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User:Shadowulf1/All Superhuman Abilities in a Nutshell

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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.

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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.).

Accelerated Probability

Accelerated Probability is the ability to precognitively see what choice one should make when confronted by a situation, and then psychically accelerate oneself along that path of causality immediately, usually at superhuman speed. However, this ability only allows one to do physical abilities that one is capable of (if one needed to do a back flip in order to evade an attack, but the user was incapable or too afraid to do a back flip, then they would not be able to do it, and the like). This ability is usually accompanied by Superhuman Speed and Superhuman Reflexes.

Access

Access, also known as Psionic Access or Psionic Unlock 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, whether they are on windows, lockers, chests (even TV channels, or anything else that can be locked). One with this ability could open a locked door as if it were left unlocked, 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". The opposite number of this ability is Occlusion, which prevents access into normally-accessible targets.

Adaptation

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

Aerial Adaptation or Flight Adaptation allows the user to withstand extreme wind pressures (so one isn't disoriented or deprived of normal breathing capacity by them) along with immunity to vertigo; this ability is innate for fliers (so it is counted along with Flight as an ability).

Aquatic Adaptation or Bathyal Adaptation allows the possessor to breathe water in lieu of or along with a gaseous breathing medium (this is called Underwater Breathing, Waterbreathing or Hydropnea), swim very well (usually at high speeds) and endure high water pressure.

Montane Adaptation or Mountain Adaptation allows the possessor to live in very high-up conditions where the air is thin, as they possess adjusted breathing capacity, high air-pressure tolerance, a high cold tolerance and immunity to vertigo.

Terrene Adaptation allows the possessor to live in stuffy, low-light terrene conditions like caves and tunnels with vision, endurance and breathing adapted for such (and perhaps also adapted for intense heat, if adapted for areas closer to the earth's core).

Vacuum Adaptation or Space Adaptation allows the body of the user to survive in space unaided, withstand atmospheres, cosmic mediums and strange gravity (even sometimes that of a dangerous vacuum) and perhaps propel oneself into space.

The possessor of these adaptations would still have a human body, except with a few superhuman anatomical features. The possessor of this ability rarely has 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 involve 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 (called Wallcrawling) 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 or Anemokinesis 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. Another faculty of this ability is Aerogenesis in which one can generate breathable air or the constituents of air.

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 them or to the subject they wish to affect (or wounds that the subject or the user 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/against someone who was invulnerable to harm. However, if the foe can be hurt, then the wounds will either heal at the normal rate (even if the foe can rapidly regenerate), or they will not heal at all (unless the user relinquishes his power or the wound is healed by one with the power of Healing).

Age Shifting

Age Shifting is the ability to shift one's age into that of another. This may seem like the ability to manipulate time, but it only targets time fields around biotic matter. With this, one could age shift himself into an older version of himself (called Maturation or Age Progression) or a younger version (called Infantilization or Age Reversion). While age shifted, the user gains the characteristics of that age group, so they could realistically act like the age group to which they have shifted. One may even be able to change the apparent age of others (called Age Manipulation).

Agrokinesis

Agrokinesis, also called Chlorokinesis or Phyllokinesis is the superhuman ability to mentally manipulate wood, plants and flowers. Using this ability, one could grow plants to enormous proportions in 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. One may even be capable of controlling plants in their concentrated form, like clothes, paper and paper money.

Alchemy

Alchemy is the psychic ability to transmute 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, also known as Sight/Optic/Visual Adaptation is the superhuman 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 and project his sight and project laser vision. The ability, however, only allows perception in one aspect at a time.

Alter Ego

Alter Ego, also called Multiple Minds or Duality is the presence of multiple personalities within one mind. One with this ability may be docile and harmless while one ego is present, but powerful and vicious while another ego is present. And perhaps an ego may be invoked based on what type of persona the user thinks the current situation requires (called Jungian Shift). It is also possible that each personality comes with a distinct ability or distinct traces (scent, fingerprints, etc.) within each personality, and possibly transformation based on which personality is active.

• Sometimes one personality (the dominant personality), or a small few personalities will have no superhuman abilities at all.

Alternate Form

Alternate Form, also known as Transformation or Morphing is the psionic ability to assume the form of an object or creature whenever the user desires. This form could be any of the following:

• 1. Animal Form, also called Creature Form or Swarm Form ("Animal Shapeshifting") is the ability to assume the form of an animal(s) or a swarm of small insects/vermin (this divides the mind amongst each member of the swarm). This transformation may even allow shapeshifting into a dinosaur, a mythical creature or alien creatures (but only to that form/those forms and back to normal). This transformation usually allows one to communicate with the species that one has transformed into.

• 2. Monstrous Form is the ability to assume a form which is far more grotesque and frightening than one's normal form. This form has ugly features, and far enhanced abilities (and may be prone to the ability Psychic Intimidation). This form may be beastly (like a humanoid animal or with strange skin coloration/markings/features), alien, or just the user's appearance distorted (sometimes larger or smaller than one's normal appearance).

• 3. Toy Form or Object Form is the ability to assume a form similar to a toy or an inanimate object. One with this ability could use it to blend into one's environment (and thus keep from being found) or for easy transportation. This form is impervious to pain, and if one sustains lethal injury in this form, they usually just revert back to their normal form, unconscious. This form can move as though one were an animated toy.

• 4.Airy Form is the ability to assume a windy, airy form. This form is either devoid of visibility and specific shape, or similar to a wind cyclone. This form allows the user to hide in any space. If pressurized, this form can stifle fires, inflate the lungs of foes or travel with the wind, as well as attack evasion. This form can even be used to assimilate one's form into a tornado or other strong form of wind to attack foes more effectively.

• 5. Aqueous Form or Water Mimicry is the ability to assume a form similar to or composed of water. One with this ability can even assimilate his composition to other water and manipulate the water to expand his or her size, or he could move in this form through liquid mediums, sometimes even assuming the various states of matter (solid, liquid, gas and plasma). One with this ability could even use this form to become invisible while underwater (called Aqueous Invisibility). This form is usually highly vulnerable to electrical attack.

• 6. Terrene Form or Earthy Form is the ability to assume a form composed of rocks, dirt or stone. This form can sling the rocks/dirt of which one is composed to attack foes, or dig into the ground by assimilating oneself into the geography of the land. This ability could even be used to assimilate other earth and rock into one's form, increasing one's size, strength and endurance. This form may be composed of coal, diamond, or similar types of stone (or a composite of different types of stone).

• 7. Plant Form or Botanical/Arboreal Form is the ability to take a form likened to a plant. This form may be a tree, a flower, a plant, and a bush, or sometimes even a weed. This form may be able to move like an animated plant, mimic the abilities of plants (including Photosynthesis, Rapid Regeneration, Ingrain, etc.) or even control other plants in the other immediate vicinity. The user can only mimic plants’ properties while in this form.

• 8. Pyric Form or Fiery Form is the ability to assume a form composed of fire or biofire (a psionic form of fire which only affects those designated by the user). This form allows complete immunity to the effects of fire (even fire from the sun), but usually also causes vulnerability to intense cold and water. One with this ability can even use his flaming composition to shoot powerful blasts of fire at foes, or to burn/ignite objects and subjects by touch. This form is activated through successful human combustion.

• 9. Electrical Form or Electrical Mimicry is the ability to assume a form composed 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.

• 10. Sand Form or Dust Form is the ability to assume a form which looks like the user is made out of sand, or a constantly-swirling sand cyclone/constantly-floating dust cloud. This form can be used to obscure the vision from foes, flay flesh (if whirling fast enough) or travel on air currents. The sand form is malleable, and capable of not only assimilating into bodies of sand, but also changing density.

• 11. Metallic Form or Metal Mimicry is the ability to assume a form which looks like the user is made out of metal, or has skin covered in metal (normal or liquid). This is different from a metallic exoskeleton because the exoskeleton is just an outer covering, while Metallic Form allows one to infuse the metal with their genetics, thus actually taking on the properties of the metal (besides just durability).

• 12. Sonic Form or Sound Form is the ability to assume a form composed 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.

• 13. Light Form or Light Mimicry ("Focus") is the ability to assume a form composed 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 could also fly by riding light waves.

• 14. Shadow Form or Shadow Mimicry ("Nigrescence") is the ability to assume a form composed of shadow (solid darkness). One with this ability can blend into shadows completely (called Umbrageous Invisibility), or even teleport through them (called Umbrageous Teleportation). 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 or away from foes.

• 15. Deceptive Form is the ability to assume a form which is deceptive to the eyes, or any other senses. This ability may include the power to assume a form similar to a kitten, or a puppy or a baby, when in fact the user is a dangerous, maniacal killer (the user would maintain normal thinking and motor capacity). This form also helps if the user of this ability is naturally ugly or unappealing to sight.

• 16. Dimensional Form or Portal Mimicry is the body's ability to mimic a spatial warp, thus acting as a living portal to another dimension (or to another time/location); this ability may include the ability to pull others into this dimension with tendrils of dimensional energy extending from one's own body, or the ability to travel to and from said alternate time/dimension at will.

• 17.Inorganic Form is the ability to assume a form composed of inorganic material while retaining organic properties. One with this ability can infuse any inorganic material or refined material (such as plastics, glass, paper, gelatin, etc.). This form may be alternated between numerous types.

• 18.Ghostly Form or Astral/Spirit/Ecto Form is the ability to alter one's form in either of two ways. One could alter their physiology into an ectoplasmic state, to become ghost-like, or they could allow their physical body to fuse with their aura and psyche, turning them into a ghost. Once in this form, one would be able to become imperceptible (invisible, intangible and inaudible) and possess subjects at will

• 19.Marasmic Form or Zombie/Undead Form is the ability to assume a form similar to one of the undead. One with this ability is hideous in appearance, and may be rotting and smell like death. One with this ability is prone to intimidate foes, and may also have an ability like Feigning as well as Anatomical Automatism/Recall or some ability along those lines; may also be prone to Deathspeak (at least in this form).

• 20.Wave Form or Waveform Mimicry is the ability to assume a form similar to a wave or vibration. One with this ability could use it to bounce off a wall like an echoing sound wave, or channel through the ground to act like a living seismic shockwave. One with this ability could even ride water currents to induce extremely powerful tidal waves, and the like. Perhaps only one type of wave is possible.

• 21.Plasmatic Form or Aurora Form is the ability to assume a form composed of hot plasma, a form similar to an aurora or a form like an aurora-skinned version of oneself (with aurora-like light swirling around oneself). One with this ability could even morph their limbs into constructs of pure plasma, and produce high-energy events and attacks. One with this ability could produce natural plasma or extract it from any given subject.

• 22. Stellar Form, also called Stellar Mimicry or Quasi-Stellar Anatomy is the ability for the body to perform processes similar to those of a star/celestial body. One with this ability could generate his own personal gravity field and nearly-perpetual energy (removing the need to sleep or eat), along with generating plasmatic energy in other forms. Their body is likened to a star, maybe even capable of generating solar winds (but not manipulating them). The offensive part of this ability (radiation, burning things) may be suppressed at will.

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). It is also possible other forms could be assumed.

Alternate Reality

Alternate Reality is the presence of an alternate universe inside one's mind, or the ability to psychically create and interact with other versions of reality which take up different dimensions, or frequencies, of reality (usually the imaginations of others—this is similar to Dimensional Travel). This mindscape is manipulated to the user's desires; if the person has physical contact with someone else before entering the alternate reality, they can bring another consciousness to the alternate reality as well. If a passenger were left within the alternate reality, their consciousness would be trapped there (until retrieved by the creator).

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.

Anachronism

Anachronism is the state of being born into the wrong timeline. It is possible that an anachronistic superhuman could be either born years before/after he should have been, or he may be a temporal duplicate of another superhuman (which means he should exist within an alternate timeline). One with this ability is a temporal anomaly, so that they move faster or slower than normal, age faster/slower and are prone to intuitive feelings (or perhaps random knowledge; maybe even visions) about their time period. One with this ability is not easily affected by abilities which affect time (although they can be affected).

• If the anachronism touched anything from the timeline that they should have come from (while in their current timeline), they would disappear as though touched by antimatter.

Anatomical Automatism

Anatomical Automatism 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 (no flying, defying gravity, etc.). 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 (when that faculty is used) 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, and 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, also called Animal Omnilingualism, Animal Communication/Domination or Zoopathy is the superhuman ability to mentally communicate with, and eventually command animals. Sometimes this ability extends to the entire animal kingdom, but other times, the ability may be more specific, like the following:

Amphibian Omnilingualism, also called Amphibian Communication/Domination is the superhuman ability to communicate with, and eventually command amphibians, from small tadpoles and frogs to toads, newts, salamanders, etc. This is limited to birds.

Avian Omnilingualism, also called Avian Communication/Domination or Ornithopathy is the superhuman ability to communicate with, and eventually command birds, from small sparrows and pigeons to ostriches and birds of prey. This is limited to birds.

Canine Omnilingualism, also called Canine Communication/Domination is the superhuman ability to communicate with, and eventually command animals of the canine species, from house dogs to wolves and foxes. This is limited to canines.

Feline Omnilingualism, also called Feline Communication/Domination is the superhuman ability to communicate with, and eventually command animals of the feline species, from house cats to feral cats and big cats. This is limited to felines.

Ichthyic Omnilingualism or Ichthyic Communication/Domination or Ichthyopathy is the superhuman ability to communicate with, and eventually command marine species, from small fish, to otters, dolphins, whales, etc. This is limited to marine species.

Reptilian Omnilingualism, also called Reptilian Communication/Domination or Herpetopathy is the superhuman ability to communicate with, and eventually command animals of the reptilian order, from lizards to turtles and alligators. This is limited to reptiles.

Vermin Omnilingualism, also called Vermin Communication/Domination is the superhuman ability to communicate with, and eventually command vermin, from bats and small rodents to fleas, lice, flies, roaches, etc. This is limited to creepy crawlies.

One with this ability sends a telepathic or empathic message to the desired animals and rather than the animal simply understanding human language, the mind of the user empathically translates it into mental signals that animals can understand. This allows communication with any animal and may even allow psionic control over the animal kingdom, including metabolism, behaviors and breeding patterns, or to understand what they are thinking as well.

• This is limited to animals.

Animal Mimicry

Animal Mimicry or Animal Attribute 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 ability to psionically instill inanimate objects with the ability to move and to act of their own accord. 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 and shape). One with this ability can even undo the petrifaction of victims, or imbue inanimate objects with one's psychic energy, allowing the user to psychically command said objects after they are animated (called Animated Control).

Antigravity Manipulation

Antigravity Manipulation or Anti-Gravity Manipulation is the ability to mentally manipulate the forces of antigravity, allowing one to increase or decrease the effects of it around any desired area, to levitate objects (or oneself and others) or to negate the antigravitational effects of the levitation/flight abilities of others. One this ability can even sheathe subjects in antigravity (so that they float away uncontrollably) or increase the presence of antigravity to perform athletic feats which require a bit of gravity defiance (extremely high jumps, tossing foes extremely far, etc.).

Antikeimenokinesis

Antikeimenokinesis or Object Manipulation, is an umbrella term for the manipulation of any obscure substance other than the typical four elements (water, fire, earth, air) the primary four elements (energy, matter, space and time) and vital reality (Reality Bending). These include the manipulation of more obscure elements, such as salt, paper, sugar, thread, flowers, fibers, plastic, etc. This ability may even allow the manipulation of ink. Most common (yet obscure) types include those below:

Dracokinesis- Mental manipulation of air molecules such as nitrogen, oxygen, CO2, etc. to control their movement, their interaction with each other and to combine or disperse them at will

Elaiokinesis- Manipulation of the physical state of oil and similarly viscous substances (its physical state, its behavior, moving the oil)

Lactokinesis, also called Galactokinesis or Galakinesis- Mental manipulation of milk and dairy products; one with this ability could manipulate milk/dairy like a hydrokinetic manipulates water (moving it, shifting it in its various states, etc.)

Melanokinesis- Mental manipulation of the physical state of ink (its physical state, its behavior, moving the ink around)

Nanokinesis- Manipulation of subatomic particles, like electrons, protons and neutrons, including their motion behavior and their chemical processes

Onychokinesis- Mental control over one's nails, increasing or decreasing the length or sharpness of them, even shooting them from the sockets like dangerous projectiles

Oxikinesis- Mental manipulation of oxygen, increasing or decreasing the amount of it in any area; using it to increase fires, decreasing the amount of it to suffocate foes and the like

Vitakinesis- Mental manipulation of the regeneration process (inducing rapid regeneration, negating the healing process, reversing said process)

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.

Antithesis

Antithesis, also called Antithesis Inducing is the ability to induce the opposite of nearly any effect. One with this ability could jump off a building and instead of breaking something (or dying) they would be fortified against breaking limbs, or any already-broken bones that the user lands on would be healed. One with this ability could hold fire to a burn wound and the wound would be healed instead of worse damaged, and the like. One with this ability could even cause injuries to feel good or normally-pleasurable things to be extremely painful, and the like. This ability may be accompanied by Power Reversal or the ability to reverse some other process/effect.

Apathy

Apathy, also called Belle Indifference is the absence of emotion. One with this "ability" could not be affected by abilities meant to induce emotions (no love/fear/pain-inducing powers, etc.) and is immune to every variation of Empathy. It would also be far easier to make decisions, face opponents that others wouldn't, resist temptation, and do things normal people would be far too afraid or embarrassed to do. One with this ability thinks purely with logic, so they tend to be fairly intelligent as well. Particular variations include Fearlessness (absence of irrational fear) and Heartlessness (absence of sympathy).

• One variation of this ability, called Empathic Suppression or Emotion Suppression may simply entail the ability to suppress emotions instead of being entirely devoid of them, so that one can live a normal life, but lose the desired emotions as required.

Artistry Animation

Artistry Animation, also called Artistic/Narrative Summoning is the ability to psionically animate an illustration or sketch by pure act of will. One with this ability could use pencils, pens 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 with this ability may even sometimes be able to animate images by writing words describing what it is they wish to summon (called Artistic/Narrative Realization).

Arthrokinesis

Arthrokinesis is the ability to mentally manipulate the fine movements and functions of the joints and (sometimes) tendons, either in one's own body, or in the body of another. This ability could be used to increase or decrease flexibility in the bodies of others. This ability could even reduce joint strength in extremities, and manipulate control the contractions and movements of such, similar to Bodily Possession. Used offensively, it could induce arthritis (or crepitus), spasms, backaches and neck aches or other joint-and-tendon based difficulties (even tendonitis or bursitis). This ability is counted as a portion of the ability Biokinesis.

Asepsis

Asepsis, also known as Disease/Poison Immunity 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 or a lethal poison and their immune system would fight it off nearly immediately. People with the ability nosokinesis are helpless against people with this ability (although one may be immune to only poison or only disease, not always both).

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.

Asterokinesis

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

Astrakinesis

Astrakinesis or Ectokinesis is the ability to psychically generate and manipulate ectoplasm, psychic and astral energies. One with this hugely powerful ability can summon astral, psychic or ectoplasmic 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, and harm ghosts/spirits with ease.

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 (sometimes only 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 originate). Sometimes the astral body can be put back, but if not, it may also be referred to as another form of Grim Reaping.

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, also called Astral/Soul Release, Free Spirit or Spirit Freedom is the psychic ability to temporarily release the spirit or “soul-self” from the body, allowing one to roam freely on a vision quest (usually via Flight), 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, unless the soul-self is capable of keeping the body alive while it is absent (called Remote Control).

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 or Hygrokinesis 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, also called Meteokinesis is the ability to mentally manipulate the flux of the atmosphere 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, also called Aerial Propulsion or Air Jetting is the ability to channel air into the body and expel it from some bodily orifice (either end of the digestive tract, or out of the palms of the hands/feet) 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 so that it only propels when the user of the ability needs it.

Atmospheric Respiration

Atmospheric Respiration, also called Alternate Respiration or Respiratory/Breathing/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 (this faculty is called Apnea or Optional Breathing). One with this ability can't always withstand too much intense pressure; they can just breathe in any atmosphere (or lack of one), which makes normal breathing optional.

• However, sometimes the user can simply hold his breath a long time (maybe even indefinitely), to stay underwater as long as desired, or as a defense against smoke, airborne toxins, etc.

Atomicity

Atomicity or Indivisibility is the bodily state of being incapable of being divided. One with this ability could not be divided via Replication or Fission. 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.

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 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 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 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 to increase the intensity of the aura's glow (so as to nearly blind foes capable of seeing auras, or even making the aura visible to all). One with this ability could even knock a subject unconscious or stun them by temporarily smothering (and thus overwhelming) the subject's aura.

Aura Reading

Aura Reading, also known as Aura Perception or Radiesthesia is the ability to see or otherwise 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.

Avatar Existence

Avatar Existence, also called Avatar State, Avatarism, Symbolic/Semantic Representation or Symbolism (among other names) is the state of being the supernatural symbol or representation of an ultimate truth or universal principle. The user may draw upon every source of that trait. One with this ability may be the representation of strength, and thus able to draw upon every ounce of strength that he can concentrate on; or he may be the paradigm of intelligence, and thus able to “borrow” or “share” the intelligence of as many people he thinks about. The user may even represent their homeland, and be able to harness the power of the inhabitants.

• The user of this ability must concentrate on those whose strength/intelligence/endurance he wishes to harness, and the concentration almost always wears the user out.


