User:Shadowulf1/All Superhuman Abilities in a Nutshell
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Category: Superhuman Phenomena
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Category: Superhuman Phenomena For future references: • “User” of the ability: a person who uses the described ability • “Subject”: the living target on whom a superhuman ability is used (this could even include oneself unless otherwise specified). • “Object”: the non-living target on which a superhuman ability is used. • “Foe”: an enemy on which a superhuman ability is used.
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Absurdity
Absurdity is the ability to psychically induce paradoxes and seemingly 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 one can’t obtain certain things (manipulating the structure of matter, Omnipotence, Omniscience, etc.).
Variations:
- Cartoon Physics
• Cartoon Physics is the colloquial name for the psionic ability to adhere to much more absurd and lenient laws of physics than would be allowed by normal physics. The user could walk off of a cliff, and they would not fall until they looked down to realize they were no longer standing on solid ground. This ability could also be used to control the direction of one’s fall exactly as one desires, bounce back from normally-lethal injuries, etc. They could even travel freely between the “worlds” of picture frames, drawings, television, computer (“cyberspace”), storybooks and real life (this faculty is called Fantastic Travel).
• Fantastic Travel is often considered a part of Cartoon Physics (unless the user can only perform that faculty of the ability).
- Possibility Manipulation
• Possibility Manipulation, also called Possibility Control or Physics Distortion/Control is the ability to literally control physics, and thus change what is possible for the world that one currently occupies. This ability is a powerful one, very similar to Reality Bending, but instead of causing occurrences, it simply makes them possible. Not to mention, for this power to be effective, the subjects on whom this ability is used must attempt to do something which would not normally be possible (unlikely events will rarely occur on their own).
Accelerated Probability
Accelerated Probability is the psychic ability to precognitively see what choice one should make when confronted by a situation, and then to immediately accelerate oneself along that path of causality, often 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 the ability Superhuman Speed and/or 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 normally-inaccessible TV channels, or anything else which 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 psionically prevents access into normally-accessible targets.
Adaptation
Adaptation, also called Environmental Adaptation or Ecological 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 extremely high/low wind pressure (one isn't disoriented or deprived of normal breathing capacity by it), and high wind friction, accompanied by an innate immunity to vertigo and/or fear of heights; this adaptation is innate for superhumans capable of flight (and counted along with Flight as one superhuman ability).
• Aquatic Adaptation, also called Undersea/Underwater Adaptation or Bathyal Adaptation allows the user to breathe water in lieu of, or along with, a gaseous breathing medium (called Underwater Breathing, Water Breathing, Waterbreathing, Water-breathing or Hydropnea), to swim very well (usually at high speeds) and to easily endure high water pressure and extreme water temperatures.
• Montane Adaptation or Mountain Adaptation allows the user 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 an immunity to the effects of vertigo or similar disorientation. This ability may imply the presence of Fur, Claws, thick skin, blubber and/or specially-adapted lungs.
• Terrene Adaptation or Underground Adaptation allows the user to live in stuffy, low-light terrene conditions like caves/tunnels with vision, endurance and breathing adapted for such (perhaps also adapted for intense heat, if adapted for areas closer to the earth's core). This ability may imply the presence of Claws, thick skin, specially-adapted lungs and/or perhaps Night Vision.
• Vacuum Adaptation or Space Adaptation allows the user to survive in space unaided, to withstand atmospheres (the intense heat and any poisonous chemical elements), cosmic media (radiation) and strange gravity (even sometimes that of a black hole), and to perhaps propel oneself into space. This ability may also imply the ability to perform anaerobic respiration (breathing without oxygen or air).
The user of these adaptations would still have a human body, except with perhaps a few superhuman anatomical features. The user of this ability rarely has multiple adaptations (but if they do, the adaptations would be compatible or similar in nature).
- Note: The names Environmental Adaptation or Ecological Adaptation do not imply the user is capable of adapting to one’s environments; it implies the user is already gifted with a physiology suited for that environment (if the user willfully adapts to their environment, the ability is instead Reactive Adaptation)
Variations:
Affinity
• Affinity is a psychic, psionic or empathic connection (and thus a preference) for a particular type of subject or an area. One with this ability may have an Area Affinity, such as an Astral Affinity (where one feels most comfortable in the Astral Realm or around spirits, the dead or undead) or an Aquatic Affinity (where one feels most comfortable around bodies of water). Or this ability could allude to a Species Affinity, such as a Feline Affinity (where one feels most comfortable around feline species) or an Insect Affinity (where one feels more comfortable around insects and vermin). Other types of natural affinities are also possible.
• Area Affinity causes the user to feel more comfortable whenever they are around whatever it is they have an affinity for; this assists one’s social skills, athletic faculty, concentration and the like; Species Affinity assures that whatever species the user has an affinity for will be far less likely to attack or run away, even when the user does things which would normally provoke that species.
Necessary Adaptation
• Necessary Adaptation is the presence of bodily adaptations which must accompany other abilities in order for the user to use them safely and effectively. For example, a superhuman with the ability Quantum Perception must use a larger portion of the brain than a normal human, because their ability requires the analysis of a lot of sensory data. In the same manner, a superhuman with Superhuman Strength must have dense muscles or psychic energy to support the muscles in order to produce greater force than normal.
• These adaptations go hand in hand with the abilities from which they are derived; if these superhuman adaptations are not present within superhumans, the results could be disastrous. As such, these adaptations are not listed when defining abilities, but are rather implied.
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 agent (even if the subject has never tried the agent before). However, one faculty of this ability implies that one may also be capable of curing addiction (this faculty is called Addiction Negation/Relief/Alleviation), as well as being equipped with the physical and/or mental capability to easily resist or quickly overcome addiction.
Adhesion
Adhesion is the ability to render 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 grasp. This ability is usually (not always) capable of being turned on/off at will and exudes through clothing.
Variations:
Specific Adhesion • Specific Adhesion is a variation of Adhesion in which, instead of total adhesion, the user’s skin may only adhere to a certain type of surface. This may mean the user has:
•Glass Adhesion (as well as the faculty Glass Walking, also called Glasswalking, Glass Crawling or Glasscrawling) - the ability to adhere to glass (glass objects, etc.) and to climb glass surfaces
•Ice Adhesion (as well as the faculty Ice Walking, also called Icewalking, Ice Crawling or Icecrawling) - the ability to adhere to ice and to climb icy surfaces; occurs mostly in inhabitants of arctic conditions
•Metal Adhesion (as well as the faculty Metal Walking, also called Metalwalking, Metal Crawling or Metalcrawling) - the ability to adhere to metal (metal objects, etc.) and to climb metal surfaces
•Stone Adhesion (and Stone Walking, also called Stonewalking, Stone Crawling, Stonecrawling, Rock Walking, Rockwalking, Rock Crawling or Rockcrawling)- ability to adhere to and climb stone surfaces
•Wood Adhesion (as well as the faculty Wood Walking, also called Woodwalking, Wood Crawling or Woodcrawling) - the ability to adhere to wood (wooden objects, etc.) and climb wooden surfaces
This ability severely limits the adhesion and wall-climbing (or wall-crawling) capability of the superhuman, unless the superhuman develops adhesion for his environment’s most prevalent element (which is very common; one who lives in a city develops Glass Adhesion or Metal Adhesion, or the like).
Wallwalking • Wallwalking, also called Wall Walking or Wall-Walking is the ability to scale walls, similar to the ability Wallcrawling. However, instead of crawling on the walls like an insect, the user simply walks up the wall, by either shifting his center of gravity or simply adhering to the wall like a superhuman with normal Wallcrawling. One with this ability can run up walls, cartwheel across ceilings, and do anything that wallcrawlers can do; they simply do it standing, walking or running, instead of having to crawl on all fours.
Aerokinesis
Aerokinesis, also called Anemokinesis or Air/Wind Manipulation is the ability to mentally affect or move wind currents or wind. With this ability, one can easily resist and manipulate 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 is Aerogenesis, in which one is capable of generating breathable air or the constituents of air.
Affliction
Affliction, also called Affliction Inducing, Wound Infliction, Wound Inducing, Injury Infliction or Injury Inducing is the ability to inflict painful wounds upon foes by pure force of will. One with this ability could only induce injuries that have already happened before to himself or to the subject they wish to affect (even wounds the user may still currently have); they could not induce sickness at all (and could not induce death unless the user has himself suffered death; this would be impossible, unless he is capable of Resurrection). This ability may be accompanied by Pain Transfer (to transfer wounds), and/or the ability Excruciation (to induce or increase foes’ pain).
•This ability would be useless to someone who has never sustained injury, or to be used by/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 Healing).
Variations:
- Remnant Affliction
• Remnant Affliction, also called Residual Affliction or Recurring Affliction is the responsiveness of an injury to the presence of the inflictor of said injury. Simply put, whenever the user goes near a foe, then whatever injury the user has caused to that particular foe (physical or psychological) will either resurface entirely, re-bruising and re-scratching up foes, or the area where the subject was wounded will begin hurting again; psychological damage will arise again. This ability can be used against foes to always gain the upper hand or help others gain the upper hand, and the more injuries inflicted to foes over time, the easier those foes become to hurt.
• Although it is rare, sometimes the wounds inflicted will stop hurting after the user has left the foe’s immediate vicinity, along with the slow healing of wounds all over again, regardless of the presence or absence of Rapid Regeneration abilities (like normal Affliction).
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, Obsolescence or Age Progression) or a younger version (called Infantilization, Rejuvenescence 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, Phytokinesis, Botanokinesis or Vegetation/Plant Manipulation is the superhuman ability to mentally manipulate wood, plants, fruits and flowers (even moss). 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, project thorns, and quickly regenerate at the user’s will (or release toxins and pheromones). In the higher levels, the user may even be capable of psychically converting one plant species into another plant species or controlling plants in their concentrated forms, such as clothes, paper and paper money.
- Note: Calling this ability Phyllokinesis is inaccurate. “Phyllo-” is the Greek prefix for the word “leaf”, so that would be more appropriate for the manipulation of only leaves…If the user has every (or mostly every) variation of this ability, there is no need to specify the (except if he also Mycokinesis).
Variations:
Anthokinesis • Anthokinesis, also called Florakinesis or Flower Manipulation is a variation of Agrokinesis in which the user can only manipulate flowers and trees/plants which bear flowers. One with this ability could manipulate flower-bearing trees, bushes and shrubs like normal agrokinetics. They could also cause flowers to produce much more plentifully than normal, or make an entire plant regenerate from a flower bloom/seed/bud. The user could even change a flower’s species or cause them to grow thorns, release toxins/pheromones, or the like.
Carpokinesis • Carpokinesis, also called Fructokinesis or Fruit Manipulation is a variation of Agrokinesis in which the user can only manipulate fruits, and plants which bear fruit. One with this ability could manipulate all sorts of fruit-bearing trees, bushes and shrubs like normal agrokinetics. The user could also cause fruits to produce more plentifully than normal, or make an entire tree regenerate from a fruit or a fruit seed. The user could even change a fruit’s species or cause them to rot, mature, produce more seeds than normal, or the like.
Granikinesis • Granikinesis, also called Zeakinesis or Grain Manipulation is a variation of Agrokinesis in which the user can only manipulate grains, and plants which bear grains. One with this ability could manipulate all sorts of grain-bearing plants (like wheat, rice, corn, barley, oats, etc.) like normal agrokinetics. The user could also cause grass to produce much more plentifully than normal, or cause them to produce more quickly than normal. The user could even change a grain’s species or cause them to grow dense thickets of grass to hide in, or the like.
Mycokinesis • Mycokinesis, also called Fungokinesis or Fungus Manipulation is a variation of Agrokinesis in which the user can only manipulate fungi. One with this ability could manipulate all sorts of fungal matter (like spores, molds, yeasts, mushrooms, etc.) like normal agrokinetics. The user could also cause fungi to produce much more plentifully than normal, or cause them to produce more quickly than normal. The user could even change a fungus’s species or cause them to grow somewhat larger than normal size for their species, induce fungal infections by touch, or the like.
Papyrokinesis • Papyrokinesis, also called Paper Manipulation is a variation of Agrokinesis, in which the user can only mentally manipulate paper and paper products like cardboard (which are concentrated versions of plant material). This can be used to control paper’s texture (to make it as smooth or abrasive as desired). Or one could increase or decrease its density and straightness, so that it can be thrown like a projectile or a shuriken. The user could also alter paper’s sharpness, making it more or less likely to give paper cuts or the like. Not to mention, the user can alter its other properties to make it a formidable weapon.
Plant Growth • Plant Growth is a variation of Agrokinesis, in which the user can only mentally cause the growth of plants (instead of being able to also manipulate them). One with this ability cannot determine what type of plants they cause to grow, but they can induce plants, flowers, fruits and vegetables to grow to great size (even a few times their normal size) and cause them to grow extremely fast. The user can also cause the plants to grow in nearly any environment (but if they are made to grow in an environment that is bad for them, then they will respond like any other specimen that has been introduced to that environment).
Xylokinesis • Xylokinesis, also called Hylokinesis, Lignikinesis, Lignokinesis, Ligneokinesis or Wood Manipulation is a variation of Agrokinesis in which the user can only mentally manipulate wood. One with this ability could hurl wooden blocks, chips of bark or stumps at foes with only the power of their minds. They could also fell trees, levitate bushes and trees, or cause trees, bushes or wooden items to move, project splinters at foes, or rot. The user could even cause trees to drop their fruits or reveal the sap underneath the bark.
Alchemy Alchemy, also known (colloquially) as the “Golden Touch” or (most famously) the “Midas Touch” is the superhuman ability to transmute non-gold matter (often metals) into gold, by touch. While little is known about this ability, it seems only capable of rearranging the molecules of matter to the molecular template default: gold. However, sometimes, with enough practice, one’s repertoire may extend from just turning metals to gold to also affecting other materials (even perhaps biotic or organic materials).
- Note: This ability gained the name “the Midas Touch” from its fabled first user, the mythical Cretan King Midas (whose touch turned everything he came into contact with into pure gold).
- Note: Alchemy is also another name for the ability Transmutation (especially if obtained magically).
All-Sight All-Sight, also known as Sight/Optic/Visual Adaptation, Panoptism or the Panoptic Effect is the psychic superhuman ability to see in all aspects. One with this ability can access the powers of Precognition and Postcognition to see any moment in history. The user could also access the powers Telescopic Vision, Microscopic/Magnifying Vision, full vision of the color spectrum, Infrared Vision, Night Vision, X-Ray Vision, and have 360° of vision. Superhumans with this power can even see through illusions, see the invisible, project their sight and perhaps project Laser Vision (among other visual aspects). The ability, however, only allows perception in one aspect at a time.
- Note: This ability is only called All-Sight because it allows one to see in all visual aspects (on all bands of the light spectrum); it does not allow the user to see everywhere at one time; the ability to literally see or be everywhere at one time is the ability Omnipresence.
Variations: Aerial Vision • Aerial Vision, also called Bird’s Eye View/Vision is the ability to psychically displace one’s vision to see as though one were on top of a tall structure (or in the sky) looking down on the lay of the land. One with this ability could see foes approaching, get a feel for where everything is in his current location, find the best path to his house from his current location, or the like. Another version of this ability (called Subterranean Vision), allows the user to psychically see as though looking up from underground (useful for finding things one has dropped, seeing things that are under the ground, and the like).
•This ability can even confuse foes with Scopaesthesia, because they detect the direction from which a person is watching them, and if they believe the user is truly up in the air or down below them, it serves to assist the user in sneak attacks, or the like.
Lightless Vision • Lightless Vision is the ability to use psychic power to see one’s environment (instead of requiring electromagnetic radiation like light). The user is not blind; he simply does not require light of any sort to see, so he can see perfectly even when light is distorted or entirely absent. One with this superhuman ability cannot be fooled by light-based illusions, they cannot sustain optical damage by looking at the sun (even an eclipse), and they cannot be blinded unless their mental capacity is impaired (as the user requires only psychic power in order to see). This ability may be accompanied by another aspect of vision and/or Superhuman Accuracy.
•This ability often allows the user to see colors like normal people can; it simply doesn’t require that the user uses electromagnetic radiation (visible, x-rays, infrared light or the like) to see.
- Note: The user does not need to use this in low-light or lightless condition (lightless, in this case, means “not requiring light”); and thus, it is not the same as the superhuman ability Night Vision
Negative Vision • Negative Vision is the ability to psychically invert the pupils, retinas and rods of the eyes to allow the user to see the negative of the normal color spectrum. One with this ability can see in the dark (it looks light out instead) or withstand being blinded by intense light (instead of seeing intense light, they see darkness). The user of this ability can even see through illusions (because illusory energy is inflected, and so the user instead sees reality), or the like. This ability may be accompanied by some other aspect of vision (if so, it would allow the user to psychically invert that superhuman visual aspect, so Microscopic Vision could be used as Telescopic Vision, Precognition as Postcognition and the like).
Penetrating Vision • Penetrating Vision, also called Penetration Vision is the ability to use psychic energy on the eyes to see through numerous layers of an object or subject. One with this ability cannot simply elect to see entirely through a barrier to the other side (it is not Transparent Vision); the user must see past layers individually (if one wanted to see through a wall, he would have to focus to see past one layer of substance, the next layer, and so on) even though the vision is still in color, and the process may happen quickly. This ability may be accompanied by another aspect of vision.
Split Vision • Split Vision, also called Splitvision, Split Sight or Splitsight is the presence of two forms of visual perception within one user. The user may only activate a form of enhanced visual capacity in one eye, while the other perceives normally. Or the user could see in one aspect with one eye, while the other eye perceives in another aspect (both perceive in superhuman aspects, but not the same superhuman aspect). One with this ability could use this to combine the benefits of two types of vision, so that one allows the user to see what another aspect of vision would not. This ability is always accompanied by at least one other aspect of vision.
Strange Eye • Strange Eye is the obscure psychic ability to challenge a foe to a staring contest from which he cannot look away. This ability can be used to gain the attention of (or distract) foes, to hurt their eyes, assist a vision-based ability (Luminescence, Mesmerization, Hypnotic Beauty, etc.) among other uses. One with this ability often has optic adaptations which allow him to keep him from needing to blink for a long time (or indefinitely). After the user relinquishes power, the subject may have his vision extremely blurred or impaired, or the like. This ability may be accompanied by some other superhuman aspect of vision.
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 subliminally invoked based on what type of persona or knowledge the user thinks the current situation requires (called a Jungian Shift). It is also possible that each personality comes with a distinct ability or distinct traces (scent, fingerprints, etc.), and/or even a different form based on which personality is active.
• Sometimes one personality (the dominant personality), or a small few personalities will have no superhuman abilities at all (and may instead just possess different skill sets, or the like).
Alternate Form Alternate Form, also known as Transformation or Morphing is the psychic ability to assume the form of an object, a creature, or an entity composed of a certain substance/energy/material whenever the user desires. This form could be listed among any of the following:
• Airy Form, also called Air Form or Air Mimicry (“Aeromorphing”) 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 (or the user moves fast/strong enough), this form can stifle fires, inflate the lungs of foes or travel with the wind, as well as evade physical attacks. 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.
• Animal Form, also called Creature Form (“Animal Shapeshifting” or “Animorphing”) is the ability to assume the form of an animal. This transformation may even allow transformation into an animal of any species, whether it is mammal, fish, bird, reptile, vermin or insect. One with this ability could sometimes even turn into a dinosaur, a mythical creature or alien creatures (but only to that form/those forms and back to normal; no inanimate objects, plants or people, as this is not true Shapeshifting).
