

Energy Nova- emanation of intense radiation, light or cosmic energy from all parts of the body, similar to a normal explosion in the amount of light and concussive force, but said force does not detonate the user’s body

Energy Shielding or Energy Barrier- generation of powerful shields which, instead of just deflecting projectiles, can also be used to burn any subject or object which passes through it, through the use of intensely hot or powerful energy

Energy Absorption

Energy Absorption is the ability to take a certain type, or multiple types of energy into the body without bodily harm to the absorber of the energy. One with this ability can release it at will. The energy, however, can be bided until it has gained enough power to strike a deadly blow to foes. This ability is usually accompanied by Energy Conversion.

Energy Constructs

Energy Constructs are forms made out of pure energy by simple act of will. One with this ability could form energy into simple tools, shapes or even (with enough practice) solid, functional weapons, or limbs for tasks requiring dexterity. The energy may even be invisible, so the user of the ability can appear capable of walking on air by creating invisible steps, or imitate telekinesis by grabbing things with invisible "arms", or appear invulnerable to harm, or to seem to be invisible if he sheathes himself in said energy.

• Force fields and barriers are shoot-offs of energy construction. However, this ability may also include the generation of bubbles made of psionic energy, capable of being popped easily from the outside, but nearly impenetrable from the inside.

Energy Conversion

Energy Conversion is the superhuman ability to physically absorb one form of energy and psychically convert it into another form of energy. For example, one with this ability could absorb sound energy and convert it into light energy, or absorb psionic energy and convert it into heat energy. One with this ability could even turn psionic energy into nuclear energy.

Energy Perception

Energy Perception is the ability to change one's vision or shift one's brain waves to psychically see or detect the presence of a certain type of energy. This ability could allow one to see heat energy, potential and/or kinetic energy, wind energy, or whichever type of energy the user desires to perceive (whichever would be most useful). One with this ability could even perceive the psychic energy, life energy, or the aura or psyches of others. One, however, could not see the shape of the energy radiating from a subject, only the relative size and from that, the user of this ability may determine what a subject may be.

Enmity

Enmity is the ability to psionically cause people within a certain radius-field to dislike a given subject. This can cause anywhere from random pranks to full-out hatred from everyone within the radius. This can be used to convert people to your purposes and against any person you dislike, because the people who dislike him will give away his location if they see him and usually the radius grows over time with use, but the highest measure of psychically-induced enmity is a 23-mile radius. Not to mention, the person can walk into and out of the radius and still dislike the person that the enmity is directed at, so this can be used to convert many sentient subjects to your cause.

Entrancing Dance

Entrancing Dance is the ability to release subliminal psychic energy while dancing, so as to beguile foes. This ability is so hypnotic in its effect that it causes the subject to dance as well. The subject on whom it is used is usually so deeply mesmerized by the dancing that they are undistracted if the user tried to lure the subject into a dangerous situation while dancing.

Entropy Distortion

Entropy Distortion is the ability to manipulate the amount of energy that is unavailable to work within a system. By increasing entropy, one with this ability could decrease the amount of energy in electronics, causing them to short-circuit. By decreasing entropy within the brain, one could cause a foe's mind to work at an unstable 100% capacity, instead of the normal 10 or 11%, causing foes to go insane or die. One with this ability could even negate entropy entirely to induce power surges in engines or electrical appliances or induce entire entropy in a body to shut it down, killing a foe.

Episode Inducing

Episode Inducing is the ability to psychically cause the outbreak of an episode of some illness, affliction or other desired effect. One with this ability could cause a foe's sicknesses to resurface (such as herpes, acne, eczema, HIV, etc.) or cause the foe to burst out into an episode of uncontrolled laughter, sneezing, hiccupping or any other affliction with which their body already has in their system. This ability does not induce new diseases or disorders; it simply causes current ones to resurface in a visibly noticeable manner.

Equilibrium

Equilibrium is the psychic ability to keep one's body from becoming physically disoriented or losing concentration. One with this ability could not get vertigo, could not be mentally distorted (no losing intelligence or being distracted) and is not subject to mental illness (even of a psychically-induced sort). One with this ability has a clear mind (although a powerful foe could possibly still dominate their minds, they could not reduce their mental power). Sometimes, though, this ability could be passed on to others, and be accompanied by Perspicuity and/or Superhuman Accuracy.

Ergokinesis

Ergokinesis is the ability to manipulate all forms of energy. One with this ability can keep energy as potential or cause it to release itself sporadically. One with this power can negate potential energy, thus keeping oneself and others in continuous motion. One with this power can even generate energy perpetually, and thus have peak stamina and/or release the excess energy to fly or shoot bolts, blasts or rays.

Escape Artistry

Escape Artistry or Easy Escape is the ability to easily wriggle out of any binds, break through any fetters or otherwise escape captivity with relative ease. One with this ability can easily follow how knots are tied and thus figure how to either untie them or get free from them easily. One with this ability is a brilliant saboteur and very good at exposing faults in traps, binds, fetters, bonds or anything meant to ensnare. Only extremely tough materials are capable of holding down a person with this ability. This ability is usually accompanied by flexibility.

Evisceration

Evisceration is the psionic ability to remove the contents of any closed structure. One with this ability could remove money from a safe, or remove the brain of a foe from within his head. One with this very dangerous ability could even sense the contents of the container, and thus specify which subjects to remove. If the user of the ability doesn't specify where the contents end up, they get lost in the space-time continuum. This ability is a minor offshoot of teleportation in which one can only remove the contents of containers. However, there is another form of this ability in which one psionically causes a container to open to reveal the contents. The latter is common.

Excruciation

Excruciation is the ability to psychically induce or increase feelings of pain in foes after having some means of contact. One with this ability need only to visualize a foe mentally and within seconds, then the foe will be consumed with pain of a magnitude chosen by the user. This magnitude may range from simply feeling like a slight twinge to a full-out twisting of the nerves, causing such pain that the subject is in temporary shock, and any other pain in-between.

Exorcism

Exorcism or Banishment is the psychic ability to evict an entity's consciousness out of a body or object which they have possessed (in which they do not belong). One with this ability could entirely undo the effects of Bodily Possession, Object Possession or mental domination. This ability can be used to cast out demons and/or possessors, negate Psychic Persuasion and other forms of compulsion; it can even combat the effects of subliminal abilities. A stronger version of this ability may even send malevolent entities back to where they come from (demons go back to Hell, etc.) and purify souls. This ability is usually accompanied by Perspicuity or Glossolalia.

Exposition

Exposition is the ability to psionically show that which is hidden. One with this ability turns invisible objects or subjects visible, strengthens the psionic trail of an object or subject and/or increases its visibility by clairvoyant sight. The user of this ability reveals the subject, so that it can be seen by people with normal sight capacity. However, in some cases, this ability may also include the psionic teleportation of the object or subject to the user’s proximity.

Extra Arm Generation

Extra Arm Generation is the ability to generate extra appendages from the body for extra utility. One with this ability usually-innately has two-to-four extra arms and is capable of extending them out of and retracting them into the sides of the abdomen as necessary. These extra arms usually endow Superhuman Strength and Dexterity.

F

Faculty Diminution

Faculty Diminution is the ability to psychically reduce the instrumental memory of subjects through a mix of Telepathy and Memory Erasure. One with this ability could decrease the amount of skill of a subject in an area. This ability could decrease or delete the memory of how to drive a car or how to hack the internet, and the like. As the ability gets more and more advanced, it could even be used to delete rudimentary skills, like walking and speaking, making foes extremely clumsy.

False Cognition

False Cognition is the ability to psychically 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.

Fault Detection

Fault Detection is the ability to psychically see or know the weak points or "fault lines" that are in a structure, ranging from finding faults in a plane's wing to detecting physical illnesses and psychological frailties. You can use this ability to not only sense which part of a structure is faulty, but what about it is faulty and what can correct the defect. This can even work with grammar.

Feigning

Feigning is the psychic and physical ability in which one can cause his own body to appear as though injured or damaged. One with this ability could even produce a smell and appearance as though one were dead. This could cause the body to limp as though one had a broken leg, or could produce temporary cataracts to appear blind, while seeing perfectly. One with this ability could appear to have the symptoms of any illness or ailment to frighten away foes or lure in foes to be their next victims, as people with this ability usually also have a more dangerous ability.

Feline Omnilingualism

Feline Omnilingualism is the ability to command and speak to animals of the feline species. This can range from house cats to lions.

Feral Call

Feral Call is the ability to give a wild yell or a similar call, which induces Feral Mind in subjects. One with this ability could induce Protective Feral Mind in subjects, which helps a subject escape from dangers, or induce Detrimental Feral Mind, causes foes to do damage to themselves and act as though afflicted with psychosis. One with this ability can affect multiple persons with either versions of the Feral Mind ability at a time. This ability even induces Feral Mind in domestic animals, and if used while the person is asleep, the person will begin sleepwalking.

Feral Mind

Feral Mind is the ability to drive oneself temporarily “insane”, to increase one’s strength, speed, agility, endurance and awareness. This ability can reverse users’ minds into a primal state, where the instinct is “survive at all costs” and it is only induced by feelings of anger or fear. It can allow one a boost of adrenaline that induces above-average strength, speed and the ability to think outside the box, even if harm comes to allies. The user of the ability, however, rarely remembers what happened after the adrenaline rush wears off.

Fission

Fission is the ability to psychically separate or "un-mix" an amalgamated subject. One with this ability could diffuse any subject, living, dead or inanimate into its constituents. If this ability were used on a living creature, it will be reduced to it separate body systems. If used on an inanimate subject, it will be reduced to its separate materials. Sometimes, however, thus ability could be used on oneself or others in order to replicate one’s form and/or the form of another.

Flexibility

Flexibility or Body Contortion is the ability to have increased flexibility within joints, such as the shoulders and hips. The user's ligaments can stretch to allow movements not normally associated with that joint. Through training, more and more flexibility can be achieved, but it is not possible for a limb to be stretched out further than the ligaments and muscle structure allow—any further stretching would result in a tear, among other damages.

Flight

Flight is the ability to defy gravity in order to propel oneself through the air. One with this ability can accomplish it in one of multiple ways. Either their body projects an electromagnetic aura around them, which repulses the user from the ground and allows propulsion from one point to another. The other includes the presence of physical wings.

Flux

Flux is the psychic ability to continue any flow of energy until the source taps out. This may seem useless, but one with this ability can keep a person in motion until they run out of kinetic energy, or keep a fire burning until runs out of fuel, even if wind is blowing or if one is underwater. One with this ability could even cause a person with powers like Quintessential Force or Laser Vision to keep emitting energy until they are tired and can't muster up the strength to emit any more energy.

Focus

Focus is the ability to infuse oneself with photons so as to turn oneself into a living entity of light. One with this ability could move in the form of a light beam, so as to move at light speed (although the amount of time one can do it is fairly short), and have all the properties of light. One with this ability could replicate themselves by moving through a prism or shine brightly to blind foes. One with this ability may or may not also have Photokinesis.

Forcefield Generation

Forcefield Generation is the ability to generate fields or bubbles of protective energy, from psychic or other forms of energy, that keeps anything outside the field or bubble from entering said field or bubble, and anything within from exiting. Sometime the field can even allow one to bounce in it or roll in it, similar to a hamster ball, or even slide on it. They can be generated anywhere, used to move objects similar to telekinesis and varied in size by a person trained in doing so.

Free Motion

Free Motion, also known as Catfall (when that faculty is used) is total awareness and control of all of the motions that one's own body makes. This ability can be used to swim through water at the same speed as the user moves on land, or to control the body's reflexes (not his metabolism or strength). This ability could be used to move with remarkable grace, and land from falls on one's feet or on all fours as though the fall was much shorter than it actually was (no matter how high, as long as the damage isn't lethal). While the user's mind could be dominated, the user's nerves are under his control alone (so the user's movement can't be dominated).

Freezing

Freezing is the ability to rapidly decrease the temperature of any giver subject by one or both of two ways. One with this ability can manifest it as freezing breath and/or a freezing touch. People with this ability can usually withstand being affected by people with the same abilities or conditions of the same temperature. This ability may or may not be accompanied by the ability to control temperatures or ice.

Fusion

Fusion is the ability to psychically amalgamate or mix the properties of two or more subjects to create a new subject with beneficial properties from both constituents. If the user is trying to fuse two living creatures, they don't need to be of the same species to fuse them. The user can determine what the fused creature is to look like, to a certain extent. The user of this power can defuse things they have fused if they wish. Most times, however, this ability is also used on replicators to bring the replicates back into the root body.

G

Gale Exhalation

Gale Exhalation is the aerokinetic ability to exhale with superhumanly powerful lungs. These can range from a giant fan's wind current to category five hurricane and tornado-force winds. With training, however the ability can be varied and controlled to only release whenever the user of the ability desires. Like people with the superhuman ability Vortex Inhalation, people with this ability also tend to have very a pliable digestive tract, and the capability to eat things that are larger than normally ingestible, so choking is rarely possible.

Gel Generation

Gel Generation is the ability to generate and secrete gel and or similar substances from the body. One with this ability can manifest it as spitting or simply as gelatinous skin secretion. This ability also usually allows the user to vary the stickiness or slipperiness of the gel or to control when it is emanated from the body, so that it can be used to stick to foes like glue or even cause foes to slip and fall.

Gender Shifting

Gender Shifting is the ability to psychically shift oneself and others from their gender to another. One with this ability could use it as minor shapeshifting, so as to appear different from one's normal form. Usually if one were male, he could change into not only a counterpart female version of himself, but the appearance of any female, and vice versa. One with this ability could even become genderless (if one did not desire to have children) or manipulate their level of reproductive fertility. This ability may be accompanied by the ability Trace Shifting, Shapeshifting and/or Age Shifting.

Genetic Absorption

Genetic Absorption is the ability to absorb the DNA. of any living thing they come in physical, skin-to-skin contact with. The user can then cause features or adaptations from that species to manifest themselves in their own genes. It is unknown whether or not this ability is limited to features, or if the user can completely transform into the life-form they touched. Such extension may be possible through practice. This ability is much like Molecular Absorption, and is possibly related, as a person with this ability can absorb the Superhuman Abilities of other people.

Geokinesis

Geokinesis or Terrakinesis is the ability to mentally manipulate earth. With this ability, one could hurl rock, dirt or minerals at foes with only the power of their minds, create fissures, sinkholes, mudslides or form said rock, mud and soil into constructs, like walls or projectiles. One could even absorb any rock debris or necessary minerals out of desired subjects to use them for oneself.

Geriatric Aura

Geriatric Aura is the ability to generate an aura in which the aging process is sped up, but motion is slowed down. This ability effectively causes foes to age far before they are in proximity of the user. This ability works on any subject, living or inanimate, to rust metals, wilt plants or make foes old and frail by the time they reach the user. This ability has no effect on time-defiers and people with Longevity.

Gestalt Abilities

Gestalt Abilities are abilities obtained from when two or more superhumans (or even a superhuman and a normal human) come into physical, empathic, telepathic or psychometric contact. One with one of these abilities may increase his life force, or increase his intelligence, strength or any other stat, simply by being in close proximity with another person. If the two were to engage in combat together against a foe, the gestalt increases their chances of success greatly, and may even give the group abilities they would not normally have or be able to access on their own.

Glass Eye

A Glass Eye is an eye that has a gray or milky-white pupil and is literally not attached to the body by optic nerves, but psychically manipulated by the possessor through a psychosomatic mix of psychokinesis and empathy. The user of this eye is born with it and can see perfectly as though it were normally attached and fully functional.

Glossolalia

Glossolalia, also known as “Speaking in Tongues” 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. When the language is spoken, it brings peace to those with conflicted minds, can turn evil people good, only utters the truth and is capable of casting out demons. This ability is usually accompanied by Piety, Divine Favor or Divine Wrath.

Glucokinesis

Glukokinesis is the ability to psychically manipulate 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.

Gore

Gore is the ability to stab foes with horns or antlers. One with this ability could use it to ram through foes to get away, or just to knock foes around a bit. A superhuman with this ability must have horns, antlers on their heads and the ability is usually accompanied by the ability Headbutt and/or Rampant Charge.

Gyrokinesis

Gyrokinesis is the ability to mentally manipulate gravity, allowing one to increase or decrease the effects of it around any desired area, to make objects extremely lighter, heavier or to even crush things by compressing them with intense gravity. One this ability can even shift his center of gravity and defy it, by walking up walls, jumping up to extreme heights, gravitating objects and subjects to away from him and the like.


H

Hallucination Inducing

A form of telepathy, this ability allows the user to induce hallucinations in another's mind. Unlike optikinesis and illusions, this ability causes the subject's imagination to overreact, resulting in paranoia and delirium. This ability’s have no need for the user's imagination, as the subject's mind does all of the work.

Halokinesis

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 superhuman ability to dehydrate creatures by increasing the amounts of salt in them.

Headbutt

Headbutt is the presence of an exceptionally powerful head, usually a bit thicker than normal, or perhaps even protected by a psychic forcefield, which allows one to ram into foes or subjects as a mode of attack and defense. One with this ability could headbutt a foe so hard that he could knock the wind out of him and potentially kill him, or go through walls with no cranial damage. This ability is usually accompanied by Superhuman Endurance or Rampant Charge.

Healing

Healing is the ability to mentally accelerate the mending of the damaged anatomy in subjects, or to heal things in the body that wouldn’t normally heal. This may even be accomplished via blood transfusion between a superhuman with the ability Rapid Regeneration and the subject that needs to be healed. Either version of this ability can be used to cure anywhere from paper cuts or broken bones to diseases that supposedly have no cure. This ability may even be used to expunge poisons and toxins from the bodies of affected subject (called Purification; Healing undoes damage, but Purification gets rid of the toxins altogether).

Heat Vision

Heat Vision is the ability to project beams of light and radiation through the eyes. This may result from heat innately generated by the body, or the absorption and discharge of excess heat energy. This heat is usually superhot (similar to the physical version of Optic Disruptor, and capable of melting through any flammable material) sometimes even affecting non-flammable materials. This ability may or may not be able to be turned off at will, and could be accompanied by another aspect of vision.

Heliokinesis

Heliokinesis is the ability to manipulate solar energy. This makes the person endowed with this ability capable of performing a special type of photosynthesis, rendering his own personal gravity field and generating nearly-perpetual energy, along with generating and manipulating stellar and solar energies in other forms. Their body is even capable of generating geomagnetic storms and solar winds, or even induces solar flares, should their power be strong enough.

Hemokinesis

Hemokinesis or Hematokinesis is the ability to mentally control blood. One with this ability can snatch blood out of a person's body. 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. The minor form of this ability could even be used to taint the blood of others, causing septicemia, or cause one's own blood to be tainted, so that when it is transfused into another body, it will infect the bodies of others.

Hereditary Mimicry

Hereditary Mimicry is the ability to copy or emulate a trait, characteristic, or ability exhibited by ones ancestors, or living relatives. This ability is rather complicated, in that in order to copy a trait or characteristic, it would have to be an ability, trait, or characteristic known by the person wishing to copy or emulate it.

Heroism

Heroism is the innate compulsion to help others in need. This ability allows one to face things others would not, and to put the needs of others before his needs. One with this ability usually is very crafty, determined and strong-willed. It is rare that one with this ability does not have another superhuman ability as well.

Hibernation

Hibernation, also known as Psychic Sleep, is the ability to rapidly regenerate and restore one's own vitality during sleep. If one with this ability were to go to sleep for even a little while, their vitality would quickly return to maximum (even if wounds weren't completely healed). One with this ability can fall asleep almost at will, and may even obtain Superhuman Strength or other superhuman faculties from having longer sleeps. People with Hypnokinesis tend to have a more positive effect than negative effect on people with this ability.

Hive Manipulation

Hive Manipulation is the ability to psychically manipulate a small group of one type of subject, living or dead. One with this ability may be able to control a set of bullets, or a hive of bees, or anything else with which the user's empathic energies are attached. Their movement, senses, abilities and metabolism (in the case of living things) are in your entire control.

Hive Mind

Hive Mind is the connection of one's thought patterns to the thought patterns of another, usually a small group. One with this ability shares the same emotions, thoughts, memories and abilities as the rest of the hive mind. This group-mind is in constant communication and capable of thinking independently only when separated far enough from the other members of the hive mind.

Holographic Projection

Holographic Projection or Holographing is the ability to psionically project an illusory copy of oneself or other items. This copy does not have any abilities and does not act of its own accord, thus it is not replication, but instead a passive defense mechanism in which the user pretends to have made a copy of something. The projected copy will only move as directed by the user's mind and can usually be dispersed by the slightest touch. If the conjured holographs become solid, the power has developed into Summoning.

Homeostatic Disruption

Homeostatic Disruption is the ability to make others around the user sick. One with this ability does not induce viral infection or disease infestation, but instead exudes a psychic aura so powerful that it causes vomiting, disorientation, light-headedness or other feelings of extreme discomfort. This ability may even project an aura around foes which lowers viral resistance and attracts viruses and bacteria. One with this ability is capable of getting sick, but very rarely from contagious contact, as anyone within a certain radius of them will become extremely ill.