B

Barrier Defiance

Barrier Defiance or Forcefield Defiance is the ability to resist forcefields and barriers. 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, also called another version of Summoning 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. This ability could mentally draw anyone with which the user has a positive empathic link, although such a limit does not always apply (and it can be modified to draw whoever the user desires, over time).

• Although sometimes it may include causing subjects to feel the compulsion to come to the user's location; sometimes they don't even know it is his location (this is called Family Call or Psychic Lure).

Bioacoustic Disruption

Bioacoustic Disruption is the psionic ability to disrupt mechanisms of communication within species. One with this ability could psionically disable a foe's ability to speak or 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.

• A stronger variation of this ability is when the user can disable the understanding of communication within species, so as to temporarily make communication impossible with whoever the ability was used on. The subject can still speak and hear; he simply can’t understand what he speaks or hears, and sometimes can’t even understand visible signs/gestures (called Communication Disruption).

Biokinesis

Biokinesis, also called Somatokinesis or Genetokinesis (when that faculty is used) is the mental ability to alter the DNA structure and personal body functions of oneself and/or others. One with this ability can shapeshift to change one’s skin color, size, weight or appearance (or even to shift from the appearance of one species to another). However, shapeshifting to that of another species can often only be done within the same mass, so one cannot become the size of a mouse or an elephant with this ability. Many faculties and enhancements branch and stem from this ability (variations even allow the user to move and manipulate bodily organs themselves).

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, also called the Mystery Box Effect, Variable Effect or Variability pertains to the ability to mentally 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 usually still within the bounds of reality and logic), ranging from giving foes a paper cut to generating nuclear explosions and cosmic storms.

Body Part Generation

Body Part Generation, also known as Extra Appendage Generation or Body Part Forging the ability to generate extra appendages from the body for extra utility. This may include generating extra arms, legs, wings, a tail or any other limb or appendage that the user would find useful. One with this ability can usually only generate limbs or appendages (although they can only generate as many as the body can manage without physiological damage). However, another faculty of this ability includes capacity to generate extra internal organs as well (in case others need replacing, or for extra organ capacity).

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, and if they do so without injury, it adds to their current strength, stamina, etc.). One with this ability can survive shortly without the body part before they begin to feel the pain or suffer the injury (not the brain, unless accompanied by temporary Psychic Sustenance).

• When body parts are assimilated into the user’s body, they sometimes keep original capacity, i.e. the eyes of a precog could still see the future, etc., along with retaining psychic imprints of the body-part donor’s memories, and perhaps linking the user and the donor telepathically/empathically (this is called Cellular Memory).

Body Supremacy

Body Supremacy, also called Body Mastery or Free Motion (when that faculty is used) is total awareness, familiarity 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 gain fine control over the movements of one’s muscles (so that if the user is thrown onto his back, he could still move along the ground by flexing his back muscles, and the like). 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, short of lethal damage (this is called Catfall).

• 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).

Burning

Burning, also called Heating or Molecular Acceleration is the superhuman ability to psychically accelerate the motion of particles, thus rapidly igniting or burning any given subject by one or both of numerous ways. One with this ability can manifest it as Firebreathing, Heat Projection and/or a Burning (Pyric) Touch. However, it may entail the increase of heat in moisture in the air. 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.

• Another variation of this ability allows the user to increase the “temperature” of his intangible aspects, such as the mind, aura and psyche, so that when others attempt harmful mental contact with the user, or vice versa, the subjects feel as though burned (called Fervid or Hot Mind/Aura/Psyche).


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.

• Another form of this ability, called Environmental Mimicry or just Mimicry is the ability of a superhuman to blend into one's environment by empathically mimicking the shape and color of surrounding vegetation or land features (a mix of Camouflage and Shapeshifting)

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.

Cardiokinesis

Cardiokinesis is the ability to mentally manipulate the fine movements and functions of the cardiovascular system, either in one's own body, or in the body of another. This ability could be used to increase or decrease blood pressure in the bodies of others. This ability could even reduce anaerobic fatigue in muscles, and manipulate the speed at which blood is pumped through the body, similar to Hemokinesis. Used offensively, it could even induce aneurysms (or heart arrhythmia), angina, subdural bruising or other cardiovascular difficulties (even inducing heart attacks and cardiac arrest). This ability is a component of Biokinesis.

Catharsis

Catharsis, also known as Purgation is the 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 (but not injuries). This ability increases the speed at which one recovers from sickness and, with practice, releases all ills before they have the chance to develop. Used offensively, this purgation of negativity from the user's body may entail the infliction of said negativities on others.

Ceasefire

Ceasefire, also called Armistice/Affection Inducing is the ability to psionically cause people within a certain radius to like a given subject (ranging anywhere from random generosity to full-blown skipping around the may pole). This may even be used to induce harmony between two or more specific people or parties (causing anywhere from shows of affection to full-out reversal of alliances…even perhaps romantic love). Not to mention, subjects can walk into/out of the radius and still temporarily like the person that the ceasefire is directed at, so this can be used to convert many sentient subjects (even animals and insects) to the user’s purposes.

Cellular Transmutation

Cellular Transmutation, also known as Transfiguration or 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 species entirely.

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, also called Chemical Synthesis 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. This ability is almost always accompanied by Asepsis.

Chemical Mimicry

Chemical Mimicry is the ability to mimic the properties of chemical elements and other 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, to look as though you were a different race (or that you had/didn’t have a disease) , etc. This can also be used to change the heat emission of light by changing light's wavelengths, generate shadow by turning light particles black, and the like. However, another version of this ability entails limited telekinesis on objects of certain colors.

Chronokinesis

Chronokinesis, also called Horokinesis is the superhuman ability to mentally alter the flow of 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. Another faculty may include the manipulation of personal time or speed (called Speed Manipulation). Or this ability may also include the manipulation of space as well in accordance with the time-space continuum.

Chronopathy

Chronopathy, also known as Chronomancy, Chronometry, 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 discern the age of subjects and structures, detect if time has been affected, or if someone has traveled through time (and where/when to).

Circumlocution

Circumlocution, also called Doublespeak is the ability to use a combination of vocal and mental power to confuse and trick foes with ambiguous and evasive speech. One with this ability could use speech to get people to reveal secrets, or get people to do things they would not normally. One with this ability could even frustrate people to the point that the subject attempts to make sense of an entirely stupid or irrelevant point. This ability entails the psychic initiation of the brain's contemplation process, so a subject will take into consideration any idea, and eventually accept it as plausible truth, become extremely frustrated or the like.

Circumspect

Circumspect, also called Circular Vision, is the state of having 360° of vision, which allows the user to see around himself at all times. With this ability, light is refracted through the eyes, but the vision range is (usually) also 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.

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, also known as Concealment, Hiding or Cryptifaction 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.

• Another faculty of this ability allows the user to remember the location of anything that he has psychically hidden (this is called Cryptoscopy), which works similar to Psychic Identification.

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.

Collection

Collection, also called Gleaning or Item Gathering is the ability to use psychic energy to attract small objects to oneself. However, other variations entail generating a sphere or similar shape out of psychic energy which travels and moves autonomously, collecting small objects along the way and delivering the collected items upon being called back, and the like. The small objects (from keys to DVD’s or books) accumulate on the source of the psychic energy until either the energy is no longer generated or the objects are kept from getting to the source. Sometimes the gathered items can be specified.

Combustion Inducing

Combustion Inducing, also called Explosion Inducing or Explosive-Force Generation is the ability to cause explosions at will. Targets of the ability are not always restricted to flammable objects; any object can be affected by speeding up the motion of molecules, or simply causing said molecules to release the energy within them. Should their powers develop, it is possible that users of the ability can even control the explosions they generate, ranging from small pops to the force of a bomb to exploding a molecule, an atom or the nucleus of an atom (which can create extremely powerful nuclear, atomic, radioactive or electromagnetic explosions).

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. One with this ability could touch a live wire and conduct the electricity, and then channel that same electricity into someone or something upon making physical contact, thus shocking or electrocuting the desired subject (or charging it if it is a machine). 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).

Conversion

Conversion or Conformity Inducing is the superhuman ability to psychically change others into genetic near-replicates of oneself, via a bite, a scratch or bodily tampering. This ability can make it hard to be identified by the police (because the converted subject’s genetics —and maybe their appearance— match that of the user of the ability). Not to mention, sometimes the conversion may even allow the user to mentally dominate the subject they converted. One with this ability, however, is most commonly a lycanthrope, a vampire or one of the undead (although this is not required).

Cross-Dimensional Awareness

Cross-Dimensional Awareness, also known as Interdimensional/Extradimensional Awareness, Dimensional Awareness, or Dimensional Sense is the ability to psychically detect actions, conditions and events in other dimensions. One with this ability usually can only tell about occurrences in only one or two alternate realities, or if a subject or object is from another reality or timeline. However, this ability has also been known to be used as a form of Xenopsychism, to learn more personal information and knowledge 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.

Cryptomnesia

Cryptomnesia or Latent Ability is the revelation of knowledge or abilities without knowing where the knowledge comes from. One with this ability does not use it voluntarily, as they are never aware of the knowledge. The user may respond to a situation in a way they cannot explain, or know the answer to a question in a field they've never studied such as history or any other subject, but sometimes the knowledge is not even revealed after they give the answer or respond to the stimulus; the user of this ability may remain oblivious, allowing them to the avoid telepathic detection of knowledge and superhuman abilities.

•This is not to be confused with Past Recollection or Prescience, Claircognizance or Intuition as it allows one to reveal knowledge one already possesses. The user simply doesn't know they have the knowledge.

Cryptopathy

Cryptopathy, also known as Psionic Encryption/Ciphering is the ability to psionically encrypt any message (written, vocal or otherwise) into a code that is unknown to anyone but the user and the subject for whom the message is designated. However, another faculty of this ability (called Psionic Decryption/Deciphering) allows psionic decoding of writing and speech in a different languages into one that the user can understand (instead of understanding intuitively) so that a subject could speak or write in Chinese, German, Navajo, etc. (even a made-up code), but to the user it would sound or look like whatever language he understood, and vice versa.

Crystallization

Crystallization is the ability to cause the solidification of minerals around a subject (or psychically reconfigure objects/subjects into crystal versions of themselves), 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 and crystals from the ground, gems and jewels. This can be used to increase or decrease the amount or size of present minerals, or take the minerals out of any place that contains minerals or gems, even living bodies.


D

DNA Reading

DNA Reading or Genetic Perception 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 sense if two or more beings share a blood relation, and the like.

Danger Sense

Danger Sense or Danger Sensing is the ability to sense when a threat is near. It is a telepathic, empathic or spatial detection of hostile presences which allows one to tell when there are impending dangers near, even to the point that one with this superhuman 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 (called a Trap Sense).

Death-Force Absorption/Projection

Death-Force Absorption/Projection is the superhuman ability to psychically absorb and/or return the force which is exuded from the bodies of the dead/undead. The first faculty of this ability entails Death-Force Absorption, which can return a dying foe to full vitality, or drain the undead of vitality. One with this ability could eventually absorb enough death force-force to return undead to normal and/or return others/oneself to full vitality. However, this ability is also accompanied by the ability Death-Force Projection, in which one could instill enough death-force to kill perfectly healthy foes, or restore the undead to full vitality.

Death Sense

Death Sense is the ability to mentally detect the impending or past occurrence of a death in the immediate vicinity. One with this ability gets a gut feeling that a subject is dying or dead (or they can perceive the aura of death around the subject), and the closer they are to the subject, the user can more accurately tell who it is that is dying or dead, and perhaps how they will die (or how the died, if they are already dead).

Death Warning

Death Warning, also known as Death/Danger-Warning or Impending-Death/Danger Perception is the ability to use one's psychic power to announce the impending or possibly changeable death/danger 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.

• 2. Dread Presence, also known as Portentous Presence or 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 user to be drawn to sites, in order to warn subjects of the danger that is impending. Or one's presence may invoke visions of danger/death.

• 2. 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.

• 3. 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.

• 4. Dread Stare or Warning Vision is the ability to provoke the subject to see his or her impending death by looking into the subject's eyes. Sometimes, though, the ability activates on the user, and warns him of either his own death or the death of others, compelling the user to stop the vision by any means necessary.

The death may or may not happen within that time frame, but the ability only causes the user to see how the death or danger 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. This ability may simply include warning of impending danger, not death.

Deathspeak

Deathspeak, also known as Death Affinity, Spiritual Affinity or Shamanism is the ability to communicate with undead and the spirits of the dead. This can be used for normal conversation, to ward off malevolent spirits/undead or simply to communicate with the ghost/undead that it's time to move on and the like. This communication may psychically translate the spirit/undead's language to the user's language or vice versa (if the subject and the user do not share language). This ability may or may not be accompanied by Mediumism and or Mediumistic Automatism.

Deception

Deception, also called Deceit (among other names) is the name of two related faculties. The first faculty is most heard-of; the user is capable of lying with a straight face and without indication that one is lying, thus evading Lie Detection (even by telepathic means). The second faculty, however, is most powerful; the user psychically causes subjects to believe anything spoken by the user, 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 could convince him otherwise.

Decrescence Inducing

Decrescence Inducing, also called Decresence or Existence Negation is the ability to psychically cause foes to literally fade away. One on whom this ability has been used will slowly begin to fade away, until he exists outside of space and time, and thus cannot interact with this or any other reality. This ability cannot be undone by anyone except the user or someone else with the same ability. This ability 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 called Reflection, Blocking or Riposting is the ability to physically or psychically dismiss and deflect whatever physical power is thrown directly toward the user. 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 consciously knock away impending dangers with phenomenal force. This ability may be accompanied by Superhuman Endurance, Invulnerability or the like.

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 the body is nearly impenetrable and 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 to become dense or intangible as desired. Sometimes this ability could even be used to change the density or compactness of other things as well (called Density Manipulation). This ability is usually accompanied with superhuman endurance.

Dermakinesis

Dermakinesis, also called Creakinesis or Sarcokinesis 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 perhaps control the entire endocrine system, allowing the user to induce/suppress sweating, cause acne in the skin and the like (called Endocrine Control or Endocrine System Manipulation) .

Desolation

Desolation is the ability to psychically 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, causing rocks and stone to erode (called Erosion Inducing or Weathering, if the superhuman can only do this) or causing metals to rust (called Rust Inducing or Rusting, if the superhuman can only do this). 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 upon coming into close contact. This ability can usually be turned on and off at will.

Detonation

Detonation, also called Explosion or Self-Destruct 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 (or the body may simply disassociate into a cloud of atoms upon detonation and these atoms reconfigure upon detonation, with no damage to the user at all).

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 Dimensional Transportation, Portal Generation or Warp Travel is the ability to create portation "discs", spatial "rips" or other spatial portals for transport between two non-adjacent locations. The user of the ability may be able to travel through time (called Time Travel, Temporal Navigation or Chronoportation), different dimensions or simply different locales on their present plane of existence. This ability may even allow psychic bridging of two or more adjacent dimensions, so that one could allow two-way dimensional travel (called Dimensional Bridging, Dimensional Junction or Dimensional Nexus Generation).

• Dimensional Anchoring prevents movement out of one dimension and into another. It prevents the generation of portals and prevents the passage of subjects through already-generated portals.

• Dimensional Displacement psychically distorts a subject's spatial presence. It may allow or disallow simultaneous interaction with numerous dimensions, or it may send the foe back to his original dimension.

• Dimensional/Teleportation Energy Projection includes the exudation of dimensional energy in a form other than a portal, such as full body armor, daggers of dimensional energy, and the like, which teleport objects or subjects to another area (or dimension) on contact

• Wormhole/Vortex Generation is the ability to psychically generate distortions in gravity and space-tame (or dilate light waves to infinite mass), thus resulting in the formation of wormholes. The vortex is usually too dangerous to be traveled through, because it would may result in travel to a random dimension, location or time at superluminal (faster than light) speed. It may also pull subjects into it with extreme gravitational force.

Disassembly

Disassembly is the psionic ability to cause the parts which join a structure to go flying apart, thus disassembling any mechanism constituted of two or more pieces, either by psionically covering the target in (or its joining parts) in psionic energy which makes the target’s pieces fly apart, or by imparting a psionic node which causes the pieces of the target to come loose and disperse in different directions (normally or violently, depending on the user). One with this ability could cause cars to come apart instantaneously and to go flying violently into different directions, or (less common) loosen joints found within the body.

• A superhuman with the power Atomicity can sometimes negate this ability by touching whatever that superhuman wishes to protect (passing on the effects of his indivisibility for as long as the superhuman touches said object or subject).

Disassociated Identity

Disassociated Identity, also called Disassociated Vitality or Detached Life-Force is the ability to keep one's life force from being connected with any one organ (even organs normally considered to be vital). One with this ability could be shot, hanged, stabbed or otherwise maimed horribly, and it will not kill the user. The user will simply continue with said damage to his body. One with this ability has no need to eat, drink or breathe as one part of the user's body can carry on the functions of any other body part (which, in this case, means only circulating life force). This ability may be accompanied by Anatomical Automatism/Recall and/or Rapid Regeneration.

Disillusion

Disillusion is the 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. However, other versions of this ability cause the subject to be turned into similarly charged ions, and thus they disperse (called another version of Ionization or Ionic Conversion) or they burst into a cloud of powder (called Pulverization). However, another faculty of this ability allows one to reverse the effects of Disintegration (this is called Reintegration).

• 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 may act as living antimatter.

Disruption

Disruption, known as Interference (or Disorientation when used on living subjects), is the ability to project a psychic aura (or an EMP) from one's body that disrupts electrical/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 of some sort, or the interpretation of signs. This may include any of the following:

•Astrology, also called Astrological Sign Reading or Zodiac Perception is the ability to perceive information based on the astrological signs of subjects (sometimes including oneself). One with this ability can use observation of the stars and planets to determine when events will take place, what events took place in the past, and perhaps the answers to yes/no questions.

•Auspice is the interpretation of the movements of animals (particularly the flight patterns of birds) or the perhaps the entrails of certain animals. One with this ability uses it to predict disasters, usually of a natural sort (storms, tornados, the outcome of wars, etc.).

• Bibliomancy is the ability to divine information about a situation, the past/present/future or the answer to a question based on the selection and supernatural interpretation of passages from books or stories. One example of the use of this ability is the reading of a section from the book of Revelation in the Bible, and using it to predict a future event or a past event corresponding with the passage.

•Cold Reading is the ability to divine information from people by asking very broad questions. After answering yes to a question which may really apply to any number of people, the subject is asked more and more specific questions until the desired information is acquired, or given more and more specific information to baffle the subject at how much the user seems to know.

•Crystal Gazing, also called Crystallomancy is the ability to obtain information about the past, the future or the thoughts of others by gazing into a crystal. The crystal is usually a crystal ball, but sometimes it can be a prism, or even a pool or still water.

•Dowsing, also called Rhabdomancy is the use of a rod in order to locate water, food or civilization. The rod usually has to be wooden or some other natural element so that it can attune to nature in order to be drawn to whatever the user is looking for. This ability is sometimes even used to perceive the presence of ghosts or to locate lost people.

•Dream Interpretation, also called Dream Reading or Oneiromancy is the ability to decipher hidden meanings from the dreams of others (or even one’s own dreams). This entails the ability to understand what certain animals or objects represent, as well as interpreting even the occurrence of dreams in itself as a sign of some future event.

•Fire Reading or Pyromancy is the ability to perceive information about the future, the past or the answer to questions based on fire. This may involve reading the patterns, the smoke clouds, the heat, and the motion or even perhaps by literally “listening” to the fire, and getting an empathic message pertaining to the information the user desires.

•Hot Reading is the ability to divine information from people by asking very well-timed questions (after observing people closely), to give the illusion of having supernatural power. After answering yes to a question, the subject is asked more and more specific questions until the desired info is obtained, or they are given more and more specific information from the user, and the subject is baffled.

•Muscle Reading is the ability to perceive information about a person based on the movements and twitches of the muscle. One with this ability can pick up on even the slightest muscle to perceive a change in emotion, when a person is lying or the next motion a foe will make.

•Numerology or Number Reading is the ability to perceive information about the past, present or the future (or find the answer to a question) by observing the patterns in numbers. One with this ability may see patterns in the order one sees a set of numbers, how many numbers they come across, or how much the numbers encountered add up, subtract, multiply or divide to make.

•Palm Reading, also called Palmistry or Chiromancy is the ability to perceive the past and future history of a person by reading the lines in a subject’s palm. One with this ability can sometimes even use it far away to predict weakness (physical or psychological) of a foe or to perceive the future of allies to help them.

•Rune Reading or Augury is the ability to perceive information based on the symbols or signs one sees (or based on the order that one sees the symbols/signs). These signs may be made by the same culture, or upon seeing certain symbols in general, they invoke knowledge of a particular event, past, present or future (usually about weather or the answer to a yes-no question.

•Scrying is the ability to perceive the location of a given subject or to project one’s vision to a location by use of divinatory mechanisms. One with this ability may use an orb, a crystal or a reflective surface (sometimes even a computer screen) in order to observe an area or find a designated target.

•Séance Holding is a version of Necromancy in which the user psychically summons or evokes the spirits of ghosts. The spirits speak to the necromancer and answer questions about the past, the future, how they’re doing and the like (they are not compelled to answer anything, and this ability does not always summon the right spirit).

•Tarot Card Reading, also called Cartomancy is the ability to use a deck of cards (not necessarily Tarot cards) in order to divine events to come, events past or the answer to yes/no questions. Patterns of pulled cards may imply good fortune, bad fortune, a weather prediction, or the like.