• Aqueous Form or Water Mimicry (“Hydromorphing” or “Aquamorphing”) is the ability to assume a form similar to or composed of water. One with this ability can even assimilate his form to other bodies of water to expand his size, and control that body of water as long as his form is merged with it. He can even assume the various states of matter; solid is an Ice Form, Icy Form or Ice Mimicry; liquid is normal Aqueous Form; gas is Vapor Form, Vaporous Form or Vapor Mimicry. The user could even turn invisible while underwater (called Aqueous Invisibility). This form is usually highly vulnerable to electricity.
• Deceptive Form is the ability to assume a form deceptive to the eyes, or any other sense. This ability may include the power to assume a form similar to a kitten, a puppy, a baby, a more attractive version of oneself, or the like, when in fact, the user may actually be a dangerous, maniacal killer (the user would maintain normal thinking and motor capacity) or some similar situation. This form may indicate that the user also has the power Feigning, to fool foes into thinking the user is helpless or defenseless (this ability also helps if the user’s natural form is ugly or unappealing to sight).
• Dimensional Form or Portal Mimicry is the body's ability to mimic a spatial warp (or a form indicating a spatial warp), thus acting as a living portal to another dimension (or to another time/location); this ability may include the power to pull others into this dimension (either psychically, gravitationally or with tendrils of dimensional energy extending from the body), and/or perhaps the ability to travel to and from said alternate time/dimension/location at will. The form may even be that of a black hole.
• Electrical Form or Electrical Mimicry is the ability to assume a form composed of electrical energy. This ability allows the user to use electricity to increase his vitality, and to power electricity-run devices (or use them for shelter). One with this ability can even travel through electrical conduits like televisions, electrical poles or computers (called Electrical Transportation or Electrical Travel), or fly like living lightning; he can even discharge powerful arcs of electricity; often also prone to demonstrate the ability Electrical Conduction and/or the ability Electrical Absorption.
• Ghostly Form or Astral/Spirit/Apparition/Ectoplasmic/Phantasmal/Ghost 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, the user could become imperceptible (invisible, intangible and/or inaudible, etc.) and possess subjects at will, along with being gifted with the power of Manifestation, the capability to travel to/from the Astral Realm at will (in that form) and the ability to perceive true ghosts (with either Mediumism or just a Ghost Sense).
• Inorganic Form is the ability to assume a form composed of inorganic material, while retaining organic properties. One with this ability can assume a form that is composed of, or seemingly composed of, inorganic material or refined material (such as plastics, glass, paper, gelatin, etc.; but not metals or anything else that is naturally found in the wilderness). The user may even be capable of voluntarily alternating his form between numerous types of inorganic materials.
• Light Form or Light Mimicry (“Focus”) is the ability to assume a form composed of light. The user could move in the form of a light beam, to move at light speed (the time one can do it is fairly short), along with other properties of light. One with this ability could also replicate himself by moving through a prism or shine brightly to blind foes. The user could also fly by riding light waves, mimic different types of light (infrared, ultraviolet, etc.) and change color at will.
• Marasmic Form or Cadaverous/Zombie/Undead Form is the ability to assume a form similar to one of the undead. One with this ability is often hideous in appearance, and may have rotting skin, as well as smelling like death. The user is prone to intimidate and/or disgust foes, and may also have an ability like Feigning as well as Anatomical Automatism, Anatomical Recall or the like; may also be prone to have the ability Deathspeak (at least while in this form) as well as a high resistance to psionic abilities, sonic attacks, radiation and poisons/disease (this form may not even need to eat, sleep or breathe).
• Metallic Form or Metal Mimicry is the ability to assume a form which is (or looks to be) made of metal. This ability automatically turns the user’s skin a lustrous silver color. In addition, this form endows the user with Electrical Conduction, Heat Conduction, Superhuman Endurance and Stamina, and Superhuman Strength (fortifying muscles with metal). In some cases, the user is also bestowed with resistance to psionic abilities and sonic attacks, and less need to eat/drink, sleep and breathe. This form is extremely susceptible to magnetic forces (and manipulation by Magnetokinesis or Metallokinesis)
• 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 or scary features, but may also have far-enhanced versions of any other abilities the user has in his normal form (this form is also prone to have the ability Psychic Intimidation). This form may be beastly (like a humanoid animal, or with strange skin coloration, or markings/features), alien, or just the user's appearance distorted (sometimes larger or smaller than one's normal appearance).
• 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, a bush, or even a weed; one is often able to even shift between these different types of foliage, or to change the species of plant he becomes to match those native to his environment (called Botanical Assimilation). This form may be able to move like an animated plant, mimic plants’ abilities (Photosynthesis, Rapid Regeneration, Ingrain, etc.) or even control other plants in the immediate vicinity. The user can only mimic plants’ properties/abilities while in this form.
• Plasmatic Form, also called Plasma Form or Aurora Form is the ability to take a form composed of plasma (superheated gas), similar to an aurora (a streamer of multicolored light) or an aurora-skinned version of oneself (one would softly glow and emanate a trail of light like an aurora as they move). One with this ability could ride the earth’s electromagnetic emanations to fly, and produce high-energy events. The user could innately produce superhot plasma and extract it from one’s environment (using it for attacks or sustenance), as well as withstanding all sorts of radiation.
• Pyric Form or Fiery Form (“Pyromorphing”) is the ability to assume a form composed of fire or biofire (a psionic form of fire). One with this ability can use his flaming composition to shoot powerful blasts of fire at foes, or to burn/ignite objects and subjects by touch; they could even fly, using fire generated by their body as a form of propulsion. This form allows complete immunity to the effects of fire (even from the sun), but usually also causes vulnerability to intense water (which can sometimes negate the user’s fiery form, or kill the user in more extreme cases). This form is achieved through successful human combustion.
• Sand Form or Dust Form is the ability to assume a form which looks like the user is made out of sand, a constantly-swirling sand cyclone, or a constantly-floating dust cloud. This form can be used to obscure the vision of foes, flay flesh (if whirling fast enough) or travel on air currents for flight. The sand form is malleable, and capable of not only assimilating into other bodies of sand, but also changing density. In addition, this form also renders the user highly resistant to mental invasion/domination, including Telepathy and Empathy and the like (because of the loose constitution of one’s body).
• Shadow Form, also called Umbrageous Form or Shadow Mimicry (“Nigrescence”) is the ability to assume a form composed of shadow (deactivated photons). The user can blend into shadows completely (called Umbrageous Invisibility), or even teleport through them (called Umbrageous Teleportation). One with this ability can even flatten up against walls and impersonate the shadows of others (allowing one to sneak up on or away from foes), and may be prone to Umbrageous Superstrength.
• Sonic Form, also called Sound Form or Sound Mimicry is the ability to assume a form composed of sentient sound waves. One with this ability could project sounds and slightly manipulate the sound he generates to his will, absorb and re-release ambient sound, and move as fast as the speed of sound (for a short while). The faster the user of this ability moves, the louder a sound is released. The user can act as a living sonic boom; by simply moving at a fast-enough speed, he could disorient opponents and shatter windows.
• Stellar Form, also called Stellar/Star 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 a personal gravity field and nearly-perpetual energy (removing the need to sleep or eat), along with plasma energy in other forms. Their body is likened to a star, maybe even capable of generating (not manipulating) solar winds. The offensive part of this ability (radiation, burning things) may often be suppressed at will. This ability is often accompanied by Vacuum Adaptation, so the user can withstand the conditions of space.
• Terrene Form or Earthy Form (“Geomorphing” or “Terramorphing”) is the ability to assume a form composed of rocks, dirt or stone. This form can sling the earth 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 sometimes even be used to assimilate other earth and rock into one's form, increasing one's size, one’s strength and/or one’s endurance. This form may be composed of coal, tar, quartz, diamond, or other types of earth and stone (or perhaps even a composite of numerous different types of stone, minerals and earth).
• Toy Form, also called Object Form or Object/Toy Mimicry is the ability to assume a form similar to a toy or an inanimate object, such as a toy ball, a doll, a teddy bear, a lamp, a couch or the like (and often capable of changing what type of object one becomes). 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 to their normal form, either unconscious or damaged. This form can move as though one were an animated toy/object.
• 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 as an echoing sound wave, or channel through the ground to act like a living seismic shockwave. The user of this ability could even ride water currents to induce extremely powerful tidal waves, and the like. Many times only one type of wave is possible, while other times these and others are all possible.
Of course, the user gains the abilities inherent in whatever form they take (breathing fire and flying if one became a dragon, etc.), but after the user takes 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 may retain that form after the first time it is assumed). If the form is composed of an element (electricity, fire, water, etc.), then manipulators of that element can dominate that superhuman (Hydrokinesis can control a superhuman with Aqueous Form, etc.).
- Note: Sometimes, one only has the ability Electrical Transportation instead of entire Electrical Mimicry (they only zap into electrical appliances to travel; they can’t maintain an electrical body composition for more than a few seconds unless traveling through an electrical conduit) which is why that faculty is explicitly mentioned in that part of this article.
- Note: Many times one with Aqueous Form can only assume one of the states of matter (Vapor Form, Ice Form or normal Aqueous Form), while other times, they can assume any of them. Vapor Form is not the same as Sublimation or Air Form; Air Form is a form constituted of air particles, not water in a gaseous form; Sublimation allows the user to also turn others and objects into vapor (and back).
- Note: Metallic Form is different from a Metallic Exoskeleton; the exoskeleton is just an outer covering, while Metallic Form allows one to infuse metal with their genetics, or to mimic its traits and appearance, thus actually taking on properties of metal (even the lustrous, metallic color).
- Note: Spontaneous human combustion is an unfortunate phenomenon that occurs as a result of the unsuccessful manifestation of either a Pyric Form or the ability Pyrokinesis.
Variations: Constellation Form • Constellation Form, also called Zodiac Form/Mimicry or Astrological Form/Mimicry is the obscure ability to psionically take the form of the semantic representation of one’s zodiac sign. One with this ability, being a Leo, may turn into a lion (a lioness, if the user is female); or if they are a Taurus, they may turn into a bull (or a stampede of bulls), or the like. The user also gains strength, stamina and power whenever their astrological sign’s planets are in certain positions in the sky, and may be able to perceive when said event is about to take place or end.
Cytoplasmic Form • Cytoplasmic Form, also called Protoplasmic Form, Cellular Form or Single-Cell Form is the ability to assume the form of a single-cell organism. This often implies that the user’s cells fuse into one life-sized single-cell organism. This form is highly malleable (perhaps hyperelastic), and is nearly incapable of sustaining lethal damage; it also renders the user capable of binary fission or cellular mitosis (the user can replicate himself). This form may even be capable of Size Shifting (Shrinking) and acting like a living virus/bacteria (though this is not common).
•Any disease, bacteria or virus the user has in his system at the time of his transformation can be mimicked, if the user’s Cytoplasmic Form allows the user to shrink to microscopic size. This form is highly vulnerable to superhumans with the superhuman ability Nosokinesis.
Mucilaginous Form • Mucilaginous Form, also called Gelatinous Form, Viscous Form or Slimy Form is the ability to assume a form composed of mucus, slime/scum, mud or some other sticky, sludge-like substance. One with this ability has a slippery, slimy or sticky body, prone to Malleability and Rapid Regeneration (and if parts are severed from their body, they move on their own, or become smaller replicates of the user). They are also often prone to be able to secrete the substance of which they are composed, at will (by spitting or through the skin). This form may also exude a noxious smell.
- Note: One with this superhuman ability can be manipulated by the superhuman ability Saprokinesis.
Swarm Form • Swarm Form, also called Hive Form or Composite Form is the ability to psionically take on the form of a swarm/hive of small insects/vermin (dividing the mind amongst each member of the swarm). One with this ability looks entirely normal, but can psionically disengage members (one, a few or the entire swarm) from the body and decide to reintegrate those members back into his body at any time he desires. This form usually also allows the user of this ability to communicate psychically with the species that one’s body is composed of.
• Sometimes one with this ability can even change the species that his body is made up of, by disengaging the members of the previous form, leaving the psyche with no body; the psyche attracts animals of a new species and they psionically meld together to form a new Swarm Form (called Swarm Form Shifting). They must be small (like insects/vermin).
- Note: Composite Form also refers to a form that is (or looks to be) composed of the body parts of others (like Frankenstein’s monster).
Transformation • Transformation, also called Metamorphosis or Permanent/Irreversible Form is the ability to (usually involuntarily) assume a new form which is permanent in nature. One with this ability may become a hideous beast, a more mature version of oneself or (rarely) even a member of the opposite sex, but this form is permanent upon change. This ability can be used to start a new life as someone that no one knows, or the like. It is the perfect disguise mechanism, because the change matches the user’s traits, mannerisms and instinct to the creature they turn into and it is untraceable by anything short of DNA Reading.
•This ability can only be reversed by Biokinesis or other forms of extreme genetic tampering (such as Magic). Transformation is also another name for the normal version of Alternate Form.
Werebeast Form • Werebeast Form, also called Werecreature Form, Therianthropic Form, Therianthropic Transformation or Therianthropy is the often-supernatural ability to assume the form of an animal and/or, more commonly, the anthropomorphic version of an animal (or the physical state of already being in that form). The most common examples include the following:
• Werecat Form, also called Ailuranthropic Form, Ailuranthropic Transformation or Ailuranthropy allows the user to assume the form of a cat/anthropomorphic cat (called a Werecat). This form allows superhuman speed, senses, agility, dexterity, awareness, regenerative capability, and perhaps Feline Omnilingualism (perhaps limited to the type of feline one resembles)
• Werefox Form, also called Alopecanthropic Form, Alopecanthropic Transformation or Alopecanthropy allows the user to assume the form of a fox/anthropomorphic fox (called a Werefox). This form allows superhuman strength, speed, senses, durability, stamina, regenerative capability, and perhaps Canine Omnilingualism (maybe even a specified variation limited to foxes or wild dogs).
• Werewolf Form, also called Lycanthropic Form, Lycanthropic Transformation or Lycanthropy allows the user to assume the form of a wolf/anthropomorphic wolf (a Werewolf). This form allows superhuman strength, speed, senses, durability, stamina, regenerative capability, and perhaps Canine Omnilingualism (maybe even a specified variation limited to wolves or wild dogs).
The animal form allows the abilities inherent to that animal, while the anthropomorphic form allows those abilities to be multiplied greatly. The transformation may be intentional (and may last as long as desired), or they may be brought about against the user’s will, by some phase of the moon (if so, they will instead last for as long as the moon is out). Obviously, other types of Therianthropy are possible, as other types of animals exist. This ability may be accompanied by Lunacy.
- Note: The ability Werefox Form is also referred to as Alopanthropic Form, Alopanthropic Transformation or Alopanthropy
Alternate Reality Alternate Reality is the name of two similar abilities. The first is the ability to psychically generate realities, or “frequencies” of imagination within the mind, and to project consciousnesses into one’s own mind or one’s own mind into the imaginations of others. The second entails the presence of an actual alternate universe within the mind, which changes according to the will of the user. If one with either of these abilities touches or mentally contacts a subject before entering the alternate reality, they can even bring other consciousnesses to the reality. If a passenger were left in the alternate reality, their mind would be trapped there, until retrieved by the user.
- Note: The user’s mind can divide into as many mindscapes as their mind can remember (mental strength increases over time); this mental schism does not cause dementia, schizophrenia, multiple-personality disorder or any bad side effects.
- Note: The user can shift from any one mindscape to another with only the slightest concentration needed. If the user uses this ability, his mind can usually still keep running (similar to, or employing, False Cognition) so the body is not left inert and open to harm.
- Note: The only time the user goes into a full trance to explore his mental reality is when he is asleep.
Amnesia Amnesia is the psychic ability to selectively forget any information desired, by sheer force of will. This ability also allows avoidance of telepathic information gathering, as the user can decide to “forget” knowledge as soon as it is no longer needed (they could even elect to forget thoughts just because they find them unpleasant). Although, the information could not be recalled once forgotten (either the user subliminally stores it in the deepest recesses of his memory, so it can only be recalled by Hypnosis or the like, or the user’s mind literally deletes or puts out that information).
- Note: One with this ability could literally start all over as they would have no recollection of past wrongs, stresses or other unpleasant occurrences.
Anachronism Anachronism is the state of being born into the wrong timeline. It is possible that the user could be either born years before he should have been (called Futurity) or years after (called Pastness), 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 or slower and are prone to intuitive feelings (perhaps random knowledge, or even visions) about their correct time period. The user is not easily affected by time-affecting abilities (although they can be affected, unless this ability is accompanied by Time Defiance).
• If the anachronism touched anything from the timeline that they should have come from (while still in their current timeline), they would disappear as though touched by antimatter, and would either be transported back to their proper time, or blinked from existence (depending on genetics).
- Note: Temporal replicates do not count as having the ability Anachronism unless they are born as though they were separate entities (and not duplicates of someone else). Anachronism is not a disorder or a malfunction of space-time; it is just a temporal anomaly which may affect time strangely.
Anatomical Automatism Anatomical Automatism, also called Anatomical Separation or Separated Automatism is the ability to detach and reattach body parts (usually limbs). In addition, one with this ability can animate and direct the body parts’ movements after detachment, commanding them as though they were separate entities. The user of this ability, however, can often only use organs for actions that said organs can already do (they can seldom fly, defy gravity or the like). Hands crawl on their fingers, arms/legs hop, and heads roll or hop (all with amazing dexterity). And all organs, limbs and body parts are usually of either average strength or of proportional strength to that of the user.
• The user’s mind sheathes the body parts in invisible psychic energy, so stumps of detached limbs or membranes of detached organs don’t become infected (and are often rendered resistant to pain). The user’s mind can usually also easily multitask between mentally/vocally directing any number of detached organs.
- Note: This ability only implies Rapid Regeneration when the user detaches and then reattaches a limb (not if the user is injured, unless he disengages the injured part, and then quickly reattaches it). Skin and muscles cannot be disengaged, as this would cause damage to the body.
Anatomical Intuition Anatomical Intuition, also known as Bodily Intuition, Anatomical Perception, Bodily Perception or Biological Mapping is the innate psychic knowledge of the name, appearance, location and function of every part in the body. This ability can be used to detect the physical limits and weaknesses of every body part/body system of living creatures. The user can also intuitively detect bodily anomalies (like the type of damage that one sustains) and assess them to diagnose biological issues, such as disease, internal bleeding and the like that may not always be visible (called Intuitive Diagnosis). This ability can be used in both humans and animals, similar to Fault Detection.
•One with this ability can also gauge a subject’s level of health or gauge the level of a subject’s bodily damage, as well as any adverse effects that sicknesses or injuries may pose in the future.
Variations: Anatomical Perception • Anatomical Perception, also called Anatomical Awareness or Diagnostic Perception/Awareness is the ability to actually psychically perceive the anatomy, and its inner workings. The user may touch a subject, and from that, his sense of touch can be displaced, to feel any other organ, bone or muscle in the body. Or his perception may be shifted so that he can see a vague outline of the innards of living things at all time. Or the user’s body can empathically link to the subject they are using the ability on (even themselves) so that they can psychically feel the location/condition of the organs within their own bodies or the bodies of others.
• Anatomical Perception is also another name for normal Anatomical Intuition.