Hormokinesis

Hormokinesis is the ability to psychically manipulate one’s own hormones as well as the hormones of others. With this ability, one could release hormones that do everything from inducing changes similar to those undergone in puberty (acne, rapid or impeded growth, psychological imbalance) to increasing body temperature, inducing slight emotion changes (mood swings) or inducing bodily dysfunction in subjects, by causing fluctuations in the hormonal developments of subjects. One with this ability could increase or decrease sexual fertility in subjects.

Hyalokinesis

Hyalokinesis is the ability to psychically 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 can also make it resistant to high temperatures, and can shape any glass into another form, even reverting it back to sand. The user can make glass sharp or blunt, and can even create colored glass.

Hydrokinesis

Hydrokinesis is the ability to mentally manipulate water. One with this ability could even shift water through its solid, liquid and gas phases. The ability could even be used to pull ambient moisture out of the air to form water, withstanding great water pressure, or even raise water to send it at foes in the form of tidal waves or any other form the user wishes. One with this ability can even 'rip' the water out of people, similar to Dehydration.

Hyper Mind

Hyper Mind is the ability to literally offensively fire thought-waves at the foe. First, the mind radiates powerful electric pulses, and then they reform into a sphere or ray of powerful offensive electricity that can attack stronger beings physically, and smarter beings mentally.

Hyperbite

Hyperbite is the ability to bite with extremely strong (sometimes unhinging) jaws. One should not confuse this ability with Matter Ingestion, as Matter Ingestion allows the user of the ability to eat any substance with no harm to the body. Hyperbite allows the jaws to clamp onto nearly any subject. One with this ability can even take hits to the jaw with little to no damage, because their jaws are made for biting extremely tough subjects. One with this ability still has sensitivity, and thus they should be careful so as to not bite down on anything potentially harmful or dangerous, unless this ability was accompanied by Matter Ingestion.

Hyperconstriction

Hyperconstriction, also known as Hypergrip, is the ability to squeeze foes with superhumanly strong limbs. One with this ability does not necessarily have superstrength, but instead are gifted with the presence of a limb (perhaps a tail or arms, or hands) that are capable of wrapping around foes and constricting them until they are asphyxiated or simply restrained from moving. One with this ability could even constrict or crush objects using only their hands.

Hyperelasticity

Hyperelasticity, also known as Hyperbounce or Hyperinflation (when these parts of the ability are used) is exaggerated pliability of the body. A person with this ability can extend their limbs, contort their bodies, blow their body up like a balloon, bounce like rubber and resist extreme concussive force (even beyond that of a nuclear explosion). Not to mention, they can ground electricity. A person with this ability usually has a stretching limit, and thus, once they pass it, they are susceptible to pain like any normal human.

Hyperjump

Hyperjump, also known as Hyperkick, Stomp or Trample is the ability to jump exponentially farther than a normal human. One with this ability can jump eight feet in the air with almost no effort. The variance of the jump, however, is quite different with each person that possesses the ability. Some can only jump about 20 feet while others possess the proportional jumping capacity of a flea (over 180 times their height). One with this ability does not necessarily have Superhuman Agility, but superhumanly strong legs are also a feature present with people who have this ability, allowing one to also kick with phenomenal strength.

Hyperkinetic Motion

Hyperkinetic Motion also known as Hyperkinetic Attack or Hyperkinesia is the ability to attack foes by simply making the movements of attack. One with this ability could hit a foe simply by amplifying the kinetic energy and sending it in the direction of the foe. A cast is molded from the kinetic energy as an attack motion is formed, so it appears as though an airy arm or foot is flying at the foe to kick or punch him. This ability could even be used to do the infamous "double jump".

Hypnokinesis

Hypnokinesis is the ability to manipulate sleep patterns. This can be used to induce instantaneous sleep on biotic subjects, or to induce perpetual insomnia (which is bad for your health). One with this ability can even remove the need to sleep from any biotic subject, or make them dreadfully tired all the time. One can even determine how deep a sleep or how long a sleep a person or people has. The ability may also be used in a useful way to increase wakefulness in others, although this may only be mental wakefulness, leaving the body tired.

Hypnotic Charm

Hypnotic Charm (also known as Charisma or Animal Magnetism) 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.

Hypnotic Song

Hypnotic Song is the ability to vocally emit a song that subliminally causes people who hear it to follow any predetermined order that the user would have the subject follow, even inflicting pain on oneself. The hypnotized subject, however, can only do things within their mental or physical capacity.

Hypnotism

Hypnotism or Hypnosis is the psychic ability to put one into a trance-like state after making eye contact. This trance state allows the user of the ability to command subjects to do any task within their physical power. For example, one under the control of this ability could only perform the mental and physical faculties that he is able to do already (no dying of one's own accord, controlling involuntary functions or holding one's breath for hours). However, this ability could be used for post-hypnotic suggestion, so that the suggestion made during the hypnotism works after the trance is broken.

Hypoperceptibility

Hypoperceptibility is the telepathic faculty which creates a psychic shroud that nullifies the user's existence to the sensory perceptions of observers, causing them to ignore hearing or feeling the user's presence. This makes the user nearly imperceptible, unless they were in motion (and even then, very difficult to be noticed).

I

Ichthyic Omnilingualism

Ichthyic Omnilingualism is the ability to communicate with and (in time) command fish. A person with this ability can communicate with all marine and ocean wildlife usually by telepathic means.

Identity Erasure

Identity Erasure is the ability to mentally erase memory of oneself from minds of others. One with this ability could delete their names and memories or knowledge associated with them from the mind of any person with which they have had previous contact. One with this ability could use this to start a new life, or evade the pursuit of powerful foes. Sometimes, however, this ability may be accompanied by the ability to delete the identities of others (even from their own memory) or to psychically assume the identity of another.

Ignition

Ignition is the ability to psychically increase the energy of any fire, electrical spark or other energetic faculty. One with this ability could psychically spark up energy to keep fires going underwater, or allow electrical appliances work in dead zones. One with this ability could even allow ability to work when a power-nullifier attacks a foe.

Illusion

Illusion is the telepathic faculty 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. This can even affect individual senses and cause foes to perceive things that are otherwise considered imaginary.

Imaginative Deduction

Imaginative Deduction is the ability to imagine how a situation will develop based on existing variables such as; personalities and motivations of the people involved, current obstacles, and what has already occurred, etc. He/She could also use this ability to know what variables to add or alter to change the direction of a situation's development, or how to avoid an outcome predicted (if said prediction is correct).

Immobility

Immobility is the ability to resist being moved, or to stay perfectly still. One with this ability may try to ground themselves by pure physical strength, or they may use psychic energy to plant themselves firmly on the ground. This ability could be used to resist being levitated by telekinesis, or being lifted by superstrength, or just to stay perfectly still, to disguise oneself as a statue, and the like. This ability may or may not be accompanied by Superhuman Strength, Superhuman Endurance and or Atomicity, but not necessarily the ability to weight shift.

Immobilization

Immobilization is the ability to render a subject incapable of moving, either by touch or thought. One with this ability does not paralyze the subject, they simply sheath the subject in psychic energy which keeps them from moving (they can still feel, and speak, and breathe, etc.). This ability can be used to stop a "speedster" from getting away, or stop a foe mid-flight (it would not stop them mid-air like Restrictor Aura; it would cause them to stop moving, then fall to the ground).

Immortality

Immortality is the inability to die. One with this ability acquires it one of two ways. The first is the most heard of, in which the user of the ability can only die a certain way, and all other ways are futile toward this person's demise. The second is the most common, in which the user of the ability has the ability to regenerate, and has regenerated so much that their body can still be injured, but the body's rate of cell death, and cell regeneration is equal, thus making it near impossible for this person to take fatal damage from any physical attack.

Immutability

Immutability is the resistance to all external physical change. One with this ability cannot be transformed into another form, genetically altered, shrunk, expanded, weighed down or affected by Decrescence or Reality Bending, either based on their physiology or on their own will. However, they could still be damaged by normal changes (injury, disease, age, and the elements). One with this ability, however, may be able to temporarily pass on this trait to another or undo changes to others themselves. This is the physical version of perspicuity.

Immunity

Immunity is the inability to be affected by one or more outside influences. One with this ability may have immunity to fire, electricity or some other form of energy or sensation. Immunity allows one to not be affected by that sensation or energy at all, even in its highest forms. One with this ability may even have immunity to pain, Immunity to physical change, immunity to poisons or immunity to psychic penetration. One with this ability may even be able to conduct the energy, element, or sensation that they are immune to, or it may affect them like a form of imperceptibility (where they cannot feel it or interact with it at all).

Impale

Impale is the ability to stab foes with spikes or blades on the body. One with this ability may be able to generate or retract the spikes or blades at will, as well as controlling how long or thick said spikes and/or blades grow. This ability may be accompanied by Abrasive Skin, or a similar ability. If the spikes grow from the head, this ability is also accompanied by the ability Gore.

Imperceptibility

Imperceptibility is the psychic ability to mentally generate a layer of psychic energy that deflects the senses, and prevents the user of this ability from being detected. If the layer of psychic energy deflects light, it makes the user invisible. If the aura separates the user’s molecules, the user becomes intangible. If it deflects sound, the user becomes inaudible. If the aura defers air waves, the user cannot be smelled, and if it deactivates the sensory in taste buds, it renders the user of the ability unable to be detected by taste. If said aura does all five functions, the user of the ability becomes completely imperceptible.

• Invisibility- inability to be seen (ability for one to make himself or another unable to be seen)

• Intangibility- inability to be touched (ability to go through solid surfaces)

• Inaudibility- inability to be heard (ability to keep oneself and other subjects from being heard)

• Insipidity- inability to be tasted (ability to negate one's own and the taste of other subjects)

• Inodorosity- inability to be smelled (ability to deactivate one's own or another's innate odor)

• Entire Imperceptibility- the inability to be detected (even by ESP, Scopaesthesia or the most advanced equipment---even more rare than normal imperceptibility)

• Selective Imperceptibility- inability to be detected by selected people (people without an empathic link to the user)

• Mechanical Imperceptibility- inability to be detected or controlled by machine (even if it is a video camera, a sonar machine, it won't pick the user up).

• Telesthetic Imperceptibility- inability to be detected by telekinesis or telesthesia (cannot be felt by telesthesia or picked up by telekinesis).

Incisive Skin

Incisive Skin is the presence of an outer layer of skin capable of cutting or slicing subjects who come into contact with it. This skin may be smooth and cutting for any number of purposes. It could be skin which comes to a serrated edge at the epidermis, or covered in razor-like projections (the fingerprints may even be razor-sharp), but never a mixture. One with this ability can, in many cases, suppress and activate this ability at will.

Inertia Shifting

Inertia Shifting is the ability to use psionic power to increase or decrease the amount of resistance an object or subject (even oneself) has to changing speed or direction. An individual with this ability can spontaneously increase this resistance to keep subjects from slowing down, or use it on other subjects to keep them from being veered off a specific path of motion. It only slightly augments strength and speed, but it allows the object or subject to become virtually unstoppable while in motion, or incapable of being set in motion if they do not wish it. This ability is usually accompanied with Superhuman Endurance or Rampant Charge.

Information Alteration

Information Alteration is the ability to psionically change the ink or graphite markings in a document, so as to make information appear different. One with this ability could not change sound documents, or visual documents, but could change the words on a page, the ink pattern on a painting, or even change the contents of a written document so that they say whatever the user pleases.

Infrared Vision

Infrared Vision is the ability to psychically perceive subjects through the infrared spectrum. Infrared light is on a longer wavelength than visible light, but it allows the perception of the heat in subjects, so one can tell where biotic subjects are, or if someone is alive or not. This ability may or may not be able to be turned off at will, and could be accompanied by another aspect of vision.

Ingenious Design

Ingenious Design is the superhuman ability of extreme creativity in the field of device construction. One with this ability is fully aware of how to build complex devices out of nearly anything that they are given. One with this ability can know all of the parts required to build their inventions or how to replace those parts whenever certain parts are not available. One with this ability is never at a disadvantage when confronted, as they can find the most obscure but creative uses for seemingly normal, everyday objects such as building a toy robot out of watch and flash drive parts.

Ingenious Device

Ingenious Device is the presence of a robotic or electronic appliance or machine that gifts one with superhuman abilities. One with this ability may have a brain-shaped computer in their skulls instead of an actual brain, gifting the user with extreme intelligence and/or code cracking skills. This ability may come in the form of a prosthetic arm or leg that allows laser projection from that extremity, or even an internal mechanism, such as a heart, may be replaced with an artificial version (for whatever reason). This ability is usually accompanied by ingenious design or the ability to communicate and interface with computers.

Ingrain

Ingrain is the ability to firmly plant oneself into the ground one of two ways. The first is by psychically bonding to the earth, using it as a limited anchor for the body. The second method is to physically grow "roots" from the feet, to root into the ground. This ability, most commonly held by agrokinetics, allows one to absorb the nutrients contained within the surrounding earth to regenerate oneself. Used offensively, it can turn the user into a human weed, draining the nutrients out of other plants, taking away the ability for trees to root to the ground, decreasing the firmness of soil, and effectively killing plants. This ability is usually accompanied by Agrokinesis.

Inherent Intelligence

Inherent Intelligence is a psychic mix of telepathy and panmnesia that allows the user to inherit his parents' knowledge before birth. A rare gift possessed by only a few, Inherent Intelligence bestows its bearer with numerous intuitive facets or qualities, including (but not limited to) enhanced insight and discernment, accelerated recall, awareness of potential self-aptitude, enhanced creativity, the ability to comprehend complex systems, and enhanced communication and manipulation gleaned from inherited perception skills on an adult level even before childhood. This ability is usually, but not always accompanied by Panmnesia or Eidetic Memory.

Inhibitor Aura

Inhibitor Aura is the ability to exude an aura which is so thick that it slows down even the strongest of foes. One with this ability does not slow down time, and usually cannot manipulate time in any way, they simply create an aura or field that is capable of slowing foes down at least until they reach the generator of the aura (if they have the patience to try).

Ink Generation

Ink Generation is the ability to generate and secrete ink or murky substances from the body. One with this ability can manifest it as spitting or simply as a skin secretion, similar to Mucus Generation. This ability also usually allows the user to change the thickness of the ink or to control when it is released from the body, so that it can be used to blind, stun or otherwise disorient opponents.

Insect Communication

Insect Communication or Entomopathy is the ability to mentally form an empathic link with insects. One with this ability sends a telepathic or empathic message to the desired insects and rather than the animal simply understanding the human language, the mind of the user empathically translates it into mental signals that the insect or insects can understand. This can allow communication with any insect and even allow command over the insect kingdom, including their metabolism, their behaviors and their breeding patterns, or to understand what they are thinking as well. This may only work with vermin.

Intoxication

Intoxication is the ability to induce a stupor in foes, similar to when they are high or drunk. One with this ability may manifest the ability through the breath or through the emission of a pheromone, or even through mental contact. This ability does not damage the brain or the body; it simply throws off accuracy, reflexes and coordination, stupefies the subject and makes them act as though drunk or high.

Intuition

Intuition is the psychic ability to "just know" personal information about an object, subject or occurrence, including sensing the presence of evil, the right thing to do, how others will react to something the user does or when something is right or wrong. This ability is innately used at random times, and cannot be turned off. Only one other type of "intuition" (Social Intuition) is actually intuitive; (Temporal Intuition, Material Intuition, Medical Intuition and Anatomical Intuition are actually types of claircognizance).

Inundation

Inundation is the ability to psychically cause subjects to lose conscious control over perception abilities. One with this ability could overload the senses until the subject is overwhelmed by their senses and perceptions. This means that subjects lose conscious control over their sense of smell, taste, hearing, sight, feeling and superhuman senses, and they can sense every perceivable subject within a small range. This ability also causes an overload of thoughts to overrun the foe's mind.

Invulnerability

Invulnerability is the ability to resist all forms of damage. One with this ability has a subliminal aura that surrounds his cells which keeps them from being damaged from impact, or the person’s body has cells which absorb all manners of concussion from blows that would otherwise cause extreme damage, even fatality. Sometimes, however, it can also be used to resist any sort of assault on the body, from mental/telepathic abilities, to physical concussive force, even poisons and illnesses, until nothing short of divinity can do damage to this person. It is possible that one with this ability could die of old age, though.

J

Jactitation

Jactitation is the ability to keep oneself in motion. One with this ability could keep from being restrained or held down. One with this ability could keep from being tired after a lot of traveling, and keep going after miles and miles of traveling. One could even induce this ability in others and help them keep moving for long periods of time, or go into a tangent of wild, powerful, seemingly-random (but often totally-coordinated) dance-like motions.

Jet Propulsion

Jet Propulsion is the ability to propel oneself over vast distances, usually at high speeds. One with this ability, however, does not use an aerokinetic faculty, but instead exudes an aura from the feet which propels the user over great distances like a living missile, because this aura also protects the user of the ability so that he can crash into things and be left unharmed.

Jolt Inducing

Jolt Inducing allows the user to psychically induce spasmodic paroxysms in any living subject. This ability can induce anywhere from twitching and jerking, or tossing and turning in bed at night, to full out Tourett’s Syndrome and/or epilepsy, where the body convulses violently without any conscious control. One with this ability could even induce simple vibration in a subject, keeping a person from being held down or restrained.

Juju Focus

Juju Focus or Object-Based Faculty is the ability to channel psionic or psychic powers through a designated object, by belief of the user that he/she must use the object in order for his or her abilities to work. Similar to Psionic Hands, in which abilities are channeled through the hands, one with this ability could amplify his strength through boxing gloves, or amplify his control over plants through use of a special hat or a cane. This ability is used to amplify abilities that would normally be latent or weaker; however, only the user can wield the object, and it can usually only carry out a limited amount of faculties.

Juxtaposition

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.

K

Katzenjammer

Katzenjammer is the obscure mental ability to cause subjects to hear the illusory yowling of cats or other such annoying noises. The sound is actually hallucinatory, so the user of the ability only activates it, and the sound continues until it eventually wears off.

Kinetic Absorption

Kinetic Absorption is the ability to psychically take the kinetic energy out of anything. This can be used to slow down opponents, or absorb kinetic energy and slow down a fall that would otherwise kill you. One with this power could even lessen the blow of any object hurled at him and withstand the force of any blow, as it would provide no force after the kinetic energy has been taken from it.

Kinetic Acceleration

Kinetic Acceleration is the ability to accelerate and or decelerate the speed of an object or a subject. One with this ability could speed up an object's motion or slow it down by pure will. However, the only downside is that an object cannot be set into motion by this ability, only sped up or slowed down if it is motion prior to use of the ability. Not to mention, things of greater weight or moving faster would be harder to accelerate or decelerate than things that are lighter in weight or moving slower.

Kinetic Backlash

Kinetic Backlash is the ability to take absorbed kinetic energy from a blow or an attack and send it back at foes with equal force as blows or strikes. One with this ability could absorb nearly any hit, and then either give back the same force in the form of another attack or send it back multiplied. This ability is usually accompanied with superendurance and can even use kinetic energy simply from the user’s motion.

Kinetic Conversion

Kinetic Conversion is the ability to psychically convert kinetic energy into sustenance. This ability can be used to restore energy simply by moving. A person with this ability has incredible stamina, as they can sustain themselves on only kinetic energy. Also, any non-damaging blows dealt to a person with this ability can even be used to gain energy.

Kinetic Negation

Kinetic Negation is the ability to psychically keep any subject from moving by deactivating kinetic energy and converting it into potential energy. This can be used to prevent movement, stop anything that is currently moving, or even suspend something in its place by keeping it from moving forward, backward, side-to-side or up and down.

Kinetic Redirection

Kinetic Redirection is the ability to psychically change the path of an object in motion. The ability can only affect an object in motion, and will be utterly useless on anything otherwise. There are also some other restrictions, however. Some people with the ability have difficulty based on mass and can only move lighter objects with ease, while other people have difficulty based on speed and can more easily move slow moving objects.

Knowledge/Skill Mimicry

Knowledge/Skill Mimicry, also known as Proximity Emulation, is the ability to psychically obtain knowledge possessed by others by simply being in close proximity to them. One with this ability could be in the same room as a nurse and acquire a wealth of knowledge about medicine or medical procedures. This ability could even be used to learn how to do skills (fighting techniques, solving math problems, proper techniques and procedures). This ability does not steal the knowledge from the subject, it only duplicates it. This ability may or may not be accompanied by Panmnesia. If not, the knowledge is forgotten until it is needed again.

Koniokinesis

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 ability 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.


L

Lancination

Lancination is the ability to lacerate subjects with one’s mind. One with this ability can cause the same sensation and effect of being jabbed or sliced by a blade of nearly any sort. It can be used to loosen weak bonds or draw blood and causes pain like an actual blade. It is also possible for one with this ability to cause the sensation of whatever serrated or jagged tool comes to the user’s mind.