•Water Reading, also called Hydromancy is the ability information about the future, the past or the answer to questions based on water. This may involve reading the patterns, the fluxes, the temperature, the motion or even perhaps literally “listening to” or feeling the water, and getting an empathic message pertaining to the information the user desires.

Divination is not limited to likely future events but can show the user possible futures or even the present in a different light as well as the past; it can also be used to answer questions.

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.

•This may also entail the deliverance of seemingly-coincidental, but entirely helpful, information or ideas about situations at just the right times, as well as possibly the strength and courage to face challenges, courtesy of the user’s patron entity (called Divine Inspiration), as well as possibly the strength and courage to face challenges, courtesy of the user’s patron entity (called Divine Empowerment).

Divine Transfiguration

Divine Transfiguration, also known as Apotheosis or Transcend is the divine ability to assume a new form that better suits one's purposes, duties or needs. The superhuman gains vast abilities and knowledge or enhancement of current abilities/knowledge. This ability sometimes only occurs after death (or temporarily during life). It can sometimes be reversed, by the user or the entity, after the superhuman's divine duty is done (the reversal is called Abasement). When entities abase, they retain their powers, and only take on a physically weaker form; when apotheosed beings abase, they only retain their Divine Favor until they apotheose again.

• Entities can also send their essence to earth, by itself or through a vessel (called Incarnation or Avatar Incarnation) to be born as humans/superhumans. The incarnation retains Divine Favor and can also call down the entity's power as necessary.

Divine Wrath

Divine Wrath is the ability to, through one's presiding deity, induce misfortune upon foes and wrongdoers. 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, or some other supernatural effect meant to punish foes. 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, also known as Suspended Animation 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 faint activity in the brain (undetectable to pulse-readers, empaths and telepaths) that allows the body to function just barely pumping blood through the body, or their psyche recedes so deeply into the rest of the soul that the user’s life-force cannot be detected. 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 entails nearly no danger.


E

ESP

ESP or Extra-Sensory Perception is the superhuman ability to acquire information by paranormal means independent of any known physical senses or deduction from previous experience. These means may be any of the following:

•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 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 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 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 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 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.

• Remote Viewing is a procedure to allegedly perform complete ESP under controlled conditions. Somewhat similar to Astral Projection, the phenomenon involves the projection of complete consciousness to remote locations without projection of the body or the psyche. One with this ability can use it to sense the targets within that location, and from that, divine the location of the targets (how far away they are, in which cardinal direction, etc.)

These abilities are used to project the senses through the fabric of reality to allow one to perceive any location in the world and in nearly any moment in time (through one, or more—perhaps all— of the senses) without potentially endangering oneself. Not to mention, it is possible that other forms of ESP exist, as these senses are not the only ones that exist.

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 occurrences 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, also known as Incarnation Inducing or Spirit Storage is the mental ability to induce bodily possession in subjects. The user of this ability does not possess subjects, but causes a subject's Ectenic Force to attract spirits (so that the chance of Bodily Possession is raised exponentially). Or he may literally grab the spirit and place it into the subject's body. One may even use this ability to psychically pull spirits into himself (perhaps multiple spirits at a time). This power may allow 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.

Effect Field/Aura

Effect Field/Aura is the ability to generate a field or aura which produces a certain effect. This effect is varied between users and can even vary in their individual function. The most common include:

• Accelerator Aura, also called Acceleration Aura or Acceleration is the ability to generate an aura or field which accelerates anything within it. This can be used to accelerate a car which is low on gas, or to make a bullet move even faster. One with this ability may even increase the speed of only one part of a system (such as increasing the speed of the heart to cause heart attacks or increasing the speed of the brain's activity to increase intelligence or comprehension).

• The Blackbody Effect, also called Blackbody Aura or Dark Spot is the ability to psychically generate a black spot or other small mark on any given part of a subject’s body which slowly sheathes the subject in an aura of darkness. This aura is a nearly- perfect (or entirely perfect) absorber of light and radiation for a wide radius, thus rendering anyone within it blind and extremely cold (or freezing them), only allowing sound to escape the aura. Usually only the user of the ability (or those gifted with True Sight, ESP/Clairvoyance, etc.) is capable of seeing from within the darkness.

• Degradation Field, or Degrading Aura is the ability to produce a field/aura which upon contact with biotic subjects, causes them to waste away until they get out of the field (only sometimes does the subject return to normal after leaving the field). If they entirely waste away, however, the effects are permanent.

• Dilation Aura, also called Magnification/Diminution Aura is the ability to generate an aura/field which enhances or decreases physical/mental faculties. It may an Intelligence Aura, an Agility Field, a Strength Aura, Aura of Enfeeblement or the like. If anything is enhanced or decreased within the aura/field, it counts as a Dilation Aura.

• Disassembly Field is the ability to psychically generate a field which disassembles any machine into all of its constituent parts (including living bodies) and suspends them in the air to be analyzed or otherwise dealt with. Sometimes the pieces reassemble after the field is dissolved, although this may be able to be specified by the user.

• Distortion Field or Spatial Diversion Field is the ability to psychically generate a field of distorted space. Anything that tries to go into that field follows the path of the distorted space. If one used this ability on his head, for example, then one could shoot with any gun, but the bullets would all curve around the person's head. The same is true for projectiles or even energy attacks. The subject can only be touched directly when the field is not up.

• 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.

• Inhibitor Aura also known as Deceleration Aura or Deceleration 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); although, sometimes the field/aura will simply delay the reactions of foes.

• Molecular Dissipation Field is the ability to generate a psychic field which reduces anything that enters into the field into atoms. It does not permanently damage the subject or object, it simply breaks them down until the object/subject exits the field, slowing down and disrupting the motor equilibrium of any living being caught in it (while turning them temporarily intangible)

• 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.

• Nightfall, also called Dark/Night Aura, Field of Darkness or Dark Shroud is the ability to generate an aura of psionic 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, along with making anyone within the aura/field appear invisible to anyone outside of the aura/field. Not to mention, this aura also protects the user and anyone else within the field from intense light, as the field absorbs all ambient light within a certain radius. Only the user of the ability is capable of seeing in this field, as well as anyone with which the user has an empathic connection.

• Personal Gravity Field is the ability to generate a field of intense gravity around oneself, with no harm to the body. One with this ability could use it to cause his personal possessions (or projectiles which head his way) to revolve around himself; or he could use this ability to make himself lighter or heavier. The user of this ability could even use it to shift his center of gravity (to walk up walls, fly, and the like).

• Repulsor Aura, also called Repulsion is the ability to create a powerful offensive aura or energy field which pushes objects or people away from the user. The user can keep the repulsive field around them, or certain objects, to stop projectiles from approaching (almost like a reverse magnetic attraction, but it works on anything, magnetic or not) or it can be used to push foes into walls, knock them unconscious, and the like. The user can even use it to keep from hitting objects by repelling themselves up or away.

• Restrictor Aura, also called Restraint is the ability to generate an aura or energy field around subjects, 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 sometimes even allows movement of the limbs and the head) it pins the subject’s center of gravity in place (or sheathes them in zero-point energy), and renders them incapable of moving forward or backward until the aura is dissolved (even if the subject is in mid-air).

• Tether Aura, also called Tether Field or Rubber Aura/Field is the ability to generate a field (or an aura) which entirely covers the foe. If anything (object or subject) tries to leave the field, then the field will stretch and stretch until it can stretch no more, and then it will snap the subject back in place, effectively containing any subject within the field. The field is stationary, so that it can’t be moved by anyone except the user (along with being pliable, so that it can stretch like rubber, but only to a certain extent before pulling the subject back to where the field was first generated).

• 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.

• Vector Dilation Field, also called a Vector Magnification/Diminution Aura is the ability to psychically or psionically generate an aura or field which changes the force behind any object or subject. This field can make a speeding train hit an ally with the force of a paper ball, or inversely, make a paper ball strike a foe with the intensity of an impacting comet. One with this ability could also decrease the force that the object would exert, allowing them to lift very heavy objects (the weight depends on the strength of the ability) giving the illusion of superstrength.

• Vector Randomization Field, also called Vector Redirection or Delocalization is the ability to psychically or psionically generate an aura or field around an object/subject (or in unoccupied space) which randomly changes the direction of anything caught within it. One with this ability could use it on himself to cause bullets to seemingly deflect off of him, or even rebound back to the foe. Not to mention, it could also be used on others to cause them to change the course of movement and the like. Sometimes the change in direction can even be controlled by the user.

Eidetic Memory

Eidetic Memory or Photographic Memory is the ability to remember things much more readily than a normal human (this usually entails comprehending and remembering visual information). Those with superhuman memories usually only need to read or hear something once and they will never forget it again (they may have a hard time recalling it, though after learning numerous other things). If one with this ability tried to retain too much knowledge at one time, it can cause fatal mental damage.

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

Elemental Sense

Elemental Sense, also known as Elemental Analysis is the ability to psychically detect and analyze a certain element (water, fire, earth, air, plants, and metal, among others) in one's environment, 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 (or even to detect numerous elements, if not all of them). This ability may be accompanied by the ability to manipulate the element one is capable of sensing, as well as adaptation to various climates/ habitats and the ability to divine information about the element (how a fire was started, what’s in a water sample, etc.).

Elucidation

Elucidation or Clarity 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 was 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 or Emotional Body 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 (positive emotions such as confidence and satisfaction allow one’s abilities and stats to work at or above their norm, while negative emotions such as doubt and mistrust severely impair the user’s capability). One with this ability may even change colors or gain abilities based on their constantly-varying emotions.

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 or Emotional Perception is the mental ability to feel or experience the emotions of others. One could use this to figure out how someone is feeling, to understand why someone does what they do, etc. This can be used to determine the presence of hidden subjects as well, because they can sense the presence of emotions, and trace them back to their source (called Empathic Tracking). However, sometimes the user can also (or only) project his emotions onto others, to get them to feel as he feels (this faculty is called Empathic Projection), or gain control over subjects’ emotions and actions after empathic contact (called Empathic Manipulation).

• Another faculty includes the changing of one's form based on someone's feelings toward the user (called Empathic Shapeshifting). This faculty can sometimes be turned on an off at will.

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 more specific energy abilities which, upon coming into contact with the bodies of living creatures, are capable of inducing severe physical damage. These faculties may include:

• 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 usually release it at will, sometimes amplified beyond the amount received (called Energy Backlash). The energy, however, can also be bided until it has gained enough power to strike a deadly blow to foes (called Energy Charging, Energy Biding or Charge Building) or the energy can be turned into metabolic energy. This ability is often accompanied by Energy Conversion.

• Energy Activation, also known as Energy Boosting or 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 abilities to work when a power-nullifier attacks an ally.

• Energy Blasts or Energy Beams is the 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 implies the 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 Channeling or Energy Shielding is the ability to endow objects (or subjects, including oneself) with a certain type of energy. This can be used to protect an object from being stolen by a foe by covering it in fire or electrical energy, or to form an offensive/defensive sheathe over one's own body to better handle attacks. The user first covers the target in psionic trails which are immune to these types of energy, so that any object or subject can be covered in electricity, for example (without the electricity being grounded or the object being shocked) or the like.

• 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.

• Energy Continuity, also called Energy Exhaustion or Flux is the psychic ability to continue any flow of energy at maximum capacity until the source of the energy 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 Quintessence Emanation or Laser Vision to keep emitting energy at full strength until they are so tired that they can't muster up the strength to emit any more energy.

• Energy Conversion is the superhuman ability to physically absorb and psychically convert one form of energy into another form. 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. This ability can be used to turn detrimental types of energy into harmless types, and vice versa (although one may only be able to convert one form of energy).

• Energy Nova is 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 Perception

• Energy Resistance is the ability to resist and reflect the effects of certain types of energy from the body. One with this ability may have Mental, Subliminal, or Psionic energy Resistance so that any type of event or ability based on these types of energy cannot directly influence them. Or they may have Radiation, Electrical, Heat, or Resistance to some other sort of energy (perhaps even the energy that makes up barriers and force fields). This may even manifest itself as immunity to the effects of the superhuman abilities of relatives, as well.

• Energy Shield Generation or Energy Barrier is the 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 Spheres, also called Energy Balls, Energy Plasmoids or Pyrotechnic Discharge is the generation of spheres or amorphous plasmoids of intense radiation, light or cosmic energy, which are thrown like projectiles or shot out like fireworks; sometimes they detonate like time bombs and/or move according to the user's will.

• Energy Suppression is the ability to exude a psychic aura which diminishes the capacity of energy. One with this ability doesn't always completely extinguish energy, but they lessen the effects, causing lights to dim, fires to dim, and energy-based attacks to have a lot less power than they normally would. However, this energy-quelling ability could, upon being developed, completely ground out energy, keeping lightning from even hitting the ground or extinguishing fires almost instantly (called Energy Negation/Extinguishing). This ability can sometimes be suppressed at will.

Energy Perception

Energy Perception, also called Altered 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 (or numerous types) of energy. This ability could allow one to see any of the following:

• Wind Energy Perception or Wind Perception is the ability to perceive the flow and flux of the wind along with its direction; it also allows one to perceive things being carried by the wind or that affect the flow of wind

• Mechanical Energy Perception or Kinetic Perception is the ability to psychically see and detect mechanical (kinetic and potential) energy. This ability can be used to see potential or kinetic energy (and sometimes even the object's projected path of motion)

• Life Energy Perception, also known as Life-Force Perception or Life Sense is the perception of the life-force that exudes from all living things; can be used to tell if a subject is alive as well as their health condition; can also be used to tell the nature of the lifeform (animal, human, etc.)

• Death Energy Perception, also known as Death-Force Perception or Dead/Undead Perception is the perception of the energy that is released from subjects after death; can be used to detect the presence of dead, undead, etc. and their nature (vampire, zombie, ghost, etc.)

• Light Energy Perception or Light Perception is the ability to perceive all light as visible light; can be used to see the paths of light beams, and see through bent light (to notice invisible or camouflaged subjects); may imply sensitivity to intense light

• Heat Energy Perception, also called Heat Sense, Thermoception or 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.

• Radioactivity Perception is the ability to sense radioactivity as well as radioactive substances; can be used to detect nuclear weapons or toxic waste and/or sense various forms of radiation, be it ultraviolet, nuclear, atomic or otherwise

• Gravitational Energy Perception or Gravity Perception is the ability to sense the intensity of gravitational fields; one with this ability can sense disturbances in gravitational fields made by movement, or can discern how to effectively defy gravity, which allows Superhuman Agility

• Electromagnetic Perception is the ability to perceive the entire electromagnetic spectrum, from radio waves to light waves to electrical energy; one with this ability can even sense disturbances in the Sun and Earth's electromagnetic fields

• Magnetic Energy Perception, also called 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, this allows 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)

• Electrical Energy Perception, also called Electrical Perception, Electricity Sense or Electroception is the ability to perceive electrical currents (even static); one with this ability could tell if a storm were approaching or could detect the presence of bioelectricity or electrical appliances, machines and devices; they are especially keen to the sound and the feeling of electricity in the air

• Color Spectrum Perception, also called Optical Spectrum Perception or Chromesthesia is the ability to perceive the entire color spectrum via sight; allows the user to see camouflagers (and things which supposedly have no color) and distinguish the difference between any two similar colors; certain sensory stimuli may also cause one to see certain colors

• Psychic Energy Perception or Psychic Energy Sense is the ability to detect the psyches of living things and the energy emanated from the psyche; this ability can allow one to discern the level of a subject's intelligence, or if a subject is psychic

• Aural Energy Perception or Aural Energy Sense is the ability to detect the auras of living things; this ability allows one to discern the level of someone's emotions (or emotional instability), or the presence of emotional links; not quite Aura Reading

• Astral Energy Perception, also called Ectoplasmic/Astral/Spirit/Ghost Sense is the ability to perceive the energy emanated by spirits (within bodies or dissociated) allowing one to detect the presence of ghosts, to see if a subject is alive or possessed and the like; may induce a chilling feeling in the user so his breath becomes visible whenever ghosts/spirits are present

• Karmic Perception, also called Karma Perception or Karma Sense is the ability to perceive the relative morality of whomever one looks at (if their recent actions were good or bad, if they have good or bad intentions, etc.) and if/when something good or bad is going to happen to them

• Stochastic Field Perception, also called Stochastic Perception or Luck Sense is the ability to perceive stochastic fields (similar to one with the power of Serendipity or Zemblanity) allowing one to follow them in order to create good or bad luck, or to discern the likelihood or occurrence of good/bad stochastic events (good/bad luck) occurring

• Magic Perception or Magic Sense is the perception of magical or supernatural energy (usually by its type and intensity); can be used to detect sources of such energy as well (such as supernatural entities and creatures) and sometimes even what the magic is used for

One with this ability is exceptionally sensitive to the energy they are capable of perceiving, and as such, abilities and attacks based on that energy type will do them great deals of damage (unless they have a protected sense of touch and/or Immunity to the energy, which is common). Sometimes this ability may even be used to detect superhumans which are capable of manipulating the energy that the user can detect. Other forms of perception are possible.

Enmity

Enmity, also called Strife/Argument Inducing is the ability to psionically cause people within a certain radius to dislike a given subject (ranging anywhere from random pranks to full-out hatred from everyone within the radius). This may even be used to induce strife between two or more specific people or parties (causing anywhere from little bouts to raging arguments to angry fights to full-out bedlam and violent riots). Not to mention, subjects can walk into/out of the radius and still temporarily dislike the person that the enmity is directed at, so this can be used to convert many sentient subjects (even animals and insects) to the user’s purposes.

Entropy Distortion

Entropy Distortion, also known as Entropy Projection or Entropic Magnification 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. This ability may even cause depressed or suicidal subjects to try to kill themselves.

Ergokinesis

Ergokinesis, also called Energokinesis or Dynamokinesis is the ability to manipulate all forms of energy, from the electromagnetic spectrum to psychic energy (but not magic 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, or the like. One with this power can even generate energy continually, 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 ability to use psionic power to remove the contents of any container, by one of numerous ways. The first includes sheathing the hands (or other grabbing appendages) in psionic energy, allowing the user to reach into any container as though intangible, and pull out what he desires. Another faculty includes the ability to turn the container into a sort of portal which ejects any of its contents (perhaps psionically specified to eject only desired objects). However, another form of this ability includes the teleportation of the contents to the user’s hands, while yet another causes the container to open to reveal the contents.

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, object or place that they have taken over (where it does not belong). One with this ability could entirely undo the effects of Possession, cast out demons and ward off evil spirits; it can even combat the effects of subliminal influence or mind control. A stronger version of this ability may even send malevolent entities back to where they come from (demons go back to Hell, etc.) and cleanse or purify souls. This ability is usually accompanied by Perspicuity or Glossolalia.

Exposition

Exposition, also known as Exposure, Revelation or Cryptophany 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.

• Another faculty of this ability allows the user to discern when things are being hidden, and where they are hidden (this is called Cryptaesthesia), which works similar to Psychic Navigation


F

Faculty Diminution

Faculty Diminution, also called Coordination Suppression or Clumsiness Inducing 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 (even perhaps knowledge of how to use and control superhuman abilities). 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, also known as Psychic Sleepwalking, Hypnagogic/Sleepwalker Automatism or (Psychic) Somnambulance is the ability to psychically undergo a hypnagogic trance which sets the body on autopilot. This allows 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. As the user moves, he can function perfectly, but he would not remember what he has done or said while under this trance.

Fault Detection

Fault Detection, also known as Weakness Detection, Fault Finding or Exploitation (when that faculty is used) is the ability to psychically detect the weak points or "fault lines" within a system, from finding faults in a plane's wing to detecting physical illnesses and psychological frailties. The user can not only sense which part of a system is faulty, but what specific part is faulty and what can correct the defect (this can even work with grammar). The user can also employ this ability in combat, detecting the weak spots of any foe, be it mental, physical or superpower-based, and exploit said weak spot in much stronger or faster foes with ease.

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.

Feral Mind

Feral Mind, also known as Berserk, Berserker Rage or Rage is the ability to drive oneself temporarily “insane”, to increase one’s strength, speed, agility, endurance and awareness. One with this ability may accomplish it any number of ways besides the usual flying into a rage, including:

• 1. Frenzy- upon reading or invading the user’s mind, telepaths, empaths, possessors and other mind-intruding psychics become “infected” with the same frenzy instead of being able to calm the user down or otherwise dominate the subject

• 2. Lunacy or Lunar Mind- employing the forces of the moon to revert the mind into a primal state which is prone to violence and survival instinct; lunar energy can also be stored in this manner and saved for a later Feral Mind (perhaps needed when the moon is not present)

• 3. Swan Song or Dying Defense- giving a cry (not a literal song) which revert the mind into a primal state which is prone to violence and survival instinct; usually only activated when the body is in mortal danger, and may be used to boost others’ morale as well

• 4. Trigger or Redintegration- employing the intentional/unintentional reversion of the mind into a primal state by subjecting the user to circumstances which triggered their first Feral Mind; may be a smell, a sound, a picture or nearly any other stimulus

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.

Ferity Inducing

Ferity Inducing, also known as Feral Mind Inducing or Primal Rage Evocation is the ability to psychically revert minds to their primal instincts (which usually evokes a berserker rage in subjects). One with this ability may accomplish it any number of ways, including:

• 1. Feral Touch or Provocation- a touch that evokes the primal mindset of subjects, causing those touched subjects to act like violent savages

• 2. Feral Stare or Wild Look- a stare that induces an extreme violence and loss of better judgment, usually resulting also in enhanced attributes

• 3. Feral Call or War Cry- a call with the capacity to sonically negate higher brain function and induce primal urges toward violence and ruthless survival

This ability also includes a mental higher-consciousness suppression, which prevents reversion to normal until the ability's effects are undone by the user (this effect also causes loss of judgment and rationality, along with overwhelming fear and survival instinct, and inability to recall the event). The user may or may not be able to also use this ability on animals.