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 a powerful dismemberment such 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 or restrained). This ability makes being dismembered and vaporization impossible, as the body will simply pull itself back together. This power (most common with those capable of Detonation) is often accompanied by Anatomical Automatism and/or Rapid Regeneration.
Animal Communication Animal Communication, also called Animal Omnilingualism, Animal Telepathy, Animal Empathy, Animal Control/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 (and their aquatic larval stages) and the like. This is limited to amphibians.
• Avian Omnilingualism, also called Avian Communication/Domination or Ornithopathy is the superhuman ability to communicate with, and eventually command birds, from small birds like sparrows and pigeons to ostriches and birds of prey like hawks and eagles. 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 domestic dogs like Dalmatians Great Danes to wild canines like dingoes, 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 domestic cats to feral cats and big cats like lions, panthers, leopards, jaguars and cheetahs. This is limited to felines.
• Ichthyic Omnilingualism, also called Ichthyic Communication/Domination or Ichthyopathy is the superhuman ability to communicate with, and eventually command marine species, from fish, to sharks, cephalopods, mollusks, crustaceans, dolphins, whales, otters, etc. This is limited to marine species.
• Reptilian Omnilingualism, also called Reptilian Communication/Domination, Herpetopathy or Fissilingualism is the superhuman ability to communicate with, and eventually command reptiles, from lizards to turtles, snakes and alligators (even dinosaurs if one traveled back in time). This is limited to reptiles.
• Vermin Omnilingualism, also called Vermin Communication/Domination is the superhuman ability to communicate with, and eventually command vermin, from fleas, lice, flies and roaches, to bats, raccoons and small rodents (even possums or dogs, if they have fleas, ticks or lice). 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 (even sharing senses, etc.). This is limited to animals.
- Note: These abilities are called types of Omnilingualism because they allow the user to communicate with animals by any means of communication required for that animal (telepathically, empathically, vocally, chemically, etc.). The vocal or sonic mode of communication employs a bit of the ability Vocal Mimicry.
- Note: Calling this ability Faunokinesis or Zookinesis is inaccurate. The suffix “kinesis” implies psychic manipulation, and even though the user can control, to an extent, the behaviors of animals, they can also perceive animals’ thoughts/emotions, and they cannot levitate or move animals around like Telekinesis
Animal Mimicry Animal Mimicry is the ability to imitate the powers and traits of animals. The user usually needs only come into contact with an animal or insect once, and they can access that animal’s powers (based on their empathic connection with the animal itself). The user 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 (but they won’t turn into the animal with this ability). This ability may be accompanied by Animal Communication, Animal Shapeshifting and/or Specific Shapeshifting.
• A faculty of this ability (called Animal Attribute or Animal Adaptation) allows the user to also mimic animal’s physical features and adaptations (a bird’s wings, a lizard’s scales, a bear’s fur, a lion’s fangs and claws, etc.; but not shapeshifting) which assists in camouflage, defense or just survival in a strange environment (this is not automatic like Reactive Adaptation; the user must consciously take on these attributes). Sometimes this is considered a part of normal Animal Mimicry.
Variations: Animal Instinct Imprinting • Animal Instinct Imprinting, also known as Animal Characteristic Inducing/Evocation or (Animal) Instinct Inducing/Evocation is the ability to psychically impose animal mannerisms on subjects’ minds. The user can cause foes to act like chickens, cause allies to act with a tiger’s ferocity, or make subjects become as fearful as mice. The user may innately possess animal knowledge, he may psychically store animals’ instincts/habits within his own mind for later imprinting, or he may only be able to psychically imprint instincts/habits of nearby animal species.
• This ability can also cause animals to act like other animals (such as making cats as obedient as dogs, making reptiles work together like wolves in a pack, making bears docile and gentle like domestic pets, etc).
- Note: Mental Manipulation, Psychic Persuasion and Hypnosis can also make subjects act like animals, but only how the user/the subject thinks the animal would act; this ability makes a psychic note of the actual habits of animals, so the subject will act as the animal actually would act or react.
Animation Animation is the ability to use psionic power to 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). The user can even undo the petrifaction of victims, or imbue inanimate objects with a portion of one's own psychic energy, so he can psychically command or control said objects after they are animated (called Animated Control).
Antikeimenokinesis Antikeimenokinesis or Object Manipulation is an umbrella term for the psychic manipulation of any substance other than the typical four elements (water, fire, earth and 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 rubber, specific metals, gelatin, thread, graphite, ink, etc. This ability may even allow the manipulation of oil. Most common (yet obscure) types include those below:
• Dracokinesis or Air Particle Manipulation- Mental manipulation of individual air molecules such as nitrogen, oxygen, CO2, etc. (not entire air currents) to control their movement, their interaction with each other and to combine them (creating, but not manipulating, air, fire, heat and combustion; perhaps even producing, controlling or dispersing toxic gases like carbon monoxide and the like) or disperse those particles at will
• Elaiokinesis or Oil Manipulation- Manipulation of the physical state of oil and similarly viscous substances, such as oil, petroleum, tar, gasoline and the like (its physical state, its behavior, moving the oil)
• Lactokinesis, also called Galactokinesis, Galakinesis or Dairy/Milk Manipulation- Mental manipulation of milk and dairy products; one with this ability could manipulate milk and dairy like a hydrokinetic manipulates water (moving it, shifting it in its various states, etc.), cause/reverse curdling, etc.
• Melanokinesis or Ink Manipulation- Mental manipulation of the physical state of ink (its physical state, its behavior, moving the ink around, using it to write/change messages in documents, tattoos, etc.)
• Nemakinesis or Thread/Fabric Manipulation- manipulation of threads and fabrics, especially those made with fabrics like cotton and silk and the like; as such, ropes, clothes and shoes (even the cloth constituting rugs, carpeting, towels, furniture coverings); a type of agrokinetic power that only affects concentrated plant matter
• Onychokinesis or Nail Manipulation- Mental control over one’s nails; increasing or decreasing the length, strength and sharpness of them (or even shooting them from the sockets like dangerous projectiles), re-growing them, breaking off the nails of foes, converting them to talons (or making animals’ talons dull) and the like
• Oxikinesis or Oxygen Manipulation- Mental manipulation of oxygen, increasing or decreasing the amount of it in any area; using it to increase or put out fires, decreasing the amount of it to suffocate foes, removing it from water to get pure hydrogen, and the like
• Pharmacokinesis or Drug Manipulation- Mental manipulation of body/mind-altering substances; can be used to alter the intoxicating and addictive power of hallucinogenic/barbiturate/narcotic substances and liquor (can include drug-rendering plants); this ability can only move and control liquor and drug-rendering plants (not concentrated drugs) like a true “kinesis” (concentrated drugs can only have their effect/potency altered)
• Quantakinesis or Quantum Manipulation- Mental manipulation of one of the following: energy from the future (“quantum energy”), used to “evolve” matter; the intensity, or “quanta”, of energy; the number of objects (multiplying objects, increasing or decreasing the amount of matter); the fundamental constituents of matter (another name for Leptokinesis; the psychic control of the quanta, or the individual particles, of matter)
• Toxikinesis, also called Toxokinesis, Toxicokinesis or Poison/Venom Manipulation- Mental manipulation of venom and naturally-toxic substances; can be used to increase or decrease potency, or speed up/slow down incubation; can perhaps even be used to pull poisons out of subjects, slightly alter the effect of poisons, change the type of poison (so animals can be affected by their own poisons), render poisons harmless or vice versa
• Vitakinesis or Healing/Regeneration Manipulation- Mental manipulation of the regeneration process (healing subjects and oneself, inducing Rapid Regeneration, negating the healing process, reversing said process, making others more/less vulnerable to disease); somewhat weaker than Biokinesis in that it only controls healing and regeneration, and cannot otherwise benefit, harm, affect, afflict or change one’s anatomy or DNA structure
The term Antikeimenokinesis is not itself the name of a superhuman ability, but rather the name of a type of superhuman ability (obscure “kinesis” abilities). If one has all of (or most of) these abilities, they do not have the ability Antikeimenokinesis. The ability may be listed as “Antikeimenokinesis”, but it must also specify which things the user can manipulate (Melanokinesis, Dracokinesis, Toxikinesis, etc.). Other types of obscure “kinesis” abilities also exist; these were just examples.
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. The user could hold fire to a burn wound and the wound would be healed instead of worse damaged, and the like. The user 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 like.
•This ability does not cause the subject to move or perceive in the opposite (that ability is Palindromic Action Inducing).
Apathy Apathy, also called Empathy/Empathic/Emotion Immunity or Belle Indifference is the absence of emotion. One with this “ability” could not be affected by emotion-inducing abilities (love, fear, pain-inducing abilities, etc.) and is immune to every variation of Empathy. It would also be easier to make decisions, face opponents others wouldn't and do things normal people would be far too afraid or embarrassed to do. The user thinks purely with logic, so they tend to be fairly intelligent as well. Variations of this ability include Fearlessness (absence of irrational fear; immunity to Psychic Intimidation) and Heartlessness (absence of sympathy or compassion).
• One variation of this ability, called Emotion Suppression may simply entail the ability to subliminally suppress one’s own emotions, instead of being entirely devoid of them, so that one can live a normal life, but will lose the desired emotions as required.
- Note: If the names Empathy Immunity, Empathic Immunity, Emotion Immunity or Belle Indifference are used instead of Apathy, this could imply that the user does actually still have emotion, but is simply immune to psychic emotion-tampering like Pathokinesis, Psychic Intimidation, etc.
Artistry Animation Artistry Animation, also called Artistic Manifestation/Summoning/Realization, Drawing Animation or Drawing Manifestation/Summoning/Realization is the psionic ability to animate an illustration/sketch by pure act of will. One with this ability could use pencils, pens, chalk and any other writing material as a source of combat, drawing things on any surface, and 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 functional device with no need for internal mechanism (it looks like a gun, so it works like a gun, etc.).
• The user may also be able to animate any tattoos they have (or something indicating it, if the tattoo is of an idea or a philosophy), or he may be able to animate images by writing words describing what they wish to summon; or one may be able to summon creatures/people/objects from books (this superhuman faculty is called Narrative Manifestation, Narrative Summoning/Realization, Literary Manifestation or Literary Summoning/Realization). It is not often that all of these faculties are possible within one user.
- Note: The user of this ability can also animate scenes on the surfaces on which they are drawn, without bringing them into the real world (they stay on the paper, the computer, the wall, skin, etc., but the scene will change, and any characters in the picture will interact, as though an actual scene were playing out).
Variations: Tattoo-Based Abilities • Tattoo-Based Abilities are superhuman abilities based on the markings that one has on his body. One with this ability uses the markings on his body as an expression of himself, and as such, he can gain abilities based on whatever tattoos are present. If the user were to have an eagle on his left bicep, he may gain the power to fly, or he may gain the keen eyesight of a peregrine falcon by getting a tattoo of it on his arm. The user may gain the death touch by getting a skull-and-crossbones or death’s-head tattoo; or he may gain a poisonous bite or poisonous breath (or both) from getting a tattoo of a snake, or the like.
• The user can get a tattoo that says “BOOM”, and it will gift the user with a Seismic Stomp or the like, or she may gain seductive powers by getting a heart tattoo, among numerous (maybe infinite) other tattoos. The location of the tattoo rarely affects what power one will gain, but the user must have a tattoo (even henna or removable ones) for this ability to work.
Asepsis Asepsis, also called Sickness/Disease/Poison Immunity is the superhuman inability to get sick. One with this ability can go around the sickest of people (with even the most contagious ailments) and they will still be unaffected by them. The user could even be injected with a viral strain, deadly bacteria or a lethal poison and their immune system would kill it off nearly immediately. One with Nosokinesis is helpless against one with Asepsis (although he 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 achieved by one of numerous ways. The user may inhale deeply, which in turn 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), causing them to slowly suffocate. This ability can suffocate nearly any living being, or de-oxygenate plants (causing them to wilt). This ability is often accompanied by (and ineffective against) Atmospheric Respiration.
Asterokinesis Asterokinesis, also called Astrokinesis, Siderokinesis, Cosmokinesis or Cosmic Energy Manipulation is the tremendously powerful superhuman ability to mentally manipulate the energy generated by stars (electromagnetic radiation, gravitational, 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. This ability may accompany Atmokinesis (or it may result, if a user’s Atmokinesis develops).
Astrakinesis Astrakinesis, also called Ectokinesis or Psychic/Astral/Spirit/Spiritual Energy/Ectoplasm Manipulation is the psychic ability to generate and manipulate ectoplasm, psychic and astral energies (and maybe ectenic force). One with this ability can summon astral, psychic or ectoplasmic energy and launch them as rays, concussive beams, astral shrapnel, etc. The user could even cover harmless everyday objects in astral energy to use them as dangerous weapons, or perform Astral Projection. This ability could even be used to augment certain psychic abilities, cause ghosts or spirits to/keep them from manifesting (if they have a Ghost Sense) and to harm them 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 temporarily causing the body to reject its soul-self. This ability may even allow the psychic projection of others’ 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 user can even put the astral body back into the subject’s body, but if not, the ability may also be referred to colloquially as another form of Grim Reaping.
Variations:
- Death Countdown
• Death Countdown or Lifeline Manipulation is a variation of Astral Eviction in which the user causes ejection of a subject’s astral self, after setting a time limit to how much time the subject has left (by either writing it, thinking it or speaking it, depending on the user’s genetics). The user can usually control how long or how short the time is, to prevent allies from dying until years after sustaining normally-fatal injury, or to cause foes to die seconds before they get the chance to harm the user’s allies, or the like. This ability does not work on immortals, time-defiers, astral-projectors, others with this ability, the dead/undead, animals or plants.
• Sometimes, the user can even set his lifeline; but once it is set, rarely can the user readjust it. This ability may be accompanied by Chronopathy, to be precise about how much time is left.
- Psychopompism
• Psychopompism, also called Psychopompy is a variation of Astral Eviction in which the user causes the subject’s soul to leave the body by luring it out. This often implies that the user causes the subject’s life to flash before his eyes, similar to when a person is about to die (which tricks the soul into leaving). However, the user may also (or instead) be capable of causing the subject to see “the Light” which people often associate with passing into the afterlife (this faculty is called Light Revelation, Light Revealing, Light Exposition or Dread Light) thus tricking the soul into believing that its host body has died.
• Light Exposition does not show illusions; the subject actually sees “the Light” (it just appears before he would normally see it) and his body is possessed with a feeling as though he is truly about to die; and when the subject’s spirit sees “the Light” and follows it, it is lured out of the body and the subject immediately dies; but, others with this ability, immortals, astral-projectors, those with Astral Anchoring and animals can resist this power.
- Note: If used on spirits that are already disembodied, Psychopompism is capable of making them forget about whatever they were doing, and the lives they formerly led, compelling them to move on to the Afterlife (or just getting them to leave.
- Note: Psychopompism is also called Afterlife Introduction, Afterlife Allure, Astral Introduction, Astral Allure or Call of the Afterlife
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 Soul/Spirit Projection, Ethereal Projection, Astral Travel, Astral/Soul Release, Free Spirit, or Spirit Freedom is the psychic ability to temporarily release the spirit or “soul-self” from the body, allowing it to roam freely, usually via Flight, or enter and exit one’s own body at will (travel can take place on either the physical plane or the Astral Plane). The longer one travels, however, the more likely that harm will be inflicted on the body of the user who has left it with no animating consciousness or thought. Though, this can be avoided if the soul-self is capable of keeping the body alive while it is absent (called Remote Control).
• Sometimes, instead of normal Astral Projection, the user releases a psionic replicate of one’s psyche (so the psyche is supposedly released, but the body is not left inert). And, in another variation, the user’s psyche resembles an animal. And if the user also has an energy-based ability, the user’s astral self may be sheathed in that type of energy (a phoenix shape sheathed in fire, a raven shape sheathed in darkforce, etc.).
- Note: Either the psyche and the aura are released together during Astral Projection, or the psyche is released alone; if the aura is released alone, the user dies (because the aura is the animating force, so when the user releases it, the psyche would not even work, thus preventing it from even being able to return the aura; but the aura could return the psyche if the psyche were released).
Astral Trapping Astral Trapping, also called Astral Anchoring or (more colloquially) Intangible Doom is the psychic ability to trap subjects in an astral-projective state. This can be used to keep ghosts from manifesting, so they remain on the astral plane (or to keep them from going back), keep astral-projectors from releasing their astral self, or keep that astral self from returning to the subject’s body. As a matter of fact, one with this ability could even trap the astral self in a subject’s body after sustaining normally-fatal injury (even themselves, whether capable of Astral Projection or not), and keep “phasers” (those who can turn intangible) from becoming tangible again.
- Note: If the ability turns subjects permanently intangible, so they can’t interact with physical reality (and only the user or another with this ability can reverse the condition), it is called Intangible Doom, because if the effect is not reversed in time, it can kill the foe (he cannot touch food or drink to stay alive, and if he tries to turn back tangible, he will suffer biological backlash, and turn back intangible).
Atmidokinesis Atmidokinesis, also known as Nephokinesis, Nephelokinesis, Hygrokinesis or Cloud/Vapor/Steam/Mist Manipulation is the ability to mentally generate and manipulate vapor (perhaps even the clouds). With this ability, one can generate blinding mist using only their mind’s power, clear it so as to see ahead of oneself or shift ice/water into its vapor form. One could even change the temperature of mists, or shift mist back into either its solid form, ice, or its liquid form, water (it could not be manipulated until turned back to its vapor form). This ability, at the higher bands, may even allow the user to move the clouds (making them obscure or reveal the sun or lowering them to generate fog; not manipulating weather).
Atmokinesis Atmokinesis, also called Meteokinesis/Meteorokinesis or Atmosphere/Weather Manipulation is the ability to mentally manipulate the flux of the atmosphere at will, resulting in a change of weather patterns and formation of freak weather conditions. This ability allows generation of any natural weather condition, from fog and rain to thunderstorms, lightning, hailstorms, blizzards and hurricanes (and the calming or heightening of such conditions). At the higher bands, the user can even cause climate shifts (although sometimes one can only cause weather native to the area they are in). This ability is often accompanied by Temperature-Extreme Resistance and high resistance to extreme weather conditions.
• This ability is often linked to the user’s emotions (generating lightning or hail unintentionally when the user is angry, high-velocity winds when he is afraid, etc.)
Variations: Cloud Seeding • Cloud Seeding is the mental ability to “seed” clouds with one’s own psychic energy, causing fluxes in the atmosphere, and changing of the weather. One with this ability, however, can only induce atmospheric phenomena pertaining to moisture (rain, sleet, hail, snow, snowstorms or blizzards, flood, etc.). This is because the user’s psychic energy causes the atmosphere to flux similar to normal Atmokinesis, but only to cause the clouds to release moisture in various forms. The user may also have normal Atmokinesis or Storm Generation.
Mist Generation • Mist Generation or Fog Generation is the psychic ability to cause moisture in the air to coalesce into clouds of mist, or to psychically lower the clouds in the sky (either means will induce heavy fog/mist). The user of this ability can sometimes change the flux of the mist (so it is formed in one area, but not another), but only rarely can this ability clear fog (or alter its temperature). That is normally only possible if the user also has Atmidokinesis (which is only somewhat common).