Laser Emission

Laser Emission is the ability to project lasers of light energy from the body, most commonly the hands or finger(s). This laser can be used to zap even very minute targets, or ricochet off of reflective surfaces to hit foes around corners; perhaps even far away. The laser can vary in temperature and intensity, although it is usually heated, but this varies with each user, and can't be changed. This ability may or may not be able to be turned off at will.

Laser Vision

Laser Vision is the ability to psychically reflect and refract light at the same time, so as to project lasers of light energy from the corneas of the eyes. This light can be projected at varied temperatures and intensities, so as to act as a heat beam, or an ice beam. This ability may or may not be accompanied by some other aspect of vision.

Leptokinesis

Leptokinesis is the ability to mentally manipulate subjects on a molecular level, 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.

Levitation

Levitation is the ability to psychically generate anti-gravitational energy, thus causing 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 objects and other living subjects as well. But one with this ability can also move himself around slowly (allowing limited “flight”) and control how high or low he levitates.

Levity

Levity is the usually-aerokinetic (but sometimes anti-gravitational) ability to move upon air currents. One with this ability could fall lightly from great heights as though they weighed little or nothing. This ability could even be used to walk and move on air currents as though on solid ground or to allow one to ride air currents as though one were feather-light (or to induce buoyancy in oneself to float in water). This ability may or may not be accompanied by Weight Shifting and/or Aerokinesis.

Lie Detection

Lie Detection is the ability to intuitively sense when another person is lying, even if the person the power is used on has a distorted perception of reality. Or the ability is sometimes telepathic, in which you scan the mind instead of “just knowing”. The former is more efficient, as some people can evade telepathy, or they simply have distorted perceptions of what truly is.

Lie Inducing

Lie Inducing is the ability to psychically deactivate the part of the brain that allows the utterance of truth. This ability psychically forces someone to tell lies to a question asked by the user of the ability and anyone else around, no matter how hard they try to do the opposite.

Life-Force Absorption

Life-Force Absorption is the ability to use powerful psychic energy to literally absorb the vitality of subjects. One with this ability could, with a touch, leave a foe fatigued to the point of extreme over-exhaustion. One with this ability could even draw life energy from multiple subjects, plants, animals, insects and the like, at a time. One with this ability could eventually absorb enough life-force to kill foes and or return oneself to full vitality. Sometimes, however, this ability is also accompanied by the ability Life-Force Projection.

Life-Force Projection

Life-Force Projection is the ability to use powerful psychic energy to literally restore the vitality of subjects. One with this ability could, with a touch, revive an ally from the point of extreme over-exhaustion. One with this ability could even bestow life energy upon multiple subjects, plants, animals, insects and the like, at a time. One with this ability could eventually restore enough life-force to rejuvenate nearly-dead or resurrect recently-dead subjects. Sometimes, however, this ability is also accompanied by Life-Force Absorption.

Life Support

Life Support is the ability for one's body to sustain itself entirely, usually by psionic means. This includes the generation of every nutrient that the body needs to survive (normally at the interval at which they need it) and the regulation of hormone/pheromone levels so that one with this ability would never have to eat and their body mass would stay at the precise amount that they need to for their age, weight and height. The user of this ability can eat whatever they like (if they choose) and their body's metabolism would speed up or slow down as needed so that their body could metabolize extraneous nutrients. This ability is usually accompanied by Peak Condition.

Lipokinesis

Lipokinesis is the ability to psychically manipulate fat and fatty tissue. One with this ability could generate or reduce bodily fat in oneself and other subjects. One with this ability could even assume motor control over subjects by manipulating their fatty deposits, or cause a normally quicker opponent to be slowed down by excessive weight.

Liquefaction

Liquefaction is the anomalistic ability to psychically shift a solid into a liquid by force of will. The ability usually only affects small objects, but with practice, larger objects can be liquefied. Sometimes this ability could even be used on oneself; in which one would appear to melt (and could move autonomously). This ability is usually activated through touch, though other times it requires concentration.

Logomachy

Logomachy is the psychic ability to speak with vicious words. Even if they are not true, which most of the time, they are not, one with this ability can speak in such a mordacious way as to hurt the feelings of any foe (except for those with apathy) or lure any enemy into a meaningless and pointless argument, which can be used for major distraction. One with this ability usually telepathically activates the medulla oblongata which makes the person very irritable and likely to retaliate to the slightest suggestion, topic or idea.

Logorrhea

Logorrhea is the psychic ability to continue vocalization in any biotic subject. One with this ability could keep foes talking so that they are easy to find, or so that the foe's jaw gets tired. One with this ability could even cause people to keep talking for so long that after they run out of things to say, they begin broadcasting their thoughts. This ability could also be used as annoyance (so that one can keep oneself continually talking), or to convert one's thoughts into fast-paced jargon that cannot be easily understood by telepaths.

Longevity

Longevity is the ability to live longer than any normal human. This ability usually occurs when the cells of the user of the ability die and regenerate at an equal rate, thus halting the aging process and keeping the user of the ability in a state of biological stasis, in which their bodies do not suffer the crippling effects of age, disease or death. Although it is possible that the person can be killed (and thus they are not immortal), it is extremely difficult to do so.

Lubricity

Lubricity is the ability to make oneself slippery. This may be accomplished one of a few ways. Either the user exudes a psychic aura which reduces friction to slip and slide across surfaces as the user wills, or it may invlove the presence of smooth skin or slippery mucus on the skin. One with this ability could keep from being held by even the tightest grip, slip quickly across slippery surfaces. This ability is usually (but not always) capable of being turned on and off at will and exudes through clothing.

Lucid Dreaming

Lucid Dreaming is a form of perspicuity in which one's dreams cannot be manipulated by outside sources, and one cannot lose conscious control over what happens in their own dreams. This ability could be used to calm the mind, making it more likely that the user can receive dreams of the future, or so that they can dream dreams that are pleasantly real to them, link one's dreams with those of another, or decide not to dream at all.

Luminescence

Luminescence is the ability for the body to generate and exude (but not manipulate) light. With this ability, one could either generate a harmless cone of light from both eyes (to see in the dark), or blind foes with extreme light bursts, which are also usually very hot. One with this ability may even be able to glow in the dark, either innately or at will.

Lunacy

Lunacy is the ability to be driven temporarily “wild”, similar to the Feral Mind ability. The only difference is that this ability is induced by the energy exerted by the moon. This state increases one’s strength, speed, intelligence, agility, endurance and awareness, reverting users’ minds into a primal state. The instinct is “survive at all costs” and is only increased by feelings of anger or fear. The user of the ability, however, rarely remembers what happened after the adrenaline rush wears off.

Lycanthropy

Lycanthropy is the ability to transform oneself into an anthropomorphic wolf. One with this ability usually gains the heightened abilities of a wolf, including Feral Mind, Superhuman Strength, Superhuman Speed, Superhuman Intelligence, Superhuman Sapience, Superhuman Endurance, Superhuman Senses, Superhuman Reflexes, Superhuman Agility, Superhuman Accuracy and sometimes Canine Omnilingualism. One with this ability may or may not be transformed by the rising of the full moon.

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Magic

Magic is the sometimes outwardly-obtained (not innate) ability to harness psionic energy for minor Reality Bending, in order to generate, manipulate and solve situations. One with this ability may only be able to animate subjects, reverse time, and turn objects invisible, fly and/or some other minor ability. This ability may be increased over time and is usually activated by a mantra, or "spell".

Magnetism

Magnetism is the presence of a magnetic pull within a biotic subject. Although one with this ability can only control the intensity of his own innate magnetism, he may or may not be able to alter materials to make them magnetic. However, one with this ability could repulse or attract metal objects as one desired or cling to magnetic surfaces.

Magnetoception

Magnetoception, also known as Magnetometry is the psychic ability to sense the presence of magnetic fields, and determine changes in said fields. One with this ability does not "see" magnetic forces, but rather feels them, and in many cases, can use this sense to help with a keen sense of navigation, altitude and the relative proximity of objects/subjects/locations to the user (by feeling the direction of magnetic flux, or the shape of magnetic disruptions). One with this ability is exceptionally sensitive to magnetic pulls and electromagnetic attacks unless Magnetism, Magnetokinesis and/or Flight accompany this ability (which is common).

Magnetokinesis

Magnetokinesis 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. With very little skill, a user may be able to move magnetic metals. One with this ability could even reverse the polarity of magnetic fields or activate magnetism in normally-nonmagnetic metals.

Malleability

Malleability is the ability to mold the body into different forms. One with this ability is not usually able to become another species, or turn into an object, but instead, the limbs could reshape into a hammer shape, or the fingers could shoot skin like little bullets. One with this ability could even extend an arm or a leg like a whip-like tentacle or the like. This ability is usually accompanied by Anatomical Recall.

Manifestation

Manifestation is a strange superhuman ability in which a being can psychically announce their presence to subjects. One with this ability usually lowers the temperature of a room as they enter, and dims candle light and electric bulbs. This ability also induces a feeling of creeping discomfort in a foe, and unsettles animals. One using this ability also causes hairs to stand on end and mirrors to fog up and sometimes crack. This ability makes a human a living phantom, as it is usually accompanied by the ability Imperceptibility or Psychic Intimidation.

Marasmus

Marasmus is the ability to psychically cause the bodies of foes to begin decaying before death. One with this ability causes the slow death of each and every one of the body's cells until the being is entirely dead. The process begins with gangrene or cellular necrosis, and continues until all of the body's muscles and tissues have deteriorated to the point that they can no longer support a healthy body system. The subject then dies.

Material Intuition

Material Intuition is the ability to psychically determine what an object is made of or what went into making it. One with this ability could tell the contents of a cake before taking a bite (so as to tell if it has anything potentially harmful in it) and could tell how materials interact with each other or predict the product of nearly any chemical reaction, so as to be a master in concocting poisons and explosives and other chemical weapons which make the user of this ability a dangerous foe.

Mathematical Aptitude

Mathematical Aptitude is the ability to intuitively solve math problems or use mathematical formulae to create the exact necessary measures for a desired outcome or effect. The user of this ability need only comprehend the values of numbers, and they can apply said knowledge to nearly any situation. One with this ability could guess quantities and numbers at a glance (even algebra), and they have a natural affinity for geometry, allowing them to view the world in terms of lines, angles and points, thus furthering the likelihood of accurate calculation. They do not necessarily possess Superhuman Intelligence, but their mind calculates quantities very easily.

Matter Ingestion

Matter Ingestion is the purported ability to ingest and pass any substance through the body without the substance inducing bodily harm, even if it is corrosive like acid or sharp like glass or dense like titanium. People with this ability can accomplish this one of two ways. Either their physiology is built for the ingestion of any material (pliable digestive tract, super-strong teeth), or they are capable of psychically rendering a subject harmless so that it is safe enough to ingest. People with this ability are immune to food-borne sicknesses like food-poisoning, alcohol poisoning or salmonella.

Mechanical Energy Perception

Mechanical Energy Perception is the ability to psychically see and detect mechanical (kinetic and potential, sometimes electrical) energy. This ability, when activated, can be used to see kinetic energy or potential energy (like something in motion, something that has stopped moving or something getting ready to move). One with this ability cannot actually see what is moving, but instead must perceive what the subject is by the shape of the kinetic energy surrounding the moving subject. The ability is entirely voluntary and can see through barriers.

Mechanical Transmutation

Mechanical Transmutation, also known as Mechanization or Quantum Mechanization, is the ability to psionically transmute any simple, motor-run, electronic or digital machine into a more advanced and complex version of itself. One with this ability could use it on a computer to increase running capacity, storing capacity, virtual memory, etc. This ability could even be used to turn a pencil into a high-tech machine, greatly enhance the capabilities and features of a car and the like. This ability does not allow the possessor to communicate with machines; it simply induces the "evolution" of the tool or machine by psionic means.

Medical Intuition

Medical Intuition is the psychically-acquired knowledge of the healing properties of subjects in one's environment. One with this ability can cook up concoctions and remedies for ailments with nearly anything in one's environments, or tell which things are poisonous and which are safe to eat. This ability is not always accompanied by the ability to heal, simply to distinguish the healing properties of subjects in nature.

Meditation

Meditation is the ability to psychically calm oneself and erase all negative, distracting thoughts from his mind. One with this ability can achieve a state of total concentration, so as to be nearly un-distractible. One with this ability is seldom ever panics, even in the face of death. As such, this allows almost total peace, and thus harmony with one's body, allowing full-body control (over one's speed, one's body temperature, one's respiration, one's metabolism, one's heartbeat; even any latent ability that the person possesses---all slightly beyond what the user is normally capable of). This ability may assist or be accompanied by immense fighting skill.

Mediumism

Mediumism, also known as Mediumship, is the ability to see the souls of the dead. One with this ability can usually sense their presence as well and can detect when a spirit has entered or left a space. One with this ability could even discern how and when the person died if in close enough proximity to the spirit.

Mediumistic Automatism

Mediumistic Automatism 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. Sometimes one with this ability can even channel the abilities of the entity and act like them as well.

Memory Erasure

Memory Erasure is the ability to mentally delete the memories of others through a touch, a kiss or mental contact. When exercised to its maximum potential, this ability has no limit - the user could completely remove the short-term and long-term memories of another, leaving the victim in a comatose state, or preventing superhuman abilities from being used. It is unknown if memories can be returned by the person with the ability, although Rapid Regeneration or Restore may be able to repair the brain and return the memories.

Mending

Mending is the ability to fix broken or damaged inanimate objects through the use of psionic power, either mentally, by touching the broken/damaged object or by snapping the fingers. This ability is accomplished one of two ways; either the process of the breaking is reversed, in a process similar to time reversal, or the psionic energy causes the object to regenerate to its former state (although this may erase data on electronic devices). This ability could be used to repair any item, no matter how long it has been broken, and no matter how damaged it is. This ability may be accompanied by Healing.

Menekinesis

Menekinesis is the ability to manipulate lunar energy. One with this ability can perform a type of photosynthesis that is based on lunar energy. One with this ability can even fly by riding energy waves emitted by the moon or use abilities that are likened unto those of the moon, such as exerting gravitational energy or magnetic pulses. People who have trained in this ability can even emit lunar energy, or perhaps shift the moon into or out of its various phases.

Mental Bolts

Mental Bolts are mentally-generated bolts of energy. This ability draws on one's own psionic energies as well as the psionic energy absorbed from others to launch a powerful barrage of psionic volleys. This power is unlike telekinetic-based attacks where as this skill affects it's victims with mental damage. This can range from slight headaches to unconsciousness. An experienced user of this skill can affect learn to affect multiple targets in a limited radius. This skill is usually a by-product of telepathy, Hyper Mind or Psionic Mind Overload.

Mentifery

Mentifery, known colloquially as "Imagining", is the marvelous ability to think nearly anything into existence. Nearly any desire or wish of the user can be fulfilled at the simple thought of it, and can be changed, rearranged or deleted by the user's imagination. The only limit of this power is godhood.

Mesmerization

Mesmerization is the ability to psychically cause a state of dull stupor in the minds of foes. One with this ability may manifest it as a flurry of dazzling sparkles, or simply a finger snap or hand motion, but either is fairly common. This ability has even been known to be even more effective on animals and people with poor vision.

Metabolic Control

Metabolic Control, also known as Biofeedback (when used on oneself), is the psychic ability to control your bodily functions. This can allow the user of the power to control voluntarily bodily actions like heartbeat, breathing and digestion. One with this ability could use it to feign illness (he can reduce or raise the immune system), resist illness, change the speed of the healing process and control the speed by which the body fights off illness, loses weight or metabolizes food. If used on others, it could increase the metabolism of foes, so that they are always hungry, or otherwise afflict foes with faulty metabolic functions (or aid the metabolisms of allies).

Metallokinesis

Metallokinesis 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 completely covering oneself in said material, adding to the strength and endurance of the user.

Metempsychosis

Metempsychosis is the ability for two entities to psychically "switch minds". Literally, the user of this ability converts the other subject's telepathic wavelengths to his own, and then he converts his own telepathic wavelengths to those of those whose mind he will switch. One with this ability could even project his consciousness into the mind of one that is dead, unconscious or just weak-minded, so as to animate it as though it were his own body.

Miasma Emission

Miasma Emission is the ability to exude toxic gases at will, either through the skin or through one's exhalation. This is not always the typical carbon dioxide, but instead a highly potent version of carbon monoxide or some other poisonous gas. The poisonous gas generated depends on the other genetic traits of the person. It could range from nerve gas and laughing gas to highly-concentrated carbon monoxide and hallucinatory gas. Some people with the ability can even alternate between several types of gases. However, this gas is not always toxic (sometimes it is just thick, so that the user could utilize it to escape danger or to suffocate foes).

Microscopic Vision

Microscopic Vision is the ability to see subjects that are infinitesimal in size, by psychically refracting light, similar to telescopic vision, but also making the pupil of the eye convex, magnifying the image. This ability can be used to see subjects as small as on the subatomic level. This ability may or may not be accompanied by some other aspect of vision.

Mimesis

Mimesis is the ability to psychically realize pantomimic gestures. With this ability, one could act as though they see some horribly large object falling out of the sky, or headed in the direction of the subject, and the subject would momentarily be hit or struck, or zapped or otherwise affected. One with this ability could do the ever-famous "box trick" to trap subjects, or lean on "nothing" or otherwise gesture occurrences and subjects into existence.

Mind's Eye

Mind's Eye is the ability to psychically "collect" and project images, via the eyes. One with this ability could project a scene around them (even from a dream) and project them as though the scene were actually happening. One with this ability could project a crime scene to which they are witness, or project images they view, or even project dreams or imagined images. This is similar to Illusion and Morphic Aura, as the scene is not really happening, but this ability even affects perspicuous subjects, and across the whole room.

Mindscape Transportation

Mindscape Transportation is the ability to mentally convert subjects into psionic energy, and then transfer them into his or her mind (in the form of a thought wave). 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. Only one subject (or a small few subjects, for more practiced users) could be transported into the mind at one time.

Misdirection

Misdirection is the psychic ability to disorient one's sense of direction. One with this ability could cause foes to get lost in their own houses or in the wilderness, where it would be nearly impossible to get back to civilization. This ability could be used on any number of people at a time, as the ability is psychometrically contagious (it passes to others by contact). This ability negates Psychic Navigation.

Mnemokinesis

Mnemokinesis is the ability to psychically 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 to access the abilities of Panmnesia, Memory Erasure or Inherent Intelligence.

Mobius Effect

The Mobius Effect is the ability to bend the space between two or more rooms to give the effect that one entering one room has traveled back to the beginning of the path again. One with this ability can let a person travel through any of two or more rooms, and they will end up back at that same room they were at to start with. This ability can be used with any path, so as to confuse navigation and possibly keep foes lost in one room for a long time.

Molecular Absorption

Molecular Absorption is the ability to mimic the molecular structure of any material they come in physical, skin-to-skin contact with. The user can then cause features or adaptations from that material to manifest in a biological version within the user. It is unknown whether or not this ability is limited to features, or if the user can completely transform into an entity of the material or substance they touched. This ability is much like Genetic Absorption, and is possibly related, as a person with this ability can gain Superhuman Abilities based on the properties of absorbed materials.

Molecular Acceleration

Molecular Acceleration is the ability to psychically accelerate the motion of molecular matter via physical contact (generally by the hands), resulting in a catalytic increase in the heat of the object (this is not the same as Thermokinesis or a pyric touch, because the user maintains his temperature and cannot lower temperature, unless Burning, Freezing or Thermokinesis accompany the power). This can be used to turn normal objects into superheated projectiles or to melt things with one's hands. This can even be used to set things on fire, burn objects (not living subjects) or keep oneself warm when in very cold environs.

Molecular Transmutation

Molecular Transmutation is the ability to induce or remove molecular bonds within a substance. Though changes may be radical, the basic elemental composition of the material remains unchanged - for example water may be transmuted into hydrogen and oxygen, or coal may be changed into diamond.

Monotony

Monotony is the ability to psychically "reset" a subject's brain to think that he has not done something that he has already done. This ability would cause a subject to say things over and over again, ask the same questions, or look in the same places when searching for something, or even do the same routine everyday. This ability could even cause a foe to reuse a power, which will allow you to know the foe's moves (and how to avoid them) before he makes them. This ability is usually accompanied by telepathy or some other mental faculty.

Morphic Aura

Morphic Aura is the ability to bend light around oneself in such a way as to appear different. Some might confuse this with morphing. There is no physical morphing that occurs with this ability and certain equipment (such as radar or sonar) can be used to "see" the real person behind the illusion.

Morphic Field Distortion

Morphic Field Distortion is the ability to psionically change the shape of any desired subject. This ability could be used to turn any object into a sharp projectile or into a blunt weapon. One with this ability could make trees bend down so that they’re easy to climb, or make doors round so that they are easy to open. One with this ability could even alter the shape of an object to make it look like another object, and thus hide it in plain sight.

Motor Alignment

Motor Alignment is the ability to psychometrically align one's movements to the movements of another. One with this ability could do any physical feat capable by another. Or if one with this ability were punched by a foe, he could deliver a punch to the foe at the same time. One with this ability is similar to photographic reflexes, in that it mimics motion, but instead of waiting a while, the user mimics the movement at the same time it is being done.