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 used on a living creature, it will be reduced to its separate body systems. If used on an inanimate subject, it will be reduced to its separate materials. However, this ability could even be used on any amalgam to separate them back to their normal states. The user of this power can even diffuse minds (Psychic Fission, which would split a subject's consciousness) or diffuse spirits (Astral Fission, which would induce spiritual duality) if they wish.

Flexibility

Flexibility or Body Contortion is the ability to have increased flexibility within joints, such as the shoulders and hips (not the entire body--that is Hyperelasticity). The user's ligaments can stretch to allow movements not normally associated with that joint, making one with this ability capable of dodging projectiles and blows or other impending physical dangers with uncanny ease (called Evasion). 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 injury.

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. Others include the use of magnetic, gravitational or sonic repulsion, riding air waves, riding light waves, projection of an energy aura, the presence of physical wings and the like. This ability may be accompanied by Jet Propulsion or some other aerial faculty.

Force Field Generation

Force Field Generation/Projection or Forcefield Generation/Projection is the ability to generate fields or bubbles of energy (psychic or the like) that keep anything outside the field/ bubble from entering, and anything within from exiting. Occasionally the field can be varied in size and may allow one to bounce or roll in it similar to a hamster ball (or even to slide on it) and it may reseal if penetrated. They can sometimes even move objects caught within them. However, another variation exists where the user subconsciously creates the forcefield upon detecting negative emotions or hostile intent, or perhaps any impending danger (called Empathic Forcefield).

• Used offensively, sometimes the forcefield (or the energy normally used to generate the forcefield) can be hurled or thrust at a foe to push them away from the user when the user requires more force than he is currently providing (called Force Push).

Freezing

Freezing, also called Cooling or Molecular Deceleration is the superhuman ability to psychically decelerate the motion of particles, thus rapidly cooling or freezing any given subject by one or both of numerous ways. One with this ability can manifest it as Freezing Breath, Heat Theft and/or a Freezing (Icy) Touch. However, it may entail the decrease of heat in the moisture in the air. 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.

• Another variation of this ability allows the user to decrease the “temperature” of his intangible aspects, such as the mind, aura and psyche, so that when others attempt harmful mental contact with the user, or vice versa, the subjects feel as though chilled (called Frigid or Cold Mind/Aura/Psyche).

Fusion

Fusion is the ability to psychically 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 even fuse minds (Psychic Fusion, which would allow shared thoughts and memories) or fuse spirits (Astral Fusion, which would allow shared life span and personality) if they wish. Most times, however, this ability is 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, for longer than normal exhalation. 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. People possessing this ability can use their powers of superhuman respiration to dispose of approaching enemies, poisonous clouds and other obstacles not rooted in the ground or heavy enough to withstand high winds.

Gastrokinesis

Gastrokinesis is the ability to mentally manipulate the fine movements and functions of the digestive system, either in one's own body, or in the body of another. This ability could be used to increase digestion efficiency in one's own body or the bodies of others. This ability could even manipulate the body's response to food, thus keeping food from being rejected from a subject's body. Used offensively, it could even induce constipation (or diarrhea), peptic ulcers, vomiting or other gastrointestinal difficulties and afflictions (even starvation, if the digestive tract is manipulated so that it rejects all food).

Gender Shifting

Gender Shifting is the ability to psychically shift oneself from one’s own gender to another, usually as minor shapeshifting. 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. The user may even be able to change the gender of others (called Gender Manipulation). This ability may be accompanied by the ability Trace Shifting, Shapeshifting and/or Age Shifting.

Genetic Absorption

Genetic Absorption is the ability to absorb a sample of the DNA of any living thing the user comes into physical, skin-to-skin contact with. The user can then cause features or adaptations from that species to manifest themselves in their own genes. Sometimes this ability is limited to features, while sometimes the user can completely transform into the life-form they touched. This ability is much like Molecular Absorption, and is possibly related, as one with this ability can absorb the properties of other species, such as Natural Weapons/Armor, animal instincts, superhuman abilities and the like.

• Sometimes such properties can be mimicked simply by the user thinking about it, which induces the psychic realignment of the DNA to mimic organic matter (this is called Genetic/DNA Mimicry).

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. Another faculty of this ability is Geogenesis/Terragenesis in which one can generate earth and sediment.

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, Exorcism, 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.

Gyrokinesis

Gyrokinesis, also called Gravitokinesis or Barokinesis 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

Hallucination Inducing, also called Delusion Inducing, the Psychedelic Effect is a telepathic faculty in which one is capable of inducing psychedelic hallucinations and delirium in subjects at will. This ability psychically causes the subject's imagination to overreact, resulting in paranoia and delirium. This hallucination may even cause the foe to feel as though only experiencing that which is pleasurable to him, even when being beat up and the like (called the Rose-Colored Glasses Effect). This ability has no need for the user's imagination, as the subject's mind does all of the work (and has a compelling sense of the hallucination’s reality).

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 ability to ram into subjects with an exceptionally powerful head, usually a bit thicker than normal, or perhaps even protected by a psychic forcefield, 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. One with this ability may even be able to survive a long fall, or the like, if he lands on his head. This ability is usually accompanied by Superhuman Endurance or Rampant Charge.

Healing

Healing, also called Restoration, or Restore is the ability to mend the damaged anatomy in subjects. This is usually accomplished by use of psychic energy, the user's life energy, or even via blood transfusion between a superhuman who can regenerate 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 and otherwise-irreparable injury. A variation of this ability can even heal psychological damage and return lost memories (called Psychic Healing, Mental Healing, or Mental Awakening).

• Another faculty of this ability called Purification or Cleansing is the ability to expunge poisons and toxins from the bodies of affected subjects. This ability does not undo damage done from poisons, toxins and pathogens; it only gets rid of (or negates the effects of) the pathogens, preventing further damage.

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 heal flesh wounds (by causing blood to coagulate), snatch blood out of a subject's body, or even manipulate blood while it is still within the subject. This would allow the user nearly-full control over motor functions or control over the subject's body temperature by raising or slowing the rate at which a subject's blood moves. Variation of this ability could even include tainting the blood of others, causing septicemia, or causing 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 Aestivation or 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, dead or inanimate. 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 the user’s entire control.

Hive Mind

Hive Mind, also called Hive Consciousness or Group Consciousness 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. However, sometimes the user may even assimilate others into the hive consciousness (called Hive Mind Assimilation or Hive Thought/Consciousness Assimilation).

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, also known as Sickening, Disease Carrying, Plague Carrying or Infection (when those parts of the ability are used) 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 nausea, vomiting, disorientation or other feelings of extreme discomfort. This ability may even project an aura around foes which lowers viral resistance and attracts viruses and bacteria. Or one with this ability may be the carrier of a disease or plague to which few (or perhaps only the possessor) is immune.

• This ability is usually voluntary, but it may start out as being an involuntary response to intense emotional stress. Or the response may stay an involuntary action. The effects of the carried disease are not determined by the user, and can range from a cold, to fever to something which is more fatal.

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 revert 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. Another faculty of this ability is Hydrogenesis/Aquagenesis, in which one can generate water.

Hyper Mind

Hyper Mind is the superhuman psychic ability to literally fire offensive thought-waves at a foe. First, the user’s mind radiates powerful electric pulses or waves, and then they reform into a sphere or ray of powerful offensive electricity. Sometimes the user’s mind may even absorb extra ambient electricity/bioelectricity or thought waves, to build up attack. When the beam, ray, bolt or wave is launched, it attacks stronger/faster 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 is 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.

Hypnotism

Hypnotism or Hypnosis is the psychic ability to put one into a trance-like state of extreme suggestibility one of numerous ways:

• Hypnotic Beauty, also known as Blinding Beauty is the ability to stun subjects with unnaturally good looks (trapping the subject in the thought of the user's beauty like a deer in headlights, similar to Mesmerization or Stupefaction). One with this ability usually also has Hypnotic Charm, as they tend to use their good looks to gain a seductive advantage, to get whatever they please.

• Hypnotic Stare or Hypnotic Gaze is the ability to place subjects into a hypnotic trance by looking people into the eyes, which deactivates the inhibitions of subjects (placing them into a state of extreme suggestibility); this faculty is usually accompanied by Hypnotic Voice, to make the hypnotism more effective.

• Hypnotic Charm, also known as Charisma or Animal Magnetism is the ability to hypnotically charm subjects to do one's bidding or to like the user and become doting sycophants that will do anything to please the user. 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.

• Hypnotic Call, also known as Hypnotic Lure is the ability to draw subjects to the user without the use of music or employing lyrical undertones. It vocally draws the subject to come to the user's presence by any means necessary, even if dangerous obstacles are in the way of the path which leads to the user. It can usually be used on multiple subjects.

• Hypnotic Voice is the ability to speak with a calm voice which places subjects into a state of extreme suggestibility; this is the normal hypnotism, most common and capable of being learned by non-superhumans (although superhumans can perform it with far more ease, or it may not be able to be turned on and off at will)

• Hypnotic Song or Siren 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, or to try to reach the source of the song, no matter what dangerous obstacles are in the way of the path.

One under the control of this ability could only perform the mental and physical faculties that he is able to do already, such as acting like a chicken or reliving old memories (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 (sometimes called a geas or geass) works after the trance is broken.

Hysteresis

Hysteresis, also called Effect Delay or Delay is the ability to psychically cause a lag in time between causality and the resulting effects. One with this ability could cause a gun to go off seconds, minutes or hours after the trigger is pulled, or could cause a bomb to go off far after the detonator is pushed (or delay an explosion after methane has been introduced to a flame). One with this ability may even be able to delay the reflexes of foes, and the like. This ability does not affect time entirely; it simply causes lag between cause and effect.


I

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.

Illusion

Illusion is the ability to mentally distort subjects' perceptions of reality. This could be done either by bending light so that objects and subjects appear different, by projecting the image or sensation to the mind of the desired subject, or by covering a subject/object in illusory energy to make things appear different than what they actually are. This can even affect individual senses and cause foes to perceive things that are otherwise imaginary (for example, one could give the illusion that a foe was high off of the ground, or falling, and thus induce vertigo in said foe, and the like).

Imaginative Deduction

Imaginative Deduction, also called Figuring or Factoring is the ability to psychically deduce or imagine (accurately) how a situation will develop, based on existing variables such as the personalities and motivations of the people involved, current obstacles, and what has already occurred, etc. The user of this ability 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. This ability is often confused for Precognition or Prescience, because it is so accurate.

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

• However, a third faculty of this ability is Eternal Youth, also called Agelessness, where the user retains the physical age and vitality as when they first manifested their Immortality (and their bodies are immune to the effects of aging, even by means of time manipulation, until they die…if they die).

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 magic, 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).

Immutability

Immutability or Immutable Pattern 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.

Imperceptibility

Imperceptibility or Incorporeality is the ability to sheathe one's body in psychic energy, which in turn makes the user unable to be detected by one or all of the senses. This aura is not the same for every faculty, and it may induce any of the following effects:

• 1. Invisibility- the inability to be seen (user is immune to light-based attacks/illusions in this state, and no light is required to see); if the psychic aura deflects/distorts light or sheathes the user in invisible energy, the user becomes invisible

• 2. Intangibility or Phasing- the inability to be touched (ability to go through solid surfaces or perhaps people cannot feel the user’s touch); if the psychic aura separates the user’s molecules or negates the sensory in nerves, the user becomes intangible

• 3. Inaudibility- the inability to be heard (ability to keep sounds from oneself or other sources from being heard); if the psychic aura deflects (but doesn't absorb) sound or negates sensory in the ears of others, the user becomes inaudible

• 4. Insipidity- the inability to be tasted (ability to negate one's own taste or the taste of other things, such as poisons); if the psychic aura deactivates the sensory (both taste and feeling) in the tongue/taste buds, the user becomes insipid

• 5. Inodorosity- the inability to be smelled (ability to deactivate one's own or another odor, such as the odor of rotten food, etc.); if the psychic aura defers air waves or deactivates the sensory in the nose, then the user becomes inodorous

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

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

• 8. Mechanical Imperceptibility- the 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)

• 9. Catoptric Imperceptibility- the inability to be seen in any reflective surface; simply put, absence of a reflection, despite having a physical form

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

If said aura does all of the above given functions (or at least most of them--preferably from the first five), the user of the ability becomes completely imperceptible.

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 or Thermal 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 or Mechanical Intuition is the power of extreme creativity in the field of device construction and function. 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, and the like. One with this ability is nearly 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 makeshift taser out of mp3 and flash drive parts.

Ingenious Device

Ingenious Device, also called Bionic Enhancement 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.

•Sometimes the "enhancement" is produced by an entire power suit, or the reliance on some technological device (a hover-board, a hypercube, a plasma gun, and the like). The user may even be part cyborg or some similar situation.

Ingrain

Ingrain, also called Nutrient/Mineral Absorption (when that faculty is used) 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 allows one to absorb the nutrients contained in the surrounding earth to regenerate oneself. Used offensively, it can drain 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.

• This ability is most commonly held by agrokinetics.

Inherent Intelligence

Inherent Intelligence, also called Hereditary or Ancestral Memory is the superhuman ability to psychically inherit one's family members (usually parents') knowledge before birth. This ability bestows its user with numerous intuitive facets and 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.

Insanity

Insanity, also known as Mental Instability is the psychic state of being outside of mental norms. One with this "ability" is normally highly immune to the effects of mental tampering (telepathy, drugs like hallucinogens, depressants, stimulants and the like) and fear. This ability causes highly varied thinking, so the user thinks outside of the box, and thus can think of means to defeat foes or escape danger in ways one wouldn't expect (usually using whatever objects are present). This ability may also include an erratic shift of personality (one day a nice person, the next day a vicious killer) based on which personality template will be most advantageous to the user.

Insect Communication

Insect Communication, also called Insect Omnilingualism, Insect Communication/Domination or Entomopathy is the superhuman ability to mentally communicate with, and eventually command, insects. Sometimes this ability extends to the entire insect kingdom, but other times, the ability may be more specific, like the following:

• Apian/Vespine Communication, also called Apian/Vespine Omnilingualism, Apian/Vespine Communication/Domination is the superhuman ability to communicate with, and eventually command, bees and/or wasps. This is limited to only bees and wasps.

• Arachnid Omnilingualism, also called Arachnid Communication/Domination or Arachnopathy is the superhuman ability to communicate with, and eventually command arachnids, from small spiders and tarantulas and scorpions. This is limited to arachnids.

• Formic Omnilingualism, also called Formic Communication/Domination or Myrmecopathy is the superhuman ability to communicate with, and eventually command ants, from sugar ants to fire ants and bomber ants. This is limited to ant species.

• Insect Vermin Omnilingualism, also called Insect Vermin Communication/Domination is the superhuman ability to communicate with, and eventually command (insect) vermin, from fleas, lice, ticks, flies, roaches, etc. This is limited to (insect) creepy crawlies.

• Lepidopteran Omnilingualism, also called Lepidopteran Communication/Domination or Lepidopteropathy is the superhuman ability to communicate with, and eventually command lepidopterans, from moths to butterflies (and their larvae). This is limited to lepidopterans.

• Muscid Omnilingualism or Muscid Communication/Domination or Muscopathy is the superhuman ability to communicate with, and eventually command muscids, from small flies, to large flies, (possibly) mosquitoes, etc. This is limited to muscids.

• Orthopteran Omnilingualism, also called Orthopteran Communication/Domination is the superhuman ability to communicate with, and eventually command orthopterans, from grasshoppers to crickets, katydids, locusts, etc. This is limited to orthopterans.

One with this ability sends a telepathic or empathic message to the desired insects and rather than the insect simply understanding 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 may even allow psionic control over the insect kingdom, including their metabolism, their behaviors and their breeding patterns, or to understand what they are thinking as well.

• This is limited to insects.

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, also called Discernment 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 [Chronopathy], 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, also called Propulsion, Jet Flight or Jetting 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. This same aura sometimes also sheathes the user while underwater, allowing him to breathe the air created from impact with the water (called Water Jetting or Aquatic Propulsion).

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 is the ability to channel magic or psychic powers through a designated object. 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 only does one or a few things.

K

Karma Transfer

Karma Transfer, also known as Luck Charging or Contagious Probability, is the ability to charge (by touch) objects, subjects or locations with stochastic energy associated to a certain path of causality, thus giving subjects or objects good or bad "luck" (instead of directly influencing situations to induce good or bad luck). When a subject touches an object or another subject charged with bad stochastic energy, it will initiate a sequence of events resulting in bad luck; the same is true for good luck. This ability may accompany Tychokinesis.

• People with Unpredictability are immune to this effect.

Kinetic Abilities

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.

• Another faculty of this ability is the ability to mimic the aura or psyche of others, so that the user could better imitate mannerisms, etc. of whoever he mimics, if the superhuman requires a disguise or the like (called Aura/Psyche/Attribute/Mannerism Mimicry). While mimicking, if one tried to read the mind of the user, it would be as though they were reading the mind of whomever he mimicked, instead.

Koniokinesis

Koniokinesis or Psochokinesis is the ability to mentally 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.

Kything

Kything, also called "Speaking Optic" is the psychic ability to discern what someone wants to say simply by looking into their eyes or reading their body language. People with this ability can pass it on to others, so that they have no need to speak aloud and their thoughts cannot be read, as the thoughts empathically resonate, but only between any beings involved in the kything-link. This ability even allows one to communicate with others through time and across dimensions, as long as kything-link is strong enough (which is not difficult to maintain, even for a large group). Kything is a language that one can understand no matter one's native language.


L

Lancination

Lancination, also called Psychic Laceration, Cutting or Slicing 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. However this ability has the same shortcomings as the use of blades (the right blade must be used to cut the right size or density of material).

Laser Vision

Laser Vision or Optic Blast 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 concussive beam, a heat beam or an ice beam (but only rarely can it act as all three for the same user). This ability may or may not be able to be turned off at will, and could be accompanied by another 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, also called Hovering or (more properly) Transvection is the ability to psychically generate anti-gravitational, electromagnetic, psychic or psionic energy, thus causing one's own body to hover off the ground. One with this ability can also move himself around slowly (allowing limited “flight”) to avoid ground attacks or the like, and control how high or low he levitates. This can even be used to lift oneself as high off the ground as he desires, or sometimes the user can only affect other objects and living subjects.

Levity

Levity, also known as Gliding, Flotation and Buoyancy (based on which faculty it is used for) is the usually-anti-gravitational (but sometimes aerokinetic) ability to move lightly upon wind and/or water 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 oneself to glide or ride on 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, or sense through psychic vibrations, 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/Projection

Life-Force Absorption/Projection is the superhuman ability to psychically absorb and/or return the vitality of subjects. The first faculty of this ability entails Life-Force Absorption or Power Drain, which can leave a foe fatigued to the point of extreme overexhaustion. One with this ability could eventually absorb enough life-force to kill foes and/or return oneself to full vitality. However, this ability is also accompanied by the ability Life-Force Projection or Power Transfer, in which one could restore enough life-force to rejuvenate vitality of those who are tired or nearly-dead, or to resurrect recently-dead (intact) subjects.

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.

Linking

Linking, also called Psychic/Psionic/Mental Link or Psychic/Psionic/Mental Bond is the ability for the user to mentally create a link between himself and another subject(s), or the presence of an already-established link between the user and another subject(s). One with this ability could communicate with their party via mind or thoughts as though they were having a normal conversation, sense what other sense or project their senses, and the user of this ability can tell if party members are imitated or being imitated by imposters, or the like. Empathic Linking or an Empathic Bond is also possible.

• This ability allows individuality, unlike Hive Mind, and any member of the party can keep other members from accessing thoughts and memories they don’t want discovered. However, sometimes, if any member in the party has or acquires negative intentions, they are automatically ejected from the link.

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 superhuman ability to psychically shift a solid into a liquid by force of will, without use of heating. 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 (and if the liquefied body is harmed, it can be recalled back to its normal state, so that no harm can be sustained in that form short of Vaporization, Disintegration or Decrescence). This ability is usually activated through touch, though other times it requires concentration.

Logomachy

Logomachy is the psychic ability to speak with powerful (sometimes vicious) words. Even if they are not true, which many times, they are not, one with this ability can speak so mordaciously as to hurt the feelings of nearly any foe, or with such power to inspire allies or so cleverly to 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.

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 involve 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, and slip quickly across slippery surfaces (called Skating). 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 the conscious perception of one's state while dreaming. It 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, or decide not to dream at all.

Luminescence

Luminescence or Illumination is the ability to generate and exude (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 (called Bioluminescence or Glowing).

M

Magic

Magic, also called Magick, Magik or Thaumaturgy 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, disappear objects, and fly, or some other minor ability. This ability may be increased over time and is usually activated by a mantra, or "spell". Other types of magic include the following:

• Myst or Mysticism is the practiced ability to generate and manipulate an entire subject, but only one particular subject. For instance, a psionic may be able to manipulate plants, and even cause them to grow out of nowhere, or turn to monstrous size, but she can only generate and manipulate that subject.