Storm Generation • Storm Generation is the psychic ability to induce fluxes in the atmosphere, but only to induce storms. One with this ability can only cause the sky to bring forth strong wind, rain, lightning and thunder. However, sometimes the user can only cause high winds to blow, to whip up heavy sand and dust deposits, capable of blinding foes and flaying skin (called Sandstorm Generation or Sandstorm Inducing). Although, either way, the user cannot reverse the effects; the storm must pass on its own, unless the user has the faculty Storm Calming, also called Storm Negation. This ability often occurs as a replacement for normal Atmokinesis.
Atmospheric Propulsion Atmospheric Propulsion, also called Aerial Propulsion or Air Jetting is the ability to channel air (or some sort of gas) into the body and expel it from some bodily orifice (either end of the digestive tract, or out of the palms and/or feet). This ability can be used as a means of travel (propulsion from the ground across vast distances) or to just blow intense wind at foes. One with this ability usually has aerokinetic abilities, which allows the user to amplify the wind current generated by his body, but the user also has control of his body so that it only propels when the user of the ability needs it.
Atmospheric Respiration Atmospheric Respiration, also called Alternative/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, or even in a space with no sort of gaseous breathing medium at all (this faculty is called Anaerobic Respiration, Apnea, or Optional Breathing). However, sometimes the user can simply hold his breath a long time (maybe indefinitely), to stay underwater as long as desired, as a defense against smoke, airborne toxins, etc., making normal respiration optional.
Atomicity Atomicity or Indivisibility is the bodily state of being incapable of being divided. One with this ability could not be divided by Fission, Anatomical Automatism or any form/variation of Replication. The user 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 thought of as the prerequisite or lesser version of Invulnerability, but the abilities are distinct, as the user may still be able to suffer damage through stabbing, shooting, energy-based attacks, acid, etc.
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 (or cloak auras from perception by aura readers). The user could even increase the intensity of the aura's glow (so as to nearly blind foes capable of seeing auras, or even make the aura visible to all). The user could even knock a subject unconscious or stun them by temporarily smothering (and thus overwhelming) the subject's aura.
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. The "psychic mirror" is invisible to others (unless they also have this power, or ESP) and can be used to see if people are sneaking up on you (this ability could even be used to look at yourself while you sleep, so you can see if anyone potentially dangerous is approaching, as long as you are consciously aware you are doing it). This ability can always be activated/suppressed at will, and may be accompanied by Superhuman Reflexes.
Avatar Existence Avatar Existence, also called Avatar State, Avatar Condition, 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 traits, attributes or abilities he wishes to harness (he often represents only one universal principle), and the concentration almost always wears the user out for a short while.
Axis Access Axis Access, also called Axis Travel is the ability to psychically move oneself along the axes of spatial existence. One with this ability could possess any of the following faculties:
• X-Axis Travel- the ability to move horizontally (side to side) along the spatial “x-axis”; one with this ability could “slide” in a straight line across the floor to evade an attack or even slide off the edge of a building, and they would stay suspended there as though one were situated like a point on a map.
• Y-Axis Travel- the ability to move vertically (up and down) along the spatial “y-axis”; one with this ability could “slide” in a straight line down the side of a building (without falling) or they could slide up into the sky to survey their environment and they would stay there as though situated on a map.
• Z-Axis Travel- the ability to move laterally (forward and backward) along the spatial “z-axis”; one with this ability could move at high speeds, so they appear to have normal superhuman speed, or move backwards off the edge of a building, and they would stay suspended like a point on a map.
• Coordinate Travel- the ability to situate oneself in the spatial plane as though a point on a map; the user psychically views in terms similar to a coordinate plane. Then the user decides an “x-point” and a “y-point” (sometimes a “z-point”); if that point is not blocked by a barrier, they “slide” to that location.
The user does not teleport to the location they travel to; they levitate a few inches, and then they will literally slide to that location, like pieces on a chessboard. The user could use X-Axis Travel to move horizontally (side to side) and Y-Axis Travel to move vertically (up and down); they may even use Z-Axis Travel to move laterally (forward and backward). Not to mention, the user of this superhuman ability almost-always also has a Geometric Sense, so they can see the world in terms of a coordinate plane (and discern the coordinates of their immediate surroundings as such).
- Note: Sometimes the user travels along coordinates so fast that they seem to teleport or distort space (thought this is fairly uncommon). If the user has all forms of Axis Travel, there is no need to specify.
B
Barrier Defiance Barrier Defiance or Forcefield Defiance is the ability to easily and harmlessly bypass forcefields and barriers. One with this ability could walk through psychically-generated barriers/forcefields with little effort and no harm to the user. This ability could even sometimes 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, of any type of energy, as long as the barrier is not solid.
Beacon Emission Beacon Emission, also called another version of Summoning is the ability to mentally emanate a "blipping" sound which draws people to the user. One with this ability could mentally cause this "silent alarm" to go off at anytime, and it would grow louder as the subject grows nearer to the user. This ability could mentally draw anyone within the user’s radius, although sometimes it can be made more specific, psychically modified in order to draw only the user’s relatives and/or loved ones (called Family Call).
• Although sometimes it only causes subjects to which the user has a positive empathic link to feel the compulsion to come to the user's location (without the blipping); sometimes they don't even know it is his location, but they will go along the path to the user’s destination, anyway (called Psychic Lure).
Bilocation Bilocation, also called Colocation or Multilocation is the ability for the body to appear as though in two places at once, one of a few ways. The first is most common; the body temporarily replicates the psyche or "soul-self", and the replicated soul-self (maybe numerous at a time) wanders autonomously until it is recalled (it may be projected to another location; perhaps even the Astral Realm). The second means is by psychic light refraction, so one appears to be in places that one obviously is not (similar to a three-way mirror, but possible with more than three "selves"). These selves move according to the user’s will (or his motions).
• The user often (in fact, almost always) has a sensory, telepathic and empathic rapport with the bilocated selves and can thus detect them, suggest actions and recall them at will (they can often even use the user’s abilities; but he can’t actually mentally control those bilocated selves other than recalling them).
- Note: The user often also has a Spatial Sense, to perceive where they project their bilocated selves.
- Note: This is not the same as Replication or Astral Projection; if the user dies while this ability in use, the projected self (if it is a solidified replicate of the user’s psyche) does not disappear; as it is a solidified division of the user’s psyche, it could continue the user’s life as though it were the user (with all his thoughts, memories and mannerisms).
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, 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 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).
Variations: Verbal Occlusion • Verbal Occlusion is a variation of Bioacoustic Disruption in which the user can prevent the use of certain words within the subject’s vocabulary. This may hide the word from the subject’s memory, or it may serve as a form of Memory Erasure to delete the word from the subject’s vocabulary period. One with this ability can keep a foe from performing magic spells, or to keep a foe from using the power Yclepsis, or even to keep a vocifer from bending reality, and the like.
Biokinesis Biokinesis, also called Somatokinesis, Genetokinesis (when that faculty is used) or Genetic/DNA/Bodily Manipulation is the mental ability to alter the flow of life-force energy within a subject, even to the point of changing DNA structure and body functions. The user can manipulate skin color, height, weight, facial features, and the like (even to the point of healing and/or regenerating, possibly inducing disease or shifting from the appearance of one species to another). However, shapeshifting with this ability can sometimes only be done within the same mass (if so, one couldn’t use it become the size of a mouse or an elephant). Numerous faculties come from Biokinesis (variations even allow the user to move and manipulate bodily organs themselves).
- Note: This ability does not imply absorption of life-force (that is Life-Force Absorption)
Variations: Arthrokinesis • Arthrokinesis or Tendon/Joint Manipulation is the ability to mentally manipulate the functions of the joints and (sometimes) tendons, either in one's own body, or in the body of others. This ability could be used to increase/decrease flexibility in the bodies of others. This ability could even reduce joint strength in extremities, and control the contractions and movements of such, similar to Bodily Possession. Used offensively, it could be used to contort foes into strange and uncomfortable positions, or induce arthritis (or crepitus), spasms, neck aches/backaches and other joint-and-tendon based difficulties (even tendonitis or bursitis).
- Cardiokinesis
• Cardiokinesis or Heart/Cardiac Manipulation 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, 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 heart attacks or cardiac arrest).
Chaetokinesis • Chaetokinesis, also called Trichokinesis, Comakinesis or Hair Manipulation is the ability to psychically manipulate hair. One with this ability can animate his hair as well as others’ hair. They could also control the growth, length, texture, width and strength of any desired creature’s they come into contact with (perhaps even styling it at will). The user could not cause hair to grow on a naturally hairless animal, but he could cause hair to fall off a creature that normally has hair.
Dermakinesis • Dermakinesis, also called Creakinesis, Sarcokinesis or Flesh/Skin Manipulation 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, alter the healing of flesh wounds and the like (called Endocrine Control or Endocrine System Manipulation).
Gastrokinesis • Gastrokinesis, also called Gastric/Gastrointestinal/Digestive Manipulation is the ability to mentally manipulate the functions of one’s own digestive system, or that of another. This ability could 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 preventing digestion of unhealthy foods, or the metabolizing of poisons. Used offensively, it could even induce constipation (or diarrhea), peptic ulcers, vomiting or other gastrointestinal difficulties/afflictions (even to the point of starvation, if the digestive tract is manipulated to reject all food).
- Hemokinesis
• Hemokinesis, also called Haemokinesis/Hematokinesis or Sanguine/Blood Manipulation is the ability to mentally control blood. The user can make blood coagulate (to heal flesh wounds), snatch blood out of subject’s wounds, or manipulate blood still within the subject, allowing control over a subject’s movements, body temperature and heart rate (by speeding/slowing blood flow). This ability could include the power to stop blood flow (called Blood Stopping or Bloodstopping), taint blood (inducing septicemia), or to make oxygenated blood release oxygen within foes’ wounds, igniting the electrolytes within the blood and effectively burning foes from the inside out (called Blood Burning) or the like.
Hormokinesis • Hormokinesis, also called Hormone Manipulation 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 fluxes in hormone development. The user could even increase/decrease sexual fertility in subjects.
Lipokinesis • Lipokinesis, also called Steatokinesis or Fatty Tissue/Fat Manipulation is the ability to psychically manipulate fat and fatty tissue. One with this ability could generate or reduce bodily fat deposits in oneself and other subjects. The user could even cause a normally quicker opponent to be slowed down by excessive weight (or cause a normally-slower ally to speed up by reducing the fat in their body); changing the amount of fat in the body also changes their stamina (and shifting it around in the body is useful in the place of the abilities Shapeshifting and/or Appearance Alteration).
Myokinesis • Myokinesis or Muscular/Muscle Manipulation is the ability to psychically alter muscular structure. This can be used to hypertroph the muscles to proportions which induce superstrength, to induce motor exaggeration on foes (an attempt to scratch an itch would make foes injure themselves, and the like) or decrease the muscle structure of others, so that they are nearly helpless against attacks. It could strengthen/weaken the muscular structure and endurance of any subject. It could even be used to manipulate the amount of stamina a biotic foe has by changing the amount of lactic acid the muscles generate (called Stamina Manipulation).
- Neurokinesis
• Neurokinesis or Neural/Nervous System Manipulation is the ability to mentally assume control over the nervous system, and thus the sensations felt. The user could psychically cause subjects to feel temperature changes, or feel intense pain (or pleasure), or determine if a subject feels any sensation at all. They could even make subjects' bodies do any action within their power (such as using any superhuman abilities the subject might have), even while they try to resist. This would allow motor control on par with a superhuman capable of Bodily Possession.
Optikinesis • Optikinesis, also called Ophthalmokinesis or Optic/Visual/Eyesight Manipulation is the psychic ability to control eyesight. One with this ability can cause illusions by changing what people see, cause themselves/others to see in different aspects, or change optic temporality so their sight is behind actual time, ahead of actual time, etc. Vision can also be distorted so things appear to be moving opposite their actual direction (this faculty is called the Parallax Effect). The user may even be able to control the eye itself, with practice, as he can control the entirety of motor and/or sensory functions of subjects’ (and/or one’s own) eyes.
Osteokinesis • Osteokinesis, also called Osseokinesis, Ossiokinesis or Skeletal/Bone Manipulation 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 drastically accelerate the process of bone healing). The user can also cause bones to grow through the skin to form plates of bone as armor. After practice, the user of this power can even incapacitate foes with broken legs, arms, ribs or even necks. One with this ability usually has somewhat-pliable skin.
Pneumakinesis • Pneumakinesis, also called Pulmokinesis or Pulmonary/Respiration/Respiratory/Lung Manipulation is the ability to psychically manipulate one’s own breathing and respired gases, as well as those of others. The user of this superhuman 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.
Pherokinesis • Pherokinesis, also called Pheromone Manipulation 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), 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 compulsion to not go into a certain area), or to leave a pheromone path which others can follow in order to find you.
- Phonokinesis
• Phonokinesis, also called Language/Voice/Vocal Manipulation 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. The user could change the volume of the subject’s voice, or render a foe mute. The user, after an extremely long time’s worth of practice, could even control how/when a subject speaks and the languages the subject understands.
Black Box Effect The Black Box Effect, also known as the Mystery Box Effect, Random Effect, Unpredictable 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 will, similar to normal Reality Bending, but the effects are random and unpredictable. Not to mention, the effects aren’t always outrageous and powerful; sometimes, they are still within the bounds of reality and logic. This ability’s effects may range from giving foes a paper cut to generating nuclear explosions or cosmic storms, and everywhere in between.
Blindsight Blindsight, also known as Blind Sight, Blind Sense or Sightless Sight is the ability for one whose vision is disabled (by blindness, closed eyes or darkness) to interact with one's environment as though their sight was perfectly fine, by one of numerous means. The user may be able to see the kinetic energy of motion (or the psionic outline of objects and subjects), and thus can react to it, or their eyes might serve as media for keen awareness rather than for sight. This faculty may even include the ability of the eyes to trace movement or the presence of obstacles without actually seeing them, thus feigning sight. This ability is normally accompanied by Superhuman Reflexes.
• However, sometimes, it includes a psionic inversion of sight capability (the user cannot see until his eyes are closed; while they are open, he is blind); if so, this ability may be accompanied by some other aspect of superhuman vision (commonly Superhuman Sight, Night Vision and/or Telescopic Vision).
Body Part Generation Body Part Generation, also known as (Extra) Appendage Generation or Body Part Forging is 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 (they can only generate as many as the body can manage without physiological harm). 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/damaged organs with others’ organs. 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, it adds to their current strength, stamina, etc.). The user of this ability can often survive shortly without the body part before even beginning to feel pain or suffer injury (not the brain, though, unless this superhuman ability is accompanied by a temporary version of Life Support).
• 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 psychic superhuman ability is called Cellular Memory).
- Note: Cellular Memory is sometimes incorporated into Body Part Substitution (counting it as a part of this ability or counting it as separate, either way is acceptable as long as Cellular Memory is not the user’s only ability; that would be impossible, unless he gained new abilities via surgical transplants)
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 (if the user is thrown onto his back, he could still move along the ground by flexing his back muscles; the user is often also capable of jumping up from a supine position to standing upright in one motion). This ability could be used to move with remarkable grace, and land from falls on one's feet or on all fours as though a fall is much shorter than it actually is, as long as the fall was short of lethal damage (this superhuman faculty is called Catfall).
• While the user's mind could be dominated, the user's nerves are under his control alone (so the user's movements can't be dominated).
Burning Burning, also called Heating, Heat Generation 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 many of numerous ways:
• 1. Fiery Breath, Firebreathing, Superhot Breath, Flaming Breath or Igneopnea- the ability to generate intense heat (or perhaps actual fire) with the breath; can be used to burn/melt/ignite flammable objects, etc.
• 2. Fiery Vision, Burning Vision or Burning Stare- the ability to burn anything the user stares at; by looking at a desired target, the mind triggers its superhuman burning ability (staring at the target is always required)
• 2. Heat Projection- the projection of heat from the body as blasts, beams or just waves of radiating heat from the body (may be warm energy, or it may be superhot energy, or any area in-between)
• 3. Pyric Touch, Burning Touch or Superhot Touch- a touch exuding extreme heat or molecule-accelerating energy, increasing the heat of anything touched (or melting/burning it or setting it ablaze)
However, it may simply entail the increase of heat in molecules 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, also called Color Mimicry, Color Blending or Blending is the ability to blend into the color of one’s surroundings, by one of two ways. The first way is the most common means in which the user tries to blend in by psychically perceiving (or 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; that way, the camouflage becomes so dynamic that the user of the ability is nearly invisible, even while he is in motion.
• Another form of this ability, called Environmental Mimicry, Environment Mimicry, Habitat 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).
- Note: the user of this ability still casts a shadow while camouflaged.
Variations: Aqueous Invisibility • Aqueous Invisibility, also called Aqueous Camouflage or Aquatic Camouflage is the superhuman ability to empathically connect with the clarity of water. One with this ability need only be touched by water, and their body will mimic the color. Upon becoming submerged in water, they become invisible to the naked eye. This even allows the user to avoid underwater detection by Electroception, Sonar, Radar, etc. so it is as though the user is entirely imperceptible underwater, or even when they are touched by thick mist (and are only barely visible when it is raining hard).
- Note: This ability is also called Water Invisibility, Water Camouflage or Water Blending.
Umbrageous Invisibility • Umbrageous Invisibility, also called Umbrageous Camouflage or Shadow Camouflage is the superhuman ability to empathically connect with the darkness of shadows. One with this ability needs only to be under cover of darkness, and their body will mimic the color. Upon being submerged in shadow, they become invisible to the naked eye. This ability even allows the user to avoid detection in dark areas by means like Night Vision, Sonar and Radar, so it is as though the user is entirely imperceptible in darkness (and they are only barely visible when in the shade).
- Note: This ability is also called Darkness Camouflage, Darkness Blending or Shadow Blending.
Capgras Effect The Capgras Effect, also known as Mimic/Doppelgänger/Clone/Replicate Recognition or Perception or Sense is the ability to psychically recognize duplicates, shapeshifters and people in disguise, either by sight or intuition. One with this ability could tell when someone was real or when they were being mimicked. This ability could also be used to tell which one was which out of any two or more similar people; even twins, clones or replicates. This ability could keep one from being deceived by even the most skilled shapeshifters, and it would even allow one to discern where power mimics get there powers from, if the user knew the person who was mimicked.
- Note: People who believe they possess this ability (but do not) are diagnosed as having a disorder known as the Capgras Delusion or Capgras Syndrome.
Catharsis Catharsis, also known as Purgation or Purging 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 orally released from the body. The user of 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 even have the chance to develop. Used offensively, this psychic purgation of negativity from the user's body may actually entail the infliction of said negativities on others.
•Sometimes the purged negativities are just breathed out into a stifling smoke.
Ceasefire Ceasefire, also called Ceasefire/Peace/Harmony/Concord/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 biotic subjects, effectively turning living things into other living things. One with this ability can transmute a person into a dog (or vice versa), turn heart cells into brain cells, or even destroy cancerous cells. The user can also 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. The user can even transform living species into extinct species or the like.
- Note: This ability does not allow one to shapeshift, to induce disease, bodily dysfunction or to destroy bacteria/viruses (it mostly just allows the user to turn others into different species), and thus this ability is not the same as Appearance Alteration, Shapeshifting or Biokinesis (or any of Biokinesis’ variations).
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.
• A faculty of this ability allows the user to absorb the gas that one needs for respiration into any open skin, instead of needing just the mouth and nose to breathe through (called Gas Absorption, Respiratory Absorption or Absorptive Respiration); it can also take the oxygen out of one’s environment (bodies of water, etc.) or sometimes out of the bodies of other living organisms by touch.