Motor Continuity

Motor Continuity is the ability to psychically shut off the part of the brain which allows control over motor functions, thus keeping 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.

Mucus Generation

Mucus Generation is the ability to generate and secrete mucous materials from the body. One with this ability can manifest it as spitting or simply as mucous skin secretion. This ability also usually allows the user to vary the stickiness of the mucus or to control when it is emanated from the body, so that it can be used to stick to surfaces or even blind opponents.

Multiple Vocal Cords

Multiple Vocal Cords is the presence of numerous vocal mechanisms (not necessarily voice boxes--- sometimes the voices are even psionically produced) which allow ample sound production by one user. One with this ability can enhance numerous vocal faculties. The user could enhance a sonic scream, or increase the power of Psychic Persuasion or Logomachy. This ability could even be used to mimic the voices of multiple subjects at a time, to imitate a conversation or blend into a natural environment more believably.

Musical Empathy

Musical Empathy is the empathic faculty to gain superhuman abilities based on the types of music that one hears. One with this ability could gain the ability Entrancing Dance just by listening to dance music, or the ability to generate sonic booms by listening to hard rock. The ability may be somehow related to the type of music (like heavy metal giving the power Feral Mind and Feral Call, or upbeat songs giving the power of superspeed), or simply manifested because of that type of music (forcefields from classical music, Invisibility from love songs).

Music of the Spheres

Music of the Spheres is the ability to psychically reproduce the ethereal music generated by the movement of the celestial bodies. One with this ability can reproduce a music that ensnares all of the senses, natural and supernatural, and brings inner peace to all that hear it. The music plays all of the time, as the planets always move, but the user of this ability makes the music audible and thus puts the subject on which the ability is used into a state of pure nirvana, from which they cannot be distracted until the subject can no longer hear the music.

Myokinesis

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. It could even be used to strengthen or weaken the muscular structure, stamina and endurance of nearly any sentient creature.

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Narcosis

Narcosis is the ability to numb bodily sensations. One with this ability could cause any sensory organs (eyes, ears, nose, mouth or fingers) to become numb so as to devoid foes of their senses. One with this ability could even keep an ally from feeling pain by causing the area of injury to be numbed. Also, with enough practice, this ability could be used to induce unconsciousness in foes.

Naturespeak

Naturespeak is the ability to "communicate" with nature through empathic means. One with this ability could become immediately familiar with his immediate surroundings, talk to plants and tell them to grow, or discern events based on the movements of the plants, rocks and trees. One with this ability could even talk to the skies and the seas to calm turbulent waters and stormy skies. This ability may also cause the environment to shift (rocks falling, tree branches breaking) in order to give the user a fighting advantage. One with this ability may or may not also have Agrokinesis, Psychic Forecast, Ecological Empathy or Atmokinesis.

Necrokinesis

Necrokinesis is the mental ability to manipulate dead subjects. People with this ability are few and far between, and rarely aware of their power until it manifests itself by killing someone in their proximity, or temporarily raises the deceased from their graves. These people have the death-touch, capable of killing anything they touch, or the death stare, capable of inducing instantaneous fatality by halting all body processes of another after psionically making contact. This ability is extremely dangerous in the wrong hands, even though the dead only rise for as long as the user consciously controls them.

Necromancy

Necromancy is the psychic summoning and command (by mental contact) of the spirits of the deceased. One with this ability does not always understand them, but can mentally compel them to do one's bidding, or summon them to frighten foes. One who uses this ability could even summon them to attack or possess enemies or to possess himself, or to reveal any knowledge they have (if they can speak in a language that the user of the ability can understand). Someone with this ability has the same limit as the first law of the conservation of motion; energy (a spirit) cannot be created or destroyed, only manipulated or transferred.

Nervous System Manipulation

Nervous System Manipulation is the ability to mentally assume motor control over the nervous system, and thus the sensations felt and the actions carried out by subjects. One with this ability could psychically determine if a subject feels any sensation at all, and can induce intense pain or pleasure. The user could even compel subjects' bodies to do any action within their power (including using any superhuman abilities they might have), even while their minds try to resist. This would allow motor control on par with a superhuman capable of Bodily Possession.

Nexus Inducing

Nexus Inducing is the ability to create adhesion between two subjects. One with this ability bonds the two subjects psychically, and with such force that the separation of the two could result in bodily or structural damage. This ability could be used on a foe while the user escapes harm, or could be used on oneself to prevent falling off of a building. This ability can be activated, suppressed and undone at the user's will.

Nightfall

Nightfall is the ability to generate an aura of darkness around oneself. This aura of darkness makes the area around it look like it would at night (hence the name), and psionically blinds everybody in the field. The field can only be extended to certain radii by extensive practice. Only the user of the ability is capable of seeing in this field.

Night Vision

Night Vision is the mental ability to perceive deactivated photons as visible light, allowing perfect vision at night or in similarly dark environments. This ability can be used to see a dark atmosphere or environment (like an unlit basement or dark cave) as though it were well-lit. This ability may or may not be able to be turned off at will, and could be accompanied by another aspect of vision.

Nigrescence

Nigrescence or Shadow Mimicry is the ability to merge the body's cells with deactivated photons (solid darkness) so as to merge with shadows and darkness. One with this ability can turn nearly invisible in darkness and blend into shadows completely. This can even be used to turn into a sentient shadow, moving along walls and impersonating the shadows of others, allowing one to sneak up on foes or sneak away from subjects. This ability may or may not be accompanied by umbrakinesis.

Noesis

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. One with this ability could even tell if a plan were a good idea or not. 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.

Nonexistence

Nonexistence, also known as the "X-Factor", is the temporal ability to erase oneself from the time-space continuum, and thus not be bound to the "boundaries" of what is physically possible in the material realm (although it would not allow mental superhuman abilities, it would allow simple powers, like teleporting, walking up walls, going through walls and Null Causality). Not to mention, no one will have any memory of who they are; they will not appear in pictures (or prophecies), and there will be no evidence of their existence other than their presence. No one is reported to have this ability, as record of nonexistence would be impossible to keep.

Nosokinesis

Nosokinesis is the ability to physically generate and mentally 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).

Noxious Odor Emission

Noxious Odor Emission is the ability to release a foul odor at when one is nervous or feels that they are being threatened. One with this ability may accomplish it one of two ways. Either the ability is based on the physiology of the user, in which the user releases only a certain type of gas or pheromone through the mouth or the pores, or the ability is empathic, in which the odor is released physically, but changes based on which odor the subject or attacker will find most offensive.

Null Causality

Null Causality is the chronokinetic faculty in which the user of the ability can observe situations and events in time without interacting with them, and thus without changing the future. This ability can only be used if one has traveled backward or forward in time. This ability is the temporal version of Imperceptibility, and can sometimes even be used to set different events into play without being detected by observers. These subjects would simply say random chance caused whatever happened.

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Object Possession

Object Possession is the psionic ability to move one's own consciousness from his body (similar to astral projection, but the psyche does not take the shape of the user of this ability) into an inanimate object. One with this ability could gain powers associated with said object (like being able to chop people up while taking possession of a chainsaw). This ability could allow possession of electronics (to control electronic functions like a technopath) or normal inanimate objects (like an animator, except using one's own consciousness as the animating energy). This ability allows the psyche to perceive their environment as though they were still in a normal body.

Occlusion

Occlusion is the ability to psychically prevent passage through subjects. One with this ability does not disable all superhuman abilities, simply fortifies surfaces with energy that prevents abilities like Intangibility, Teleportation, Passage, Access and the like. One with this ability should only use it on every wall that he plans on fortifying, or in a closed room, thus detaining the subject from escape through that route.

Omnilingualism

Omnilingualism is the ability to innately speak, write, understand and communicate any language, including computer codes, languages he’s never heard before, sign language (even lip-reading), illegible words, and backwards speech and writing. A superhuman with this ability could even communicate with animals or read body language. This ability works by either or both of two psionic faculties:

Receptive Omnilingualism- the psionic translation of any written language into the user's own native tongue, or through subliminal intuition of what physical communication means. This ability may even employ telepathic faculty, where the psychic energy is read (by hearing or sight) to understand what the message is meant to convey.

Projective Omnilingualism- the psionic translation of one's native tongue or telepathic/subliminal broadcast of one's communication intentions to the minds of others, so that one can speak one's own language and be understood by people who normally wouldn't understand the speaker. The user of this ability may not be able to understand others, but only cause them to understand him.

Omnipotence

Omnipotence is, simply put, having unlimited power. A person with this gift could bend the bounds of reality to his wish, to make anything possible. A person like this could access abilities, human, superhuman or otherwise, to do whatever he wishes. He can't be killed, or even maimed as his resistance is 150% on physical, mental and emotional levels. This person can even create, increase or negate others' abilities. Thus he is the ultimate weapon and cannot die or sustain injury—-he couldn't even be tricked, as he could access Omniscience, the ability to know everything. He could even destroy the universe and survive.

Omnipresence

Omnipresence is the ability to be present in every place at any, and/or every, time; unbounded or universal presence, or the ability to see and be present in every location in the Cosmos. It allows sight in every corner of space-time, so that nothing escapes the vision of the user of this ability.

Omniscience

Omniscience is the capacity to have infinite knowledge about everything and anything. The one who possesses this ability would not have any enemies, since he or she would know everything, understand everything, and therefore would be able to effectively deal with any and all situations in a posture of non-violence. There would also be no need to absorb sensory-acquired knowledge as all knowledge would be inherently available to them by virtue of their Omniscience, and by implication, their infinite intelligence. This would also imply the presence of Omnilingualism and/or Omnipresence. A lesser form of this ability is Cross-Dimensional Awareness or Xenopsychism.

Oneirokinesis

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. One with this ability may even be able to suppress lucid dreams, thus keeping foes from escaping their own minds.

Onomatopoeisis

Onomatopoeisis is the psionic ability to project onomatopoeias as actions or actual occurrences. If one with this ability were to say "boom", the word would project at deafening decibels. If a person with this ability said "zoom" or "zip", the subject on whom the power is being used would feel a gust as though something had whizzed past with amazing speed. Even if the person said something like, "Bam!” any subjects in the way would be blown back with tremendous concussive force. Saying anything like,” BARK!" or "screech", would make or replicate the "sound", instead of actually hearing the word.

Optic Delay

Optic Delay is the ability to psionically “rewind” the subject’s vision so he will see a few moments in the past. When used, it can prevent the subject from seeing things until up to a few second after it has happened, and so people can easily evade the subjects’ vision for a few seconds. This ability can affect more than one person at a time and lasts as long as the possessor of the ability wishes.

Optic Disruptor

Optic Disruptor is the ability to psychically distort subjects with extremely hot psychic energy, most commonly physically corporeal objects (however in some cases it can also affect physically intangible subjects). This power is exuded from the eyes, and if used on a living being, the being will writhe in pain (or sometimes die) because their nerves or means of sensory as well as their bones, muscles and organs will be damaged. 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 based on its molecular make-up.

Optikinesis

Optikinesis is the obscure ability to control eyesight. With this ability, one can cause illusions by changing what people see, or they can cause themselves or other subjects to see in different aspects. One with this ability may even be able to control the eye itself, if they practice long enough. One with this ability can even project his sight to others or selectively see what others see, as he can control the entirety of motor and sensory functions used by the eyes of others.

Organic Exoskeleton

Organic Exoskeleton also known as Natural Armor or just Armor is the presence of a protective carapace all over the body. It can be permanent or not. If it's not, the exoskeleton seems to come out of the pores of the skin. One with this ability could use it to resist damage from impact; cuts, bruises and scars would be very hard to find on the body of a subject with this ability. This ability may be accompanied by heat resistance, electricity resistance pain immunity, invulnerability or Superhuman Endurance.

Osmosis

Osmosis is the ability to absorb knowledge through touching media of information. One with this ability could touch a book and absorb a volume of information from it, along with being gifted with memory of the entire contents of the book. Sometimes this may even include absorbing knowledge through digital media like CD's, cassettes, the computer or TV. This ability is quite useful when numerous volumes of knowledge are absorbed, but the knowledge must sometimes be exercised, and the skills practiced in order to retain the knowledge in memory. This ability may lead to intellect on par with that of Superhuman Intelligence or be accompanied by Panmnesia.

• This ability is not the same as Knowledge/Skill Mimicry, as the former includes absorption of knowledge from minds, not inanimate media. And Photographic Reflexes includes watching the stunts done (and ranges only with physical feats).

Osteokinesis

Osteokinesis is the ability to mentally manipulate bones to 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. After practice, 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 as armor. One with this ability usually has pliable skin.

Ostracism

Ostracism is the psychic ability to cause any person without a psionic link to the user to back away. One with this ability could keep enemies from getting up too close, as they have no empathic connection. One with this ability, if trained in it well enough could simply repulse any subject to which they have no empathic connection, living or inanimate. However, sometimes this ability could even be used to draw people with which they have no empathic connection.

P

Pacifism

Pacifism, also known as Peace Inducing or Soothing Mind is the ability to psychically induce a feeling of calm and tranquility within one's own mind, as well as the minds of others. One with this ability can keep people from fighting or attacking him, and can soothe even the most wild, vicious and seemingly-untamable animal. One with this ability could even have calm in the face of adversity, so he can keep himself and others from panicking. One with this ability is incapable of being confused, disoriented or of having nightmares. Their mind as well as the mind of anyone near them is incapable of having negative thoughts.

Pain Relief

Pain Relief is the ability to psychically ease the pain of subjects. One with this ability could touch a subject, and smoothen out cramped muscles, or remedy a crick in a subject's neck. One with this ability could numb pain (without dulling feeling) and reduce levels or fatigue by psychically alleviating the presence of the acids which induce fatigue within the body. The user of this ability may or may not possess healing, as well as degeneration, excruciation, Anatomical Intuition or some other medically-based ability.

Pain Transfer

Pain Transfer, is the psionic ability to literally "shift" injuries and pain from a subject (even the user) to a selected subject, who serves as the "health proxy" or "damage proxy", after forming an empathic link with them. This ability allows subjects to get injured as badly as they can without fatality, and the pain transferor need only think it in order for the wounds to leave the subject's body and occur on the foe's body, or to appear on the proxy's body instead of the intended victim's body. This ability could be used simply to give pain to others, or to remove an injury or illness from a subject, and induce it on the foe.

Palindromic Action Inducing

Palindromic Action Inducing is the ability to psychically rewire the brain to do every action in the opposite. One with this ability could use it on a foe, so that as he tries to move forward, he moves backward, or writes backward. One on whom this ability has been used would also speak backward, and so it would be hard for them to communicate or hear, as their senses would be reversed as well, causing them to see in negative and the like.

Panmnesia

Panmnesia, also known as Hypermnesia or Total Recall is the psychic ability to easily remember and recall everything that one has ever experienced or learned in one's lifetime. Those with panmnesia usually need only to read, hear or see something once and they will never forget it again. They can continually learn for the rest of their lives and their brains will simply compress neural synapses to contain it all, allowing memory of every event, experience or tidbit of knowledge from their birth to the present. This ability is not to be confused with Eidetic Memory, as the former provides only enhanced memory, not perfect memory.

Papyrokinesis

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.

Paralysis

Paralysis or Paralysis Inducing 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 sufficient training in this superhuman ability could use the power to paralyze a creatures' heart, causing cardiac arrest.

Paramnesia

Paramnesia is the ability to distort one's own memories, so that the user of the ability could lie without giving off cerebral implications of such. This ability also allows the user to avoid telepathic gathering of information, as it allows the possessor of the ability to believe that fiction is fact, and vice versa.

Passage

Passage is the remarkable psionic ability to warp space to open a circular portal to allow entrance into any space. One with this ability creates an area of open space so that he can pass through nearly any barrier or other tangible subject. He does not go through it or around it, but instead causes the matter to go around the user, even if moving at an extremely rapid rate. The only problem is that the user must be able to concentrate on it for a second or two. And if the user or any other passenger does not get through on time, then they will be trapped in the matter (wall, door, and ceiling, etc.).

Past Recollection

Past Recollection is the ability to recall past events that the possessor of the power never witnessed or experienced himself. One with this ability usually is well-versed in history without studying. This was once though to have a part in postcognition or the theory of reincarnation, but this ability has been revealed to simply gift its user with the past version of the ability Prescience.

Pathifery

Pathifery, known colloquially as "Wishing", is the powerful ability to "feel" nearly any occurrence into existence. One with this ability can induce occurrences and abilities based on emotions, simply wanting something badly enough. The only limit to this power is godhood.

Pathokinesis

Pathokinesis is the ability to psychically manipulate the emotions of others. With a thought, one could make a brave man panic, or cause people to be happy, angry, sad or in love with anyone they desire. One could even change one’s own emotions, or read the emotions of others. This can be used to determine the presence of hidden subjects as well, because one with this ability can sense the presence of emotions. This ability could even result in empathy (sensing emotions) or apathy (having no emotion).

Peak Condition

Peak Condition is when each body system works exactly as it should, and homeostasis cannot be disrupted (except by extreme injury), allowing enhanced features and ability. One with this ability could metabolize toxins through their systems like water. Their bodies do not generate as much lactic acid, and they have increased respiratory capacity and their muscles never cramp (they hardly tire). Their joints stay elastic no matter how much stress they endure, allowing Flexibility and increased athletic faculty. Their body maintains near-perfect health at all times. They can still be injured (even die), but their body can better withstand injury.

Peptokinesis

Peptokinesis is the ability to shift the acidity or baseness of any liquid from basic to acid, or vice versa. One with this ability can even make acids or bases neutral, resist acidic corrosion as well as basic corrosion, and render soaps as acidic dangers, and hydrochloric acid harmless as drinking a glass of milk.

Peripety

Peripety is the psionic ability to switch one's situation with any desired living subject. One with this ability could switch places with a subject to put himself ahead in a race. Or one with this ability could cause one's allies to like you and hate him instead by replacing memories of you with memories of him and vice versa. One with this ability could even put an attacker in the way of the attack while you stand where the attacker previously stood.

Perpetual Energy Generation

Perpetual Energy Generation is the ability to psychically generate energy which constantly renews itself. Should one electron of this energy touch another electron, the energy produced is multiplied back to the original amount of work, thus the excess heat or energy lost does not negatively affect the amount of work a machine can produce, thus perpetually generating work within a closed system. This ability could be used to fuel energy-based attacks (and keep them from having to recharge), or fuelling a machine simply by putting only a tiny portion of this energy into the battery or engine of the desired machine. This ability may be accompanied by Ignition or some energy-based ability.

Perspicuity

Perspicuity, also known as Psychic Static is the resistance to all psychic penetration. One with this ability cannot be deceived by illusion or deception, cannot be contacted by telepathy, and cannot be hypnotized. One with this ability cannot be contacted psionically, and cannot be affected by Psychic Intimidation, or even be affected by Memory Erasure. If they tried to hear the mind of such an individual, they only hear static; if they tried to dominate or implant thoughts into the mind of the user of this power, they would sustain mental harm upon themselves.

• If a telepath or other psychic touched one with Perspicuity, their powers of mental access would be negated for as long as contact is made; although, if the user of this ability had psychic powers, he would still be able to use them.

Petrifaction

Petrifaction (known as Reanimation, when used in reverse) is the ability to psychically transmute the cells of biotic subjects into a material similar to stone. One with this ability can petrify as many creatures as are in vision range, and can re-animate the petrified subjects at any time desired. One with this superhuman ability may even be able to reanimate or control petrified subjects.

Pherokinesis

Pherokinesis is the ability to psychically manipulate one's own pheromones as well as the pheromones of others for one's own purposes. With this ability, one could release pheromones that do everything from inducing attraction between subjects or within a subject (for oneself) is the ability to exuding amounts of pheromones strong enough to induce sleep, change emotions and draw crowds. These pheromones can even be used to mark territory (causing people to feel the need to not go into a certain area), or to leave a pheromonal path which others can follow in order to find you.

Phonokinesis

Phonokinesis is the ability to mentally manipulate the vocal organs of biotic systems, including the language center of the brain. One with this ability could translate the foreign languages of subjects into the language of the user or whatever language the user desires. One with this ability could change the volume of the subject’s voice, or render a foe mute. One with this ability, after an extremely long time’s worth of practice, could control how and when a subject speaks and the languages that the subject understands.

Photographic Reflexes

Photographic Reflexes or Adoptive Muscle Memory is the superhuman ability for one’s own muscles to flawlessly imitate any movement or series of movements, provided that you have perceived it performed by someone else. The user of this ability must psychometrically align their bodies with the skeletal, muscular and nervous systems of the subject that they watch, which allows them to psychically determine the exact posture to take in order to reproduce any motion, posture or action exactly. The ability to reproduce the motion is retained in the memory of the user after a short trance of motion memory.

Photokinesis

Photokinesis or Lumokinesis is the ability to mentally alter light particles so that one might be able to increase his vision, generate, manipulate and intensify light at will, change the colors of subjects, and even fire offensive rays or bolts of light of varying heat and intensity, from heat rays to freeze rays. One with this ability may even be able to access the ability Luminescence.