• Sorcery is a darker version of Magic which entails the enlisting of evil spirits or entities to help carry out orders or manipulate situations. A psionic with this ability would need to recite a summoning ritual, spell or a catchphrase to invoke the power of the entity.

• Voodoo is another dark version of Magic which entails manipulating situations in relation to people and spirits (warding off evil spirits, bringing misfortune on enemies, bringing fortune to allies, healing, etc.). It often employs the use of potions made from natural ingredients, incantations and rituals (and perhaps the use of voodoo dolls or other items)

• Witchcraft/Wizardry or Wicca is an ambiguous version of Magic which calls upon the forces of nature for assistance. The Wicca faculty employs the use of charms, spells and items for benevolent purposes. The Witchcraft faculty may be good or evil, to affect one's surroundings or one's current situation for benefit; however, another branch of witchcraft called Druidism is used to commune with or protect nature.

Other types of magic are possible (such as Arcana, Ritual Magic, non-innate Necromancy and perhaps a few others), although the most common types are listed here. Typical, innate magic (that doesn't need spells or charms) does not fall under any of the above categories (it is just called Magic) although this may also be true of any sort of magic which is harmless in nature.

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.

Magnetokinesis

Magnetokinesis is the ability to mentally alter magnetic fields in order to increase, decrease or redirect the flow of magnetic energy. With very little concentration, the user may be able to move magnetic metals. One with this ability could even reverse the polarity of magnetic fields, activate magnetism in normally-nonmagnetic metals or disorient those with magnetoception by shifting fields of magnetic flux.

Malleability

Malleability, also called Mutability, Plasticity, Vicissitude or Molding is the ability to mold the body into different forms as though the form was composed of putty or clay. 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, shuriken, or the like. 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 the ability Anatomical Recall or Shapeshifting.

Manifestation

Manifestation, also known as Spectral Manifestation or Apparition 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 Imperceptibility, Creepy Smile or the like.

Marasmus

Marasmus, also called the Marasmic Effect, Necrosis, the Necrotic Effect, Phthisis, Phthisis Inducing, Deterioration or Flesh Rot 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. Fortunately, this ability only affects biotic material.

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 or Digestive Adaptation is the superhuman 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 a few 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 (the digestive tract may even reactively adapt). People with this ability are immune to food-borne sicknesses like food-poisoning, alcohol poisoning or salmonella.

Mechanical Charging

Mechanical Charging is the ability to give off mental energy in order to charge any fuel-run machine (the fuel can be electricity, gasoline, nuclear, etc.). Instead of providing a short energy boost from one's mental reservoir, this ability could allow the machine to run at peak capacity for much longer than it normally would (but, the larger the machine, the longer it needs to charge). If this energy is given to machines too often or in too-large amounts, it can overload them; and it has no effect on any other target than machines and electronic devices. This ability may be accompanied by Technopathy, Telemetry, Mechanization and/or Electrical Disruption.

• Charging can also be accomplished using electricity from the body. Charged appliances and devices work like normal devices (not like psychically animated devices, moving on their own accord). They will only work when turned on, and the machine must be charged again after a while.

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, also called Meditative Focus 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).

Mediumism

Mediumism, also known as Mediumship or Necropathy 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, also called Automatism, Necropathic Channeling or just Channeling 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, also known as Memory Wiping or Mind Wiping 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. Sometimes memories can be returned by the user of the ability, although Rapid Regeneration or Healing works as well.

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, Psychic Blast, Hyper Mind or Psionic Mind Overload.

Mental Manipulation

Mental Manipulation, also known as Mind/Psychic Manipulation is the ability to psychically control the functions of the mind. One with this ability need only touch or think about a living organism (with a brain), and they can psychically wipe memories, increase/decrease mental capacity in a subject, induce unconsciousness, coma or other mental damage (even altering behavior). One with this ability exudes a psychic signal which negates the part of the brain which allows the use of superhuman abilities (as the use of such requires mental awareness).

• This ability is not to be confused with Telepathy, normal Power Negation, normal Memory Erasure or Mind Control.

Mesmerization

Mesmerization, also known as Confusion or Dazing (when those faculties are used) is the ability to psychically induce a state of stupefied fascination or confusion. This ability may manifest by a flurry of dazzling sparkles, or a finger snap or hand motion (or perhaps an entrancing dance), but either is fairly common. This ability can be used to distract foes from a much more important matter or just to keep them fixated on whatever the user desires so that they are too preoccupied to retaliate to attacks, and the like. It can also be used to just confuse the foe or cause him to “space-out”.

Metabolic Control

Metabolic Control, also called Biofeedback is the psychic ability to control one’s 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 even the rate at which the lungs convert oxygen to carbon dioxide can be changed, and thus the length of time a person can hold his breath.

• Another faculty of this ability allows one to psychically “communicate” with one’s (usually internal) organs as though they were separate entities, in order to tell them not to digest poisons, to speed up or slow down metabolism, reduce fatigue-inducing toxins in the body and the like (this is called Endopathy or Metabolic Empathy).

Metallokinesis

Metallokinesis or Ferrokinesis is the ability to mentally affect metals; including raising or lowering the density of metal, mentally moving metals around, reforming metals into any desired shape or completely covering oneself in said material, adding to the strength and endurance of the user.

Metempsychosis

Metempsychosis, also known as Mind Transfer, Mind Switching or Mental Trading is the ability for two or more entities to psychically "switch minds". Either the user causes his mind and the mind of the subject to trade bodies, or he projects his consciousness into the mind of one that is dead, unconscious or just weak-minded (sometimes even inanimate objects like dolls or electronics), so as to animate it or work through it as though it were his own body (and the subject takes the user's other body). Or the user may only be able to switch the minds of others.

• This ability is also called Reincarnation, but the semantic and moral interpretation of this term is under debate and so even by the paranormal community, it is not widely accepted.

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. However, a weaker faculty of this ability is Magnification Vision or Magnifying Vision, which allows the possessor to magnify things which one can plainly see (such as words on the page or small indents on a bullet). This ability may or may not be accompanied by some other aspect of vision.

Mimesis

Mimesis, also called Miming, Pantomime or Pantomimicry 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, also called Scene Projection 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 or area.

Mindscape Transportation

Mindscape Transportation is the ability to mentally convert subjects (or their consciousness) into thought waves, then transfer them into his/her mind. This ability can be used to render any subject under the power of the user’s imagination. The user of this power can do whatever he wants to the subject that he has transported into his mind, yet the effects last after the subject has left the user’s mind. Only one subject (or a few subjects, for more practiced users) could be transported into the mind at one time. However, this may also include the user's transportation into the minds of others, to glean information about them or just interfere with/disrupt concentration.

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.

Möbius Effect

The Möbius Effect is the ability to mentally 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. Sometimes this ability is limited to features, while sometimes can completely transform into an entity of the material or substance they touched. This ability is much like Genetic Absorption, and may be related, as one with this ability can absorb the properties of inorganic material, to walk on water, quicksand, or the like by mimicking the density of such.

• Sometimes such properties can be mimicked simply by the user thinking about it, which induces the psychic realignment of the DNA to mimic inorganic matter (this is called Molecular/Atomic Mimicry).

Morphic Field Distortion

Morphic Field Distortion, also called Shape Distortion/Manipulation or Molding 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 would even be able to 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. 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.

Multiple Voices

Multiple Voices is the ability to produce several voices at a time; this is usually via vocal mechanisms (but 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).

• Another faculty of this ability allows the user to psychically align his flexibility, stamina and movements to the rhythm of any song, so that it may assist the fluidity of athletic faculties such as dancing, gymnastics, fighting, etc. (called Rhythmic Empathy or Rhythmic Alignment)

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, induce motor exaggeration on foes (so that an attempt to scratch an itch would make them injure themselves and the like) 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.


N

Narcosis

Narcosis, also called Numbness Inducing or Numbing 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 stun foes through attacks, or induce unconsciousness in foes by a simple touch (called Consciousness Negation or the Knockout Effect).

Naturespeak

Naturespeak, also known as Natural Affinity or Geomancy is the ability to "communicate" with nature empathically. One with this ability may become instantly familiar with his surroundings, talk to plants and tell them to grow, or discern events based on the movements of plants, rocks and trees. One with this ability could even talk to the skies to calm storms. This ability also causes environmental shifts (intense sun or rain, earthquakes, storms, rain-stopping, climate changes, etc.) to give the user a fighting advantage, or based on the user's emotions. This ability may be accompanied by Ecological Empathy or Psychic Forecast or Atmokinesis.

• A social variation is meant for an urban setting such as a village, town or city. It can be used to become instantly familiar with any building’s layout, to cause the land to flourish (plants grow more plentifully, etc.) or cause disasters like power outages or alarm failures (perhaps even controlling the weather of the area or the like), and interact with the people of that area as though one were rightful ruler of said area; they respect and obey the user, come to his defense, etc. (this is called Regal Bond or Rightful Rule).

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 (also called Grim Reaping), 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, sometimes even calling them back to their old bodies in the form of zombies (called Necromantic Animation). One with this ability does not always understand them, but can mentally compel zombies or ghosts to do one's bidding, or summon them to frighten foes (even if the user did not resurrect the zombies they wish to command). One who uses this ability could even compel zombies to attack or ghosts to possess enemies (or himself), or to reveal any knowledge they have (if they can speak in a language that the user of the ability can understand).

•Sometimes the Necromancy even implies that the user actually reads the minds of spirits/undead to find out desired information, instead of verbally communicating with them; this is more commonly used if the user can’t understand the language of the spirits/undead that they summon/encounter (if the spirit/undead speaks the user’s language, then no empathic/telepathic rapport is needed).

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 psychically create strong gravitation 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 harm 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 (or the like). This ability can be activated, suppressed and undone at the user's will.

Night Vision

Night Vision or Low-Light 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.

Noesis

Noesis, also called Idea Inducing, Inspiration or Brainstorming is the ability to psychically induce ideas in the minds of others (or sometimes one’s own mind) for nearly any given situation. This ability can be used to help solve almost 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 also tell if a plan were a good idea or not. This is not to be confused with Mental Adaptation, but is only a useful psychic ability that allows the user to never run out of ideas.

Nonexistence

Nonexistence, also called Physics Defiance, or 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 (it would only allow defiance of space and time, as well as Null Causality, Immutability and Life Support, not things like Summoning or Reality Bending). Not to mention, all memory of the user will be erased (they will not appear in pictures or prophecies, and there will be no evidence of their existence other than their presence), until they phase back into the space-time continuum.

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 normally aren’t).

Null Causality

Null Causality or Temporal Meddling is a 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 negatively. This ability can only be used if one has traveled backward or forward in time. This superhuman 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 that random chance caused whatever new event took place.


O

Obfuscation

Obfuscation is the superhuman ability to mentally dim/obscure light and disorient accuracy. This ability does not generate darkness or repulse/deactivate photons, but rather scatters light particles and causes them to move erratically, so that everything appears blurry, even to subjects with superhuman accuracy (but not to the user). One with this ability may also make eyesight blurry in foes, or otherwise psychically tamper with the accuracy of subjects. This can be used to mess up the accuracy of enemy marksmen, disorient the balance of acrobats, or even make a machine’s accuracy falter.

Occlusion

Occlusion, also known as Psionic Occlusion or Psionic Lock 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. Sometimes it can even psionically lock doors and windows, block web sites, blot documents which contain personal info, and compel others to try to keep the subject out of those things.

Omnilegence

Omnilegence is an encyclopedic knowledge of all written/scribbled/typed material in existence (even ideas for plays, novels or manuscripts). One with this ability could access knowledge written down thousands of years ago or typed in a different language simply by their psionic connection to the written/typed word. The user of this ability can even psionically understand what is meant by symbolic words and phrases (and can psionically divine the writer or typer of any piece of work simply by looking at it or sensing the energy of the typist or writer on the work). This ability is often mistaken for Omniscience, but is not nearly as powerful.

Omnilingualism

Omnilingualism, also called Lingual Intuition, Language Interpretation, Interpretation or Ciphering/Deciphering 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 by 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.

Usually, though, the ability is reciprocal, so that the user and the subjects can understand and communicate with one another efficiently.

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.

Omnipresence

Omnipresence, also known as Ubiquity is the ability to be simultaneously present everywhere---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 scope of the user of this ability (and the user's awareness is so much that this ubiquitous perception does not inundate the senses).

Omniscience

Omniscience is the capacity to have infinite knowledge about anything and everything. 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 little need for sensory-acquired knowledge as all knowledge would be inherently available to them by virtue of their Omniscience. This would also imply the presence of Omnilingualism, Omnipresence and Omnilegence. A lesser form of this ability is 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 or disrupt REM sleep, thus preventing 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 Disruptor

Optic Disruptor, also called the Staring Effect is the psychic ability to damage physical matter by staring at it. One with this ability exudes hot psychic energy from the eyes, and if they stare at 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. One with this ability can cause illusions by changing what people see, cause themselves or others to see in different aspects, or change optic temporality so that their sight is ahead or behind actual time. Vision can even be distorted so things look as though they were moving opposite of their actual direction (called the Parallax Effect). One with this ability may even be able to control the eye itself, with practice. 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.

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. This can be used 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 breakage (or accelerate the process of bone healing). After practice, the user of this power can even incapacitate foes 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, also called the Pariah Effect is the psychic ability to cause any person (usually without a psionic or empathic link to the user) to congregate around or back away from nearly any object or living subject that is focused on, or touched. One with this ability could keep enemies from getting up too close, as they have no positive empathic connection, or cause subjects to gather around oneself to shield the user from an attack, and the like. However, this ability, if developed, could be used to repulse or draw any target, living or inanimate, to which they (normally) have no empathic or psionic connection.

• If one with this superhuman ability may psychically only cause subjects to congregate toward a given target, it is called Congregation Inducing or the Gathering Effect, but if the user can cause others to just back away, it is still called Ostracism.


P

Pacifism

Pacifism, also called or Sedation is the ability to psychically induce a feeling of calm and sleepiness (and perhaps unconsciousness, but not normal sleep) within the minds of others. The user of this ability psychically or vocally induces the same feeling in an animal that they have before they fall asleep or unconscious. One with this ability can keep people from fighting or attacking him, and can soothe even the most wild, vicious and seemingly-untamable animal. In addition, this ability severely inhibits coordination and memory.

Pain Relief

Pain Relief, also known as Therapeutic Touch 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 of fatigue by psychically alleviating the presence of the acids which induce fatigue within the body. The user of this ability may also stimulate the healing process of wounds.

Pain Transfer

Pain Transfer, also called Damage 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 "pain 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 transfer 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.

Palynokinesis

Palynokinesis is the psychic ability to manipulate spores, pollen and allergenic dander. One with this ability could stir up/clear up mists of allergenic spores and pollen, or induce physiological activity (which is key in allergic reaction) in nearly any organic material. This could be used to induce allergic reaction in nearly any living being (using nearly biotic material), or perhaps the allergenic properties of subjects which would otherwise irritate.

Panmnesia

Panmnesia, also known as Hypermnesia or Total Recall is the psychic ability to easily remember and quickly 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 Inducing

Paralysis Inducing, also called Paralyzing or Paralysis is the ability to interrupt or “turn off” the nervous system (usually only the nerves and the spinal cord, not the brain) in living subjects. This is accomplished by mental contact, generation of a neurotoxin, or the like. The effect negates all sensation and disallows motion entirely. If the subject is in motion, it keeps going until it stops; if the subject is not moving, it will be unable to start moving. The user sometimes can limit the paralysis to certain extremities, such as legs or arms (even the heart or the like, if the user is adept), or to affect the entire body.

• Sometimes, instead of actually paralyzing foes, the user may use a faculty of this ability which simply psychically compels non-perspicuous foes not to move, even if in danger or struck by a blow (called Stillness Inducing or the Sitting-Duck Effect).

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.

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.

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 with this ability could cause emotions, negate emotions, or even overload the emotions of other (causing mental breakdowns), among numerous other effects. This ability could be used to cheer up friends, afflict enemies, or the like. This ability is often accompanied by or results in Empathy (sensing emotions) or Apathy (having no emotion).

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. However, another faculty of this ability may also include the manipulation of acidic or basic (or both) substances besides simply changing the pH (moving them, changing the physical state, etc.).

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.

Perspicuity

Perspicuity, also known as Psychic Static, Psychic Shield, Mental Protection or Mental Immunity is resistance to all psychic penetration. One with this ability is immune to Illusion or Deception, contact by Telepathy/Empathy or Hypnotism (and psychics can’t dominate them). If foes tried to hear the mind of such an individual, they only hear static (or nothing at all); if they tried to dominate or implant thoughts into the mind of the user, the attempt would fail. Not to mention, sometimes the perspicuous superhuman can even protect the minds of others (and “short-circuit” invasive/dominating superhumans) by touching the subject they wish to affect.

• Sometimes one with this ability is capable of causing psychically-invasive or intrusive powers, such as Empathy, Telepathy, Psychic Intimidation, and the like, to backfire on the foe who attempts mental invasion/intrusion (this is called Backlash or Feedback; i.e. Psychic Backlash, Empathic Backlash, etc.)

Petrifaction

Petrifaction is the ability to psionically 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 (which make visual or physical contact). One with this superhuman ability may even be able to reanimate subjects which are unnaturally stone (called Reanimation). Or the ability may allow the user to imbue petrified subjects with one's psychic energy, thus enabling the user to psychically control and move said subjects like puppets (called Petrified Control).

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 pheromone 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, also known as Adoptive Muscle Mimicry or Muscle Mimicry is the ability to flawlessly imitate any movement or series of movements (even skills such as fighting, artistry or musical talents), 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, allowing them to psychically determine the exact posture to take in order to reproduce any motion, posture or action exactly. The motion or skill set 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, perhaps bend light to cast optical illusions, and even fire offensive lasers, rays or bolts of light of varying heat and intensity, from heat rays to freeze rays (or just concussive light beams). One with this ability may even be able to access the ability Luminescence, or absorb ambient light to focus it into an attack.

Phylar Unanimity

Phylar Unanimity, also called Specific Telepathy/Empathy 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 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 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.

Pneumakinesis

Pneumakinesis or Pulmokinesis is the ability to psychically manipulate the breathing and respired gases of oneself and 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/Hypercube/Tesseract/Magic Satchel Use or Infinite Storage is the ability to store subjects within a dimension, located in a usually-small container, to be recovered instantly as the user desires. This portal can store anything that can fit (and always opens up to be larger inside); the dimension also grows in spatial capacity (yet maintains light weight) with every addition to the user's inventory. This portal may pull subjects in with tremendous force until closed, but if so, the force of such can usually be resisted by the user, and he can usually close it voluntarily.

Possession

Possession or Domination is the ability to psychically take over the body, mind or spirit of a living entity, or the structure of an object, either by force or willingly by the host (or sometimes a living subject may be entirely unaware). One with this ability may be able to do any of the following faculties:

• Puppetry, also called another version of Mirroring, Psychic/Psionic Puppetry or (more colloquially) Psychic/Psionic Puppet Strings- the ability to create a psychic/psionic link between the user’s motion and living subjects’ motion. The user’s subjects can still resist, but the user controls the subjects’ bodies (and power use, if the subject has powers) as though they weren’t resisting, moving their limbs by making hand gestures similar to controlling a puppet (hence the ability’s name). Rarely, the subject can even be manipulated as though by Telekinesis (slung around, levitated, etc.).

• Bodily Possession- the ability for one's body to literally “phase into” the body of another living being (or simply to psychically take control over that being's movements) without mental domination. One with this ability almost entirely overrides the host's conscious control of motion and can use this body to gain access to new skills and abilities for his own personal gain

• Mental/Mind Possession or Psychic Possession- the ability for one's consciousness to enter the mind of another living being, thus mentally dominating that being's thoughts, memories and mental faculties. One with this ability almost entirely overrides the host's consciousness and can use this body to gain access to new knowledge, skills and abilities for his own personal gain

• Spirit Possession or Astral Possession- the ability for one's soul to dominate the soul of another living being, thus taking control over that being's body, while also dominating his mind and body in the process. One with this ability almost entirely overrides the host's spirit (thus the mind and body) and can use this body to gain access to new knowledge, skills and abilities for his own personal gain, as well as sometimes bestowing the host with supernatural capability

• Object Possession- the ability for one's consciousness or physical body to enter into an inanimate object. 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 mind/body as the animating energy). The user still perceives their environment as though they were in a normal body

Possession can be done on multiple subjects/objects at a time, but this requires division of attention, and so usually only the strongest minds are successful with such faculty; numerous types of Possession are hard to do simultaneously. Another faculty of Possession is Power Possession or Power Domination in which one can control when the abilities of another superhuman will work, for how long and with how much intensity. Other forms of Possession are possible.

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 or Power Borrowing (when that part of the ability is used) is the ability to psychically steal or temporarily "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. This ability may be activated or suppressed at will.

Power Activation

Power Activation, also called Power Manifestation 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 a subject to use their powers when they don't want to (called Power Liberation).

Power Bestowal

Power Bestowal is the ability to psychically rearrange the genetic structure or thought patterns of a subject, in order to bestow him or her with superhuman faculty, or the ability to give away one’s own superhuman ability. One with this ability can give a subject nearly any superhuman ability, but the more powerful abilities are more difficult, and for an untrained subject, it can lead to serious headache (or worse) if one attempts to bestow such ability. This power is usually accompanied by Power Negation.

Power Boosting

Power Boosting, called Power Augmentation or Power Amplification is the ability to psychically strengthen and intensify the powers of a nearby superhuman. 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 (called Power Liberation or Power Feedback). Most times it can also be used in reverse, so that either increase or decrease of abilities is possible.