Chemical Mimicry Chemical Mimicry, also called (Chemical) Element Mimicry or Compound/Substance Mimicry is the superhuman ability to mimic the properties of chemical elements and other chemical substances or compounds. The user 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). This ability may be accompanied by Material Intuition.
Chronokinesis Chronokinesis, also called Horokinesis or Temporal/Time Manipulation is the superhuman ability to mentally alter the flow of time. With this ability, one could slow the passage of time, quicken it, stop it, or even travel through time. One with this power could even age or de-age any non-Time-Defiant subject one desires (by progressing or regressing the time-fields around biotic matter). Another faculty, however, entails the manipulation of time in a different way; the user would psychically alter the flow of time to instead affect subjects’, and/or one’s own, speed (called Speed Manipulation).
Variations: Monotony • Monotony, also called Mental Rewinding/Resetting is the ability to psychically "reset" a subject's mental temporality (not his mental age; he retains intelligence) so a subject thinks that he has not done something that he has already done. This ability would cause a subject to say things over and over again, ask the same questions, or look in the same places when searching for something, or even do the same routine everyday. This ability could even cause a foe to reuse a power, which will allow the user to know the foe's moves (and how to avoid them) before he makes them. This ability may be accompanied by Telepathy or the like.
- Space-Time Manipulation
• Space-Time Manipulation, also called Continuum Manipulation or Continuum Control is a version of Chronokinesis in which the user can manipulate the entire space-time continuum (instead of just time). The user can control and travel through time, change the location of objects, subjects or structures, change one’s position in space-time (teleporting), remove oneself from the space-time continuum and the like. However, the user can only manipulate what is already present in space-time; they can’t summon things from dreams, create realities or anything drastic.
- Temporality Manipulation
• Temporality Manipulation is the ability to psychically manipulate subjects’ perception of time. One with this ability could rewind foes’ vision to a few seconds in the past and cause it to be delayed to avoid foes’ vision for a few seconds (called Optic Delay) or delay foes’ reactions, or the like. The user could even cause subjects to see too far in the future, or make them see things before they happen all the time (instead of just helpful precognitive flashes), or gift allies with Lentation (by slowing their perception of time and speeding up reflex temporality).
Chronopathy Chronopathy, also called Chronomancy, Chronometry, Chronoception, Temporal Intuition, Temporal Perception or Temporal/Time Sense is a fine tuned psychic sense of precise time. This ability allows one to determine the exact time an event will take place/has taken place, or how long it took/will take. This can be used to determine when a foe will strike, how much time one has left until an event takes place, or the exact date, year and time (regardless of time zone). This ability could even be used to discern a subject or object’s age, to detect if time has been affected, if a subject is time-defiant, if someone has traveled through time, and where/when to.
• The user can only tell how long an event has taken, or will take, as long as he has knowledge the event will happen)
Circumlocution Circumlocution, also called Doublespeak or the “Gift of Gab” is the psychic ability to use a combination of vocal and mental power to confuse and trick foes with ambiguous, evasive speech. The user could use speech to get people to reveal secrets, or do other things they would not normally do (with no need for Mind Control). One with this ability could even frustrate a subject to the point that he attempts to make sense of a totally stupid or irrelevant point. This ability entails 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/Panoramic Vision or 360° Vision, is the state of having 360° of sight, allowing one to see around oneself 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.
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 imperceptible, 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 cause structures to topple over or collapse in on themselves. This may be accomplished a number of ways. The first is most well known; in which, the user psychically causes the structure’s support to fall off/move away from the structure that it is supporting. However, another version includes psychic exaggeration of weak points, causing structures to crumble to pieces, while another includes generation of psychic points on a structure; the points have matching energy and attract each other (causing the structure to cave in on itself). When developed, this ability could be used to remove a foe’s leg so he falls over, or (eventually) to collapse whole buildings.
Variations: Stabilization • Stabilization, also called Fortification is a variation of Collapse which, instead of psychically causing structures to cave in, collapse or topple over, psychically keeps them from doing so. This ability keeps a structure from toppling over as long as it has at least a small portion of support; the piece that supports the structure is charged with highly stable psychic energy which keeps the object from toppling over (even an unstable structure like a house of cards, a tree that has been chopped most of the way through, or a stack of chairs). This ability could be used to prevent avalanches, building collapses or the like.
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. Few users ever reach beyond that range of this superhuman ability.
Variations: Explosive Zone Generation • Explosive Zone Generation is the ability to psychically endow an object (or area of an object) with explosive power. One with this ability does not cause objects to explode, but rather endows them with psychosomatic power (not kinetic energy; this is not Entropy Magnification) that reacts to hostile presences. Simply put, if the user’s foe touched an object endowed with the user’s power, then the object would blow the foe back with incredible concussive force. If the object were left unharmed, it would simply serve as a booby trap for any foe that passed by (and it will not react to the user’s presence).
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. The user 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 Superhuman Resistance.
Contagion Contagion is the ability to mentally pass on a character trait from oneself to someone else. Similar to Empathic Projection in which one can project emotion, one with this ability instead passes 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 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, also called Chionokinesis, Psychrokinesis or Frost/Ice Manipulation is the ability to mentally generate and manipulate ice, frost and snow. One with this ability could move ice around at will, shift ice to/from liquid or gas at will, or form constructs and basic weapons from ice as one chooses. The user could even stop hail or snow in midair, or hurl snowballs, icicles and things covered in ice at will (perhaps even to the point of inducing avalanches, breaking ice off of glaciers, etc.). This ability may or may not be accompanied by Freezing.
Cryptomnesia Cryptomnesia or Latent Ability is the revelation of knowledge/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 may remain oblivious, allowing them to 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.
- Note: Those with this ability and another psychic ability can never truly have their memories erased or have their mental abilities negated; if the user has had Memory Erasure or Power Negation used on them, the knowledge or abilities would simply manifest themselves subliminally (the user would go into a state similar to False Cognition until the knowledge or ability was no longer in use).
Cryptopathy Cryptopathy, also known as Psionic Encryption/Ciphering is the psionic ability to 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 (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 psychically cause the solidification of minerals around a subject via touch or breath (or to psychically reconfigure matter into its crystal version), effectively containing, restraining or immobilizing subjects. Or the user can sometimes exude psychic energy that attracts crystal molecules in the air to each other, so carbon molecules coalesce to form a coating of diamond, or the like, to cover the subject in. Sometimes, the crystalline coating can even be specified to the user’s liking (diamond, quartz, sapphire, etc.). This ability may be accompanied by Reanimation and/or Crystallokinesis.
•The ability to imbue crystallized subjects with one’s own psychic energy, thus enabling the user to psychically move and control said subjects like puppets, is called Crystallized Control (a faculty that is similar to Animated Control, Petrified Control or Vitrified Control).
- Note: Inanimate matter can also be converted into crystal (water, trees, rock and the like; not air, light, radio waves or energy), but when living beings like plants, animals or people are crystallized, their life-force is still present within them, making them perfect targets for beings that can absorb life-force (and if crystallized animals or people fall over and shatter, they die and are stuck in that form).
Crystallokinesis Crystallokinesis or Gem/Precious Stone/Mineral/Crystal Manipulation is the ability to generate and/or 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. The user can psychically manipulate minerals and crystals from the ground, gems and jewels. This can be used to change the size of present minerals, to change the molecular composition of minerals (changing one type into another), or even to take the minerals out of any place containing them (even living bodies, at the higher bands).
D
DNA Reading DNA Reading, also called DNA Perception, Genetic Perception, Gene Perception, DNA Awareness, Genetic Awareness or Gene Awareness is the ability to psychically "read" the genetics of a subject through coming into close contact with them. One with this ability could discern any allergies the foe may have, or a foe’s medical history (if heart failure, cancer or other medical problems run in their family). The user could even tell which chromosomes genetic disorders originate on, or sense physical traits (like race, eye and hair color, gender, recessive genetic traits) even at a distance, or sense if two or more beings share a blood relation (and what the relation is), or sense the presence of superhuman abilities (including latent ones), and the like.
Variations: Relative Detection • Relative Detection, also called Relative Perception, Relative Sense, Family Detection, Family Perception or Family Sense is the ability to psychically detect the presence of a genetic bond between oneself and a relative. One with this ability can discern what the bond is (if they’ve never met the relative before) and psychically hone in on this genetic link to track that relative anywhere they go, regardless of distance/obstacles. This may even be specified to track a certain relative (a Parent Sense, a Sibling Sense, a Twin Sense, etc.)
• Either way, it works only to detect the location/activities of relatives, not thoughts or emotions.
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 times can also 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 even detect traps and the like (called a Trap Sense or Trap Sensing).
Variations: Chaos Sense • Chaos Sense, also called Chaos Perception is a version of Danger Sense in which the user can psychically discern the presence of conflict and discord (even conflicting beliefs). One with this ability is capable of telling if two people are about to fight or get into an argument, capable of perceiving the presence of beings already in an altercation, and the like. They can even perceive when the chaotic situation will ensue and which beings present are most or least likely to cause chaos. This ability is often accompanied by Social Intuition, so one can also discern how to properly end destructive and chaotic situations.
• This ability also allows one to sense psychically if two or more individuals dislike one another, to what degree they dislike each other and how likely the individuals are to act/react violently toward one another. The user of this ability can even sense cognitive dissonance (conflicting beliefs within a subject’s mind).
Combat Sense • Combat Sense, also called Combat Intuition is a version of Danger Sense in which the user can psychically detect the movements of subjects with hostile intent. One with this ability may detect motion during the battle, as subtle discernment (the motion-detecting version of a Danger Sense), or they may come ahead of time (or provoked by detection of hostile intentions), accompanied by a feeling of when the attack will come. This ability is usually accompanied by Superhuman Reflexes, but may also be accompanied by Chronopathy.
• This ability also allows one to sense how to use one’s environment to one’s advantage in a fight, as well as what objects, structures or subjects are present that one can use to one’s advantage.
Death-Force Absorption/Projection Death-Force Absorption/Projection is the superhuman ability to psychically absorb and/or return the force exuded from the dying, dead and undead. The first faculty entails Death-Force Absorption, which can return a dying foe to full vitality (as well as healing and regenerating the user), or drain the undead of vitality. The user could eventually absorb enough death-force to return undead to normal and/or return others (or oneself) to full vitality. However, this ability also entails the faculty Death-Force Projection, which could let one instill enough death-force to kill perfectly healthy foes (often both aging and exhausting them to the point of fatality), or restore undead to full health.
- Note: One with Death-Force Absorption is especially powered up in the presence of death, the dead and undead
Death Sense Death Sense, also called Dying/Doom Sense or Death/Dying/Doom Detection or Perception 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).
Variations: Dark Precognition • Dark Precognition, also called Dark Premonition or Vision of Decay is the psychic ability to see what everything around him will look like dead, decayed or decomposing. The user sees how everyone around will die by looking at signs (if the user’s friend will die in a car accident, he can still see his friend walking around, but it will look to the user like his neck is broken or has gashes from the car impact, etc.). If the user encounters someone who will die soon, either the user gets a jolt or that person’s death comes to the user as a vision.
• This ability can only seldom be turned off at will, but it can be shared with a subject with whom the user locks gazes, and may be able to be temporarily passed on to another person with a touch (the subject would have to find and touch the user to pass it back to him; he couldn’t pass it to anyone else except back to the user, because he is not the original user).
Sleep Sense • Sleep Sense, also called Sleep Sensing or Hypnesthesia is the ability to mentally detect the minds of sleeping subjects within the immediate vicinity. The user can perceive when others are asleep (the reduced brain-wave activity in the brain, or the aura of sleep around subjects), as well as the type and/or length of sleep, or even if a subject can sleep (they may even be able to tell when subjects are about to fall asleep, or sense the presence of substances that induce sleep).
- Note: This ability often accompanies the abilities Hypnokinesis, Oneirokinesis and Sleep Inducing, while also gifting the user with a heightened resistance to them as well (this ability keeps the user’s awareness from diminishing as he falls asleep; his reflexes also stay the same).
Death Warning Death Warning, also known as Death/Doom/Danger-Warning or Impending-Death/Doom/Danger Perception is the ability to use one's psychic power to announce the impending or changeable death or danger of a subject. One with this superhuman ability, however, may do it one of a few ways (besides the normal projection of a feeling of danger to the subject). These numerous 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.
• 3. 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 concentrate on the song mentally so that he can induce the ability on himself.
• 4. 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 or a subject with which his death is associated, he will see a vision of how he will die.
• 5. Dread Stare or Warning Glance is the ability to provoke the subject to see his or her impending death by looking into the subject's eyes. Sometimes, though, the ability activates on the user, and warns him of either his own death or the death of others, while also psychically compelling the user to stop the vision by any means necessary (this faculty is called Premonition or Warning Vision).
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.
Variations:
- Death Passing
• Death Passing, also called (more colloquially) Impending Doom or Dying Words is the ability to (prior to one’s death) speak the name (or species, if it’s an animal) of one’s murderer, so he dies in the user’s stead, and the user will heal. This ability, naturally, can only be used under certain stipulations, the primary one being that the user is injured by a living creature (not a car or a fall, unless he knew who was driving or who pushed him). The user must also know the foe’s name, or at least (in some cases) know what the foe’s face looks like.
• Sometimes this ability even allows the user to intuit who is trying to kill them so that they can speak the name of the person after the act has been done (but before the fatality); in some cases, they become invulnerable until they speak the name of their murderer, making it impossible to be killed by living creatures (which is a form of Immortality).
Deathspeak Deathspeak, also known as Death Affinity, Spiritual Affinity or Shamanism is the ability to psychically and/or vocally 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 often accompanies the ability Clairaudience, but may also be accompanied by Mediumism and/or Mediumistic Automatism.
•If this ability accompanies Necromancy or Mediumism (even Mediumistic Automatism) then it is usually considered to be apart of whichever ability it accompanies.
- Note: This ability is not the same as an Astral Affinity, because this ability allows one to communicate with spirits and undead regardless of language barriers, while Astral Affinity allows the user and spirits/undead are reciprocally comfortable with one another (and while spirits/undead cannot communicate with the user, they are rendered far less likely to want to attack, show hostility toward, possess or want to frighten the user).
Deception Deception, also called Deceit (among 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 bodily indication that one is lying (heart, brain and nerve activity don’t change), thus evading Lie Detection, even by telepathic means. The second faculty, however, is most powerful; the user subliminally compels subjects to believe anything that the user says, 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 the subject otherwise (similar to Psychic Persuasion, except it only compels others to believe you).
• A faculty of this power implies that the user can psychically cause the contagious spread of erroneous information, falsehood and rumor; the user only need speak the lie under his breath (or think it, depending on the user) and it will be received and believed by everyone’s minds within the user’s radius, except the user’s mind, the mind of the person the lie is about and perspicuous minds (called Psychic Rumor or Subliminal Whisper).
- Note: If one with the power Psychic Rumor speaks a lie aloud, the effect may or may not work (it is a subliminal ability, so it is much more effective if the deception is spoken low or subliminally)
Decrescence Inducing Decrescence Inducing, also called Decresence, Oblivion Inducing, Obliteration or Existence Negation is the ability to psychically cause foes to literally fade away, with a touch. 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 (so he dies; he still has physiological needs, but can’t meet them). 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 becomes a powerful and dangerous weapon.
• If the ability is used on a target, it will fade away a little; he will fade more and more with the repeated or prolonged use of this ability, until eventually he fades entirely out of the fabric of reality (this ability must be used more than once—usually around five times—to obliterate a foe entirely). But if the user does not use the ability on the subject again for a short while, the subject may return to normal.
Deflection Deflection, also called Reflection, Blocking or Riposting is the ability to physically/psychically dismiss and deflect whatever physical projectile heads directly toward the user. The user 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, the user could even consciously knock away impending dangers with phenomenal force. This may replace Superhuman Endurance, Invulnerability or the like.
Degeneration Degeneration, also called Anti-Healing or the Anti-Healing Effect is the psychic ability to deteriorate others, by reversing the healing process. Old wounds are re-opened, all old afflictions return, and if the user uses it for long enough, the subject will be severely maimed. If the subject has been harmed enough in the past, the user may even be able to kill a subject with this ability, 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 ability has less effect on those with Rapid Regeneration.
Dehydration Dehydration or Desiccation is the ability to pull water or moisture out of any subject capable of storing the former (usually via the hands), either to just make them thirsty or pull all of the water out, so they die from the lack of moisture. One with this ability either stores the moisture or simply disperses it from the body of the foe (although both are possible); sometimes one with this ability can even 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 the ability Asepsis and/or Water Discharge.
Déjà Vu Déjà Vu is the eerie sense that one has seen a location or subject before, when in fact, they have not. One with this ability could recall the subject or feel as though they remember the subject, object or event 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, or what caused it 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 every part of that place, and are familiar with artifacts from that place even though they have never come into that place before.
Variations: Jamais Vu • Jamais Vu is a faculty of Déjà Vu in which the user does just the opposite of the ability from which it stems. Instead of experiencing the unfamiliar as familiar, it causes the user to experience the familiar as unfamiliar, with no apparent cause. One with this ability could see family members and not have a clue that they are, and the like. There are said to be numerous other types of Jamais Vu type experiences:
• Jamais Vécu is the sense that one has never experienced a familiar situation before. One with this ability can be tricked into a frightening experience again and again, or the like. This ability may occur often or rarely, but it allows the user no knowledge of the scene or experience.
• Jamais Senti is the feeling that one has never experienced a sensation before, when in fact, it is entirely familiar. One with this ability would not remember the sensation, even sometimes as familiar as a kiss or hug, or pain.
• Jamais Visité is the feeling that one has never been somewhere before, when in fact, the place has been visited previously by the user. This could be used to evade painful memories, or successfully lie about having been to a place before.
- Presque Vu
• Presque Vu or the Tip-of-the-Tongue Effect is a faulty faculty of Déjà Vu in which the user does only part of the ability from which it stems. Instead of experiencing the unfamiliar as familiar, or even the familiar as unfamiliar, it causes the user to experience a partial revelation of knowledge (in which the user recognizes something, but cannot remember what it is called, what it is for, and the like), with no apparent cause. One with this ability could see family members and only have the slightest clue that they are, and the like.
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 compactness of other things as well (called Density Manipulation). This ability can allow Superhuman Endurance (if the user compacts himself) or Levity (if the user disperses oneself).
Variations: Size-Altering Density Shifting • Size-Altering Density Shifting, also called Size-Dilating Density Shifting is a version of Density Shifting in which the compaction/expansion of the user’s molecules results in a change in size as well as a change in density. If the user compacts his molecules so that he can become denser, he will also become smaller (but will retain weight, strength and durability as if he were normal size). If the user loosens his molecules to become less dense, he will become larger (psionic energy will fill in the gaps where the outspread molecules leave empty spaces, so that the user is tangible, and still has a definite shape; he still retains weight and strength).
- Note: This ability is often confused with true Size Shifting.
Desolation Desolation, also called Ravaging, Decay or Ruin is the ability to psychically dilapidate or ravage all things around. This name encompasses the use of many superhuman abilities. These may include:
• Erosion Inducing or Weathering- the ability to psychically cause rocks, stone, metal, clothes and other materials to weather and erode (either psychically or at a touch). One with this ability could erode rocks to sand to tunnel through mountains or cause the clothes of foes to wear down the longer the user touches or concentrates on them, and the like.