Phylar Unanimity

Phylar Unanimity is the empathic and telepathic connection of one to one's family members. In this situation, knowledge is genetically passed down and inherited by every family member, making this the broader version of Inherent Intelligence, but it also allows the family to share a mind, similar to a Hive Mind, except they are all independent in thought (they simply can tell what one another thinks and feels, usually feel the same way about things, and may be able to mimic each other's abilities). People with this ability may or may not also possess the ability Panmnesia.

Piety

Piety is the innate compulsion and conviction to do the right thing. One with this ability can keep a calm and benevolent mind, even when foes attempt to persuade the user to do wrong or mean acts. One with this ability could detect the presence of evil minds, and can almost never be persuaded or convinced to do something they saw as wrong, and if they did, their conscience will not let them rest until the wrong has been righted. If they are around others long enough, their piety usually rubs off onto others as well.

Plasma Generation

Plasma Generation is the ability to give off an ionized gas from the body, or to psychically ionize the gas in the air around oneself, and vary the temperature and amount of plasma generated. One with this ability could create fields of plasma which can conduct electricity, and are superhot to the touch, reaching levels of heat similar to that of lightning. In fact, plasma generated by even weaker users could conduct one bolt of lightning, and provide mild to moderate resistance to radiation and electrocution hazards. The plasma generated would only take damage from extremely powerful physical or psychic measures.

Pneumakinesis

Pneumakinesis is the ability to psychically manipulate one’s own respired gases and breathing as well as that of others. One with this ability can access the abilities Vortex Inhalation, Gale Exhalation, Atmospheric Respiration, and greatly increase the time that he can hold his breath. One with this ability can even remove or overload respired gases, so as to suffocate foes or explode their lungs.

Pocket Dimension Use

Pocket Dimension Use, also referred to as Hammerspace Use or Infinite Storage is the ability to store subjects within a small dimension, located in a container of some sort, to be recovered instantly as the user desires. This portal can store anything that can fit in it, and may be located within any container, no matter how large or small (the dimension is always larger within); but the dimension grows in spatial capacity (yet maintains weight) with every addition to the user's inventory. This portal may pull subjects in with tremendous force until closed, but the force of such can usually be resisted by the user, and the user can usually close it voluntarily.

Pollution

Pollution is the ability to psychically cause water to sour, air to become stale and a whole myriad of other things that taint one's environment. One with this ability can use it to pollute perfectly clean air, or to make water fetid and undrinkable, to decrease fertility in soil or ruin plants and poison animals. One with this ability could even induce pollution in blood (thus inducing septicemia) or in other bodily liquids. However, one with this ability may simply emit the pollution from their body (smog, radiation, poisons, etc.).

Portentous Presence

Portentous Presence, also known as Troubleseeking is the ability to be drawn to a scene where one senses imminent danger, either by the compulsion to find out the meanings of visions, or by empathically teleporting to places where people wish for assistance. This ability does not cause danger; it only allows the possessor of the ability to be drawn to sites, in order to warn subjects of the danger that is impending. This ability is usually accompanied by Precognition, Empathy and\or a Danger Sense.

Postcognition

Postcognition, also known as Retrocognition is the ability to see or know something about a situation after its occurrence through psychic means. This ability can occur in the same way as precognition (as a vision or as knowledge of the past or both) and can even be activated at will, like precognition (if practiced enough) and can see within the same time intervals as precognition (except in the past, of course) at which time it becomes an ability called Selective Retrospect.

Power Absorption

Power Absorption is the ability to psychically steal or "borrow" the powers of others after psionic contact, or through one's touch. This ability could be used to leave a powerful opponent weak and helpless against their own abilities. One with this ability may or may not be able to manifest multiple abilities at one time, and can possibly return them. It is also possible that the ability could be activated or suppressed as desired, so that not everyone with whom the user comes into contact will be devoid of their superhuman faculties.

Power Activation

Power Activation is the ability to jump-start latent superhuman powers in others. One with this ability simply opens the part of the mind or accesses the DNA that allows the activation of superhuman abilities and faculties. They cannot bestow abilities, they only release or activate those which are inherently present in the subject's DNA. Used offensively, they can cause abilities to act on their own, or can cause the user to use their powers when they don't want to.

Power Bestowal

Power Bestowal is the ability to slightly rearrange the genetic structure of a subject, in order to bestow him or her with superhuman faculty. One with this ability can give a subject any superhuman abilities, but the more powerful abilities are more difficult, and for one untrained can lead to serious headache if one attempts to bestow such ability. This power is usually accompanied by Power Negation.

Power Boosting

Power Boosting is the ability to psychically strengthen and intensify the powers of a nearby evolved human. This could be used to jumpstart latent superhuman powers, or strengthen normally weak abilities. One with this ability could even strengthen the ability of one person to a point where they cannot control them and cause harm to themselves and others around them. Most times it can also be used in reverse, so that either increase or decrease of abilities is possible.

Power Mimicry

Power Mimicry is the ability to mimic the abilities of others around you. This is not empathic, like the ability Empathic Mimicry, but strictly psychic as it simply mimics the psychic energy outputs, fields or genetic traits that enable abilities in other people.

Power Negation

Power Negation is the ability to psychically cancel out the superhuman abilities of others. One with this ability accomplishes this any number of ways. Either it is a psionic faculty in which the user simply wills the disabling of a power, or it is a telepathic ability that cut’s off the mind's ability to generate a certain effect. Sometimes it is even the psychic manipulation of genetics, which delete superhuman abilities and suppress superhuman features within a normally-superhuman person’s DNA.

Power Randomization

Power Randomization is the ability to psionically exchange the 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 cannot switch his power or lose it to power theft. The power can randomly switch the abilities of any two or more superpowered beings (except the user), and thus can't be predicted. One with this ability can only hope to use the power on his desired target.

Power Reduction

Power Reduction is the ability to reduce the abilities of others around you. This ability does not allow power negation, but can easily reduce a powerful foe’s abilities from devastating lightning strikes or inducing realistic illusion to only generating static and creating unconvincing mirages, and the like.

Power Reversal

Power Reversal or Power Inversion is the anomalistic ability to invert the effects of a superhuman ability. One with this ability could switch a foe's Pyrokinesis to Cryokinesis, or turn any other ability into its opposite (Teleportation into Summoning, Superhuman Strength into Superhuman Endurance and the like). One with this ability could induce abilities in subjects that they do not know how to control (as they are used to handling just the opposite), so long as the ability is the opposite (like Nigrescence and Focus).

Power Sensing

Power Sensing or Power Gauging is the superhuman ability to instinctively tell if another has a special power and be able to locate others with powers instinctively. In some cases, one can even discern what abilities a person has and/or to what degree they have their ability or specifically which powers they possess. This is usually a mental faculty in which the ability is detected telepathically, but sometimes it is simply an intuitional superhuman ability in which the user just knows.

Precognition

Precognition or Premonition is a form of extra-sensory perception in which one will perceive information about future events before they happen, by visual means, as opposed to merely guessing them, based on deductive reasoning and current knowledge. When it occurs, it comes as a brief flash of the scene. Sometimes, however, it can last for a long time, and even be used or activated at will and within whichever time intervals the user desires (“the next six hours”, “tomorrow”, etc.), at which point it becomes selective precognition.

Precognitive Dreaming

Precognitive Dreaming is a form of extra-sensory perception in which the user may see flashes or visions of entire scenes from the future, but only through dreams. This person does not have visions while they are awake, but their every dream is not a precogntive one, although this ability could be activated at will through Lucid Dreaming.

Precognitive Vocifery

Precognitive Vocifery is, as the name implies, a powerful mix of vocifery and precognition. One with this ability can speak nearly any occurrence into existence, just like vocifers, but the only hitch is that they must have a vision of the event happening. However, if the more powerful precognitive vocifer reads a foresight incorrectly or re-imagines a former vision going differently than it actually played out, a different event could occur other than predestined in the vision. This trick could even be used to trick the body into think it had a vision, and thus enable one's power as one wishes.

Prediction

Prediction is the ability to psychically speak the future, without getting a prescient feeling of the future from the user of the ability. One with this ability would just blurt out the future or speak it with no conscious effort. Sometimes, it can even be used or activated at will and within whichever time intervals the user desires (“the next six hours”, “tomorrow”, etc.), at which point it becomes selective prediction.

Prehensile Appendages

Prehensile Appendages are technically not an anomalistic ability, but instead the presence of a powerful, hyper-elastic limb (maybe a tail, a tongue, feet, abnormally long limbs, even hair or extra skin) which can be used to strike, grab and manipulate subjects. In some cases, the limb or limbs of a person with this ability could even support the body's weight. As of yet, no one is known to possess this superhuman physical feature.

Prescience

Prescience is the ability to psychically know what will happen in the future (without a specific vision of the future from the user of the ability). Sometimes, however, it can even be used or activated at will and within whichever time intervals the user desires (“the next six hours”, “tomorrow”, etc.), at which point it becomes selective prescience.

Presentiment

Presentiment is the ability to psychically experience an emotion from the future. The user of this ability would know why he felt that emotion, and from that, receive their foreknowledge of the future. Sometimes, however, it can even be used or activated at will and within whichever time intervals the user desires (“the next six hours”, “tomorrow”, etc.), at which point it becomes selective presentiment.

Prickly Skin

Prickly Skin or Spiky Skin is the presence of an outer layer of skin capable of pricking or jabbing subjects who come into contact with it. This skin may be rough and spiky for any number of purposes. It could be skin which is naturally covered in thorn-like protrusions, or covered in spikes in proportion to that of a porcupine (the spikes may even take the place of hair), but almost never a mixture. One with this ability can, in many cases, suppress and activate this ability at will.

Prismatic Skin

Prismatic Skin is the presence of skin which reflects light off of it, or refracts it. One with this ability could cause light to bounce off of their skin, blinding foes that get too close. This ability, however, may also allow the user to magnify light through their skin as intense beams, or to store the light within them, only to be released at will or used for energy. This ability is usually accompanied by Photokinesis, Luminescence, and resistance to light-based radiation and/or Focus. This ability may or may not be able to be suppressed and activated at will.

Profuse Generation

Profuse Generation is the ability to generate a thick outer covering due to the feeling of impending danger. One with this ability generates extreme amounts of hair, or spikes, or skin or some other dermal covering (even a substance similar to rock) to protect oneself from a long fall, or from an impending hit. One with this ability can only generate a certain type of covering, which cannot be chosen, as it is innate. This ability is usually accompanied by a Danger Sense.

Projectility

Projectility is the ability to launch some appendage or limb from the body like a missile. One with this ability could throw spikes, or scales, a stinger or pieces of abrasive skin. This ability could even be used to launch one's limbs. But not all the above listed are possible for one specimen. This ability is usually accompanied by Superhuman Accuracy.

Prophecy

Prophecy, like precognition, is the ability to see into the future. However, this superhuman ability is accompanied by the compulsion to give the message to the person for whom it is designated (or the compulsion to adhere to the vision if it is for the user). One with this ability also has the compulsion to try to stop bad visions and fulfill good visions.

Protected Senses

Protected Senses is the ability to exude a psionic aura, allowing one to perceive one's environment normally, but without being overloaded. One with this ability could hear 190 decibels of sound and their eardrums would be unaffected. This ability could even be used to see in intense light without damaging the eyes. This ability allows the body to perceive the worst possible sensory stimuli without being consumed with the effects. Sometimes this ability is even accompanied by keener senses than a normal human, but is incapable of being inundated.

Pruritic Touch

Pruritic Touch is the ability to induce severe itching by touch. The user of this ability could use it on others to vary the magnitude of the itch from a slight mosquito-bite itch to a maddening, unending itch. One with this ability usually also has the ability to stop their own or the itching of others by touch, and can suppress and activate their itch-inducing powers at will.

Psammokinesis

Psammokinesis is the ability to mentally manipulate sand. 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. Should one hone this ability, however, this could lead into practicing hyalokinesis.

Psionic Abilities

Psionic Abilities are abilities which are emanated from the mind, but manifested physically, and mostly only capable of interacting with the mental and astral (spiritual) realms of existence. This may include the generation of psionic objects (similar to Energy Constructs) which, upon coming into contact with the brains of living creatures, are capable of inducing severe mental disorientation, damage and pain (and sometimes physical damage). These faculties may include:

Psionic Spheres, Psi Balls or Psi Spheres- generation of spheres of intense psionic energy, which are thrown like projectiles (sometimes these spheres detonate like time bombs)

Psionic Blasts, Psionic Beams or Psi Beams- generation and emission of beams or rays of intense psionic energy, usually hot or capable of melting but sometimes the energy is simply concussive and forceful

Psionic Bolts or Psi Bolts- generation of powerful (usually heated) bolts or flashes or psionic energy, which fire from the hands and eyes as though firing from a gun

Psionic Rain or Psi Rainfall- launch of long bolts or rays of psionic energy, which disperse into smaller segments and fall on any subjects below as a dangerous rain of intense psionic energy

Psionic Wave or Psi Wave- exudation of a wave of powerful psionic energy that either puts foes to sleep, stuns them, knocks them unconscious, or cuts through them like a buzz saw or guillotine (but quicker and with much more power)

Psionic Light or Psi Light- exudation of a harmless glow of psionic light which helps to brighten dark areas; may radiate from the hands (or in the palms), cover the eyes of people who wish to use the light, or stay stationary and illuminate brightly

Psionic Nova or Psi Nova- emanation of psionic energy from all parts of the body, similar to an explosion in the amount of light and concussive force, but it does not detonate user’s body.

Psionic Shielding, Psi Shielding or Psi Barrier- generation of powerful shields which can prevent certain projectiles from hitting the generator of the shield, or can hit with concussive force like blunt walls or platters

Psionic Cocoon, Psi Cocoon or Psi Chrysalis- generation of a protective outer layer which serves as armor; although, it doesn't allow movement or attack. The cocoon allows defense from moderate attack, or may be used to immobilize foes

Psionic Constructs or Psi Constructs- generation of forms which are made of psionic energy that may deal only mental or only physical damage (not both); includes Psionic Weapons/Tools and/or Psionic Appendages

Psionic Scanning or Psi Scan- ability to scan an area psionically to see if an object or subject is in said area, usually in scanner’s line-of-sight (may include gathering of basic information by scanning components)

Psionic Facial Recollection

Psionic Facial Recollection or Appearance Alteration is the ability to psionically don the faces of people observed by the user of the ability. One with this ability does not shapeshift entirely, just their faces, which can be changed to look like any other of their species. The face which has been recollected changes to the color of the user's skin as well, so as not to appear awkward. This ability may or may not be able to only be used on others.

Psionic Facial Removal

Psionic Facial Removal is the psionic ability to steal the faces of foes. First the face is touched or viewed by the user. Then the face is erased from the foe's body by the user of the ability. Then the body of the foe either dies of suffocation (after a few minutes) or can have another face psionically moved onto the place of the other face. This ability is sometimes accompanied by the ability to put the face back onto its rightful head (or the head of another), as well as Psionic Facial Recollection.

Psionic Feature Trading

Psionic Feature Trading is the psionic faculty to move one's own features onto the body of another, and vice versa. One with this ability could trade eye color with a subject, trade fingerprints with someone or trade superhuman features like stripes or skin color, presence of fur and the like. This would allow a "normal-looking" superhuman to gain abilities based on the physical features (exoskeleton, wings, etc.) or get rid of superhuman features while "giving" them to someone who may appreciate them or better be able to use them. This ability may even be used to psionically trade "inner beauty" for "outer beauty" (for limited shapeshifting).

Psionic Hands

Psionic Hands is the ability to channel one's psychic faculties through the hands. With this ability, one could easily control his telepathy, empathy or other powerful psychic ability that otherwise would be too difficult to handle. With the presence of psionic hands, one could activate his ability by touching a target or moving his hand a certain way. This certain way of hand movement will only activate the ability when the user consciously thinks about activating the ability. This ability is always accompanied by another superhuman ability.

Psionic Imitation

Psionic Imitation is the psionic mimicry of a normal bodily function by the mind. One with this ability could be missing an eye, and see perfectly, or missing a mouth (from a Psionic Face Stealer) and still eat, speak and breathe through where the mouth should be. One with this ability could even walk on a stump as though it were a fully-functional leg.

Psionic Impression

Psionic Impression is the ability to mentally "write" or "draw" on a surface as though with ink or a pencil. One with this ability could inscribe a message or image on any surface, inscribing a call for help on a wall, or just writing on a piece of if the user does not feel like using his hands or cannot for some reason. One with this ability could even give subjects permanent tattoos or erase them. This ability is usually accompanied by the ability to sense where impressions have been made (and thus tracking a subject with the mark on them from the user) as well as the ability to animate illustrations.

Psionic Metronome

Psionic Metronome is the ability to psychically manipulate the tempo at which things move, using one’s hands. One with this ability can speed up, slow down, normalize or stop movement within their radius, simply by moving their hands. It is distinguished from Chronokinesis and Rhythm Distortion in that subjects affected by it move at the same tempo, and it can’t be used to reverse tempo.

Psionic Mind Overload

Psionic Mind Overload is the ability to psychically duplicate knowledge and use it to inundate the mind of another, resulting in headaches, memory loss, or loss of consciousness. In extremely unique cases, this ability may allow blows from the user to create mental stress in addition to physically inflicted pain. Long-term use of this ability on an individual subject could finally lead to brain diseases such as tumors or cerebral hemorrhage.

Psionic Mind Void

Psionic Mind Void is the ability to psychically block a subject’s access to his knowledge. The effect is permanent until undone by the user of the ability. Normally, the subject is reduced to just basic knowledge, but in extreme cases, it can be used to, erase one’s entire memory bank of knowledge, memories, responses and involuntary functions, which, if left undone for long enough, could kill foes.

Psyche Absorption

Psyche Absorption is the ability to psychically absorb the souls of subjects into one's own consciousness. One with this ability acts as a psychometric sponge capable of relieving living subjects of their spirits through physical contact. This ability can increase the physical and mental faculties of the user of the ability, as well as restoring vitality. The user of this ability also takes on the persona (and sometimes the abilities) of the subject whose psyche they have taken, which is good for shapeshifters who wish to properly imitate the people into whom they have shapeshifted.

Psychic Aptitude

Psychic Aptitude, also known as Intuitive Aptitude, is the ability to psychically see and understand how mechanics works, from psychically acquiring knowledge about how a machine works to understanding which buttons, knobs, dials or levers do which functions. One with this ability could even detect all the pieces that make up a machine and what each part does. This ability even allows the possessor to understand how to repair his own mind, so they are capable of acquiring new abilities and resisting mental instability, because they can understand how their own minds works as well as the minds of others.

Psychic Audio Reproduction

Psychic Audio Reproduction is the ability to psychically store sounds, music and other audio in the mind, and replay it at will. The sound can be recalled at will, and when it is played, the mouth of the user of this ability will hang open, replaying the sound like a record player. One with this ability usually also learns the words or tune to any audio that they store in their memory. This ability is the sound version of Panmnesia or Eidetic Memory. This ability is usually more accurate than Vocal Mimicry, but the accuracy of the sound reproduction depends on the accuracy of the user's hearing.

Psychic Bestowal

Psychic Bestowal is the ability for the user to mentally increase the psychic capacity of a subject’s brain, so they can better understand knowledge. This ability could be used to increase a subject's knowledge to genius level, thus granting animals with the gift of human-like speech and intelligence, and the like. One with this ability could even undo the increase of brain capacity, thus returning allies to normal in they wish it. And the mind of the subject may keep any knowledge it did not previously have.

Psychic Disguise

Psychic Disguise is a form of illusion in which the user remains unrecognized, even by familiar people. People with this power don’t become invisible or imperceptible, they are just not recognized by anybody unless they want somebody to or they stop using their power. Even if there’s a picture of the user of this power right in plain sight, no one’s brain will make the connection between the two faces.

Psychic Forecast

Psychic Forecast is the ability to psychically sense when a natural disaster is going to occur. This ability in itself is not the ability to manipulate weather, but to sense when it changes and what the weather will be like. This can even sometimes be increased in a precognitive sense, in which the user can predict the weather for days ahead.

Psychic Hypertroph

Psychic Hypertroph is the ability to psychically increase one’s own muscle size, and thus one’s strength, endurance and stamina. The ability provides a temporary adrenaline rush (except, without the risks of adrenaline, as the mind is the “energy booster”) and can be varied in duration based on how long the user of the power trains or exercises the ability.

Psychic Identification

Psychic Identification is the ability to perceive the psychic signatures of others, and retain the psychic signature in one's memory. One with this ability could track any person down in the world, or identify when one has shapeshifted into a false form, so long as the person has been in contact with the subject that they are trying to track before. The user of this ability does not need to have a bond with the subject, only to have come into contact with them. This ability may also allow the user to mark one's possessions with one's own psychic signature.

Psychic Intimidation

Psychic Intimidation, also known as Intimidation, Fear Manifestation or the Horror Factor is the ability to psychically instill fear in opponents through mental, visual or vocal contact, causing the subject on which it is being used to act with irrational fear toward the person who uses the ability. This may, however, be accomplished in numerous ways besides eye contact:

Frightening Appearance- One's appearance may be frightening or ugly to foes (or any subject). Any attempt to make a frightening face with this attribute will activate the Psychic Intimidation.