Power Concealment

Power Mimicry

Power Mimicry or Ability Imitation 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, genetic structure or superhuman physiology that enable abilities in other people. This can be used to mimic any ability short of the “Omni” abilities (and if the user is around the contributors of the abilities that they mimic long enough, the mimicry may be permanent).

Power Negation

Power Negation, also called Power/Ability Suppression or Power/Ability Cancellation is the ability to psychically negate 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 which cut’s off the mind's ability to generate a certain effect. Sometimes it is even the psychic manipulation of genetics, which deletes or inhibits superhuman abilities and suppresses superhuman features within superhuman 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 Redirection

Power Redirection, also known as Power Diversion, Diversion or Redirection is the ability to psychically redirect the effects of abilities in any direction including back at the original sender of those effects. This may include the redirection of healing powers onto someone else who was more in need of assistance, or the redirection of a beam of energy back at the foe. This ability could even cause positive effects, meant for the foe's allies, to be redirected back toward the user and his allies instead.

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 Residue

Power Residue or Ability Passing is the ability to use a superhuman ability, and then if a subject touches the subject on which the ability was used, the subject will temporarily gain that same ability or a similar ability. Or this ability can be used to give normal humans superpowers temporarily by touch, so that they are not entirely helpless. This ability may be able to remove abilities entirely from oneself, passing them onto the desired subject either temporarily (and take them back) or permanently.

Power Resistance

Power Resistance is resistance, or entire immunity to the effects of certain abilities (usually types of energy attacks). One with this ability may have Mental, Subliminal, or Psionic ability Resistance so that any type of ability based on these types of energy cannot directly influence them. Or they may have Radiation, Electrical, Heat, or Resistance to some other sort of energy (perhaps even the energy that makes up barriers and force fields). One with this ability is usually immune to the effects of abilities which are similar to their own, and so this may be accompanied by an energy-based attack.

Power Reversal

Power Reversal or Power Inversion is the superhuman 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, also called Power/Ability Detection or Power/Ability Sense 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 (called Power Gauging), specifically which powers a superhuman may possess or when a subject is using their power. This usually entails telepathic detection of abilities, but sometimes it involves the detection of a superhuman aura or simply an intuitive superhuman faculty in which the user just knows.

Power Specificity

Power Specificity or Power Focus is when certain attacks only affect certain types of subjects. One with this ability may only be able to generate a certain type of poison, or generate energy which only affects certain species (this ability is only useful in certain situations). However, another version of this ability implies that one can focus the effects of their ability for one monumental use, such as focusing the peak of one’s superstrength into a single punch, or all of one’s stamina into a big burst of superhuman speed (called Power Concentration).

Precognition

Precognition 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. It can come as a brief flash of the scene or last for a long time. Sometimes, however, it can even be 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 precognitive one, although this ability could be activated at will through Lucid Dreaming.

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 superhuman ability, but instead the presence of a powerful ---sometimes hyperelastic--- limb or appendage (maybe a tail, a tongue, feet, tentacles, even hair, extra skin or the like) which can be used to strike, grab and manipulate subjects. Sometimes, the appendage(s) of the superhuman could even support the body's weight or (in more gruesome variations) detach from the body and still operate under the user’s control, and with no harm to the user of the ability.

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, also called Presentience 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.

Pressure Manipulation

Pressure Manipulation is the superhuman ability to generate and manipulate various types and amounts of pressure. One with this ability could generate intense water pressure, air pressure, barometric pressure or various other types of pressure. One with this ability could withstand it, negate it and do anything from pressurizing water or air, to inducing fluxes in blood pressure.

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.

Projectility

Projectility is the ability to launch some appendage or limb from the body like a missile. One with this ability could throw sharp feathers, 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.

Protrusion/Retraction

Protrusion/Retraction, also called Extensibility/Retractability or Protractility/Retractility is the ability to protrude or retract superhuman features as needed, so one could appear normal or superpowered whenever one desired. If the features naturally stick out, they are retracted; if they are naturally withdrawn, they are protruded. One with this ability could have retractable scales, extendable claws, spikes, wings, etc., which appear and retract as desired. This ability may even sometimes be accompanied by the ability Projectility or Profuse Generation.

Pruritic Touch

Pruritic Touch, also called Itch Inducing or Urtication is the psychic ability to induce severe itching by thought or 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 (called Pruritic Negation or Itch Relief), and can suppress and activate their itch-inducing powers at will.

Psammokinesis

Psammokinesis, also called Ammokinesis or Arenakinesis is the ability to mentally manipulate sand. With this ability, one could hurl sand at foes, compact it into constructs like barriers and weapons, or even summon sand from all around to form a “tidal wave” of sand, a sandstorm, a sand vortex and the like (even quicksand, in the right environment). 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 Shock or Psionic Shockwave- discharge of psionic energy, channeled through touch or just through the skin, to simulate an effect similar to electrocution or a power surge; if the user smashes the ground, it comes out as a shockwave

• Psionic Disruption- psionic interruption of the molecular structure of an object, or generation of an unstable concentration of psionic energy which causes the object to crumble, implode or explode (effect may vary with every user or simply based on the user’s preference) as the user’s hand or body passes through it (the psionic energy first sheathes the user’s hand or body, allowing the user to phase through the desired target)

• 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, also called Psi Wave- exudation of an expanding ripple or wave of powerful psionic energy that, upon touching subjects, either puts them to sleep, stuns them, knocks them unconscious, or cuts through them like a buzz saw or guillotine but quicker and with much more power; effects vary with each user

• 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 negative effects from other psionic attacks (put it around someone’s head, and it may prevent Telepathy, for example), or can hit with concussive force like blunt walls or platters

• Psionic Cocoon, also called Psionic Chrysalis or Psionic Matrix- 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 a swirling matrix of violently powerful psionic energy which lashes out to strike foes that get too close (could also be generated around foes to prevent escape)

• 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 (Psionic Talons, Psionic Guillotine and the like) 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 Detection or Psionic Sense- ability to psionically sense the presence of other sources or users of psionic energy; this ability cannot be evaded by Telepathy, Tracking Evasion, or Cloaking, but also cannot be used to detect superhumans unless they possess psionic powers

The psychic versions of the above listed abilities are also possible (Psychic Detection, Psychic Scanning, Psychic Constructs, etc.), among numerous (possibly countless) other versions and variations. Note, however, that normal psychic energy is invisible unlike psionic energy, so telling the difference between Psychic Bolts or Psychic Blasts or other similar abilities may be difficult unless the user can also perceive psychic energy (which is common).

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 also changes to the color of the user's skin (or vice versa), so as not to appear awkward. Sometimes this ability can 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 or Feature Passing is the psionic ability to exchange physical features with another. One with this ability could trade eye color or fingerprints with a subject, or trade superhuman features like stripes or strange skin color, presence of fur and the like. This would allow a "normal-looking" superhuman to gain abilities based on the physical features they acquire (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).

• Sometimes, one with this ability may even be able to trade weaknesses with a foe, or to trade a foe’s strengths for the user’s weaknesses, and the like.

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 (snapping the fingers or the like). 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 (psychic) superhuman ability.

Psionic Imitation

Psionic Imitation, also called Psionic (Body Part/Organ/System) Replacement, Replacement or Function Mimicry is the psionic mimicry of a normal bodily function by the mind. One with this ability could be missing an eye, and see perfectly through the hole (or blank space on the face) where the eyes should be, 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 they still had a fully-functional leg, and the like.

Psionic Impression

Psionic Impression, also known as Psionic Writing/Printing or Imprinting 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 paper if the user does not feel like using his hands (or cannot for some reason). One with this ability could even give subjects 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) or to sense or search for words in documents.

• This ability may even include the ability to draw with the mind (called Thoughtography also called Psychic Photography, or Psionic Artistry), an innate sense of who wrote a given handwriting sample (called Handwriting Analysis) and/or the ability to sense when someone is writing/drawing/typing in one's immediate vicinity (called Graphesthesia).

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 as the hand movement made by the user, 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/or understand the anatomy of any system and how it works. One with this ability could even detect what each part does in a machine, so that they can almost-instinctively figure out how to work any device. This ability even allows the possessor to understand how to repair his own mind, so they are capable of acquiring the abilities of others 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 or Mental Magnification 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 Blast

Psychic Blast is the ability to send a bolt, ray or beam of powerful psychic energy from the mind or the hands. The energy may vary as follows:

• 1. Ectenic Blast- the ability to generate a blast out of the energy that allows Intangibility and Possession, which can disrupt the motor stability of foes and can affect spirits

• 2. Eldritch Blast- the ability to generate a blast out of magic energy, which does not induce any other effect than to blast or singe the target like a normal energy blast (however, it may deal aggravated damage)

• 3. Empathic Blast- the ability to generate a blast out of pure emotions (perhaps a specific emotion or numerous combined) which imposes said emotion on whoever is hit; or it may vary in intensity based on the emotions of the user; or effects may vary based on emotions (happy means a good effect, etc.)

• 4. Precognitive Blast- the ability to generate a blast out of energy from the future and fire it at foes; or it may fire from the subject before they know that danger is near; or it may channel the precognitive power (normally used to find future information) into a blast which may induce visions of the future

• 5. Telekinetic Blast- the ability to generate a blast which can push away objects which would normally be far too hard to manipulate or move by means of normal telekinesis (or it may cause objects to explode, implode or liquefy)

• 6. Telepathic Blast- the ability to generate a blast of telepathic energy (normally used to send, receive or exchange mental messages) which can disrupt the mental processes of foes, erase/distort memories or even leave foes in a comatose state or worse

• 7. Temporal Blast- the ability to generate a blast of temporal energy, effectively distorting the foe’s temporal presence (speeding him up, slowing him down, freezing him, erasing him from the space-time continuum or the like, depending on the user)

This ability is usually accompanied by the ability from which it originates (Telepathy for a Telepathic Blast, Precognition for a Precognitive Blast, etc.) or some other psychic faculty. Other types of psychic energy blasts are also possible.

Psychic Disguise

Psychic Disguise, also called Recognition Imperceptibility or Unfamiliarity is the superhuman mental ability to remain unrecognized, even by familiar people. People with this power don’t become invisible or otherwise 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.

• Sometimes superhumans with this odd ability can even assume the identity of others by thinking “my name is Elle Bishop” or the like. Their appearance stays the same, but people will think his name is whatever name he desires to assume and even people who know “Elle Bishop” will believe that the user is him.

Psychic Forecast

Psychic Forecast, also called Forecast, Weather Sense, Weather Perception, Barometry or (more colloquially) Weather Eye is the ability to psychically sense changes to the atmosphere, and thus the weather. This ability in itself is not the ability to manipulate weather, but to sense when it changes and what the weather will be like (sometimes it ranges from natural disasters like storms and hurricanes to phenomena like mudslides and volcanic eruptions). This can even sometimes be increased in a precognitive sense, in which the user can predict the weather for minutes, hours, days or further ahead.

Psychic Hypertroph

Psychic Hypertroph, also called Psychic Adrenaline Rush, Psychic Power-Up, Psychic Boost or Adrenal Assistance is the superhuman ability to use one's mental power to increase one’s own muscle size, and thus one’s strength, endurance and stamina (and sometimes the physical size). The ability provides a temporary adrenaline rush, except without the risks of adrenaline, as the mind is the “energy booster”. The power-up can be increased in duration based on how long the user of the power meditates to increase mental power, trains to increase physical power and exercises their ability. This ability may be accompanied by Feral Mind or Alter Ego.

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 Imprint

Psychic Imprint, also called Astral Echo or Psychometric Feed is a psychic energy signature randomly left behind by a person who comes into contact with an object, subject or location. When psychics read this imprint, they can access the memories, knowledge and skill (or the past/future) of the object or subject, or whoever touched them. When mastered, imprints can be left at will and can give really accurate or inaccurate information to those who read them. This ability could also overload an area with painful memories and thoughts as a mode of psychometric inundation. One with this ability could even decide if he wants to leave a psychic imprint at all.

Psychic Intimidation

Psychic Intimidation, also known as Intimidation, Fear Inducing, Fear Manifestation, or the Fear/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:

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

• Frightening Appearance or Ghastly Visage- One's appearance may be frightening or ugly to foes (or any subject). Any attempt to make a frightening face with this attribute will induce fear.

• Scary Face or Piercing Stare- by simply giving the foe a mean look, the user sends subliminal signals to them which send chills down the foe’s spine, even if the user and the subject are not eye-to-eye. The user is also seemingly unafraid and not easily psyched-out.

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

• 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 matter how seemingly minute or ridiculous (called Phobia/Aversion Generation).

Psychic Navigation

Psychic Navigation, also known as Psychic Tracking, Tracking Sense or Pathfinding is the ability to psychically find any location, subject or object. The user of this ability hones into the psionic trail that every object/subject leaves behind (by hearing "I lost my purple sweater" or the like, the object's psionic trail activates, making it easy to find). Other faculties of this ability include innate knowledge of one's current location and cardinal direction, whether or not the user has visited said location previously (called Location Familiarity), and the ability to discern the destination of someone's teleportation (called Telelocation), among others.

Psychic Persuasion

Psychic Persuasion, also known as Persuasion, Suggestion or Mind Control is the superhuman ability to psychically negate the inhibitions of others, placing them in an extreme state of suggestibility, either by visual, mental 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 superhuman 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 the subject.

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, also called Addictive Song or Satiation is the ability for a person or being to psychically or vocally emit a beautiful 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, and usually stimulates the pleasure center of the brain; these followers may become irate, fall asleep or even fall dead (based on the genetics of the user) when they can no longer hear the song (which may be inaudible to the ears). Sometimes the effect of the song can even be varied (or suppressed) either at will, randomly, or based on the user’s emotions.

Psychic Strategy

Psychic Strategy also known as Quantum Precognition is the ability to almost-instantaneously see all the probable outcomes of a situation, and to discern what decisions or choices lead to which outcomes. This ability may even allow one to see along quantum wavelengths, to figure out the ultimate conclusion of a decision or move. If a telepath were to try to read the mind of a foe with this ability, the psychic strategist could even fill his mind with a bunch of possibilities, pretending that they are his thoughts, thus evading telepathy.

• This ability may even allow the ability to discern the likelihood of the outcomes that the user views (this faculty is called Stochastic Analysis).

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, also called Mind Over Body or Inedia is the mind's ability to sustain the body, and keep it healthy, preventing it from relying on the normal 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. One with this ability can also function normally without vital body parts for the rest of his or her natural life, as this power needs no concentration or training.

Psychic Taunt

Psychic Taunt or Subliminal Whisper is the ability to project jeering, doubting thoughts of inferiority to mind of the foe, either through mental contact, or by speaking to or touching the subject. One with this ability could cause weaker-minded foes serious trauma, by making them think that they are the ones thinking the negative thoughts. This ability may even induce a strong suicidal compulsion in foes.

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 (if significant knowledge has been stolen/borrowed). And the mind does not retain any duplicate knowledge, so any duplicate memories or facets of knowledge will be psychically put aside or altogether eliminated.

Psychic Voodoo

Psychic Voodoo, also called Mirroring is colloquial name for the superhuman ability to pass on infirmity to others by doing the acts to oneself (or having them done—even perhaps by the foe one wishes to affect). 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, jump off a building or the like, their foe would instead suffer the consequences.

• One with this ability is rendered invulnerable, but only while using this power, so that the user can inflict harm on foes without having harm inflicted on oneself.

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 to mentally divine information about an object or living subject, simply by coming into close contact with it or something associated with said object or subject. Some with the ability can even act as mediums for residual energies and, as such, can experience talents or memories temporarily by touching an object previously owned by someone else. Or they may be able to tell the past or future of a subject by touching an object owned by or associated with the subject.

• Sometimes, Psychometry may even be projected. First, the user must touch an object. Then the desired target touches the object, and the object pulls a psychic imprint off of the person or animal. The user then touches the object, and acquires all the information they desire (called Information Hunting, Knowledge Hunting or Psychic Gleaning).

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; however, they may only be able to manipulate existing fires. Another faculty of this ability is Pyrogenesis in which one can only generate fire.

Q

Quantum Deduction

Quantum Deduction, also known as Quantum Solution or Solving 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. This ability can even be used to determine the difficulty of a task, and how much effort will be needed to finish it before it is undertaken.

Quantum Leap

Quantum Leap 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 Empathy. 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, also known as Quantum Analysis or Curiosity is the presence of an 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. It can be used for a vastly creative mind, and to detect and understand the patterns and/or inconsistencies of nearly any structure or situation.


R

Radar Sense

Radar Sense is the ability to release radio waves vocally or mentally which travel and bounce off of surfaces, allowing one to detect obstacles in one's environment. The user can even see along the waves, which enhance the range of vision and can detect the motion of projectiles, the location and shape of objects in one's vicinity, and sometimes even meteorological events. The user of this ability can even sometimes feel the movements of targets touched by the radio waves, in order to discern their movements. This ability is usually accompanied by the ability Superhuman Touch, Echolocation or Circumspect.

Radiation Manipulation

Radiation Manipulation is the superhuman ability to generate and manipulate 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 induce anywhere from an explosion of combustible radiation, to a nuclear mushroom cloud. This ability could even be used to manipulate radio waves to simulate broadcasts.

Rampant Charge

Rampant Charge, also called Charging or Unstoppability, 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 (although they can get tired and stop of their own will, and can sometimes be moved by outside forces), 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, also called (Rapid) Rotation, (Rapid) Revolution, (Rapid) Spinning, Cyclonic Spinning or just Spinning is the ability to spin at high speeds like a miniature cyclone by constantly shifting the body's center of gravity psychically. This can be used to spin or cartwheel at high speeds to generate a tornado-force wind around oneself or hit/slam subjects multiple times (with concussive force) or sling them by spinning them. One with this ability could even use this ability to deflect certain projectiles while spinning. This ability is usually accompanied by the ability superspeed, superendurance, 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, also called Reactive Evolution is the ability to adapt one’s body to any environment or situation to which the user is introduced. This is primarily a form of shapeshifting of one's physical features; however it can also include other faculties:

• 1. Dermal Adaptation, also known as Dermal Adapt- ability to adapt to environments by changing one's skin (instead of the entire body) 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 of their skin

• 2. Mental Adaptation, also known as Knowledge Adaptation, Answer Adaptation or Automatic Answering- ability to either adapt one's IQ temporarily to understand complex systems, or to automatically blurt out the answer to questions (asked by others) without actually knowing or retaining the answer that one gives out

• 3. Emotional Adaptation, also known as Empathic Adaptation or Emotional Adapt- ability to gain abilities or adaptations based on one's emotions, or to adapt based on the emotions of others; could lead to use of nearly any ability short of the "Omni" powers or Reality Bending, and it may be accompanied by Empathy

• 4. Power Adaptation, also known as Power Adapt- ability to adapt to situations by gaining abilities to suit those situations, while maintaining one's normal appearance; this can be used to gain any ability short of the "Omni" powers or Reality Bending, and it is usually brought on consciously (unless the user is unconscious)

• 5. Juxtaposition, also called Antithetic Adaptation- ability to psychically match the abilities and benefits of any desired subject so that they cannot overtake or surpass the user. This can be used when pursued (the user will always remain the same distance from the pursuer, and thus never be caught), or to keep competitions at a stalemate (so, at least the user won't lose—he just won't win, either). Instead of developing an opposite ability to your opponent like normal Reactive Adaptation, you gain the same powers and benefits, and thus resistance to your opponents.

• 6. Superiority- 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. Instead of developing an opposite ability to your opponent similar to Juxtaposition or regular Reactive Adaptation, you gain the same abilities of a higher caliber, and thus an advantage against your opponents.

The original version of this ability can be used to get gills by being underwater, gain Superhuman Stamina when tired and the like, although the adaptations go away as soon as they are no longer needed. Although, another version of this ability allows the user to gain immunity to any one attack or few attacks that one has been subject to, i.e. mental attacks if attacked by Telepathy, Telesthetic Imperceptibility if attacked with Telekinesis, and the like (called Reactive Immunity).

Reality Bending

Reality Bending, also known as Reality Warping, Realization, Canonization, Thought Projection or (more colloquially) Projection, is the superhuman power to change what is currently true about reality, even to the point of the normally impossible occurring. This can be accomplished in a number of ways. These include:

• Vocifery, also known as 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.

• Mentifery, known also as Imagining, is the marvelous superhuman 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.

• Pathifery, known also as Wishing, is the powerful superhuman 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.

• Deus Ex Machina, known as another form of Wishing, employs the services of reality-bending entities, which are bound to the user's will; there may any number of these beings (usually only one or two), but they bend to the user's will entirely, by an oath or a debt, to give the user whatever they please.

• Narration, also called Storytelling, or Fantastic Realization is an advanced form of Narrative Summoning, which allows one to type or write entire situations into existence. The user becomes the narrator of reality, and his power over such will remain until either he is restrained from his writing materials or the story ends.

• Spheres of Influence are 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.

• A Plane of Influence is a virtual, map-like projection of a designated area, made of psionic energy (it is highly malleable to the effects of Vocifery, Mentifery or Pathifery); reality is psychically manipulated in proportion to the manipulation or changing of this "map" (even manipulation on a worldwide or universal scale) unless the object or subject is immutable.

• Reality Flux is 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 is 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. If one possesses more than one (or all) of these faculties, then it is simply called Reality Bending (there is no need to be specific).