• Pollution, also called Contamination- the ability to psychically cause water to sour, air to become stale and a whole myriad of other things that taint one's environment. One with this ability can use it to pollute perfectly clean air, or to make water fetid and undrinkable, to decrease fertility in soil, to ruin plants and to poison animals. However, in some cases, the user may actually physically emit the pollution from their body (smog, radiation, poisons, sludge, etc.).
• Putrefaction, also called Stagnation or Rotting- the ability to psychically induce rotting in products which are biodegradable. One with this ability puts an aura around the product that attracts bacteria, fungi, mold spores and other dangerous pathogens to the product. This can be used to induce infection in the injuries of foes, speed up the rotting of food or dead bodies, and the like.
• Rust Inducing or Rusting- the ability to rust metals (either psychically or at a touch). This ability could be used to corrode through nearly any metal object or structure (sometimes even those metals which are not normally susceptible to rust). One with this ability could rust prison bars to escape jail, or to rust the metallic exoskeleton of a superhuman foe. Sometimes the rust can be removed, but that will not undo any damage already done by the rust (it just prevents further damage).
• Sickness Inducing or Sickening- the ability to psychically cause living creatures to become sick; while the user does not generate or manipulate bacteria or viruses, he does surround the foe in an aura which attracts bacteria and viruses, and lowers his immune defenses as long as the user stands nearby or concentrates; or it may simply attract pathogens to surfaces.
One with this ability weakens life all around oneself, causing animals to grow uncomfortable and sick, and causing constructs to wither and leaving death, decay and rot in his wake. The user would even dim fires and the like, along with ruining nearly anything in one’s environment upon coming into close contact (fortunately, this ability can usually be turned on and off at will). If one possesses all of these faculties it is simply called Desolation.
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 followed 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 after the energy is released, with no damage to the user at all). This ability may be accompanied by high resistance (or immunity) to explosive force, radiation and heat.
- Note: This ability is not Combustion Inducing; this ability allows the user to explode and then to (usually) reconfigure, while Combustion Inducing allows the user to cause other things to explode.
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 and/or Terrene Adaptation.
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 more bulgy, animated version of oneself. This form can be used to bounce projectiles back at foes, to inflate oneself like a balloon or to bounce back from high falls and concussive force (the body is also rendered more resistant to pain and electricity).
• Three-Dimensionality makes the user appear more blocky and dense, like an entity of geometrical figures. This form can be used to gain heightened strength, to resist attacks with heightened durability, and to deal intense damage (cutting and concussive) 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 (by flattening against walls and the ground) 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 (while the user maintains the durability of his normal form).
• Zero-Dimensionality makes the user appear like a usually-immobile singularity (an infinitesimal spec) 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; the user may even be able to change the apparent dimension of other objects or subjects (called Dimension Manipulation), though, in some cases, they can only shift to one of the former described dimensions, or forms beyond 5-dimensions, which usually entails Dimensional Travel.
Variations: Matter Folding • Matter Folding, also called Folding is the ability to harmlessly fold objects that have been shifted into Two-Dimensionality. One with this ability can fold up his car, his house, even living creatures, so long as they have been shifted into Two-Dimensionality. This can be used to hide objects in plain sight, to make room for numerous objects in a small compartment for easy and safe transport or the like. This ability is always accompanied by Dimension Manipulation (Two-Dimensions) and the ability to unfold whatever one has folded.
Dimensional Travel Dimensional Travel, also known as Dimensional Transportation, “Dimension Hopping”, Portal Generation or Warp Travel is the superhuman psychic ability to create portation "discs", spatial "rips" or the like, for transport between two non-adjacent locations (different dimensions or simply different locales on their present plane of existence). However, it also allows other faculties:
• Dimensional Anchoring prevents movement out of one dimension and into another. It prevents the generation of portals and prevents passage of subjects through already-generated portals; anyone caught within the portal will be ejected back into the dimension/time he was in when he entered the portal.
• Dimensional Displacement psychically distorts a subject's spatial presence. It can allow/disallow simultaneous interaction with numerous dimensions (a dimensional version of Bilocation), send a foe back to his original dimension, or cause the subject to teleport/time-travel randomly anytime he moves.
• 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
• Portal Generation is the generation of portation "discs", spatial "rips" or the like, for the purpose of travel in one’s same dimension. One may use this ability in the place of normal Teleportation. Sometimes a portal may be opened only for access to one side, to let out whatever dangers are on that side, such as opening a portal to the heart of a flash flood to unleash a torrent of water out on foes, or the like. Portal Generation is a name for a faculty of this ability as well as the entire superhuman ability itself.
• Wormhole/Vortex Generation is the ability to psychically generate distortions in gravity or space-time (or the ability to dilate light waves to infinite mass), thus resulting in the formation of wormholes (which pull subjects into them with extreme gravitational force, if generated by the first means). A vortex is usually too dangerous to be traveled through, however, because it often results in travel to a random dimension, location or time at speeds that are superluminal (faster than light) in measure.
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) or the power to instead travel through time (called Time Travel, Temporal Travel, Temporal Relocation, Temporal Navigation or Chronoportation), among others. Time Travel (if it is innate, not accomplished by mechanical means) is often accompanied by Chronopathy.
Variations:
- Disadvantageous Time Travel
• Disadvantageous Time Travel or Time-Travel Sensitivity is the ability to travel through time, but with all the normal effects of time reversion/progression (reversion/fast-forwarding of memory, regression/progression of age, etc.). One with this ability could only travel back to around the time after their time-travel powers manifested, or else they would not be able to get back to their present time (and as one traveled further ahead in time, he would age and eventually reach the day of his death). This ability may be accompanied by Chronopathy.
• A less-dangerous variation of this superhuman psychic ability implies random time travel, uncontrolled by the user (this is called a Time Slip). The effect can occur at anytime, and may transport the user to anytime, but only as long as the user is awake and conscious.
Mirror Interaction • Mirror Interaction, also called Mirrored/Reflected Existence is the psionic ability to use mirrors as a gateway into the Realm of Mirrors, which exists alongside our reality. This world looks exactly like the real world, except without cars, trucks, etc. or living creatures. These things can only be seen in the mirror world as they pass by a mirror/window, in their spatial location in the real world (for example, a car could appear in the mirror world, hit a subject within the mirror world, and then phase back out, as a car passes a window in the real world).
• One with this ability can usually touch things in the real world to make their proportional position in the mirror world visible. If the user of this ability touches an object, a person or people, they can be taken into the mirrored existence as well. Not to mention, whatever happens to a reflection in the mirror world happens to its real-world counterpart.
- Zero-Hour Effect
• Zero-Hour Effect, also called Saving, Redo or the “Game-Save Effect” is the psychic ability to set up “checkpoints” in time. By using this ability then, upon encountering danger or an error in judgment, the user’s mind will subconsciously trigger time-travel back to the checkpoint (before the mistake or danger occurred). The user could travel back to right before a foe made a move, so that they could learn the foe’s moves before he makes them, or even reverse or prevent making a fatal mistake. This form of Time Travel is usually subconscious, although sometimes it can be triggered consciously (but not for normal Time Travel).
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. This is done either by psionically covering the target (or its joining parts) in similarly-charged psionic energy, which makes the target’s pieces fly apart, or by touching the object, channeling psionic energy through the hands, which makes the pieces of the target to come loose (normally or violently, depending on the user). The user could cause things to come apart that are anywhere from as small as a flash drive to as large as a computer (or even a car); this usually only works on abiotic (non-living, inanimate) systems.
• 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 living with said damage to his body. The user often also 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 is often accompanied by the ability Anatomical Automatism, Anatomical Recall and/or Rapid Regeneration.
Variations: Anatomical Liberation • Anatomical Liberation or Anatomical Freedom is the ability for body parts to take on a life of their own to once they are removed from the body. One with this ability may lose a hand, and soon after losing it, it will spring up and start moving around on its own as though it were a separate biological entity, instead of one of the user’s body parts (although it will sometimes maintain a telepathic/empathic rapport with the user) . This ability is often accompanied by Pain Immunity, Rapid Regeneration and/or Rapid Regrow.
Disillusion Disillusion is the ability to psychically undo or negate illusions. One with this ability could snap subjects out of illusions, negate hallucination, remove delusional thoughts from the minds of subjects, or reveal what is usually hidden by illusion/delusion/hallucination. The user can undo disbelief and unrealistic thoughts to clarify the minds of subjects (not to mention, they can keep others from being affected by Mirage Inducing). This can sometimes even be used to induce perspicuous thought which can prevent illusion in the first place. This ability is often accompanied by Perspicuity.
Variations: Truth Revelation • Truth Revelation is a variation of Disillusion in which the user can cause physical illusion, such as Shapeshifting, Psionic Facial Recollection or Conversion to revert to its original state. Though, sometimes it doesn’t work entirely to remove the disguise or undo the shape-changed form; it may simply allows other to see that the foe is in disguise, by reverting his traces back to normal (his form remains, but his reflection, shadow and scent will all give away his true form) or a disguise could psionically be made see-through to others, while still looking the same to the subject that was in the disguise.
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, another version of this ability causes the subject’s molecules to be turned into similarly charged ions, and thus they disperse (this is called Ionization or Ionic Conversion), while another causes the subject to burst into a cloud of powder (this is called Pulverization). However, another faculty of this ability allows the user to reverse the effects of Disintegration (this faculty is called Reintegration).
• The power is psychic, but exuded through the hands and is usually voluntary, but is sometimes accidental or permanently activated, so the user may act as living antimatter.
Disruption Disruption, also known as Interference (or Disorientation when that faculty is used), is the ability to project a psychic aura (or an EMP) from the body that disrupts electrical/electromagnetic fields. One with this ability can disrupt electronics, radio transmissions, cell phone connections, etc. It could even disrupt electricity innately found in the human body, or the brain's function centers, including the center for balance (effectively inducing vertigo/dizziness) and memory (allowing the user to induce blackouts and fainting, but not to erase memory). This ability can usually be suppressed/activated at will.
• If the ability is called Interference (it is used on non-living subjects), then the type of interference is often specified (Radio-Wave Interference which only messes up radio frequencies, Electrical Interference which only messes up electronics and electrical appliances, Electromagnetic Interference which messes up light, electricity, magnetic fields and radio waves, or the like).
- Note: This ability is referred to as Disruption or Interference when used on non-living systems (electronics); when used on living things, it is Disorientation; it is also called Vertigo Inducing if used on living things, but that is only if it actually induces vertigo (not if it induces blackouts or fainting).
Distraction Distraction is a telepathic faculty in which one disrupts the part of the brain that 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…the subject would keep getting distracted).
• An alternate version of this ability includes the generation of distracting sparkles, bubbles, or mist patches to escape danger. These things surround the user and catch the subject’s attention as the user escapes, but they do not mesmerize the foe (that ability would be Mesmerization).
Variations: Attention Direction • Attention Direction, also called Attention Diversion is the psychic ability to cause a subject to look at, look in the direction of, or pay attention to any subject, object or target that the user designates. One with this ability could cause foes to look the other way, while the user steals their wallet, or to pay undivided attention to a hypnotic superhuman or the like. The user could even cause a foe to keep looking into the sun during an eclipse or the like. This ability may be accompanied by a vision-distorting ability, such as Luminescence, or another ability that allows one to evade notice, like Hypoperceptibility.
• This ability causes the subject to avert his vision toward or away from anything psionically designated; it becomes the object of his nearly-undivided attention.
Divination Divination or Prognostication is a form of Clairvoyance necessitating a tool of some sort, or the interpretation of signs, in order to psychically acquire information not currently present to perception. This may include any of the following:
•Astrology, also called Astrological Sign Reading or Zodiac Sign Reading 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.
•Augury or Rune Reading 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, the weather or the answer to a yes-no question.
• 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.
•Cartomancy, also called Tarot Card Reading 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 (the random pulling of lettered cards from a deck may even spell out a message).
•Chiromancy, also called Palm Reading or Palmistry is the ability to perceive a person’s past or future history, and personal details of a person’s life by reading the lines in a subject’s palm (often accompanied by tracing along those lines with one’s finger). One with this ability can sometimes even use it far away to predict weakness (either physical or psychological) of a foe or to perceive the future of allies to help them.
•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.
•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.
•Hydromancy, also called Water Reading 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.
•Muscle Reading is the ability to perceive information about a person based on the movements and twitches of the muscle. The user 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. This could be specifically targeted so that the user can read the muscles, expressions and twitching of the face (called Physiognomy or Face Reading)
•Numerology or Number Reading is the ability to perceive information about the past, present or the future (or an answer to a question, or information) by observing number patterns. The user sees patterns in the order one sees a set of numbers, how many numbers they come across, or how much encountered numbers add up, subtract, multiply or divide to make (and can determine people’s “special numbers”).
•Oneiromancy, also called Dream Reading or Dream Interpretation 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, objects or situations represent, as well as interpreting even the occurrence of dreams (or nightmares) in itself as a sign of some future event.
•Pyromancy or Fire Reading 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 intensity or fluctuation of the heat, the motion and/or even perhaps by literally “listening” to the fire, and getting an empathic message pertaining to the information that the user desires.
•Rhabdomancy, also called Dowsing is the use of a rod (or rods) to locate ground water, buried metals, ores, gemstones, oil, gravesites. The rod must be wooden or some other natural element so it can attune to nature (to be drawn to what the user is looking for). This ability is sometimes even used to detect ghosts or lost people. A crystal can also be used for dowsing (called Crystal Dowsing), especially with maps, but it is less common.
•Scrying is the use of divining tools to gain psychic vision of a location. The user may use a crystal ball (called Crystallomancy, Crystal Gazing or Crystal Seeing), a stone, a reflective surface like a crystal slab, a water puddle, a mirror (called Catoptromancy or Mirror Gazing), etc. (even a TV screen or computer monitor) to observe an area, to find a target, to spy without foes knowing (unless they have Scopaesthesia) or the like.
•Séance Holding is a version of Necromancy in which the user psychically evokes the spirits of the dead (this requires at least two people present). The spirits speak to the necromancer and answer any questions about the past, the future, how they’re doing, etc. (but they are not compelled to answer anything or to obey orders, and this ability, if undeveloped, does not always summon the right spirit).
•Theomancy, also called Oracular Revelation or Divine Revelation is the ability to learn about the past, future, weather forecasts, divine knowledge or answers to questions, using responses given by entranced, divinely-inspired oracles (or the ability to serve as one of these oracles). Users can perceive information directly from the divine, but only as the divine wish to reveal it (and often it is revealed only in riddles).
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.
- Note: Oracular Revelation (mentioned above) and Divine Inspiration (mentioned in the Divine Favor article) are similar, but there is a distinct difference; Oracular Revelation comes while the user confronts an oracle who is under a divine trance or in a state of divine ecstasy (or the user himself is under a trance); Divine Inspiration is the immediate reception of an idea, given directly to the user with no need for him to be in a trance state.
Variations: Aeromancy • Aeromancy, also called Sky Reading is the ability to perceive insight by reading aerial signs. These may include Anemomancy/Anemoscopy (divination of wind direction/intensity), Nephelomancy (divination of clouds), Ceraunoscopy/Brontomancy and Astrapomancy (divination by thunder and lightning, respectively) or Chaomancy (divination of aerial visions like the aurora borealis, a rainbow, rain, mist).
•This ability may also include a superhuman faculty called Meteoromancy or Cometomancy (which is a divination by meteors, shooting stars and comet tails).
- Note: Sometimes, Aeromancy refers to the empathic power to literally speak with the wind itself, similar to one who has the power of Hydromancy, Geomancy or Pyromancy, in order to find information on the past, the future or the answers to questions (it would literally sound like the wind was speaking to the user).
Dictiomancy • Dictiomancy, also called Dictionary Divination is a variation of Bibliomancy in which the user can perceive information about the past, future, weather forecasts, divine knowledge or answers to questions based on passages given by flipping through a dictionary. One with this ability simply asks a question, and then turns to a random page, which will contain a word pertaining to the answer.
Dream Questioning • Dream Questioning, also called Dream Question or Oracular Dreaming is the ability to gain the answer to questions within one’s dreams. The user of this ability need only have a question in mind, and when they go to sleep, the dream will provide the answer that one needs; there is no need for interpretation (thus it is similar to, but not the same as Oneiromancy).
Lithomancy • Lithomancy, also called Stone Reading, Rock Reading or Gem Reading is a variation of Geomancy in which the user can perceive information about the past, the future, weather forecasts or answers to questions by reading the indentations on rocks, or casting rocks and interpreting the meaning behind where they land. The user may even be able to divine information from the facets of gemstones.
Metagnomy • Metagnomy, also called Magic-Mediated Divination is the ability to use Magic to learn about the past, present, future, weather forecasts or answers to questions. The user of this ability must cast a spell or use magical energy to form a Scrying medium in order to perform the magical version of normal Divination. The user can mimic any form of divination with this ability.
Theriomancy • Theriomancy, also called Zoomancy is the ability to learn about the past, future, weather forecasts, divine knowledge or answers to questions (even predicting disaster), by observing/inquiring of animals. This may include observing or looking into cats’ eyes to see the future/past, etc. (called Ailuromancy or Felidomancy), observing the hopping patterns of a frog/toad (called Batrachomancy) or the like.
- Note: The observation of fish behavior is called Icthyomancy; the observation of birds’ behaviors and flight formation is called Auspice, Auspicy, Auspication, Avimancy, Ornithomancy, Ornithoscopy or Orniscopy; the observation of snakes is called Ophidiomancy or Ophiomancy; the observation of horses’ behaviors is called Hippomancy or Hippiomancy, and the like. Obviously, these are all the kinds of Theriomancy (these are not the only kinds of animals).
Divine Favor Divine Favor is the state of being blessed by one's supreme deity. One with this ability can speak to the deity whom they worship, and their god will listen to them. Their deity will grant them certain prayers and wishes (no death wishes or malicious desires), simply in exchange for the user of this ability to serve the deity. This may even include the bestowal of abilities or knowledge on the user, making his spiritual radiance more apparent so others will find it hard to dislike him (also known as Glorification), or causing foes to conveniently avoid the user, etc. The user is also constantly blessed in his lifetime, and is almost always filled with a divine feeling of peace, happiness and completeness.
•This may also entail the deliverance of seemingly-coincidental, entirely helpful, information or ideas about situations at just the right times (called Divine Inspiration), possibly the strength, cunning and courage to face challenges, courtesy of the user’s patron entity (called Divine Empowerment) or the ability to call forth acts of divine deliverance/protection, such as supernatural healing, incredibly good fortune, or the like (called Miracle Working or Thaumaturgy).
- Note: This ability cannot be negated or mimicked by Power Mimicry or similar abilities.
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 (complete with vast new abilities and knowledge or enhancement of current abilities/knowledge). This ability sometimes only occurs after death (or only temporarily during life). It can sometimes be reversed, by the user or the entity, after the superhuman's divine duty is done (this is called Abasement). When supernatural 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 transfigured into or born as humans/superhumans. The incarnation retains Divine Favor and can also call down the entity's power as necessary.
- Note: This ability cannot be negated or mimicked by Power Mimicry or similar abilities.
Divine Wrath Divine Wrath, also called Divine Reward is the ability to call upon one's presiding deity to induce a subject’s just deserts on them. The user could induce misfortune upon foes (anywhere from minor injury or misfortune to serious injury to the full-scale Ten Plagues of Egypt, or some other supernatural effect meant to punish foes) and reward good-doers. One with this ability needs only to feel offended by the wrong done to oneself or an ally, and all havoc will break loose upon them (it may take a while), while sincere well-wishes and appreciation of an ally would shower them with good fortune. This ability is often accompanied by Divine Favor and/or Piety.