Creepy Smile or Creepy Laugh- A vaguely demented smile or laugh which, upon being seen (or heard), shakes foes' fortitude, scares them and makes them leery of what you're up to.

Frightful Presence- by simply being in the immediate area of a foe, you send subliminal signals to all around which sends chills down their spine. You may also be extremely ruthless on par with a psychopath.

Frightening Hallucination- causes user to look like whatever it is the subject fears most or causes user to see or feel as though "experiencing" that which they fear most.

One with this ability may even be able to psychically instill a fear or aversion to something or someone else. No one is known to possess this ability.

Psychic Navigation

Psychic Navigation or Psychic Tracking is the innate ability to psychically find any location, subject or object. This power requires little concentration, but rather is activated by honing into the psionic trail that every object and subject leaves behind. By being told the very vague sentence "I lost my purple sweater", the object's psionic trail will be activated, making it easy to find. In addition, this ability may also allow an innate knowledge of one's current location, or the destination of someone else's teleportation, whether he has visited said locale previously or not.

Psychic Persuasion

Psychic Persuasion (also known as Persuasion, Suggestion or Mind Control) allows the user of the ability to manipulate the inhibitions of others, placing them in an extreme state of suggestibility, either by visual or vocal contact. When the user suggests something to the person on which the power is being used, they will feel a strange compulsion to do what they are told. In extreme cases, people have been known to kill themselves or kill others due to the effects of this ability.

Psychic Rumor

Psychic Rumor is the ability to psychically cause the spread of a lie about a foe. A mix between Telepathy, Deception and Enmity, one with this ability could think up some horrible lie (or even an embarrassing truth) about a foe, then the thought would be passed on to anyone within the user's telepathic radius, and they would be compelled to believe the rumor and spread it until a whole wide radius of people have heard the rumor and begin to turn against you.

Psychic Sickness

Psychic Sickness is the ability to generate a slow-working thought wave that attacks the minds of foes to which it is telepathically communicated. This thought wave would overload or delete knowledge, emotions and memories from the mind (initially causing intense headaches) until the foe started showing signs of mental illness, soon afterward going insane and eventually dying. One with this ability, with practice, could affect among the strongest perspicuous minds, as it could affect a normal mind and be transferred via physical contact. However, this ability can be activated and suppressed at will. It is usually accompanied by Telepathy, Psychic Persuasion, Mental Bolts or Contagion.

Psychic Song

Psychic Song is the ability for a person or being to psychically emit a song which attracts followers. These followers (even animals and insects) will defend the user of the ability with their lives as they become addicted to hearing the song as it is psychically produced; they become irate when they can no longer hear it.

Psychic Strategy

Psychic Strategy or Accelerated Probability is the ability to instantaneously see all the probable outcomes of a situation, and to discern which outcome is the best. One with this ability can also detect what is the best plan of action to lead to that result. For example, if a telepath were to try to read the mind of foe with this ability, the psychic strategist could fill his mind with a bunch of possibilities, pretending that they are his thoughts, thus evading telepathy. This ability may even sometimes be induced in others, either by touch or mental contact, to warn allies of probable dangers or to confuse or distract foes with a flurry of probability images.

Psychic Surgery

Psychic Surgery is the ability to psychically make a portal of ectenic force with the hands (called an "incision"), which allows the user of this ability to intangibly reach his hands into the body of a wounded or ailing subject, "pull out" the pathological matter, or move the damaged organs/tissues/muscles/joints/bone into the correct position, and induce the spontaneous healing of afflicted areas thereafter.

Psychic Sustenance

Psychic Sustenance is the mind's ability to sustain the body, and keep it healthy, keeping it from relying on the normal human need to eat and drink (although eating is still optional). However, if healthy food is eaten, or healthy activities are pursued, the body will become even healthier. Users of this ability can also survive long after loss of a vital organ or a significant amount of blood, because the mind keeps the body going, and thus it keeps itself going as well. A person with this ability can also function normally without vital body parts for the rest of his or her natural life, as this power has no need for concentration or training.

Psychic Taunt

Psychic Taunt is the ability to mentally project jeering, doubting thoughts of inferiority to the foe. One with this ability could cause weaker-minded foes serious trauma, by making them think that they are the ones thinking the negative thoughts.

Psychic Theft

Psychic Theft is the psychic ability to obtain the knowledge or memories of subjects through telepathic or psychometric means. This ability could be used to reduce a foe's knowledge to zero I.Q., thus killing him, or to remember something that someone else does. One with this ability could even return the memories or thoughts from subjects, but one must do this before the subject dies. And the mind does not retain any duplicate knowledge, so any duplicate memories or facets of knowledge will be psychically eliminated.

Psychic Voodoo

Psychic Voodoo is colloquial name for the superhuman ability for one to pass on infirmity to others by doing the acts to himself. One with this ability sheathes himself in psionic energy so as to act as a living voodoo doll, allowing one to stick one’s hand into a flame, while causing his foe to catch fire and suffer the pain and wounds. One with this ability can still age and die, but if he were to become infected with a disease, or prick himself with a needle or be chopped by a guillotine, or jump off a building, their foe would suffer the consequences. One with this ability is only invulnerable while using this power.

Psychometric Distortion

Psychometric Distortion, also known as Psychometric Evasion or Psychic Imprint Defense is the ability to prevent others from gleaning information about a subject or object via Psychometry. One with this ability could touch an object and a psychometric subject would be unable to divine that the user had touched the object. One with this ability could even resist being affected by contagion, being copied by Photographic Reflexes, having information psychometrically revealed about them, or being mimicked by Motor Alignment. This ability could not even be duplicated or stolen by power manipulators.

Psychometry

Psychometry is the ability for the user to divine information about a subject, simply by coming into close contact with it. Some with the ability can even act as mediums for residual energies and, as such, experience talents or memories temporarily from touching an object previously owned by someone else, or can pass on their energies to others. This ability is sometimes confused with clairsentience, but the two are only vaguely similar in function.

Putrefaction

Putrefaction is the ability to psychically induce rotting in products that are biodegradable. One with this ability puts an aura around the product that attracts bacteria, fungi, mold spores and other dangerous pathogens to the product. This can be used to induce infection in the injuries of foes, speed up the rotting of food, and to ruin perfectly good food.

Pyric Touch

Pyric Touch is the ability to burn subjects through a superhot touch. One with this ability could brand foes simply by grabbing their hands or slapping them. This ability could be used to ignite flammable subjects, burn living things and even boil water. This ability is exuded on any open skin, but can be suppressed or activated as desired. This ability may or may not be accompanied by Burning or Pyrokinesis.

Pyrokinesis

Pyrokinesis is the ability to mentally generate and manipulate fire. One with this ability could manipulate existing fires, and can consume his body in flame and/or hurl fire at foes. One with this ability could even ignite fires to keep them from going out or to warm them.

Q

Quantum Deduction

Quantum Deduction is the ability to psychically calculate the presence of clues and hints to deduce the solution of nearly any problem. Many times, it can be used to predict moves, strategies or motives based on present variables. It can even be used to correctly deduce words in a language or to analyze minor variables such as injury, deficiency of accuracy or physical handicaps to come up with a precise formula, solution or plan.

Quantum Leap

Quantum Leap, also known as Ability Shifting is the ability to acquire different abilities every day. One with this ability cannot choose which abilities they acquire, as the abilities change either based on their emotions, or just randomly. One with this ability may, one day, have Vocifery, and the next day, have curiosity. This ability is similar to the Black Box Effect, its only difference being that the ability changes every day, and only lasts roughly 18-20 hours.

Quantum Perception

Quantum Perception or Curiosity is the presence of innately inquisitive mind, and the ability to analyze complex systems and information simply by observation. People with this ability have a million questions in their heads and intend to answer all of them, by paying attention to the tiniest details. One with this ability can many times discern when something "just isn't right" about a situation, and they are eager to find out what it is, so they tend to be good investigators and spies. It can be used for an vastly creative mind, and to detect and understand the patterns and inconsistencies of any structure or situation, no matter how seemingly complex.

Quasi-Stellar Anatomy

Quasi-Stellar Anatomy is the presence of a body capable of performing similar processes similar to that of a star or other celestial body. One with this ability could generate his own personal gravity field and could generate nearly-perpetual energy (so they have no need to sleep or eat), along with generating and manipulating plasmatic energies in other forms. Their body is likened to a star, and may even be capable of generating solar winds (but manipulating solar winds is not a part of this ability). When they die, their bodies implode, causing massive damage. The offensive part of this ability (radiation, burning things) may be suppressed at will.

Quintessence Emanation

Quintessence Emanation is the radiation and manipulation of pure energy. One with this ability could increase their own physical capabilities, such as defiance of gravity or focus into powerful concussive blasts. One with this ability has altered senses, agility, speed, reflexes, etc. and is capable of perpetual energy generation (no need for sleep, rest, or food/water). It may be the only ability that power mimicry cannot replicate, as the energy is generated, not manipulated from outside sources.

R

Radiation Manipulation

Radiation manipulation is an ability that allows the generation and manipulation of various types and amounts of radiation. One with this ability could generate an EMP, ultraviolet, nuclear or various other types of radiation. One with this ability could withstand it, absorb it and man constantly emanate it.

Rampant Charge

Rampant Charge is the ability to charge straight through nearly any subject, be it a dense wall, or a living foe. One with this ability has inertia to keep going for however long the user likes, and through any obstacle, to reach any target, or just to tackle a foe with phenomenal force. This ability is usually accompanied by Superhuman Endurance or Headbutt.

Rapid Gyration

Rapid Gyration is the Anomalous ability to spin at extremely high speeds by constantly shifting the body's center of gravity psychically. This can allow the user to spin or cartwheel at high speeds to dig tunnels, generate a tornado-force wind around oneself or quickly hit subjects multiple times, and with concussive force. One with this ability could even use this ability to deflect certain projectiles while spinning. This ability is usually accompanied by superstrength, superspeed, superendurance, and rapid regeneration and/or circumspect.

Rapid Regeneration

Rapid Regeneration is the ability to regenerate at a superhumanly quick rate. One with this ability regenerates as an automatic response to injury, and the body usually repairs itself within less than a minute (though a little over a minute is not uncommon). One with this ability can also still function while vital organs are being regenerated. He can even regenerate normally-unregenerate organs or bodily materials, and may go into a healing trance if injured significantly. Sometimes the ability even results in the stunting of aging or development if the ability has to be employed too many times.

Reactive Adaptation

Reactive Adaptation or Reactive Evolution is the ability to adapt one’s body to any environment or situation that they meet, using the power of one's mind. This is primarily a form of shapeshifting, but it is involuntary and only brought on by adverse situation (although sometimes, it can be brought on by the simple desire to adapt to a situation). If someone were to, for example, punch a subject very hard, the subject would temporarily adapt to make him highly resistant to pain. One with this power can get gills by being underwater, match the strength of foes to keep from losing fights, or even gain superhuman stamina when tired.

Reality Bending

Reality Bending, also known as Reality Warping or (more colloquially) Canonization, is the Anomalous ability to will occurrences or subjects into existence. This can be accomplished in a number of ways. These include:

Vocifery

Mentifery

Pathifery

Spheres of Influence- spheres of psionic energy, which are highly malleable to the effects of Vocifery, Mentifery or Pathifery; used to bend reality within a limited space (usually a literal sphere) for various effects; with enough willpower, one could expand the size of the sphere of influence, but by how much varies with the strength of the user's mind.

Reality Flux- The ability to cause reality to change randomly after only activating the power once. After a certain (often random) interval of time, reality would simply change to cause some new occurrence (normally in favor of the user of the ability), until the power is deactivated.

Reality Anchoring- the ability to prevent reality from being bent or warped within a certain radius. While this ability can prevent reality from being changed, it can only rarely undo the changes.

Of these ways (except the last) one could change the color of a subject, break a natural law or, as the name implies, bend reality changing the rules of the world into their own. The limit to these powers is usually the will of the user or the fact that God can stop reality from changing if he wishes. This is an extremely powerful ability and in the wrong hands one could cause some serious damage.

Reality Perception

Reality Perception is the ability to perceive changes to actuality, even when confronted with illusion or hallucination. One with this ability could encounter a person with the ability Illusion, Morphic Aura, Imperceptibility, even Deception, and their mind could tell that what they were confronting was false. One with this ability could detect when a person has shapeshifted into an alternate form, or even when an object or subject is from a different time or reality has been bent (unless, of course, they were the ones affected by the Reality Bending). However, this ability may be accompanied by immunity to Reality Bending or other forms of change or the ability to themselves undo the changes.

Reinforcement

Reinforcement is the presence of an outer protective covering over an extremity, organ or body system, allowing this system alone Superhuman Endurance. One with this ability may have been genetically altered to have their bones covered in steel, or the like, or their body may naturally possess extra muscle, extra bone or another naturally generated substance which adds extra fortification to the skeletal, muscular or another body system. This ability cannot be suppressed.

Remote Viewing

Remote Viewing is a procedure to allegedly perform complete Extra-sensory perception under controlled conditions. Somewhat similar to Astral Projection, the phenomenon involves the projection of complete consciousness to remote locations.

Replication

Replication is the ability to produce copeis of oneself by one of a number of ways. Either it is a psychic faculty that allows the user to mentally project perfect copies of himself from his mind, or it can be accomplished by biological manipulation. The first means is psionic projection of the user’s subconscious; in which, images of the user are projected and solidified (the projections are corporeal thought-waves). The second means is accomplished by the user of the power splitting off a piece of himself, at which point it regenerates into a new copy of the user.

•1 Replicate- duplication

•2 Replicates- triplication

•3 Replicates- quadruplication

•4 Replicates- quintuplication

•10 Replicates- decaplication

•100 Replicates- centuplication

•1000 Replicates- milliplication

•Undefined (or infinite amount) replicates- replication

Reptilian Omnilingualism

Reptilian Omnilingualism is the ability to communicate with, and eventually command, reptiles. It is restricted only to reptiles. It can communicate with any reptile, but it is restricted only to reptiles.

Repulsor Aura

Repulsor Aura is the ability to create a powerful offensive field 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.

Restore

Restore is the ability to restore a subject to its natural form. One with this ability could turn one of the undead back to normal, return memories of others, or reverse the evolution process on a foe, reverting him back to a caveman. One with this ability could even return one afflicted with illness back to full health and vitality or turn a gun into a heap of steel.

Restrictor Aura

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).

Resurrection

Resurrection is the body's ability to rise from the dead, one of two ways. The first is most common, in which the soul leaves the body and returns after a short while (this could be anywhere from right after death to years later, depending on the anatomy of the user), during which time the body rapidly heals, to return later (and restore the body back to normal). The second way is when the soul leaves and re-enters the body long after death, but the body still decays as though it were dead (or they may stay cold and pale all the time, as though recently dead), thus making the user undead. This ability may be accompanied by Longevity.

Retractability

Retractability is the ability to extend or retract superhuman features as needed, so one could appear normal or superpowered whenever one desired. One with this ability could have extendable/retractable claws, scales, spikes, etc., which appear and retract as desired. This ability is usually accompanied with Projectility or Profuse Generation.

Rhythm Distortion

Rhythm Distortion is the ability to distort rhythm and tempo psionically. This ability can be used on any naturally-occurring rhythm or any man-made tempo, such as heartbeat (which can cause heart attacks), movement of any kind, or even affect the momentum of a subject by causing it sporadically to shift between stillness and activity, thus lessening the blow of any attack, slowing any fall or lessening the intensity of any offensive ability.

Rollout

Rollout is the ability to curl oneself into a ball and roll at high speeds. This ability can be used to tumble into foes and bowl them over, or even to smash through subjects like a living wrecking ball or deflect subject that are thrown at the user of this ability . It can even be used to ricochet off of walls and bounce around an area at will. The ability is usually accompanied by superendurance or hyperelasticity.

Rust Inducing

Rust Inducing is the ability to psychically bond oxygen atoms with the atoms of metals, thus forming oxides (which rust them). This ability could decrease the strength of any metal structure (even those not normally susceptible to rust). One with this ability could rust prison bars to escape jail, or rust the metallic exoskeleton of a superhuman foe. This ability could only be used to use oxygen atoms to bond with metal atoms, and vice versa. This ability may be accompanied by the ability Metallokinesis.


S

Safe-Zone Generation

Safe-Zone Generation is the ability to psionically generate a field which blocks out any environmental conditions which are harmful and simulates an environment which is pleasant to the user (a psionic mix between Forcefield Generation, Alternate Reality, and Ostracism). One with this ability could block rain from touching him or keep intense sunlight from sun-burning the user. This ability could even change light so that their environment can appear different to them while they rest and allow only people with an empathic link to enter the field. This ability could even keep projectiles and hostile presences (even intangible ones) from entering the field.

Sanitization

Sanitization, also known as Sanitation or Disinfection is the ability to exude a psychic or psionic aura which kills or deflects pathogens. One with this ability could only destroy or remove only surface dirt or germs on the surface of one's body. This ability can be used to prevent infections on open wounds or to remove (or simply to keep from getting dirty, clean up after getting dirty or going into areas filled with germs). This ability prevents diseases, viri and pathogens from getting from the skin to your internal organs, but cannot kill them once induced internally.

Saprokinesis

Saprokinesis is the ability to manipulate anything that is rotten, putrid, moldy and fungal, or that festers with bacteria. This ability can range from generation and manipulation of fungus spores to the full-out control over decomposed matter, mucus, slime and saliva; one with this ability can even control earwax, fungus-covered matter and fecal matter.

Scopaesthesia

Scopaesthesia is the ability to psychically sense when one is being watched. This ability is not restricted to the eyes or any of the normal senses, but can also be used to detect when one is trying to be detected telepathically, or when one is trying to be contacted by clairvoyance or any other form of ESP. This ability could even be used to detect when being watched by machines or equipment. This ability may be accompanied by Stealth or Imperceptibility.

Seismokinesis

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.

Sense Projection

Sense Projection is the superhuman ability to impose the senses of one subject on another subject. This could be used to sense what someone else senses (even impending danger), or to project your senses into someone else, or to project the sense of others to yourself or others.

Serendipity

Serendipity is innate psychic compulsion to walk in accordance to the patterns of stochastic fields (fields of probability), thus causing events to happen which are in the user's favor. One with this ability could walk through a busy street; and instead of getting yelled at by drivers (or worse yet, hit by them) they would be offered a ride home. However, just as Spatial Distortion is the prerequisite for Teleportation, Serendipity is the prerequisite for Tychokinesis, and as such one with this ability could not manipulate luck, but they are almost always positively affected by it.

Shapeshifter Assimilation

Shapeshifter Assimilation is a very specific form of shapeshifting in which one could only shapeshift into a form that one has previously observed. One with this ability could turn into any one, any object or animal, so long as they have witnessed it before, or have a slight idea of what it looks like.

Shapeshifting

Shapeshifting, also known as Shapechanging, Appearance Mimicry or Morphing is a form of Biokinesis in which one could change one's form (skin color, height, weight, physical features) to look like that of another, including those of the same species or different species. Sometimes shapeshifting can only be done within the same mass, so that a superhuman could not assume the form of anything larger or smaller than one's actual size (although this limit is uncommon). Since some physical enhancements can be created from this ability though, it can be as overwhelming to master, as it varies with the user. Variations are as follows:

Age Shifting

Alternate Form

Alter Ego (Physical Version)

Assimilation

Deceptive Shapeshifting

Density Shifting

Dermal Adapt

Gender Shifting

Reactive Adaptation

Shapeshifter Assimilation

Size Shifting

Specific Shapeshifting

Trace Shifting

Weight Shifting

Shedding

Shedding or Molting is the ability to lose an outer layer of skin to reveal a new, more beneficial one. For superhumans with superhuman features this may entail losing dead skin, fur, scales, even wings, or an entire exoskeleton (but only one of these features) to reveal new growths of the same parts underneath the old ones, which are stronger/better than the previous ones. However, there are times when one superhuman feature is molted to reveal a new feature underneath, or normal skin is molted to reveal a new superhuman feature each time, or skin of a different texture, color or density (it may even allow the generation of an Organic Exoskeleton).

Sick Sense

Sick Sense is the ability to detect sickness in subjects. One with this ability gets a gut feeling that a subject is sick, and the closer they are to the subject, the user can more accurately tell who it is that is sick. One practiced in this ability could even tell what the sickness or ailment is, or how long they have been and will be sick.

Singularity

Singularity is the inability for the body of the user to be mimicked, copied or duplicated. One with this ability could not have abilities stolen, could not be mimicked by shapeshifting, Illusion or Photographic Reflexes with any accuracy, no matter how well abilities are developed. If a person tried to impersonate or otherwise mimic this person, they would never be able to get all their features correct (even by cloning or forced replication). This ability is the Perspicuity for different types of mimicry.