Reality Perception

Reality Perception, also called Truth Perception or True Sight/Sense is the ability to perceive reality, as well as changes to and interference with such. If the abilities Illusion, Shapeshifting, or even Deception were used around the user of this ability, he could either tell that an illusion or disguise was present, or he may see through the illusion/disguise as though it was not even there. One with this ability could even detect when something/someone is from a different reality/time or if reality has been bent (sometimes even if they are the ones affected). This ability may sometimes also be accompanied by Immutability or Reality Anchoring.

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.

Removal

Removal is the superhuman ability to use psychic energy to extract any one constituent of a system. Removal may include Deoxygenation (the ability to remove oxygen from water, the air or the lungs of foes), Deoxidization (the ability to remove rust from metals), Deodorization (removal of odor from subjects), Deatomization (removing one molecular component of an object or subject), Depressurization (removal of pressure from a system) and the like. This ability would only allow psychic removal of one or a few of these components at a time (but never all of them).

Replication

Replication, also called Cloning or Copying is the ability to produce copies of oneself by one of a number of ways. The first means is psionic projection and solidification of perfect copies from the user’s mind (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.

• Duplication- 1 Replicate

• Triplication- 2 Replicates

• Quadruplication- 3 Replicates

• Quintuplication- 4 Replicates

• Decaplication- 10 Replicates

• Centuplication- 100 Replicates

• Milliplication- 1000 Replicates

• “Normal” Replication- Undefined (or infinite amount) replicates

• Reduplication- Replicates can also replicate

• Vegetative Replication- allows one to replicate oneself, but only while in a vegetative/nearly-comatose state; the user of this ability generates replicates through rapid cellular mitosis, similar to a fungus.

Usually, the replicates can be injured –even fatally– without causing physical harm to the Root Subject, the user, but if the "root" subject is killed, the "branches" die as well (illusory or mentally-generated replicates vanish immediately if the user is killed or incapacitated). If they don’t die upon the user’s death, which is only possible for non-illusory copies, the ability is called Replicate Individuality.

Resurrection

Resurrection is the 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 user's anatomy), during which time the body heals and the soul restores the body back to normal upon returning. The second way is when the soul leaves and re-enters the body long after death; the body would still decay 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.

• Sometimes this ability can also (or only) be used on others. If that is the case (and it restores them back to their normal self, not rotting like a zombie) then the ability is instead called Revivification or another version of Restore.

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, also called Rolling or Tumbling 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, to smash through subjects like a living wrecking ball, deflect projectiles that are thrown at the user, or just for very efficient travel. It can even be used to ricochet off of walls and bounce around an area at will. As such, this ability is often accompanied by Superspeed (while rolling), Superendurance and/or Hyperelasticity.


S

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 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 simply to keep from getting dirty, clean up after getting dirty or going into areas filled with germs). This ability prevents diseases, viruses and pathogens from getting from the skin to your internal organs, but cannot kill them once induced internally.

Saprokinesis

Saprokinesis or Myxokinesis 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, also called Attention Detection or the Psychic Staring Effect is the ability to psychically sense when one is being watched (stared at, recorded and the like). 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 knocking foes down or launching vibrations into the ears of opponents, causing disorientation. Seismic abilities such as a Seismic Clap, Stomp or Shockwave are simply localized forms of Seismokinesis.

Sense Alteration

Sense Alteration, also known as Sense Manipulation is the ability to manipulate the senses of subjects by act of will. With this ability could devoid a subject of the ability to see, or increase a subject's sense of smell, and the like. Although this power does not do damage to the organs for the senses, it could negate or increase any of the five senses so as to greatly hinder foes and help allies. Changes may range from generating sensory illusions to inducing Synaesthesia to increasing foes' senses so much that they overload and are overwhelmed, resulting in shock. This ability even allows one to selectively not perceive a certain subject, if desired.

Sense Projection

Sense Projection, also known as Sensory Link or Sense Sharing 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. One with this ability could even impose a subject's senses onto another subject, or sense what animals and insects sense (the way they perceive the environment). One with this ability could even impose the senses of multiple subjects onto one subject, as a mode of sensory inundation.

Serendipity

Serendipity or Luckiness is the innate psychic compulsion to walk in accordance to the patterns of stochastic fields (fields of probability), thus causing events to happen 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, hit by them) they would be offered a ride home. One with this ability could not manipulate luck, but they are almost always positively affected by it. However, another version of this ability includes walking in accordance to stochastic fields which cause misfortune to others instead of directly bringing fortune about oneself (this ability is called Zemblanity or Jinxing).

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 (even perhaps an object). This allows the gain of new abilities beyond those which accompany the current form (such as energy/mental abilities associated with that species). Variations are as follows:

• Age Shifting

• Alternate Form

• Alter Ego (Physical Version)

• Assimilation, also known as Shapeshifter Emulation, Proximity Shapeshifting or Zeligism is a very limited form of shapeshifting in which one can only assume the forms of 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, so as to blend in with them. The shapeshifting would be complete (the appearance, voice, habits and abilities, etc.) but only the form of the nearest living entities could be assumed.

• Deceptive Shapeshifting, also called Deceptive Assimilation or Batesian Mimicry 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).

• Density Shifting

• Gender Shifting

• Reactive Adaptation

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

• Size Shifting

• Specific Shapeshifting is another specific version of shapeshifting in which one can only shapeshift 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.

• Trace Shifting

• Weight Shifting

Sometimes shapeshifting can only be done within the same mass range, so that a superhuman could not assume the form of anything larger or too much smaller than one's actual size (although this limit is uncommon). However, if this limit does apply, it is sometimes possible to assimilate the molecules of other objects or subjects to support the size, density or species change by touching objects or biotic subject while shapeshifting.

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 (or they can perceive the aura of illness around the subject), and the closer they are to the subject, the user can more accurately tell who it is that is sick. Sometimes one with 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 (and only one of them can exist within one plane of existence at a time; no clones, doppelgangers or replicates). 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 or Mass Shifting is the ability to use psionic power to increase or decrease one’s size at will. 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 become larger or smaller as desired. Sometimes this ability could even be used to change the size of other things as well (called Size Manipulation). This ability is usually accompanied with Superhuman Endurance or Strength (for growers) or Superhuman Agility or Stealth (for shrinkers).

Skills

Skills, also called Innate Capabilities are certain fields in which one may be proficient. This knowledge may or may not be innate, but it usually grows with time. Fields of proficiency may include any of the following:

• Weapon Skill- the user is particularly good at handling certain types of weapons (blunt weapons, blades, guns, projectiles, etc.), or with all weapons in general. The user of this faculty usually has an affinity for studying the different makes and models of their weapon preference

• Fighting Skill- the user is particularly good at certain styles of fighting (martial arts, street fighting, boxing, etc.), or with numerous styles in general. The user of this faculty usually has an affinity for practicing in their fighting style preference

• Trapping Skill or Hunting Skill- the user is especially good with setting and evading traps, tying knots, and hitting targets. The user may be a marksman (archer), a hit man, an assassin or just a professional planner and/or saboteur

• Poison Skill or Medical Skill- the user is very skilled with mixing things together to get numerous desired effects. This could range from mixing hallucinatory drugs, poisons, knockout gas or remedies for various illnesses. May be good at cooking as well

• Survival Skill- the user is very good with living off of the land and using its resources when necessary. This could range from surviving a plane crash on a desert island to using the geography of the land to give one the advantage in a fight

• Tech Skill- the user is a genius when dealing with the functions of machines and technology. Although they don't possess technopathy, it would be hard to believe, because of the amount of knowledge of schematics, gizmos and gadgets that the user shows

• Codecracking Skill- the user is awesome at deciphering encrypted messages, spoken or visual. The user of this ability can notice the patterns in almost any system, and specializes in mathematical, scientific and linguistic prowess to crack the system they see

Numerous other skills are possible, such as Driving Skill, Running/Evasion Skill or Prestidigitation/Stage Magic Skill (falsely mistaken for Illusion), but rarely are any others (than the skills given above) found to be useful. One faculty of this ability includes the inability to have said skills diminished by any means short of Reality Bending (this is called Supremacy or Flawless Execution).

Sleep Inducing

Sleep Inducing or Psychic Yawn is the ability to put others to sleep at will. One with this ability may do so by a kiss, a touch, gentle speaking, a contagious yawn or simply by mental broadcast (usually by only one of the above stated means). This ability cannot determine the length of the sleep, and thus it is only a part of Hypnokinesis. However, the deepness of the induced sleep varies with the user of the ability.

Sleeplessness

Sleeplessness is the lack of the need to sleep. 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. One with this ability could still tire; they just don’t require full-out sleep to restore stamina (although one could sleep if they desired). 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, also called Substantiation is the ability to solidify any intangible subject or the ability to increase the rigidity of any solid construct or structure. This ability can be used to solidify light beams to use as weapons, or to solidify radio waves to cause them to fall out of the sky (preventing radio transmissions), or to trap a foe in their clothes by making them extremely rigid, and the like. One with this ability could even negate Intangibility. When subjects are solidified, they lose the ability to go through solid objects, yet they keep their defining properties (fire still burns, water is still wet and puts out fire, lightning still shocks).

Sonar Sense

Sonar Sense is the ability to release sonic waves vocally or mentally, which bounce off of the surfaces of objects and subjects in order to allow the user of this ability to judge the distance between himself and an oncoming object, subject or obstacle. This ability only roughly allows one to detect the size and sometimes the shape of approaching obstacles so that one can accurately defend or retreat as needed. If the subject listens to obstacles, one can also discern how far away it is and how what direction it is headed in. This ability is usually accompanied by the ability Superhuman Hearing, Echolocation or Circumspect.

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, and the like. This ability may or may not be activated at will, but if not, it renders the user deaf.

Sonokinesis

Sonokinesis, also called Audiokinesis 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.

Soul Sight

Soul Sight, also known as Soul Sense or Soul-Reading is the superhuman ability to see the “truth” within a subject, by peering into their inner self. One with this power could tell someone's intentions by perceiving how they want to act versus how they actually do act, or how they have acted in the past (called Heart-Reading) or tell what sins most afflict a person, through one of the five senses (called Sin Sense or Iniquity Perception), and detect what state the person's soul is in, i.e. happy, troubled, etc. This ability could even be used to tell if a person is possessed and the like.

Spatial Distortion

Spatial Distortion is the mental ability to distort space; this isn’t used to directly move an object or subject, but rather manipulate the spatial presence of objects. One with this ability can “move” with no actual body movement, direct oneself around obstacles while distorting space in their vicinity, redirect a subject's teleportation destination, or even warp the space within an object (such as walls or projectiles) into a sphere that the user can pass through (the latter is called Passage). 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 Abilities

Specific Abilities are abilities which can only be used in certain situations, or can only work one way, or only affect certain targets. This could range from Precognition only able to see a certain interval of time into the future, or only be able to move plants (but not grow them). One with this ability may have abilities that only work a certain way (for example, seeing in infrared, but not normal, or having Photon-Repressed Superstrength which only works in darkness, or generating venom which only affects certain animals) or they may not be able to suppress their abilities (like Permanent Disintegration or Permanent Sonic Scream or Permanent Onomatopoeisis).

Spitfire

Spitfire, also called the Machine-Gun Effect is the ability for the mouth to spew small projectiles (pieces of food, any other small thing capable of fitting into the mouth, or perhaps some naturally-generated substance or energy) 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 (Rapid Spitfire), or shoot them in a way that is especially strong and concussive (Concussive Spitfire). This ability is usually accompanied by Hyperbite, Matter Ingestion and/or Superhuman Accuracy.

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. They also tend to be good thieves and saboteurs, as they are capable of adroit hand maneuvering and have an innate sense of how to lie convincingly and move about sneakily. One with this ability could even hide directly behind a foe and not be detected by anything short of Superhuman Awareness.

Stoichokinesis

Stoichiokinesis or Chemokinesis is the ability to mentally manipulate chemical elements. This could range from changing their density to releasing the gaseous or radioactive elements offensively. One could shift chemicals into their various states (solid, liquid, gas, plasma) and/or transmute elements into other elements; this ability could even be used to activate and manipulate catalytic or other chemical reactions if one pleased.

Strange Parentage

Strange Parentage, also called Strange Maternity/Paternity is the ability for a (usually) shapeshifter, upon reproduction, to produce a species other than his innate species. When the shapeshifter reproduces, their unstable DNA changes from the parent's normal species to any of the species that the shapeshifter has ever taken or is capable of taking, so that when the sex cells unite, they can produce nearly any species; thus their child does not necessarily have to be a shapeshifter (they may have any ability, or be any species). The species produced adapts to the parents’ bodies, so that a human can birth eggs or the like.

• Other forms of Strange Parentage include Parthenogenesis (birth by a virgin), Budding (replicates of the parent form from buds on parent’s body) and Supernatural/Paranormal Parentage (birth by a supernatural entity or a supernatural process)

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/moonlight (Photosynthesis), earth (Terrene Sustenance), water (Aqueous Sustenance), blood (Vampirism), flesh (Dermal Sustenance) or even 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 (along with distracting, disorienting or jolting the foe). 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.

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 (when that version of the ability is used) is the ability to mentally induce a dull stupor via visual contact (even if the user is blind). The subjects’ 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. The subject’s access to knowledge also becomes severely impaired, so that judgment and intelligence seem to have been lowered.

Substance Generation/Secretion

Substance Generation/Secretion, also called Energy or Substance Discharge/Emanation/Exudation is the ability to innately produce a substance, material or type of energy from the body. One with this ability can generate any of the following:

• Acid Generation, also known as Acid Secretion, Corrosive Fluid Secretion or Corrosion 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.

• Aromatic Allure, also known as Lure or Scent is the ability to release a mellifluous aroma from the body as a mode of seduction or attraction. This ability can 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 changes based on what subjects are around, and can range from befriending dogs, to seducing men (or women) to keeping bees from attacking.

• Chemical Generation, also known as Chemical Secretion is the ability to secrete a substance from the body which is not normally found within the body. This substance may be poisonous, sticky, noxious or induce numerous effects based on the user's emotional state. This ability may even allow the user immunity to the substance they generate. Sometimes this ability is the precursor to Venom Generation or Mucus Generation or the like.

• Gel Generation, also known as Gel Secretion or Gel Manifestation is the ability to generate and secrete gel and/or glue 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.

• Hallucinogen Generation, also known as Hallucinogen/Narcotic Secretion is the ability to generate or secrete substances from the body which warp the mental and motor stability of all who inhale the vapors. One with this ability could manifest it as spitting or simply as a gaseous skin secretion. This ability allows the user to vary the thickness or concentration of the hallucinogen or to control when it is emanated from the body, so that it can be used to daze foes or intoxicate them like a living drug.

• Ink Generation, also known as Ink Secretion, Ink Jetting or just Inking 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.

• Mucus Generation, also known as Mucus Secretion 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.

• Miasma Emission/Exudation, also called Gas Emission/Exudation or Miasma/Gas Spraying is the ability to exude toxic gases at will, through the skin or through one's exhalation. This gas or miasma is usually a highly potent version of carbon monoxide or some other poisonous gas. The poisonous gas generated could range from nerve gas and laughing gas to highly-concentrated chlorine and mustard gas. Some with this ability may even alternate between several types of gases. However, this gas is not always toxic or capable of bodily harm; sometimes it is just thick, so that the user could escape danger or choke foes.

• Mutagen Emission is the ability to generate a chemical agent from one's body, either the hands, or any open skin, which induces genetic mutation in biotic subjects. One with this ability could, with a touch, horribly distort a foe's appearance, or a foe's abilities (or both). This ability could even induce sickness and genetic disorders in foes (such as cancer, diabetes, asthma, or any other disease which will pose difficulty for foes), activate recessive superhuman abilities in allies, or activate recessive diseases and flaws in foes.

• 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 body 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 will find most offensive.

• Oil Generation, also called Oil Secretion or Oil Exudation is the ability to generate a dark, slippery substance when one feels nervous or threatened. One with this ability can manifest it as spitting or a skin secretion. This ability also usually allows the user to change the slipperiness of the oil and/or to control when it is released from the body, so that it can be used to trip up, blind or otherwise disorient opponents.

• Paranormal Emission is the ability to release some sort of energy which is supernatural in nature. One with this ability may exude the pure essence of Magic (to increase or induce magical capacity in others), or substances such as “Balefire” (which disrupts physical and mental processes), “Nether” (the opposite of Quintessence), “Nullfire” (which obliterates living matter), and others. One with this ability may even exude Divine Essence (which cleanses the body of current sin and makes one in tune with the supernatural). The subtlety and suppressibility of this power varies with each user.

• 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 is multiplied back to the original amount of work, so the excess heat or energy lost does not negatively effect the amount of work a machine can produce, which generates perpetual work within a closed system. This ability could be used to fuel energy-based attacks, 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 some other energy-based ability.

• Pheromone Generation, also known as Pheromone Secretion is the ability to exude pheromones from the skin. These pheromones may induce a pleasure, or may put subjects into a state of high suggestibility (either of which is useful for limited mind control). The user's pheromones may even increase stamina, slightly stimulate the healing process or (used offensively) cause foes to become disoriented, violent or extremely sick.

• Plasma Generation, also called Ionization 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.

• Profuse Generation, also called Outer Covering Generation or Skin 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 usually only generate a certain type of covering, which cannot be chosen, as it is innate. This ability is usually accompanied by a Danger Sense.

• Quintessence Emanation, also called Quintessence Generation/Exudation or Ether Generation/Secretion 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.

• Spore Generation, also called 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. The spores may even be seeds which float in the air and burrow into any soil or living subject with which they come into contact (and sap the nutrients or energy within). This ability may be accompanied by Aromatic Allure or Noxious Odor Emission.

• Thread Generation, also known as String Generation or Stringslinging 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.

• Venom Generation, also known as Venom Secretion or Poison Secretion 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.

• Wax Generation, also known as Wax Secretion or just Waxing 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, also known as Web Secretion or Webslinging 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 sling, constrict or otherwise disorient opponents—even building webs to trap foes (called Web Construction or Web Weaving).

These secretions are the most common, although other types of secretions are possible. These include Flammable/Phlogistic Secretion, Freezing/Cryogenic Secretion, Bioluminescent/Glowing Secretion, Hypnotic Secretion and Malleable Secretion (used for minor appearance alteration), although other types of emanation, exudation and discharge (including Water Discharge, Electrical Discharge or Power-Identifier Discharge which clings to the skin of those with superhuman abilities, among numerous others) are also possible.

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, also called Psychic Seduction or just Seduction is the ability to psychically project sexual thoughts into subjects' minds, speak with subliminal seductive power behind every word, and/or activate the brain's pleasure centers by touch or thought. This could be used to seduce and attract subjects, or to induce psycholagny, in which a subject can become aroused or achieve orgasm simply by thinking sexual thoughts. With this ability, 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.

• This ability also allows the user to perceive sexual information about the subject they pursue; what pleases the desired subject, their sexual orientation, when they are aroused, their sexual capacity, their level of fertility or virility, what they would be willing or unwilling to do (this is called Sexual Perception, also called a Sexual/Sex Sense)

Summoning

Summoning, also known as Apportation, Abjuration or Conjuring is the ability to mentally summon, conjure or materialize subjects. Numerous faculties of this ability are possible. The first is most common, and includes the summoning of things from dreams, the user's "spirit animal", or a guardian entity. Another means includes the summoning of any desired (or random) object or subject that can help to get out of a dangerous situation. However, another faculty seems to create constructs out of thin air, but it really summons molecules to form the shape desired, creature or construct (this is called Materialization). It may be limited to one or the other.

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. This would even allow one to judge distances accurately. Such a person might also prove useful against perception-distorting abilities such as luminescence.

Superhuman Agility

Superhuman Agility or Superagility is the extreme limberness of the body’s joints and extreme nimbleness and lightness on the feet. One with this ability can jump with great ease and quickly. A person with this ability is great at dodging attacks and jumping, sprinting and gymnastic implements. This ability is often accompanied by Superhuman Dexterity, so that the movements are very graceful and fluent, as well.

Superhuman Anatomy

Superhuman Anatomy, also called Superhuman Physiology is the presence of anatomical features within a superhuman that are normally absent within a normal human (or even some other superhumans). They may be any of the following:

• Abnormal Systemic Capacity may be anywhere from Superhuman Respiration, Hyper Metabolism to other things like Superhuman Cardiac Capacity, Superhuman Neuronal Capacity (enhanced perception and reflexes) or some similar ability.

• Abnormal Systemic Function implies that some body system (or body part), serves another purpose in lieu of (or along with) that which humans normally use them for. This may range from Explosive Blood, Pneumonic Psionic-Energy Storage to Motion-Detecting Eyes or Metallic Sweat, and the like.

• Abnormally Large/Small Body Parts (brain, feet, arm, hands or tongue) usually are the size they are for good reason. Either the hands are larger than normal for enhanced grip, or the feet are larger for enhanced jumping/kicking. Or some other body part may be smaller than normal because they are of no use to the user, etc.

• Extra Limbs or other body parts (two hearts, extra brain, etc.) help for double (or otherwise multiplied) faculty. Extra arms help strength, extra legs help jumping capacity, extra brains help intelligence, memory, etc.

• Fur is hair which is (normally) longer than that of a normal human. It usually covers the entire body of the superhuman, and may be used in regulation of body temperature (or it may simply be long and thick enough to tangle and trap foes in (although it is not prehensile).