- Note: Good and evil are defined by Universal Truth, not the user’s perceptions, and the distribution of fortune and misfortune are considered justice, thus it could not be avoided or changed by Tychokinesis or even Karma Transfer.
- Note: This ability cannot be negated or mimicked by Power Mimicry or similar abilities.
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. The user could get closer to the foe, causing the red light waves to get stronger in the foe's sight, so the red to increasingly covered 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 may be capable of being turned on or off at will, and the effects can last as long as desired by the user.
• 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. Not to mention, this ability may also (or only) work with the sound spectrum; as foes get closer, sounds seem louder/frequency increases; as foes get further away, sound seems lower/frequency decreases (this is called the Auditory Doppler Effect).
- Note: This ability does not work on the blind or those with Color Spectrum Perception, Protected Sight or Clairvoyance, but is especially effective on those with superhuman sight. The Auditory Doppler Effect does not work on the deaf or those with Protected Hearing, but especially works on those with Superhuman Hearing or Clairaudience.
Dormition Dormition, also called Death Simulation, Suspended Animation or Anabiosis 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 user’s body can withstand having limited blood and oxygen pumped for a short while and can wake up from the false death at any time, so there is nearly no danger.
•When this ability is induced on others, it is called Dormition Inducing, Suspended Animation Inducing or Animation Suspension. It can help subjects survive while oxygen or food is low, keep foes from being able to attack (similar to inducing unconsciousness, except that the subject needs less nourishment/air, and the subject remains unconscious until the ability’s effects are canceled) or the like, and can be reversed at any time.
Variations: Awakening • Awakening is a variation of Dormition (or more properly, Dormition Inducing) in which the user can instead wake subjects up or cause them to become active. One with this ability can negate sleep or unconsciousness, or awaken the mind so it can function at normal capacity even after just waking up. The user, however, can also cause activity in certain natural features. This includes causing trees to become active and bring forth fruit, seeds, leaves and sprouts, making geysers and volcanoes become active or causing clouds to become active, so that they will bring forth rain, lightning and thunder.
E
ESP ESP, also called Extra-Sensory Perception or Imperceptible Contact, or Telegnosis 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, also called Inodorous Contact, is the ability to sense smells/aromas from the past, the future or a location not relative to the user. If one received a smell, they could divine information about what that substance was, without having to smell something potentially harmful. They could also recognize the location of the smell, and could thus track subjects, as the smell gets stronger. The user may also receive nasal sensations (runny/stuffy nose, sneezing, nosebleed, smelling sudden aromas, etc.) with the presence of psychic energy.
• Clairaudience, also called Inaudible Contact, is the ability to mentally pick up sounds from the future, past, or some location not relative to the user, including hearing spirits’ voices or supernatural sounds, 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. The user may also receive auditory sensations (increased hearing, itching in the ears, sudden deafness, etc.) with the presence of psychic energy.
• Claircognizance, also called Indiscernible Contact, is the ability to psychically know information is correct without getting a clairvoyant, clairaudient, clairgustant, clairalient or clairsentient message; it is a feeling of complete correctness and certainty about impersonal information (things not pertaining to living things), like the answers to a test or which wire is the right one to disarm a bomb. The user may also receive psychic sensations (randomly blurting out facts, sudden recollection of useful knowledge, etc.) with the presence of psychic energy.
• Clairgustance, also called Insipid Contact, 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. The user may also receive oral sensations (dry mouth, watering mouth, hiccups, burping, sudden food cravings, etc.) with the presence of psychic energy.
• Clairsentience, also called Intangible Contact, is the ability to perceive the past or future condition of a subject by touching it. One with this ability could even feel auras, psyches, and that would be otherwise intangible, like spirits (even phasers). If one felt a stimulus (even if it were invisible), they could divine information about what the stimulus was, as well as information about the state of the object/subject. The user may also receive tactile sensations (itchy palms, a prickly feeling, heat/cold, etc.) with the presence of psychic energy.
• Clairvoyance, also called Invisible Contact, is a form of extra-sensory perception wherein a person acquires knowledge of all sorts by visual means. This can include sight of that which is normally invisible, the past, the future, or simply from a location not relative to the user. If one saw a distant location (or came into contact with a map), they could also know where the location is, allowing them to find others. The user may also receive visual sensations (itchy/watery eyes, rapid blinking for no reason, etc.) with presence of psychic energy.
• Remote Viewing is a procedure to allegedly perform near-complete ESP under controlled conditions. Somewhat similar to Astral Projection, the phenomenon involves total (and willful) projection of consciousness (the aura and/or the psyche) to remote locations. One with this ability can use it to sometimes sense (by the five senses, not psychically) the targets within that location, and from that, divine the location of those 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 nearly any location in the world, and within 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. If one is capable of performing all of these phenomena, the ability is simply referred to as ESP.
- Note: ESP, Telesthesia and Telepresence are NOT the same; Telesthesia can allow one to project the senses and receive sensations from stimuli within line-of-sight, not the past, the future or across the world; Telepresence allows one to perceive and be perceived at a distance, but also maintains integrity with one’s actual location; ESP projects the senses into the past and/or future, and allows one to perceive that which is normally imperceptible (Telepresence and Telesthesia only allow normal perception)
- Note: Entire ESP and Remote Viewing are not the same, either; ESP allows one to perceive normally-imperceptible things, through space and time; Remote Viewing allows one to perceive only that which is normally perceptible, and it only allows projection of consciousness (and senses) to remote locations, not through time.
- Note: This ability is called Imperceptible Contact (Invisible Contact for Clairvoyance, Intangible Contact for Clairsentience, Inodorous Contact for Clairalience, Insipid Contact for Clairgustance and Indiscernible Contact for Claircognizance) because it allows one to sense the imperceptible, not because the perception itself is somehow imperceptible.
Variations: Clairempathy • Clairempathy is the ability to psychically pick up on emotions, emotional imprints and emotional links from the past, the present and the future and locations not relative to the area. This ability also lets one discern the reason behind emotions, in order to discern past, present or future events; and the ability to pick up on past and future empathic imprints allows one to also empathically mimic the abilities of others simply by going to an area they’ve been in or coming into contact with an object or subject that they have come into contact with (that the subject feels a deep emotional connection to).
Clairomancy • Clairomancy is the ability to sense events from the past, the future or a location not relative to the area, by sensing the premonitions and divinations of others. One with this ability can only see futures or pasts that others have seen, and they could only divine what others have divined (although fortunately, they can tell if the vision was past or future, and they could tell if divinations have yet to pass or have already passed, or even if the vision/premonition/divination was coming true right at that particular moment).
Clairometry • Clairometry is the psychic ability to obtain information from within any source (by a means similar to Psychometry), whether the source is psychometrically imprinted or not. One with this ability could divine information from perspicuous minds as though their minds were among the weakest in capacity, or even find information from amnesiacs (by obtaining the information from the subject’s past/future psychic energy or obtaining information from psychic energy within the deepest recesses of the subjects’ psyche, instead of trying to divine information from the desired target’s psyche in its current state).
Prying ESP • Prying ESP is the ability to use ESP upon making a connection to a situation. The user may use prying Clairvoyance to see a location where a friend is, or use prying Clairaudience to hear the rest of a conversation after one’s name is mentioned (or the thought of them comes up). One could use this ability to smell/taste when someone were cooking their favorite meal (or something they were allergic to) with prying Clairalience or prying Clairgustance, respectively. Or, last but not least, they could use the prying version of the power Clairsentience to feel the touch of a long-dead loved one, or the like.
Echolocation Echolocation, also called Echo Ranging 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. The user of 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 accompany Sonokinesis or Seismokinesis.
- Note: Echolocation is not the same as Sonar Sense; with Echolocation, sound is released, and the user can see objects and discern distances based on the sound echoing back to the user; with Sonar Sense, sound is released, and the user can see objects and discern distances based on the sound passing the objects over a distance.
Ecological Empathy Ecological Empathy, also called Environmental Awareness/Perception or Nature Sense is the mental ability to "feel" what events are occurring in one's immediate surroundings. If a tree in the immediate area was dying, the user would sense its death. This ability also allows detection of meteorological events or occurrences in nature, like changes in temperature or humidity (even earthquakes, mudslides, storms, etc.), and the like. Not to mention, the user can often also psychically sense the motion/activity of living creatures within the environment. This ability usually accompanies Atmokinesis and/or Psychic Forecast.
• The user may sometimes even have Ecological Empathy attuned to one particular type of environment, such as the arctic (called Arctic Empathy or Arctic Awareness), the swamp (called Swamp Empathy or Swamp Awareness), the desert (called Desert Empathy or Desert Awareness) or the like.
Variations: Cosmic Perception • Cosmic Perception or Cosmic/Universal/Galactic Empathy is the ability to psychically perceive activity within/the condition of heavenly bodies (including Earth). One with this ability can sense shifts in the atmosphere, magma underground, the plate tectonics, etc. of planets, moons, comets, meteors and other heavenly bodies (even detecting star systems, etc). The user can even intuit other planets’ environmental conditions or the like (perhaps even the presence of life, their actions and movements). This ability either requires decision between perception of this planet, the entire solar systems or other systems, or one perceives the universe as though looking in on it.
• Another version of this ability, called Astrological Perception or Zodiac Perception, allows the user to discern the positions and movements of the stars, to perceive when certain constellations will be active, what a person’s sign is, or the like (this ability often accompanies the presence of Zodiac Abilities or the ability Zodiac Form).
Elemental Sense • Elemental Sense, also known as Elemental Perception/Analysis is the ability to psychically detect and analyze a certain element (water, fire, earth, air, plants, metal, etc.) 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 accompany the ability to manipulate the element one is capable of sensing, or may be accompanied by 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.).
Lunar Perception • Lunar Perception or Lunaception is a variation of Ecological Empathy in which the user can perceive the moon and information about it. This can be used to discern when the moon will change/has changed phases, or to perceive the strength of the moon’s influence on the earth, and to perceive that which is affected by or relies on the moon. This ability can even be used to determine how long before a phase of the moon will occur that will affect them or others. As such, this ability often accompanies Lunacy or some form of Therianthropy.
•The name of this superhuman psychic ability may also refer to a faculty of Maternal/Paternal Perception that allows the user to perceive when a female will be most fertile (or for a female user to perceive this about herself and/or other females).
Ecstasy Inducing Ecstasy Inducing, also called Incarnation Inducing is the ability to mentally induce bodily possession in subjects. The user does not possess subjects himself, but instead increases the subject’s Ectenic Force to attract spirits (so the chance of Bodily Possession is raised exponentially). Or he may literally grab the spirit and place it into the subject's body. A faculty of this ability implies that the user may even be able to pull spirits into himself using psychic power (called Spirit Storage), which can revitalize or regenerate the user when he sustains injury (even of a lethal sort). Either faculty of this ability may even allow the user to temporarily gain (often-supernatural) knowledge/abilities from the spirits they host.
- Note: Spirit Storage often allows the user to use stored spirits for energy (as well as increased strength, increased senses and the like); the spirit’s energy restores stamina, vitality and strength (this tires the spirit out; if it gets too worn out, it is rendered temporarily powerless, and ejected from the body).
- Note: The user can often release the spirit at any time (he can even try to do this for malevolent spirits that try to possess him, making him highly resistant to the effects of possession).
Variations:
- Soul Absorption
• Soul Absorption, also called Spiritual/Spirit Absorption, Essence Absorption, Astral Absorption or Aura-Psyche Absorption is a variation of Ecstasy Inducing (or rather, Spirit Storage) that allows the user to psychically absorb into his body the spirits of still-living beings, via touch. One with this ability is able to do either (or both) of the following:
• Aura Absorption is the ability to psychically steal the auras which radiate from all living beings. One with this ability could touch a subject and relieve them of their aura simply by force of will. This ability 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). One may be able to activate and suppress this ability at will. The ability may be accompanied by Aura Reading.
• Psyche Absorption is the ability to psychically steal the psyches which radiate from all living beings. One with this ability could touch a subject and relieve them of their psyche simply by force of will. This ability often effectively leaves the subject in a comatose, vegetable state, as the psyche is the emanation of intelligence and thought of the subject whose psyche they have taken (and if you take their thoughts, you might also take on their persona, and sometimes take on their abilities).
Either form of Soul Absorption is useful to take on others’ thoughts/memories, or just to increase the strength of one’s own aura/psyche (this allows the user to take on properties of the aura or psyche they steal, so one can appear as though they have a good/bad aura, or a psyche indicating high intelligence, when, in fact, they don’t). The aura/psyche can often be returned (after a while); but if the absorption is repeated or prolonged, this may permanently relieve the subject of his aura/psyche (killing the subject).
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).
• Blackbody Aura, also called the Blackbody Effect 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, Reality Perception, 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, will cause them to waste away until they can get out of the field (but only sometimes will the subject be returned to normal after leaving the field). If the subject entirely wastes away before leaving the field, however, then 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 be an Intelligence Aura, an Agility Field, a Strength Aura, an Aura of Enfeeblement or the like. If any attribute is enhanced or decreased within the aura/field, it counts as a type of Dilation Aura.
• Disassembly Field is the ability to psychically generate a field which disassembles any machine or other multi-part system into all of its constituent parts (sometimes 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 the user may be able to specify this.
• Displacement Field is the ability to psychically generate a field which bends light around the user. This alteration of light doesn’t cause the user to look different, but instead gives the impression that the user is actually a few inches away from where he really is standing. This field renders the user invisible in his true location (and it can be distorted so the user looks like he is anywhere else in his vision range).
• Distortion Field or Spatial Diversion Field is the ability to psychically generate a field of distorted space. Anything that tries to penetrate that field will instead follow 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 user can only be touched directly when the field is not up.
• Geriatric Aura, also called Maturation/Aging Aura or Age Acceleration 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 immortals, 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, also called Hallucinatory/Illusory Aura is the ability to bend light around oneself in such a way as to appear different (more/less frightening, more/less beautiful, etc.). Some might confuse this with Shapeshifting when, in fact, it is the power of Illusion focused into the form of an aura. There is no true physical morphing that occurs with this superhuman psychic ability, and certain equipment (such as radar or sonar) can be used to "see" the actual user 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 or damage to the body. One with this superhuman psychic ability could use it to cause his personal possessions (or projectiles which head his way) to orbit around him, to make himself lighter or heavier, or the like. The user of this ability could even use it to shift his center of gravity (to walk up walls, fly, resist intense gravitational fields, to somewhat manipulate one’s own weight for Immovability and/or Levity, 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 Restriction or Restraint is the ability to generate an aura or energy field around subjects, capable of stopping them in place, or keeping them 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 surrounds 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, also called Traction/Attraction or Gravitation is the ability to psychically or psionically attract objects 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 (how heavy an object can be lifted 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. Only sometimes can the change in direction can be controlled by the user.
While other types of aura/field do exist, these are the most common. Some of these auras/fields’ effects don’t need to be concentrated in field/aura form to operate; they do the same things, whether used like a normal ability or concentrated in field/aura form (Vector Dilation, Vector Randomization, Traction/Attraction, Repulsion, Restriction), but they do most commonly occur concentrated in field or aura form.
- Note: Displacement Field cannot be used to give the illusion of touching someone or doing something that the user is not actually doing. It is not a replicate, a clone or a hologram; the Displacement Field simply misaligns the image of the user with his actual spatial presence (just because it looks like the user is standing somewhere, it doesn’t mean he actually is). Those with a Spatial Sense can discern this.
- Note: Nightfall is often a replacement for Umbrakinesis, but it works differently for lycanthropes and vampires. If the ability is possessed by a lycanthrope, it still makes it look like nighttime within the aura, but instead of blinding foes within the aura, makes the sky look like it would at night (the sun look like the moon, allowing the lycanthrope to assume his werewolf form at will); if possessed by a vampire, the aura would make the sky look like it would at night, so he would be able to easily walk around in broad daylight as though it was still nighttime.
Electrokinesis Electrokinesis or Electrical/Electricity Manipulation is the ability to generate and mentally manipulate electricity. One with this ability could manipulate present electricity (static electricity, electrical arcs, and lightning bolts) or even create electricity. This ability could range from generating harmless static electricity to summoning ball, bolt or flash lightning (and controlling the strength of electricity). Sometimes, at the higher levels, this ability can even be used to take control of the electrons in objects, allowing control of objects similar to Telekinesis.
Elucidation Elucidation, also called Clarity Inducing is the ability to psychically induce understanding in others. One with this ability does not bestow intelligence on subjects (and cannot make the subject understand concepts beyond the user’s understanding), but can increase activity in the cognition part of a subject’s brain. So a subject on whom this power is used can read/hear/see complex concepts and then can psychically process them into easier concepts to understand. Only sometimes can this ability allow the user to understand what is seen, read or explained as well.
- Note: This ability may even be used to interpret precognitive dreams, or keep from looking clueless in front of classmates or the like.
Emotion Shifting Emotion Shifting is the psychic ability to change one's emotion templates, allowing one to falsely "experience" emotions. This ability may 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, phobic vampires, or the like, into thinking their powers were faulty (or that their powers 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 is usually accompanied by Apathy and/or Perspicuity.
Empathic Anatomy Empathic Anatomy or Empathic/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 eagerness allow one’s abilities and stats to work at or above their norm, while negative emotions such as doubt and mistrust in oneself severely impair the user’s capability). The user of this ability may even change colors or gain abilities based on their constantly-varying emotions.
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 the user can sense the presence of emotions, and trace them back to their source (this is 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 is called Empathic Projection), or gain psychic control over subjects’ emotions and actions after empathic and/or physical contact (this is called Empathic Manipulation).
•Should the ability develop, the user might even be capable of seeing people’s hopes, fears, desires and thoughts by connecting with them on a deep empathic level.
Variations: Empathic Power • Empathic Power, also called Empathic Force or Empathic Influence is the psychic ability to affect nature and one’s surroundings based on one’s emotions. The user may have Empathic Darkness, which quells light’s intensity whenever one feels intense negative emotion, or may make darken lit areas wherever the user goes (does not allow control of darkness); they may have Empathic Gravitation which changes gravity in one’s surroundings whenever one feels certain emotions (good emotion decreases gravity, and bad emotion increases it) or the like. This ability may be accompanied by an Elemental Sense.
• This ability may even entail the presence of a storm cloud that hovers above-head and reacts to the user’s emotions; it appears when the user feels negative emotion, rains when he feels sad, shoots lightning when he is angry, disperses when the user is happy, and the like (called an Empathic Storm Cloud).
- Note: This ability causes empathic power to only affect natural elements or biotic subjects (no artificial materials like plastic, glass or artificial chemical elements, and not undead). Sometimes, Empathic Power will just affect the element that is most prevalent in one’s current surroundings (sand in the desert, water in the ocean, plants or animals in the forest). This ability never produces a controlled effect (it may only be brought about by certain emotions), and so it is not the same as the ability Naturespeak or Elemental Manipulation.
- Note: Empathic Gravitation, if untrained, may also induce gravitation between the user and a person with whom he has a positive empathic connection.