Size Shifting

Size Shifting is the ability to use psionic power to make one larger or smaller than the norm for the species of the user. This can be used to make one far smaller or larger than normal. Sometimes it is only possible for the user of the ability to only become larger or only become smaller and then go back to normal. However, it is not uncommon for the user of the ability to make one exponentially larger or extremely smaller as desired. Sometimes this ability could even be used to change the size of other things as well. This ability is usually accompanied with superhuman endurance or strength. This power can be a double edged sword because one could grow to giant proportions and stomp enemies into submission or shrink and hide (although, the latter could be possibly subdued).

Skills

Skills are certain fields in which one may be proficient. One with these abilities may be good with a certain type of weapon, or good at fighting, or learned in poison use or cooking, or good at digging, setting traps, dealing with technology, picking locks and cracking codes, hunting or just outdoor survival. This knowledge may or may not be innate, but it usually grows with time.

Sleeplessness

Sleeplessness is the lack of the need to sleep. One with this ability never has to rest, and never feels tired (although one could sleep if they desired). Even Psychic Persuasion could not cause a person with this ability to fall asleep, so that they never have dreams or nightmares. One with this ability could be hit with numerous rounds of knockout gas, and withstand it. This ability even allows the user to resist (but not totally withstand) being put to sleep by choke-holds and being knocked unconscious. This ability may be accompanied by superhuman stamina.

Social Intuition

Social Intuition is the ability to intuitively determine how to interact with subjects. One with this ability could tell exactly what to say to interact with certain people, or tell the rank of a person within a group. One with this ability usually has an innate sense of the psychology of the people they encounter, allowing them to psychically discern how to calm subjects down, settle arguments and otherwise interact efficiently. One with this ability may also have Telepathy, Empathy or Circumlocution.

Solidification

Solidification is the ability to solidify any intangible subject, including superhumans capable of intangibility (if someone with this ability touched one capable of phasing, it would disable their ability to phase). However, this can range from beams of light to shadows, to ghosts, radio waves, and natural elements, but with some their same properties (solid fire still burns, solid water still puts out fires, solid lightning still shocks, etc.). However, the element or subject also loses the properties of intangibility. Some solidified subjects can be used offensively.

Sonic Form

Sonic Form is the ability to psychically turn into an entity of sentient sound waves. One with this ability could move as fast as the speed of sound, and manipulate sound to his or her will. The faster a person with this ability moves, the louder a sound is released. A person possessing this ability could act as a living sonic boom and by simply moving at a fast enough speed, he could disorient opponents and shatter windows.

Sonic Absorption

Sonic Absorption is the ability to "ground out" sound waves around oneself, so as to be immune to all vocal/sonic abilities. This ability would keep the user immune from being affected by sound of any kind, no matter how loud or how low. This ability could also be used to backlash the sound sent at them, or to be imperceptible to one who uses echolocation to see. This ability may or may not be activated at will, but if not, it renders the user deaf.

Sonokinesis

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, as well as what sound is projected. One with this power can even use Echolocation to see in utter darkness.

Spatial Distortion

Spatial Distortion is the ability to distort space; this isn’t used to directly move an object or subject, but rather increase or decrease the amount of space between an object and another subject. One with this ability can move with no actual bodily movement, even direct oneself around obstacles while distorting space in their present vicinity, or possibly redirect a subject's destination when they teleport.

• One cannot, however, completely affect space with this power (for example, one can’t move a person out of bonds or out of one room and into another). If someone with this ability can do the latter two tasks with their ability, it is no longer simple spatial distortion, but has developed into Teleportation.

Specific Shapeshifting

Specific Shapeshifting is another specific form of biokinesis; in which one can shapeshift, but only into certain classes of animals, or only certain species. One with this ability may be able to turn into any variety of wildcat, or any feline, but only felines. Or they could be capable of shapeshifting into any variety of bird, or fish or dog, but only that one class of animal.

Spitfire

Spitfire is the ability for the mouth to spew small projectiles (pieces of food or any other small thing capable of fitting into the mouth) as though they were bullets being shot from a gun. One with this ability may spit projectiles in a way that is rapid (and accurate) like a machine gun, or shoot them in a way that is especially strong and concussive.

Spore Release

Spore Release is the ability to emanate spores or pheromones which induce certain effects on subjects. The effect is not chosen, but is based solely on the physiology of the user, and varies from nerve gas spores, sleep-inducing spores, allergen spores or the like. This ability may be accompanied by Aromatic Allure or Noxious Odor Emission.

Static Touch

Static Touch is the ability to electrocute subjects through an electricity-channeling touch. One with this ability could make the hairs of foes stand up simply by grabbing their hands. This ability could be used to surge electrical appliances, channel electricity through living things and even shock subjects. This ability is exuded on any open skin, but can be suppressed or activated as desired. This ability may or may not be accompanied by Electrokinesis.

Stealth

Stealth is the ability to move with above-average sneakiness and grace beyond that of a normal human. One with this ability could keep perfectly still and silent when hiding, or sneak quietly and gracefully without tripping over objects. One with this ability could even hide directly behind a foe and not be found by anything short of ESP or Psychic Navigation.

Stoichokinesis

Stoichokinesis 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.

Strange Sustenance

Strange Sustenance is the ability to maintain health from a substance or energy other than (but not always alternative to) normal nutrients required by humans. One with this ability could sustain himself on sunlight or moonlight (photosynthesis), earth (terrene sustenance), water (aqueous sustenance), blood (vampirism) or the energy emanated from one's own mind. This ability could even be used to keep from requiring normal food for an extended amount of time, thus keeping the body active longer.

Stridulous Voice

Stridulous Voice is the ability to make one's own voice or the voice of another scratchy and grating, so as to hurt the ears of foes. One with this ability could use it in lieu of a sonic scream, or along with a sonic scream to amplify the damage done, as it would shatter glass and eardrums. One with this ability can usually keep from getting a scratchy throat from it, but if it is used on a subject, they will not.

Strife Generation

Strife Generation is the ability to telepathically induce arguments or contention between small groups of subjects. This ability decreases the capacity of the medulla oblongata, and thus greatly increases the aggression between any small groups of subjects. One with this ability could make anywhere from a minor argument between two people to a full-out riot. If one learns to make a group of people gang up on one person in particular, this ability has developed into enmity.

Structure Loosening

Structure Loosening is the ability to psychically negate the rigidity in any subject, thus causing solid subjects and objects to fall into a heap of a soft, weak version of its constituent material. This ability does not turn the subject or subject into liquid, it simply causes the subject to become helplessly pliable and limp, to the point that they cannot control their motion. If the effects of this ability are left in place too long, it could kill the foe, as his body functions are extremely impaired.

Structure Weakening

Structure Weakening, known colloquially as Crumpling is the ability to psychically weaken the structure of any solid subject, allowing them to be broken very easily. This ability can allow a person of average strength to break through walls, knock out foes or tear through any other subjects without the slightest of effort (although they could not lift very heavy materials as a part of this ability, and thus it is not Superhuman Strength). This can be used on any solid material, even bones and other biotic materials.

Stupefaction

Stupefaction, colloquially known as Vacant Stare is the ability to induce a dull stupor in foes via visual contact (even if the user is blind). Their memories stay entirely intact, but they become disoriented, lightheaded and confused, so that mental abilities are temporarily stagnated, accuracy is lowered, and the subject is slightly numb and clumsy.

Sublimation

Sublimation is the ability to psychically separate one's molecules, similar to intangibility, but instead of retaining one's natural appearance, one would take on a form similar to a gas or vapor. This also allows an effect similar to intangibility, in which you can pass around objects instead of through them. This ability can be used to evade concussive fire or even to go through air vents, air shafts and similarly-small spaces that are normally too difficult for average humans to enter. In some cases, one can even choose the type of gas that one becomes with this ability.

Subliminal Messaging

Subliminal Messaging is the psychic ability to send messages directly into a subject's psyche (instead of affecting just the mind by Psychic Persuasion), by mentally emitting a subsonic message (mostly backward so the mind doesn't even pick it up). One with this ability need only speak or gesture a certain way (or mentally access satellites to broadcast one's power through electronic transmissions), which urges subjects to do a certain action (or even believe things which they normally would not). This ability, however, is so subtle, that it's impossible for a power mimic to copy, and too hard to detect by Telepathy, DNA Reading or Power Sensing.

Subliminal Sexuality

Subliminal Sexuality is the ability to psychically project lewd and sexual thoughts to subjects' minds, and to activate the brain's pleasure centers by touch. This could be used to seduce and attract subjects, or induce psycholagny, in which a subject can become aroused or achieve orgasm simply by thinking sexual thoughts. Notions and images would rush into a subject’s head, and they would believe that they were thinking the thoughts, and thus would be distracted, confused or accepting of the sexual attraction to the user of the ability. This ability is normally accompanied by Hypnotic Charm and can be turned off at will.

Summoning

Summoning, also known as Apportation is the ability to conjure or materialize subjects purely by mental power. One with this ability can summon things from dreams, or their spirit animal, or a guardian entity of some sort. Sometimes, the user of the ability can even summon any random thing that can help to get out of a dangerous situation, or to cause subjects to feel the compulsion to come to your location (sometimes without knowing it is your location).

Superhuman Accuracy

Superhuman Accuracy or Superacuity is the peak of activity in the brain center for coordination and accuracy. A person with this ability can hit any target exactly; they can balance like second-nature, along with keener spatial awareness and have extremely sharp vision. For example, one would be able to sense without effort when a slight change occurs within their environment or speed-read any text with amazing acuity. This would even allow one to judge distances accurately. Such a person might also prove as a counter against perception-distorting abilities such as luminescence.

Superhuman Agility

Superhuman Agility or Superagility is the extreme limberness of the body’s joints and a person’s extreme lightness on their feet. One with this ability can jump with great ease and quickly. A person with this ability is great at dodging and jumping, sprinting and gymnastic implements.

Superhuman Anatomy

Superhuman Anatomy is the presence of anatomical features within a superhuman that are normally absent within a normal human. They may be any of the following:

• Horns

• Wings

• Extra Limbs or other body parts (two hearts, extra brain, etc.)

• Odd number of eyes (or oddly-colored eyes)

• A tail (prehensile or not)

• Claws

• Paws

• Fur

• Abnormal systemic capacity (Superhuman Respiration, Hyper Metabolism, etc.)

• Abnormally large or small body parts (brain, feet, arm, hands or feet).

• Organs that don't occur naturally in humans (useful only for superhuman abilities).

• Abnormal systemic function (explosive blood, psionic-energy storage in lungs, etc.)

Superhuman Awareness

Superhuman Awareness or Superawareness is the peak of consciousness and awareness, along with the presence of a pliable brain, brain stem and spinal cord. A person with this ability can easily wake up from unconsciousness and sleep without being groggy; their senses are not easily obscured. One with this ability would be hard to distract, disorient, paralyze or lose memories (It is possible their mind's capacity could be dominated or reduced, but they would know it was happening). This ability also allows one to know what other faculties they are capable of, and to tell when someone has entered or left their area.

Superhuman Dexterity

Superhuman Dexterity or Superdexterity is the flexibility of the digits (fingers, and/or sometimes toes) which allows one to accomplish many tasks, including typing on a computer with good accuracy, juggling, catching things thrown at oneself, and manipulating things manually with more ease than a normal human (like twirling a baton or being able to do more than one task at a time). This ability is usually accompanied by the ability Superhuman Accuracy, Superhuman Reflexes and/or Stealth.

Superhuman Endurance

Superhuman Endurance or Superendurance is the ability to resist concussive damage more than an average person. This can be accomplished one of two ways; either the person has an exceptionally tough skin, or his skin has a psychic force covering it just above skin, so that he can perceive sensation, but not enough to feel significant damage. Examples of resistances include but are not limited to: pH, Heat, Cold, Radiation, Pressure and Electricity. This ability, however, may even refer to having an exceptional stamina, which allows one to stay active for far longer than usual humans.

Superhuman Intelligence

Superhuman Intelligence or Superintelligence is the ability for the mind to learn and retain knowledge on a better level than that of a normal human. This is accomplished by the psychic ability to decipher any knowledge that lies within a subject by studying it, allowing one superhuman learning speed and comprehension. The longer a person with this ability will study, the smarter he gets, even if he reviews the same material.

Superhuman Reflexes

Superhuman Reflexes or Super-reflexes is the ability for one's brain to receive signals from and send signals to the body faster. People with this ability can dodge bullets, catch flies mid-air and normally react instantaneously to what others take more time to react to. If a person attempts to punch a person with this power, this person can dodge the hit and retaliate before the first person even gets a hit in. This ability could even be used to fake foes out, leaving them unaware of your next move. This ability may be accompanied by Superhuman Speed.

Superhuman Sapience

Superhuman Sapience or Supersapience is the presence of a brilliant strategic mind. It is a very powerful ability, not strong as physical power, but one with this ability is very cunning and crafty. When confronted with a problem, their brains automatically revert back to what they know to be common sense, allowing them to systematically work toward nearly any solution. This makes them excellent in leadership skills and tricking opponents. This ability is usually accompanied by Superhuman Intelligence.

Superhuman Senses

Superhuman Senses or Supersenses indicate the presence of sensory centers that work far better than those of normal humans. These include:

• 1. Superhuman Touch: They can feel the minutest indentation on a page, allowing one to read by touch, detect the presence of trap-doors, feel vibrations of oncoming foes in the air or on the ground, and the like; may be accompanied by the ability Superhuman Reflexes

• 2. Superhuman Smell: They can distinguish subjects by their scents; they can track subjects and distinguish between simultaneously-occurring smells; may be involuntarily sensitive to loud smells and nasal-based allergens

• 3. Superhuman Taste: They can taste hints of things that have been long washed-off, and tell the ingredients of a recipe or if a substance has been masked; normally accompanied by the ability Asepsis or Material Intuition

• 4. Superhuman Sight: They can see details in an object or subject from further away than normal humans, and can see things (bullets in motion, fists headed for you) and react to them quicker; they can see intense light without optical light-sensitivity (beyond normal humans)

• 5. Superhuman Hearing: This could be used to hear the footsteps of someone far away, or hear them more clearly, and distinguish the presence of others by memory of sounds, even with simultaneously-occurring sounds: one with this ability may be involuntarily sensitive to loud noises

• 6. Superhuman Spatial Sense: They can judge distances accurately, discern the speed, velocity and momentum of objects, sense when/where a subject teleports and determine the shape of things in one's proximity (if unable to see): incapable of suffering from vertigo

While it is common that users of this ability have all their senses beyond those of normal humans, it is possible that the possessor may only have one or two of these senses at a time.

Superhuman Size

Superhuman Size is the state of a superhuman being larger or smaller than a normal human. One with this ability may be of giant proportions, or small like an elf, or some size in-between. This person's body may be small, so as to crawl into small spaces, or large enough to grapple and easily defeat smaller foes. One with this ability may or may not be able to change their present size, but they are naturally smaller or larger than normal humans of their age, gender and/or racial background.

Superhuman Speed

Superhuman Speed or Superspeed is the ability for a person to move faster than the speed of a normal human. This may be accomplished one of two ways, the first of which including superhumanly powerful legs. The second way includes the mind either exerting a force which propels the body at quicker speeds, or a different psychic force which allows the body’s molecules to vibrate at high speeds. This sort of psychic energy also allows intangibility.

Superhuman Strength

Superhuman Strength or Superstrength is the ability for a person to exert force from the muscles beyond that of a normal human. This can be accomplished by either exerting a psychic force (similar to the one that allows psychokinesis) through the muscles, or simply having denser muscle mass than that of a normal human. The amount of psychic force for the former (and thus, the amount of strength) varies from person to person.

Superiority

Superiority is the ability to psychically outdo 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 be able to run just a bit away from your pursuer, and thus never be caught), or just barely win competitions. The user just barely outmatches the subject who he is up against. This power is similar to Reactive Adaptation or Juxtaposition, but instead of developing an opposite ability to your opponent, you gain abilities of a higher caliber, and thus an advantage against your opponents.

Swan Song

Swan Song is the ability to gain power exponentially after being extremely wounded or close to death. One with this ability needs only to give out a cry, and their abilities will work at maximum capacity. This works as a sound-based Feral Mind, and can be used on others as well. However, the user of this ability could only use it if he felt his life were in mortal danger (if he were wounded badly, or close to dying). This ability is always accompanied by another.

Sympathy

Sympathy is the psychic ability to empathically absorb all the pains and stresses of subjects. One with this ability is capable of keeping allied subjects from feeling any pain, no matter how badly they are injured. This is because the user of the ability actually absorbs the pain sensation from the subject, even if the subject is oneself, and disperses it by feeling it all at once, and then the pain is dismissed.

Synaesthesia

Synaesthesia is the ability to perceive any sense through any exposed skin or organ on the body. One with this ability could tell the smell of a substance by touching it, or tell the taste of an object by smelling it. This ability could be used to see though the hands (if one were blind), or smell through the eyes, and the like. The senses would still register within the proper sensory organs, it would simply occur a different way than normal.

T

Tactile Telekinesis

Tactile Telekinesis is the ability to channel the psychic energy that allows telekinesis through the hands, so as to appear as though one had Super Strength. One with this ability has nearly all the same faculties as super strength (hitting with phenomenal force, have an amazing grip, and easily manipulate tough materials). One with this ability, however, could only lift or manipulate objects based on the level of his telekinesis, which would have to develop over time.

Technopathy

Technopathy is the ability for the user of the power to control electronic devices requiring only physical contact with the device. Such a person could potentially override security codes and infiltrate an installation with ease by manipulating any electronic device, or sense the presence of electronics from far away.

Telekinesis

Telekinesis or Psychokinesis is the ability for a person to psychically influence tangible matter with the intangible mind. One with this ability could mentally lift subjects that are usually far too heavy to lift with the user’s actual arms. One with this ability could toss, grab, lift, levitate and otherwise interface with physically tangible subjects even to the point of manipulation from a great distance and manipulation of concealed subjects that the user can’t even see.

Telemetry

Telemetry differs from technopathy in that it is a manipulation of waves instead of technology. The user acts as their own internet hub, allowing them to sift through the internet and radio waves with their mind. Furthermore, they can manipulate existing waves and create their own, giving them the ability to communicate with any computer or radio on the fly, regardless of whether it has a working connection or not.

Telepathic Broadcast

Telepathic Broadcast is the ability to psychically project thought waves as vocalizations. One with this ability could touch a subject and both the user and the subject go into a trance. The subject becomes unconscious and the user of the ability vocalizes the thoughts of the subject as though through a record player. One with this ability when it is first manifest or when they have been psychically commanded could even subconsciously give up their own thoughts.

Telepathy

Telepathy is the ability to psychically communicate information from one mind to another by means other than the known perceptual senses. This can range from the traditional reading of minds to the implanting of thoughts into the minds of others and eventually extending one’s radius of mind-reading. This could also allow the user to induce addiction, or project thought-wave "static" into the minds of those who try to invade your mind. They could even possibly exercise Psychic Persuasion or a Danger Sense after further practice.

Teleportation

Teleportation is the ability to psychically move from one locale to another, by using an advanced version of spatial distortion to bend space in order to not occupy the space in between any two locations. Sometimes, a person with this ability can move short distances (i.e. from this house to this house), or intermediate distances (i.e. from this street to this street). Some people can even move vast distances (from this country to this country) or even through time by bending the space-time continuum to their will so as to relocate oneself to a different place and/or time. There are numerous types of teleportation:

• 1. Fading- Teleportation in which you seem to slowly fade away at one point and then fade in at another point

• 2. Shimmering- Teleportation which is accompanied by a flurry of sparkles

• 3. Smoking- Teleportation in which you vanish in a puff of smoke (or in a smoke form) and reappear at another point

• 4. Flaming- Teleportation in which you are surrounded by flame

• 5. Reconstitution- Your body's molecules disassemble at one point and come back together at another

• 6. Zapping- Teleportation is accompanied by a zapping sound and crackles of electricity or some other energy

• 7. Blinking- Teleportation is accompanied by a blinking light and a blinking sound

• 8. Elemental Teleportation- Teleportation is accomplished through only a certain element (pyroportation: teleportation through fire, hydroportation: teleportation through water, geoportation: teleportation through earth, aeroportation: teleportation through wind currents, etc.)

• 9. Catoptric Teleportation- Teleportation through a mirror or reflective surface

• 10. Bubble Teleportation- Teleportation through "bubbles" or domes of psionic energy set at the starting point and the destination point

Telepresence

Telepresence involves telesthesia, but also implies interaction between local and remote users. Many applications involve remote collaboration and the interaction between collaborating parties as though they were in proximate vicinities. This is similar to Remote Viewing or Remote Hearing because the user can project his consciousness elsewhere, but he can also keep your current consciousness.

Telescopic Vision

Telescopic Vision is the ability to see far beyond the normal sight range of a human. This is accomplished when the mind of the user of the ability can psychically refract light, which makes objects appear closer than they actually are. This ability can be used to see over vast distances (up to miles away), but the actual radius is variable. This ability may or may not be accompanied by some other aspect of vision.