• Natural Armor

• Natural Weapons

• Odd Ocular Capacity (or odd number of eyes, oddly-colored/oddly-designed eyes) are usually for the purpose of enhanced sight. The eyes may be yellow, orange or some other strange color, etc. because of the capacity they allow. Or the eyes may occur in odd numbers compared to humans (only one or more than two), or they may close sideways or some other odd visual faculty

• Paws are simply more animal versions of the hands. They can be used for digging and for batting foes with great power. They are usually likened unto those of a dog or a bear, although other animal species are possible (even Hooves or similar animal-foot variations).

• Superhuman Organs are organs which don't occur naturally in humans; they are useful only for superhuman abilities. This may include the mechanism normally found in birds that allows Magnetoception, or the organ normally found in eels which allows them to generate electricity or the like.

• A Tail (prehensile or not) is often simply part of an animalistic physique. However, it may also be used to maintain balance, grasp or toss foes, or it may have a tail-ending that allows a certain faculty (such as a tail likened to a drill for digging, a tail that is flat for swatting, or the like)

• Unhinging Jaws or Gaping Mouth, colloquially known as Swallow (when that faculty is used) 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. However, one with this ability could also enhance the range of oral-based abilities 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.

• Wings are organs used by animals and superhumans in order to aid in propelled Flight. These wings may be avian, insectoid, batlike, demon-like or otherwise designed depending on the uses of the superhuman

Whatever the case may be (even with numerous superhuman features at a time), the user’s anatomy and specific adaptations defy the logic of modern medicine. The superhuman may have Magnetic Bones, Razor-Sharp Teeth that look perfectly normal, a Hyperelastic Nervous System or the like. Numerous (possibly infinite) other variations are possible.

Superhuman Awareness

Superhuman Awareness or Superawareness (also known as Superhuman Equilibrium, Superequilibrium or Equilibrium) is the peak of consciousness, balance and awareness, along with the presence of a pliable brain and spinal cord. One with this ability can easily wake up from unconsciousness without being groggy; they could not get vertigo or be disoriented (making balance effortless) and would not be subject to mental distortion (even if psychically-induced). It is possible their mind's capacity could be changed, but they would know it was happening. This ability also allows one to sense the presence of others.

Superhuman Dexterity

Superhuman Dexterity or Superdexterity (also called Superhuman Balance or Superbalance when that faculty is used) is the adroit flexibility and sureness of the movements of the digits and limbs, which allows one to accomplish many tasks, including typing on a computer with good accuracy, juggling, catching things thrown at oneself (or doing several of these or other mental/physical tasks at a time); this ability also includes the near-inability to fumble, unbalance or trip by any means short of luck manipulation. This ability is usually accompanied by the ability Superhuman Accuracy, Superhuman Reflexes and/or Stealth.

Superhuman Endurance

Superhuman Endurance or Superendurance (also known as Superhuman Resistance or Resistance) is the ability to resist damage beyond an average person. This can be accomplished by either exceptionally tough skin, or a psychic force covering the skin, so that he can perceive sensation, but cannot easily be hurt or stunned from concussive damage (conventional weapons cannot easily inflict harm). Examples of other resistances include but are not limited to: Heat, Cold, Radiation, Pressure and Electricity. Resistance must be specified.

• Another faculty of this ability, however, may refer to having exceptional stamina (this is called Superhuman Stamina, Superstamina or Stamina), which allows one to stay active for far longer before the user even begins to tire.

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, accompanied by superhuman leaps of logic and better-than-normal (but not necessarily superhuman) memory. The longer a person with this ability will study, the smarter he gets (he may even review the same material for a short time and still learn new things).

Superhuman Reflexes

Superhuman Reflexes or Super-Reflexes is the superhuman ability to react to stimuli beyond the capability of others. 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 may be accompanied by (or be adept in battling a superhuman that has) 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.

• Another faculty of this ability allows the user to practice extreme patience, so that he can intuit the correct time to strike, how to resolve disputes and arguments or even resist temptation, be it violent, sexual or the like they may even be able to resist low-level telepathy and mental/body/spiritual domination (called Superhuman Patience or Superhuman Willpower).

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 or Supertouch: 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 and perhaps an extra sensitivity to physical pain or discomfort

• 2. Superhuman Smell or Supersmell: They can distinguish subjects by their scents; they can track subjects and distinguish between simultaneously-occurring smells; may be involuntarily sensitive to loud smells, aromatic attacks and nasal-based allergens (or may be able to selectively not smell an unpleasing odor)

• 3. Superhuman Taste or Supertaste: 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 a superhumanly durable tongue, Asepsis or Material Intuition; their sense of taste can work almost like a sense of smell

• 4. Superhuman Sight or Supersight: They can see detail in subjects from further away than normal humans, and can see/react to things (bullets or fists in motion) faster; they can see in murky water and fog with less strain and see in intense light with less light-sensitivity than normal humans; they are good at speed-reading or lip-reading as well

• 5. Superhuman Hearing or Superhearing: This could be used to hear sounds more clearly, and distinguish the presence of others by memory of sounds, even with simultaneously-occurring sounds, or fast talking: one with this ability may be involuntarily sensitive to loud noises or capable of detecting heartbeats by hearing

• 6. Superhuman Spatial Sense, also called Spatial Sense or Proximity Sense: They can judge distances accurately, tell if an object can fit into a space, 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): they are 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. The user may not even be able to control his senses, so that he is able to see/hear/smell or otherwise sense on a superhuman level all the 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 is not 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 fortifying the muscles with psychic force (similar to the energy which allows Telekinesis), 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. The upper levels of this ability are not yet known, but it remains possible that with training this person could lift, pull or push several tons.

Symbiosis

Symbiosis or Bio-Link is the dependence of two or more organisms upon each other for survival. One with this ability may depend on an organism which endows the user with some faculty or superhuman ability (or defends the user in some way) while the user provides nourishment or shelter for the organism with which it coexists. The organism may even live within the body of the superhuman, and the evidence of the user's superhumanity is a body part or organ designed for sustaining or coexisting with that organism.

Sympathy

Sympathy also called Pain Absorption 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 psychically translate any one sense into any other, so as 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

Technopathy

Technopathy or Cyberpathy is the psychic ability to sense and control the functions of electronic devices requiring only physical or mental contact with the device, to potentially override security codes and infiltrate an installation with ease by manipulating any electronic device, or sense the presence of electronics (even artificial intelligence) from far away. Other forms of this ability may allow any of the following:

• Cybernetic Travel, also called Cybernetic Conversion or Digital Conversion- projection of consciousness into electronic devices (or psionic conversion of physical matter to/from digital data); may also include free-course interaction/manipulation of programs, travel in "cyberspace" and transport between any two connected digital conduits

• Digital Mind, also called Digital Mimicry or Mechanical Mind- psychic mimicry of the electronic "thought" processes of a computer hard drive, allowing memory and data gathering, analysis and processing on par with or beyond a supercomputer; this ability can also be used to read bar codes/binary code like an actual language, and to “borrow the senses” of machines designed to detect things (radar, GPS tracking, etc.) In addition, their mind may be blocked from mental access by a password

• Technological Psychometry or Mechanical/Digital/Cybernetic Psychometry- psychic divination of information from touching or otherwise coming into contact with machinery or technology (what the machine is being used for or will be used for, who owns one, basic/complex info, etc.)

• Technoforming or Cybermerging- merging one's biology with a technological device, taking the best attributes of both the machine and the user to create an effective "cyborg-esque" gestalt: may include the use of nanobots which quickly reform and heal any wounds, injuries or disabilities the user has

• Technokinesis or Cyberkinesis- the mental manipulation of electronic and digital technology so that they can be controlled without the need for physical contact, and can be made to move and function like controlled puppets (or even be made to simply function or malfunction according to the user's will); may include Mechanokinesis, the ability to psychically control motor-run machines by empathically connecting to the electrical wiring within cars, kitchen appliances and the like

An advanced Technopath may even be able to combine the communicating, interacting, mimicking, merging and controlling faculties of this ability to enhance their ability greatly.

Tectonokinesis

Tectonokinesis is the ability to psychically manipulate the plate tectonics. One with this ability could induce or negate several terrene natural disasters, such as earthquakes, volcanic eruptions, mudslides (even tsunamis). One with this ability may even be able to manipulate geothermal energy and/or magma and lava. This ability may be accompanied by the ability Atmokinesis, Naturespeak or some other nature-based ability.

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. This may include or be limited to one of the following:

• Ballistic Telekinesis, also called Combat Telekinesis or (more colloquially) Havoc is the more untamed version of 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.

• 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.

• Tactile Telekinesis is the ability to channel the psychic energy that allows telekinesis through the hands, so as to appear as though one had superhuman 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.

Telemetry

Telemetry, also known as Electronic/Digital Communication is the psychic perception, detection and the manipulation of the digital/electronic/radio waves within electronic devices. The user acts as a living internet hub, allowing them to sift through the internet and electronic/digital/radio waves with their mind. Furthermore, they can manipulate existing waves and receive 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.

• This ability may also allow the projection of one's voice over radio, digital or electronic transmissions/recordings (called the Electric Voice Effect/Phenomenon or EVE or EVP)

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 through his mouth as though through a record player. If the power is uncontrolled, then in the presence of any nearby subject (whether or not they are touching), the user goes into a trance and plays the subjects’ thoughts.

Telepathy

Telepathy is the ability to psychically communicate information from one mind to another. This can range from the traditional reading of minds to the implanting of thoughts into the minds of others. This could also allow the user to project telepathic illusions, or send thought-wave "static" into the minds of those who try to invade his mind. One variation of telepathy requires the use to touch whoever it is that they wish to hear the thoughts of/transmit thoughts to (called Touch Telepathy), while another variation allows the user telepathic affinity for all minds, regardless of species (called Omnipathy) .

Teleportation

Teleportation is the superhuman 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:

• Beacon Teleportation or Anchored Teleportation- Teleportation accomplished with a beacon, so that teleportation cannot be diverted or negated (or hindered by distance). The beacon can be reset at any time

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

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

• Catoptric Teleportation or Mirror Travel- Teleportation into or between any two mirrors or reflective surfaces (only on the current plane), or possibly the ability to teleport subjects into mirrors, trapping them within (called Mirror Trapping or Catoptric Trapping)

• Doorway/Gateway Teleportation, also called Door/Gate Travel- Teleportation by stepping into any door or through any (archway) gate and stepping out into any other door in the user’s range

• Dream Teleportation, also called Oneiric Teleportation or Dream Travel- Teleportation accomplished during sleep; the user’s REM sleep affects the space-time continuum, teleporting the user to wherever he dreams of (if the place exists); this ability may be accompanied by Psychic Sleep and/or Lucid Dreaming

• Elemental Teleportation- Teleportation is accomplished through only a certain element (Pyroportation: teleportation through fire, Hydroportation/Aquaportation: teleportation through water, Geoportation/Terraportation: teleportation through earth, Aeroportation: teleportation through wind currents, etc.)

• Fading- Teleportation in which the user seems to slowly fade away at one point and then fade in at another point

• Flaming- Teleportation in which the user is surrounded by heat waves and flame (and sometimes smoke)

• Reconstitution, also called Reconstruction- the user’s body's molecules disassemble at one point and come back together at another

• Shimmering or Sparkling- Teleportation which is accompanied by a flurry of sparkles

• Smoking or Smogging- Teleportation in which the user vanishes in a puff of smoke (or in a smoke form) and reappears at another point

• Spatial Anchoring- Ability to refuse to be teleported by force; the user of this ability can also prevent the teleportation and time-travel (or Dimensional Travel) of others

• Telepathic Teleportation, also called Psychic Teleportation or Psychoportation- Teleportation accomplished by psionically converting the user’s body into a thought wave, then traveling into the mind of a subject, and jumping from that mind to the mind of a person at the desired destination

• Teleportation Diversion- Ability to divert the destination of a subject's teleportation. The user of this power must know what the place looks like or the teleporter will just "jump" to any random location

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

Telepresence

Telepresence is the psychic interaction between the user of the ability and the subject(s) to whom the user is communicating, as though they were in proximate vicinities. This is similar to Remote Viewing because the user can project his consciousness elsewhere (the user and the subject to which the user communicates would see/hear each other as though they were right next to one another), but he can also keep his 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 and Telepresence. 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; one simply perceives in multiple places at once. One with this ability would also have either the ability Telepresence, Telepathy or Telekinesis.

Temporal Replay

Temporal Replay, also called Psychometric/Retrocognitive Projection, Temporal/Timeline Observation or Chronoskimming is the temporal ability to visibly project or "replay" events, to observe moments in time. This ability sometimes entails the psionic generation of a visible timeline that one could skim through by touch. However, another version of this ability entails the psychometric absorption and projection of scenes from the mind so that everyone around may observe past/future events as though they were in real time. Or it may involve the psychic generation of a panel allowing one to observe time as though looking in a mirror/window.

• If one possessed the panel generation or the timeline generation faculty of this ability, the ability may also be accompanied by Chronopathy.

Therianthropy

Therianthropy is the ability to transform into a form similar to an animal, or (more commonly) the anthropomorphic version of an animal. The most common example is Lycanthropy, when one takes the form of a wolf/anthropomorphic wolf (a Werewolf). However, other known variations include Ailuranthropy, when one takes the form of a cat/anthropomorphic cat (a Werecat), and Alopanthropy, when one takes the form of a fox/anthropomorphic fox (a Werefox). The animal form allows the abilities inherent to that animal, while the anthropomorphic form allows those abilities to be multiplied greatly. This ability may be accompanied by Lunacy.

• The transformation may be intentional (and last as long as desired), or brought about against the user’s will by some phase of the moon (and last for as long as the moon is out). Other types of Therianthropy are possible.

Thermokinesis

Thermokinesis is the ability to mentally manipulate the motion of molecules, thus changing temperature in the immediate vicinity. This can range from controlling body temperature (called Body Temperature Manipulation or Body Temperature Control) 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 resulting in changing the weather. This ability may be accompanied by the ability to resist temperature extremes, as well Freezing, Burning, Atmokinesis or the like.

Time Defiance

Time Defiance, also called Atemporality, Extemporality or Atemporal/Extemporal Existence 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 or change the traces of other living things (called Trace Manipulation).

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.

Transmutation

Transmutation or Transmogrification is the ability to psychically turn one substance into another substance. One with this ability could do this one of two ways. The first version of this ability is Molecular Transmutation or Molecular Transmogrification, in which one rearranges the molecules of objects, transforming them into something that it is already similar to, such as water into hydrogen and oxygen. The second version is called Atomic Transmutation or Atomic Transmogrification, in which one rearranges the atoms of objects to turn a substance into another substance entirely, such as turning lead to gold or water to diamond.

• Other forms of transmutation (such as Cellular Transmutation or Mechanical Transmutation) change the form and function of entire systems, not just one substance, and thus cannot be counted as actual Transmutation.

Transparent Vision

Transparent Vision or Penetration Vision is the ability to use psychic energy on the eyes to see through a subject as though it were invisible, no matter how dense the interfering subject is. One with this ability could see through to the bottom of the sea, by ignoring the presence of the water, or look entirely through vault to view its contents, depending on how hard the ability is focused. This ability even 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.

• Upon transplanting the organs of a donor (whether human or superhuman), the organs assimilate to the user's body, and gain any powers the user had, instead of keeping the powers they had on their previous body.

Transportation

Transportation, also called Containment, Entrapment or Phoresy is the ability to use one's own body as a mode of transportation or containment. This involves the presence of an empty internal organ that is specifically designed to carry other living organisms. However, other variations entail the literal absorption of the subject into the body (and perhaps the shrinking of the foe so the subject can fit into the organ or presence of extradimensional space within the body). This ability may also be accompanied by the ability to contract the muscles of the organ designated for transportation, along with Superhuman Size and/or Hyperelasticity.

• Carrying a subject in one's arms does not count as Transportation; carrying subjects on the user’s back only counts as Transportation if the user does not tire from transporting.

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.

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 any question asked, even if the answer is known on a subconscious level (or sometimes perhaps even an absolute truth).

Tychokinesis

Tychokinesis or Stochokinesis is the ability to mentally 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. Lack of control over this ability could lead to seemingly random or chaotic distribution of good or bad luck (called a Stochastic Storm or a Chaos Field). This ability is usually accompanied by the ability Psychic Strategy.

Typhokinesis

Typhokinesis, also called Capnokinesis is the ability to mentally generate and manipulate smoke. One possessing this ability can generate or clear clouds of smoke, or pollute air by converting immense amounts of normal air into poison smoke to harm foes (or turn it into harmless smoke as a means of cover or stealth). One with this ability could even breathe normally in smoky air.


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, as well as traces of semen, urine, blood, saliva or germ infected areas. 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 generate and manipulate darkness (deactivated photons, not the absence of light). One with this ability can even deactivate and repulse light energy or travel through shadows (called Umbrageous Teleportation), by converting deactivated photons into a dark version of a portal. One with this power could or surround foes in pitch black clouds of lightless space, turn deactivated photons into constructs (similar to Photokinesis), or shoot bolts of solid darkness at foes.

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.

• Adrenal Vampirism- ability to absorb the literal stamina of a foe and converting it into sustenance and strength for oneself (especially helpful with a foe on an adrenaline rush)

• 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 all) 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

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

• Sanguinary Vampirism- ability to absorb blood of living beings into the body (thus killing them), converting the nutrients from their blood into physical power and sustenance; if subject is not killed, he is converted into a vampire as well, and has a link to the user (the user can track the subject by his blood and may possibly establish a telepathic/empathic rapport); the most common type of vampirism

The user of this ability may absorb this source of energy through the skin (ex: nerve impulses), via telepathic/empathic contact (ex: negative/positive energies), or perhaps they will just become extremely stronger in the presence of this energy source and drain it involuntarily (ex: fear/negative thoughts, memories, the energy which fuels superhuman abilities). Other variations of Vampirism are also possible.

Vaporization

Vaporization is the ability to psychically disrupt or superheat atoms, to the point that their bonds are broken, and a subject’s atoms disperse into a form similar to a superhot gas. The atoms then usually float away because of their lack of molecular cohesion. The power is psychic, and may be exuded through the eyes, hands or directly from the mind. It is usually voluntary, but is sometimes accidental, and can be activated by extreme emotions of any kind.

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, also called Speech Throwing 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.

Veridical Dreaming

Veridical Dreaming also known as Clairvoyant Dreaming or Psychic Update (depending on which faculty is used) is the psychic ability to dream of that which is currently happening in one's environment. One with this ability could see a plane crashing while, in fact, it was. This ability could be used to know if someone was in immediate danger. This ability may even include the ability to share a dream with someone else, and to tell whose dream it is (called Telepathic Dreaming). In addition, sometimes it can be used or activated at will, but may project one's vision to anywhere in the world. This power is normally accompanied by Portentous Presence and/or Clairvoyance.

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, also called Disease or Virus Alleviation/Eradication/Negation is the ability to quell (or cure) the symptoms and effects of viral or disease infection. This ability comes from either a psychic aura which is strong enough to overwhelm the virus (called Antiviral/Antibacterial Aura), the generation of an antivirus or vaccine (called Vaccine Emission), or the literal absorption of said virus/disease into the user's body, which exterminates it (called Virus/Disease Absorption). This ability could easily counteract a foe with the power of Nosokinesis; however, it may be designed to work on only one type of virus (but only viruses or diseases, not wounds).

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.

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 superhuman 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 inhale deeply unless desired. People with this ability can even dispose of clouds of poisonous gas by inhaling them and converting them to carbon dioxide in their lungs (this faculty of the ability allows resistance or immunity to gaseous poisons).


W

Wave Manipulation

Wave Manipulation is the superhuman ability to generate and manipulate various types and amounts of waves. One with this ability could generate waves in the air to imitate sound, radio waves, brain waves or various other types of waves. One with this ability could withstand waves, negate them and do anything from generating waves in the water (inducing tidal waves) to creating carrier waves for earthquake tremors, and the like (however, it usually only entails manipulation of certain waves).

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 (called Weight Manipulation). 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.

• Another version of this ability includes the ability to write in other languages, accents, stresses, punctuation and all, as well (called Xenography).

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.

Xylokinesis

Xylokinesis is the ability to mentally manipulate only wood and wooden items (not plants or other vegetation). One with this ability could hurl wooden blocks, chips of bark or stumps at foes with only the power of their minds, fell trees, levitate and break bushes and trees or cause said trees, bushes or wooden items to move or project splinters of wood at foes. One could even cause trees to drop their fruits or reveal their sap underneath the bark of a tree.


Y

Yclepsis

Yclepsis, also called Naming is the ability to psychically cause biotic subjects to react in a certain way in accordance to the calling out of a command or special catchphrase. After the user has called the name of the subject they wish to affect, they need only call out a command (within the power of the subject) or a predetermined catchphrase, and the command will be carried out. After extensive practice, this ability can even be used on individual body organs (commanding the heart to pump faster, or the legs to stop moving, and the like) although an entire body is much easier to affect. The user must know the name of the subject that he wishes to affect; otherwise the compulsion does not work.

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 use yin energy to heal or rejuvenate allies or use yang energy to blast or strike foes. This ability can even be used to separate the subject’s (or the user’s) body into separate yin and yang personalities, which retain the same powers as whoever the power is used on. One with this ability may be able to only manipulate yin (positive, protective, healing energy) or yang (negative, aggressive, offensive energy).


Z

Zealotry

Zealotry is the psychic compulsion to complete a task set on the user by some outside source. One with this ability hears a thought, idea or cause, and they cannot get it out of their minds (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.


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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