Telesthesia

Telesthesia is sensing at a distance, and is an obvious compliment to telekinesis. This ability allows the users of this ability to remotely sense stimuli that interact with the user of the ability, but you also maintain your current consciousness, so it's not like you're in a different place; simply multiple places at once. One with this ability would also have either the ability Telepresence, Telepathy or Telekinesis.

Temporal Duplication

Temporal Duplication is the psionic ability to project future and past versions of oneself from one’s consciousness, or to summon them (duplicated) from the timeline. The user of the ability could project past, present or future versions of oneself. The person with this ability could create multiple versions of oneself from one point in time, but they cannot create a version of themselves from a time they will not live up to (if you would only live to be fifty, you could not project a version of yourself that is fifty-one or older).

• In order to summon past or present versions of yourself, one must psychically replicate the older or younger self (or selves) and then summon them (otherwise one could impair the time stream); although the duplication is automatic, it can be skipped in the process, which would in turn do extreme temporal damage.

Temporal Materialization

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.

Temporal Replay

Temporal Replay is the temporal ability to replay events in a manner similar to psychometry (activated through touch or close contact with an object or location). This ability can only be used to replay a scene that actually happened in the past, and it causes a scene to be psychically projected from the mind of the user (so that all can see the scene play out).This ability could be used to prove someone's alibi, or to act as a living surveillance camera for authorities or friends. This ability does not require the user to have actually seen the scene take place to replay the psychometric feed.

Therianthropy

Therianthropy is the ability to transform oneself into a form similar to a normal animal, or an anthropomorphic version of an animal. The most popular example is Lycanthropy, but other known types include Ailuranthropy, Alopanthropy.

Thermoception

Thermoception, also known as Thermometry is the psychic ability to sense the presence of heat, and determine the immediate temperature. One with this ability does not "see" heat patterns, but rather feels them, and in some cases, can psychometrically "divine" the source of the heat, based on the amount or degree of the heat. One with this ability is exceptionally sensitive to heat, and as such, fire and heat-based abilities and attacks do them great deals of damage (unless they have a protected sense of touch and/or Immunity to fire, which are two of the abilities most known to accompany this ability).

Thermokinesis

Thermokinesis is the ability to mentally manipulate the motion of molecules, thus changing 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. This ability may be accompanied by Freezing, Burning, Cryokinesis, Pyrokinesis or Atmokinesis.

Thread Generation

Thread Generation is the ability to generate and release a non-sticky thread from the body. One with this ability can manifest it as spitting or simply as a secretion from the wrists and/or mouth. This ability also usually allows the user to change the strength of the string or to control when it is released from the body, so that it can be used to constrict, sling, trap or otherwise disorient opponents.

Time Defiance

Time Defiance is the ability to resist time-based abilities, attacks, etc. One with this ability could move through a Geriatric Aura without aging, or not have time sped up, slowed down or stopped around them, so that one with the ability Chronokinesis would be of no use against them. One with this ability could not move through time, and could be entirely aware of when time is affected, as their mind would move normal time, even when time is reversed, moved forward or stopped in their immediate vicinity.

Trace Shifting

Trace Shifting is the ability to change the minor features of one's appearance so as to appear only minutely different. One with this ability can change his fingerprints, footprints, his retinal pattern, his dental patterns, blood type or any other small feature. One with this ability could even change his hair texture or vocal cords, so as to appear a different race or to escape proper identification, to pass voice, fingerprint or retinal scans as though one were someone else. One with this ability could even remove all of his traces at will.

Tracking Evasion

Tracking Evasion is the ability to negate one's own traces which assist in psychic and psionic tracing and tracking. This includes the negation of one's psionic trail, psionic suppression of one's innate scent, one's heat signature and the psionic masking of traces of bodily oils and fluids; sound wouldn't even bounce off of them (it would slide past them as though the user was not there at all, so they could still hear) so that they couldn't be tracked by sonar, radar or the abilities Echolocation or Magnetoception. The user is otherwise perfectly visible to the naked eye.

Tractor Aura

Tractor Aura is the ability to psychically or psionically attract foes to oneself. One with this ability could draw foes into the line of an attack, or pull allies out of the way of an oncoming danger, or to pull oneself closer to a desired subject. This ability can also use gravitation on objects, to move them toward oneself or move oneself toward an object, if the object is sturdy enough to resist being pulled itself. It functions as the exact opposite of Repulsor Aura.

Trade Teleportation

Trade Teleportation is the ability to psychically distort space to exchange one subject with another. One with this ability can use it to trade himself out of a disadvantageous situation into an advantageous position held by another person. One with this Superhuman Ability can use it to teleport any subject, as long as there is something of relatively similar size or weight to take the place of the teleported subject.

Transparent Vision

Transparent Vision is the ability to use psychic energy on the eyes to see through s subject as though it were made of glass, no matter how dense the interfering subject is. One with this ability could see through a brick wall perfectly to the other side, or through to its contents, depending on how hard the ability is focused. This ability is much more efficient than X-Ray vision, as it allows the user to see the color and definite shape of subjects viewed, as well as any other detail the user may value as important. This can be turned on and off at will and may or may not be accompanied by some other aspect of vision.

Transplantation

Transplantation, also known as Grafting, is the psionic ability to painlessly detach a body part or absorb body fluids, and transfer it to another (or to your own) body by touch. One with this ability sheathes their hands in Ectenic Force, allowing them to reach within the body of the desired transfer subject intangibly (even oneself), and then grab the desired organ or absorb the desired body fluid (with no harm to the body), and then they touch another body, remove the same body parts from another body and switch the two specimens out. After the transplant, the psychic energy left on the body part will cause the body part/organ/tissue/fluid to regenerate.

Transportation

Transportation is the ability to carry a subject or object on the back or within an empty internal organ (most commonly the appendix) that may even be specifically designed to carry other living organisms. Carrying a subject in one's arms or on their back does not count as transportation (unless the back does not tire from carrying subjects on it). This ability may be accompanied by the ability to contract the muscles of the organ designated for transportation. Also, the subject or object transported must be small enough to fit (like a person in a whale's mouth, or a smaller person within a superhumanly large person's body).

Tribokinesis

Tribokinesis is the ability to psychically manipulate molecules, so as to change the amount of friction on a surface. One with this ability could render one with the ability Abrasive Skin helpless, as they could keep the subject's skin from being abrasive. Or they could reduce the friction of floors to cause foes to slip and fall. One with this ability could even increase friction in order to keep subjects from slipping on normally-slippery surfaces (possibly allowing or disabling adhesion), or superheat objects by inducing extreme friction in them.

True Sight

True Sight, also known as True Sense, Heart-Reading or Sin Sense (when that part of the ability is used specifically) is the special ability to see the truth within a person, by peering into their inner self. One with this power could tell someone's intentions by seeing how they want to act versus how they actually do act. The ability could also be used to tell what sins most afflict a person (through one of the five senses), and detect what state the person's soul is in (happy, troubled, etc.). This ability could even be used to tell if a person is possessed or to tell how many people were in one's vicinity, by detecting their souls.

Truth Inducing

Truth Inducing is the ability to psychically deactivate the part of the brain that allows the concoction of falsehood. This ability psychically forces someone to tell the truth to a question asked by the user of the ability and anyone else around, even if the answer is on a subconscious level.

Twin Empathy

Twin Empathy is the emotional connection between twin siblings. One with this ability can empathically sense when their twin is in danger, how their twin is feeling, and can channel the emotions, thoughts and abilities that their twin is feeling, along with all of the other faculties that go along with empathic connection. One with this ability however, may also feel the pains and possibly even die if their sibling is killed.

Twin Telepathy

Twin Telepathy is the mental connection between twin siblings. One with this ability can psychically sense when their twin is in danger, what their twin is thinking, and can channel the words, ideas and mental abilities that their twin is thinking, along with all of the other faculties that go along with telepathic connection. One with this ability however, may also speak the thoughts and possibly even act the same as their sibling.

Tychokinesis

Tychokinesis is the ability to mentally and alter stochastic fields, which affect the chance of one event or another, thus generating good or bad luck. With this ability one could even use stochastic fields to set events into motion (as long as there is a chance of it happening anyway), causing normally-improbable things to happen, or normally-likely events to not happen. This could be positive or negative for either side. This ability is usually accompanied by Psychic Strategy.

Typhokinesis

This ability allows the user to generate and manipulate smoke. One with this ability can breathe smoke; pollute air by turning it into smoke or even converting immense amounts of it to poison to harm foes or as a means of cover or stealth. One with this ability could even breathe in smoky air and possibly have a smoky form.

U

Ultraviolet Vision

Ultraviolet Vision is the mental ability to perceive ultraviolet light as visible light. This ability could allow one to see colors more clearly than normal humans, and to perceive colors that normal humans cannot, allowing one to see fingerprints left behind on objects, or traces of urine, blood or saliva at a crime scene. One with this ability could even see clearly through rain or fog, as though there were none, or look directly at the sun without risk of optical damage. This ability may or may not be able to be turned off at will, and could be accompanied by another aspect of vision.

Umbrakinesis

Umbrakinesis or Sciakinesis 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 (called Umbrageous Teleportation, accomplished by deactivating light particles and converting said particles into a dark version of a wormhole). One with this power could or surround foes in pitch black clouds of lightless space.

Unhinging Jaws

Unhinging Jaws, colloquially known as Swallow indicates the presence of jaws that are capable of coming off of their natural hinge, in order to engulf subjects that would be too large to be swallowed by normal subjects. One with this ability could enhance the range of oral-based abilities, which usually accompany this ability, such as Sonic Scream, Matter Ingestion and/or Hyperbite, even Vortex Inhalation and/or Gale Exhalation. One with this ability usually also has a pliable digestive tract and can stomach the large things they swallow.

Unpredictability

Unpredictability is, simply put, a resistance to the forces of fate. One with this ability is not affected by Tychokinesis (when touching a luck-manipulator, their powers of probability alteration are negated), and their moves cannot be predicted by Precognition, Psychometry, Telepathy or Divination. One with this ability cannot be included in prophecies; their moves are hard to determine by Psychic Strategy, Imaginative Deduction, Quantum Deduction or other psychic (non-normal) means, short of Omniscience. By simply existing, this person may change things that have been predicted. This power can't be absorbed or stolen (but it could be mimicked).

V

Vacuum Distortion

Vacuum Distortion is the ability to psychically move molecules and particles in order to increase the amount of empty space within an area. When the user of this ability lets go of the vacuum, the empty space will cause a container (or object or subject) to implode. However, one with this ability could not slow or speed up implosions. One with this ability could even do this without a container, effectively gravitating subjects toward any desired locale or suffocating foes within them. This ability may be accompanied by Spatial Distortion or the ability to resist or entirely generate or withstand gravitation.

Vampirism

Vampirism is the sustenance of a user on a subject's energy. One with this ability does not necessarily kill the subject; they may simply feed off of (or become invigorated by) one specific type of energy from a foe. They may absorb this source of energy through the skin (ex: nerve impulses), or via telepathic/empathic contact (ex: negative/positive energies), or just become extremely stronger in the presence of this energy source in most other cases besides blood vampirism (ex: fear/negative thoughts, electricity).

Phobic Vampirism- ability to absorb energy from fears and negative thoughts, and perhaps convert it into physical strength

Empathic Vampirism- ability to absorb energy from emotions (sometimes relieving people of emotion) or just gaining sustenance or strength in the presence of strong emotion

Energy Vampirism- ability to absorb a type of energy with no harm to oneself (electricity, radiation, etc., but never both) and convert it into sustenance or physical strength

Psychic Vampirism- ability to absorb thought waves, possibly only good or only bad (thus diminishing the thought capacities of others) and convert it into sustenance or physical strength

Neuronal Vampirism- ability to absorb nerve impulses into the body through touch (thus temporarily paralyzing foes), granting one with sustenance or physical strength

Sanguinary Vampirism- ability to absorb blood of living beings into the body (thus killing them), converting the nutrients from their blood into physical power; if subject is not killed, he becomes a vampire as well (this is called Conversion); the most common type of vampirism

Vaporization

Vaporization is the ability to psychically disrupt atoms, to the point that their bonds are broken, and a subject’s atoms disperse. The atoms then usually float away because of their light structure or they fall in a heap of a substance similar to ashes. The power is psychic, but exuded through the eyes or hands and is usually voluntary, but is sometimes accidental, as this ability is caused by extreme emotions of any kind.

Vector Telekinesis

Vector Telekinesis, like normal Telekinesis, is the ability for a person to psychically influence tangible matter with the intangible mind. However, instead of simply using psychic force to move and manipulate objects, one with this ability manifests it as a set of invisible appendages of telekinetic energy. These are capable of lifting objects with more strength and maneuvering with much more dexterity than normal Telekinesis, allowing one to do many tasks at once as though one had multiple hands. These tasks can be as tough as lifting a truck to as fine as typing on the computer or juggling.

Vegetative Replication

Vegetative Replication allows one to replicate oneself while in a trance-like, comatose state, producing identical clones. The user of this ability appears to generate replicates through cellular mitosis, similar to a fungus. Clones can be injured -- even fatally -- without causing physical harm to the Root Subject. However, should the "root" subject be killed, the "branches" die as well.

Venom Generation

Venom Generation is the ability to generate and secrete venom or poisonous substances from the body. One with this ability can manifest it as spitting or simply as a skin secretion, similar to Mucus Generation. This ability also usually allows the user to change the potency of the venom or to control when it is released from the body, so that it can be used to blind, paralyze or otherwise disorient opponents.

Ventriloquial Reception

Ventriloquial Reception is the ability to psionically channel another's speech through oneself, so that a subject's voice would come through the user's mouth instead of the person who actually spoke. This could be used to listen in on people's conversations by channeling the subject's voice through oneself, causing the mouth of the user to hang open like a record player for others to hear. This ability could even detect when a subject is about to speak or make a sound so that the user can channel sonic attacks (like a Sonic Scream, Psychic Persuasion; even Vocifery) through oneself back at foes, instead of the user taking damage.

Ventriloquism

Ventriloquism is the ability to project one's voice to a distant location so that it would appear as though a sound was coming from somewhere it is not. One with this ability could use it to distract foes to assist in a sneak attack. One with this ability could even make it appear as though someone is talking when they aren't. One with this ability may also have the ability Vocal Mimicry, Onomatopoeisis or some other voice-related faculty.

Vermin Omnilingualism

Vermin Omnilingualism is the ability to communicate with, and eventually command, vermin, such as rodents, fleas, lice, termites, worms, maggots, flies, roaches, etc. It is restricted only to vermin. It can communicate with any creepy crawly, but it is restricted only to those.

Vicarious Health

Vicarious Health is the ability to have a chosen subject to take ill effects upon themselves for the user, whether they like it or not. One with this ability may have their foes to take the effects of their aging for them, or have an object they dislike age or take other negative effects for them while they remain in perfect health. This ability could allow the user to still break bones, but instead have the user's foe feel the pain. This ability could even be used to cause a foe to suffer all the effects of a disease, while the user is the actual carrier.

Viral Suppression

Viral Suppression is the ability to quell the symptoms and effects of viral infection. This ability comes from a psychic aura which is strong enough to overwhelm the virus, resulting in the virus being killed. One with this ability could counteract a foe with the power of nosokinesis. This ability may be designed to work on only one type of virus.

Viscosity Shifting

Viscosity Shifting is the ability to psychically manipulate the thickness of liquids. One with this ability could thicken water to allow floatation. This ability could also be used to thicken liquids into a thick glue to prevent escape or to thin the blood of foes. This ability could even prevent liquids from falling at a normal rate by turning them extremely thick or to trap underwater foes in suspended animation.

Vocal Mimicry

Vocal Mimicry is the ability to innately mimic any sound with extreme accuracy. However, the accuracy depends on the number of times the user of the power has heard the sound or how well he remembers the sound. This can range from mimicking a voice to deceive a foe to imitating jungle sounds to keep from blowing one's cover. The user must have heard the sound or voice at least once or at least have a good idea what it sounds like in order to mimic it. The more the user has heard from a voice or sound, the more accurate the reproduction. This ability is usually accompanied by another vocal faculty.

Vocifery

Vocifery, known colloquially "Command", is the amazing 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, except God, can ever speak death, devastation, destruction or defeat on any foe or subject, thanks to the words of the first vocifer.

Vortex Inhalation

Vortex Inhalation is the aerokinetic ability to inhale with superhumanly powerful lungs. This can be used to pull in subjects with the reverse effect of a giant fan. If one were to practice this ability and exercise his or her lungs long enough, he could gain the ability to vary in the strength of his inhalation, so as not to do something embarrassing, like sucking his girlfriend's lips when kissing or sucking up the cat when taking a breath. People with this ability also tend to have very a pliable digestive tract, and the capability to eat things that are larger than normally ingestible, so choking is rarely possible.

W

Wax Generation

Wax Generation is the ability to generate and secrete wax and/or similar substances from the body. One with this ability can manifest it as spitting or simply as waxy, slippery skin secretion. This ability also usually allows the user to vary the slipperiness or viscosity of the wax or to control when it is emanated from the body, so that it can be used to stick to gum up electronics, blind or burn foes (if it is hot).

Web Generation

Web Generation is the ability to generate and secrete web or sticky substances from the body. One with this ability can manifest it as spitting or simply as a secretion from one of the body's orifices. This ability also usually allows the user to change the strength of the web or to control when it is released from the body, so that it can be used to blind, constrict or otherwise disorient opponents.

Weight Shifting

Weight Shifting is the ability to use psionic power to increase or decrease gravity around oneself without any ill effect on the body. An individual with this ability can spontaneously change their weight to essentially become either almost-weightless (floating, walking on water) or extremely heavy and potentially immovable, as well as all areas between these ranges. Sometimes this ability could even be used to change the weight of other things also. This ability is usually accompanied with superhuman endurance.

X

X-Ray Vision

X-Ray Vision is the ability to perceive X-Rays as visible light, allowing one to see through most objects. This ability allows one to see through less dense materials, (even to see through the armor, clothes and muscles to only see subjects’ bone structure). However, this cannot be used if more than one dense material is placed in front of another, or if the material is too dense, which will appear opaque to the eyes. This ability may or may not be able to be turned off at will, and could be accompanied by another aspect of vision.

Xenoglossy

Xenoglossy is the name of two fairly related faculties. The first is the ability to temporarily learn a language instantly when needed. This ability may work through intuition, or possibly an increased intelligence, although the language is not always retained after needed use. The second is the ability in which a person is able only to speak the language(s) of subjects present (this range only includes people). Either or both is capable of surfacing in one user.

Xenopsychism

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.


Y

Yin and Yang Manipulation

Yin-Yang Manipulation is the ability to manipulate positive and negative energy. This can be used to induce "yin-dominant"(or good) behavior or "yang-dominant"(or bad) behavior. One with this power can even convert ambient or generated positive or negative energy into powerful concussive energy. This can even be used to separate the body into separate yin and yang personalities, which retain the same powers as the user of the power.


Z

Zealotry

Zealotry is the psychic compulsion to complete a task set on the user by some outside source. One with this ability implants this thought, idea or cause into their minds, and they cannot get it out (even if it is a delusion thought up in their own minds). This ability causes unhealthy obsession, unlike natural determination and moral dedication, and will compel the user of this ability to risk their lives to complete their mission. One with this ability may also have Rapid Regeneration, or Resurrection, or (even more frightening), both.

Zoophysiology

Zoophysiology is the presence of animal features within a superhuman's anatomy. One with this ability does not necessarily act like an animal (or have organs that are abnormal), they simply possess features similar to an animal or creature.

They may have a(n):

• Avian Physiology: feathers, talons, wings, a gizzard instead of a stomach. This superhuman may even be able to lay eggs.

• Reptilian Physiology: scales, cold-blooded, forked tongue, a tail, claws, slit eyes. Their muscles may even contract to allow them to move their organs around, and their jaws may unhinge. This superhuman may also lay eggs.

• Amphibian Physiology: smooth, mucous skin, cold-blooded, affinity for water, slit eyes, tongue like frog, metamorphosis through frog-like stages. Could also lay eggs, and possibly change gender.

• Ichthyic Physiology: scales, swimming ability, odd-color eyes, ability to breathe underwater, affinity for water, gills, fins, fish-like tail. Could also lay eggs.

• Insect Physiology: exoskeleton, flight, segmented limbs, compound eyes, extra eys and/or legs, no heart, poisonous secretion or web secretion, superstrength or wallcrawling ability. Could also lay eggs.

• Mammal Physiology: excluding humans, the superhuman could have a physiology likened to any mammal. Warm-blooded, fur, fangs, claws, tail, supersenses.

This ability is usually accompanied by Adaptation to a certain environment, and possibly the ability Animal Mimicry. The superhuman looks human except for these physiological differences. The user can only have one of these designated physiologies.





Links:

http://www.whispy.com/psychic-ability.htm

http://www.roma1.infn.it/rog/group/frasca/b/parap.html

http://amasci.com/weird/wpara.html

http://homepages.ed.ac.uk/~ejua35/request.html


If you want to see where some of these powers came from, or what they even are, see these pages:


  • Link:

External Links


Evolved Human Abilities edit
Abilities

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Evolutions Abilities

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Graphic Novel Abilities

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See Also:

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