Empathic Resonance • Empathic Resonance, also called Empathic Charm or Empathic Charisma is the ability to psychically establish an empathic link with any subject(s); parties involved can understand each other and become friends or allies almost instantly. The established empathic link is harmless (it may only last as long as needed), but it makes the user nearly incapable of making enemies (unless the ability is suppressed, or the user tries to use it on a perspicuous mind). In some cases, if foes try to strike the user, even complete strangers would come to the user’s defense.
Fear Sense • Fear Sense, also called Fear Sensing or Fear/Phobia Perception is a variation of Empathy, in which the user can only perceive doubt, fear and phobia. The user can either only tell if a subject is afraid (the intensity of the fear, etc.), or they can actually intuit things that subjects are afraid of (the last, of course, being most beneficial). One with this ability can use it to easily unnerve opponents, or properly interact with subjects, because they also know how to act to prevent aversion (or perhaps even to perceive presences by sensing traces of fear), and the like. This ability may accompany Phobic Vampirism.
Musical Empathic Projection • Musical Empathic Projection is the psychic ability to project emotions based on the songs one hears. One with this ability listens to a song, and whatever emotion that song conveys, that emotion can be projected onto the subject. This ability can make masses of subjects lovesick, depressed, angry, overly-happy, or the like. Not to mention, it also psychically connects the subject’s feelings to the song, so they want to hear it more, and when they can no longer hear it, their emotions temporarily short-circuit (the subjects go numb).
Telepathic Empathy • Telepathic Empathy is the ability to perceive emotions, but with the emotions expressed as though they were thoughts. One with this ability can read emotions of any kind, like a normal empath, but they must be expressed through verbal thought wave manifestations (the subject must think something like “I’m so mad!” or “I can’t believe she did that!”). The user can project emotions in the same fashion; instead of projecting emotions (like normal Empathy) the user can project thoughts which convey a certain emotion, and the like.
Telempathy • Telempathy, also called Tele-Empathy is the psychic ability to communicate with another subject via emotion instead of by thought. One with this ability could convey the same messages as one with the power Telepathy (including changing a subject’s mind by associating a certain emotion with a certain idea or opinion, receiving/transmitting emotions to communicate, overloading foes with emotions instead of thoughts, etc.), except the message is a bit more vague. This ability may be accompanied by normal Empathy.
Twin Empathy • Twin Empathy is the emotional connection between twin siblings. One with this ability can empathically sense when their twin is in danger, how their twin is feeling, and can channel any sensations and emotions that their twin is feeling, along with all of the other faculties that go along with empathic connection (like their abilities). The user however, may also feel the pains if their sibling is hurt (and might even die if their sibling dies).
Energy Abilities Energy Abilities, also called Energy Generation/Projection implies the presence of superhuman 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 or Energy Draining (when that faculty is used) is the ability to take a certain type, or multiple types of energy into the body without harm. The user can usually release it at will, sometimes amplified beyond the amount received (called Energy Backlash). However, the energy can also be bided until enough power has been gained to strike a deadly blow to foes (called Energy Charging, Energy Biding or Charge Building) or it can be turned into metabolic energy. Sometimes a target, including the user, can even be made to draw a certain type of energy so it can be absorbed (called Energy Attraction). This ability may be accompanied by Energy Conversion.
• Energy Activation, also known as Energy Boosting/Increase, Energizing/Energization or Ignition is the ability to psychically increase the energy of any fire, electrical spark or other energetic faculty. The user 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. This power cannot be negated by Power Negation.
• 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 of 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, also called Energy Shielding, Energy Sheathing, Energy Imbuing, Imbuing, or another version of Energy Charging is the ability to charge targets with a type of energy. The user can keep 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 body to better handle attacks. The user first covers the target in psionic trails which are (or a psionic field which is) immune to these types of energy, so 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 implies the superhuman ability to mentally create forms out of pure energy. One with this ability could form energy into simple tools, shapes or even solid, functional weapons, or limbs for tasks requiring dexterity. The energy may even be invisible, so the user can appear capable of walking on air (by creating invisible steps to walk on), or imitate telekinesis (by grabbing things with invisible "arms"), or appear invulnerable to harm, or become invisible (if he sheathes himself in said energy). Force fields and barriers are types of energy constructs, but are not counted as part of this ability.
• 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. One with this ability can keep a person in motion until they run out of kinetic energy, or keep a fire burning until it 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 or Energy Transformation is the superhuman ability to psychically convert one form of energy into another form (sometimes after absorbing the first type into the body). For example, the user could absorb sound energy and convert it into various manifestations of 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 Resistance, Subliminal Resistance, 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 Temperature Extreme (Extreme Hot/Cold) Resistance, Radiation Resistance, Electrical Resistance, or Resistance to some other sort of energy. This superhuman ability may even manifest itself as immunity to the effects of the superhuman abilities of relatives, or the like.
• Energy Shield Generation or Energy Barrier is the generation of powerful shields of intense radiation, light or cosmic energy. These shields can sometimes just deflect projectiles, however, sometimes, 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 Bombs, Energy Plasmoids or Pyrotechnic Discharge is the generation of spheres or amorphous plasmoids of intense radiation, light or cosmic energy. These spheres or plasmoids are thrown like projectiles or shot out like fireworks; sometimes they even 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 and fires to dim and energy-based attacks to have a lot less power than they normally would. However, this ability could, if strong enough, 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 can be manipulated in most any way, because it is a source of movement, fuel and power. Other types of uses can be found for energy, but they most likely fall under at least one of the above categories of energy uses.
Variations: Color Absorption • Color Absorption or Color Draining is the psionic ability to literally drain the color out of any subject, object or structure. One with this ability can reduce any subjects, objects or structures to gray versions of themselves; this even deprives living subjects of emotions and vitality. However, sometimes, color absorption entails the absorption of the light reflecting off of subjects, so when color is absorbed, it can be released as blasts of light (which are whatever color the user absorbed, or a combination of those colors). Colors can often also be psionically returned, by the user, to any subjects from whom they are taken.
• One with this ability can also mimic the color of one’s surroundings by a touch, as a form of Camouflage (changing the color of the user’s body, clothes and possessions to the color of whatever the user touches) or to change the color of any object or article of clothing on one’s person. The user can also absorb color to change one’s hair, eye and skin color.
- Note: The user must absorb the color he wishes to change his features to (or colors that mix to make that color). And if the user were to absorb the colors gray, black or white from an object, then the area of the object that was gray, black or white would become transparent.
- Disadvantageous Absorption
• Disadvantageous Absorption or Dangerous Absorption is a variation of Energy Absorption in which the user can absorb energy just like any other absorbing superhuman, but it damages the body as it is absorbed. This may be Disadvantageous Electrical Absorption, in which the user can absorb electricity, but the user’s body feels electricity just like anyone else; or it may entail the ability Disadvantageous Sympathy in which pain is absorbed from others, but it isn’t dispersed like normal Sympathy, or the like.
Electrical Absorption • Electrical Absorption is the ability to absorb and store electricity within the body. One with this ability can gain power by draining electrical devices and machines, can absorb ambient electrical energy like static in the air, and can withstand being struck by lightning (the amount of electricity varies person to person). After enough has been absorbed, the electricity may be released at will, to charge small machines, attack foes and the like (if not released at will, it eventually has negative effects on the user, like disorienting the thought process, speeding up the user's speech and generating static cling in the hair, etc.).
- Note: This absorption of electricity also results in an increase in one’s reflexes, speed and (sometimes) cognition
Elemental Absorption • Elemental Absorption is the ability to regenerate from injury while in the presence of a certain element of nature. The user has an empathic connection with a certain element (fire, water, earth, etc.) and takes no damage from attacks based on that element. One with this ability could be attacked by an earth-based ability, and instead of doing damage, it would deflect off of (or go around) the user, channel nutrients through the user's body, and speed up the healing process of the user. The user can even sometimes control the element with which they have an empathic bond, or they have adaptation to resist being hurt by it.
• Often the user can just phase through the element with which he has an empathic link, at will, as though he had the power Intangibility (this is automatically activated if the user feels immediate danger associated with his element, even if the detection of such is subliminal or unconscious).
- Note: It doesn’t just range from the four typical elements; Elemental Absorption can also be attuned to the secondary elements (metal, sand, plants, ice, etc.) and any other element that can be found in nature.
Energy Assimilation • Energy Assimilation, also called Energy Healing is the ability to absorb a type of energy (similar to normal Energy Absorption), but only to heal or regenerate damage. The user’s body may be attuned to a certain type of energy, and so whenever the user is harmed, they only need to be exposed to the type of energy their body is attuned to, and they will regenerate. This is especially true of superhumans with Alternate Form; if the user’s alternate form is one composed of a type of energy, then when they are harmed, they only need to be exposed to the type of energy of which that form is composed, and they can use that to heal themselves.
Light Absorption • Light Absorption is the ability to absorb and store light within the body. One with this ability gains power by draining any area that has light in it (often generating patches of darkness around the foe whenever he uses it) and can withstand being overheated by prolonged exposure to sunlight or even light-based attacks. After enough has been absorbed, the light may be released at will, to light dark areas, attack foes and the like (if not released at will, it usually has negative effects on the user, like causing the eyes and skin to glow, overheating the user, diminished control over when the light is released, etc.).
- Note: This absorption of light also results in an increase in one’s sight (especially visual acuity in low-light conditions)
Light Memory • Light Memory, also called Photonic Memory is the ability to store/project knowledge by using light waves. One with this ability can store bits of knowledge within light particles or absorb light from the surrounding areas to see areas far away, or even to see events from the future or past. This could even be used to communicate information between two people or scan written, typed, recorded documents with absorbed light in order to capture the information on light waves. In this way, knowledge can be stored on par with a superhuman with Panmnesia. This ability can only occur if the user has the power Light Absorption.
- Matter-Energy Conversion
• Matter-Energy Conversion, also called Matter-to-Energy Conversion is the ability to psychically turn physical matter into energy. One with this ability could perhaps turn a projectile into metabolic energy and then absorb it into the body for stamina. Or they could turn gases into offensive energy which harm anything in range, or the like. However, the user is often only able to convert a certain stage of matter (solid, liquid, gas or plasma) into energy, and he can rarely decide what type of energy it is turned into (metabolic or offensive).
Solar Absorption • Solar Absorption is a variation of Energy Absorption (specifically Light Absorption) in which the user can absorb and store solar light within the body. One with this ability gains power directly from the sun and can withstand being overheated by prolonged exposure to sunlight (even the power Heliokinesis). After enough has been absorbed, the sunlight may be released at will, in the form of a glow, blasts, rays or the like). It may even increase his strength for as long as he is in the sunlight (called Photosynthetic Superstrength), or the like (if not released at will, it usually has negative effects on the user, like causing the eyes and skin to glow, overheating or burning the user, diminished control over when the sunlight is released, etc.).
- Note: This ability is not the same as Solar Sustenance (Photosynthesis); this ability does not allow one to sustain oneself on the sun’s energy, but rather to absorb the light for other purposes; and if the light is discharged through the eyes, it is instead called Laser Vision or Optic Blast (the latter only if the light is concussive instead of superheated)
Energy Perception Energy Perception, also called Energy Sense, Energy Detection, Altered Senses, Altered Perception or Abnormal Sensitivity is the ability to change one's vision or shift one's brain waves, which allows one to psychically see or detect the presence of a certain type, or numerous types, of energy (or the presence of already-changed perception). 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, and its direction; it also allows one to perceive things being carried by the wind, or that affect the flow of wind; it may even allow one to eavesdrop on conversations by listening to voices being carried by the wind, or allow one to mimic Superhuman Smell by honing in on scents carried by wind
• Mechanical Energy Perception, also called Potential-Kinetic Energy Perception, Vector Energy Perception, Potential/Kinetic Perception, Vector Perception, Potential/Kinetic Energy Sense or Vectoring is the ability to perception of mechanical (kinetic and potential) energy and their vectors. This ability can be used to see potential/kinetic energy within targets (sometimes even the projected path of motion)
• Life Energy Perception/Detection, also called Life-Force Perception/Detection 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 vitality/health level; can also be used to tell the nature of the lifeform (animal, human, etc.)
• Death Energy Perception/Detection, also called Death-Force Perception/Detection or Dead/Undead Sense is the perception of the energy that is released by the dead, undead and spirits of the deceased; it can also be used to detect the presence of dead or undead 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 subjects, and to see through light-based illusion); may imply sensitivity to intense light, but may also imply the ability to discriminate between what type of light one desires to see (infrared, ultraviolet, normal, etc.)
• Heat Energy Perception, also called Heat Sense, Thermoception, Thermesthesia 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 or Radiation Perception is the ability to sense radioactivity as well as radioactive substances (harmful radiation, not the kind like sunlight or heat); used to detect nuclear weapons or toxic waste and/or sense various forms of radiation, be it ultraviolet, nuclear, atomic or otherwise; this could even be used to tell if someone or something has been exposed to harmful amounts of radiation, what kind, and the like
• Gravitational Energy Perception, also called Gravitation Perception, Gravity Sense/Perception, Gravimetry or Baroreception/Barognosis is the ability to sense the intensity/fluctuation of gravitational fields; the user can sense disturbances in gravitational fields made by movement, perceive the weight and density of objects, or discern how to effectively defy gravity, which allows Superhuman Agility
• Electromagnetic Perception is the ability to perceive the entire electromagnetic spectrum (instead of just light, electricity or magnetism), from radio waves and television broadcasts to light waves and electrical energy (including information stored on electronic media); one with this ability can even sense disturbances in the Sun and Earth's electromagnetic fields
• Magnetic Energy Perception, also called Magnetoception or 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 in biotic creatures (or electricity in electrical appliances and devices); they are especially keen to the sound and 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 distinguish between similar colors (i.e. the metallic luster of a key lost in the grass, traces of bodily fluids on a surface), or even selectively see/ignore certain colors (during which time, one views all other colors as black, white or gray); sensory stimuli may cause one to see certain colors
• Psychic Energy Perception, also called Psychic Energy Sense, Psyche Sense, Psyche Perception, Psychesthesia, Psychic Sensitivity/Perception/Sense or Psyche Reading is the ability to detect the psyche of living things and to read the content of the psyche; this ability allows the user to discern a subject’s level of intelligence, their knowledge, if they are psychic and the presence of psychic links (as well as being able to identify subjects by their psyches)
• Aural Energy Perception, also called Aural Energy Sense, Aura Sense, Aura Perception, Radiesthesia, Radial Sensitivity/Perception/Sense or Aura Reading is the ability to detect the auras of living things and to read the content of the aura; this ability allows one to discern the level of a subject’s emotions (and emotional instability), intentions, if someone is possessed and the presence of empathic links (as well as being able to identify subjects by their auras)
• Astral Energy Perception, also called Ectoplasmic/Astral/Spirit/Ghost Sense or Psychresthesia is the ability to perceive 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; not the same as Mediumism, as it allows one to perceive ghosts even before they manifest
• Karmic Perception, also called Karma Perception, Karma Sense is the ability to perceive positive and negative energy, and thus the relative morality of whomever one looks at or comes into contact with (if their most recent actions were good or bad, if they have good or bad intentions, etc.) and if and/or 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, allowing one to follow them in order to create good or bad luck (similar to one with the power of Serendipity or Zemblanity), to discern the likelihood of the occurrence of good/bad stochastic events (good/bad luck) occurring, or to tell if someone has/will have good or bad luck
• Magic Perception, also called Magic Detection or Magic Sense is the perception of magical or supernatural energy (usually by its type and intensity); can be used to detect sources of it as well (like magic items and supernatural entities/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 Protected Senses and/or Immunity to the energy, which is common). Sometimes this ability may even be used to detect subjects which are capable of manipulating the energy that the user can detect. Other forms of perception are possible, but these are most common.
- Note: Color Spectrum Perception and Light Perception are not the same; Light Perception allows one to see light on all bands; Color Spectrum Perception allows one to see detail in colors on the bands of visible light (and see polarized light to be able to selectively see/ignore colors).
Variations: Kinesthesia • Kinesthesia, also called Motion/Movement Detection is a version of Mechanical Energy Perception, in which the user can only perceive the movement of living things. One with this ability can psychically sense the firing of nerves involved in movement, and thus can detect when a foe is about to move seconds before the movement actually takes place (as well as sometimes perceiving the pulse of living things). The user can also tell if animals or subjects are approaching and how many (even if foes move silently), and the like. This ability is usually accompanied by Superhuman Touch and Superhuman Reflexes.
Enmity Enmity, also called Enmity/Conflict/Disharmony/Discord/Argument/Strife 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, usually via touch. By increasing entropy, the user 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 and/or die. The user could even negate entropy entirely to induce power surges in engines or electrical appliances, or (at the higher bands) induce entire entropy in a body to shut it down, killing a foe.
•One with this ability can also increase the molecular activity within objects’ molecules, causing them to become explosive and highly active (when thrown or touched, they explode like bombs or grenades). This faculty is also referred to as another version of Kinetic Activation or Molecular Acceleration.
- Note: The ability Molecular Acceleration (Burning) can sometimes produce a similar effect to the faculty described above.
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 any of a foe's past sicknesses to resurface (such as herpes, acne, eczema, narcolepsy, HIV, etc.) or cause the foe to burst out into uncontrolled laughing, crying, sneezing, hiccupping or any other affliction which their body already has in their system. This ability does not induce new diseases or disorders (and does not induce injuries); it simply causes current bodily signals and symptoms 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, Dynamokinesis or Energy Manipulation is the ability to manipulate all forms of energy, from the electromagnetic spectrum to heat energy and psychic energy (but not magic energy). One with this ability can keep energy as potential or cause it to release itself sporadically. The user can negate potential energy, thus keeping oneself and others in continuous motion, or transform one form of energy into another or the like. The user 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 slip through the bars of a barred gate, or follow how knots are tied to figure how to either untie them or get free from them easily. The user is often very good at exposing faults in traps, binds, fetters, bonds and is a brilliant saboteur when it comes to anything meant to ensnare. Only extremely tough materials are capable of holding down a user with this ability. This ability is usually accompanied by Flexibility.
Variations: Escape Intuition • Escape Intuition, also called (Situational/Danger) Escape Perception, Evasion Intuition or (Situational/Danger) Evasion Perception is the psychic ability to intuit the best escape route to take in order to avoid harm. This ability allows the user to perceive what part of an area is the least dangerous, and how to get there with the least harm to the user. If the user is cornered (even in a conversation), it allows the user to perceive which of the foes he will be able to slip past, and how to slip past him most effectively. As such, this ability may be accompanied by Danger Sense, Escape Artistry and/or Circumlocution.
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, also called Pain Inducing 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 mentally visualize, speak to or touch a foe and within seconds, 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. For female subjects, the user can even cause painful contractions similar to those suffered during the labor of childbirth (called Birthpain Inducing).
Exorcism Exorcism, also called (Spiritual/Entity/Presence) Banishment or Warding (when that faculty is used) 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 all the way back to where they come from (demons go back to Hell, etc.), as well as temporarily preventing them from returning. This ability may be accompanied by Perspicuity and/or Glossolalia.
•A faculty of this ability may allow the user to cleanse or purify souls; this is used to temporarily relieve the subject of temptations, and to relieve stress, guilt, or remove unclean, immoral or unjust thoughts (this superhuman faculty is called Soul Purification, Spirit Purification, Soul Cleansing, Spirit Cleansing or Soul/Spirit/Spiritual Catharsis Inducing)
Exposition Exposition, also known as Exposure, Revelation or Cryptophany is the ability to psionically show that which is hidden. One with this ability turns imperceptible objects or subjects perceptible, 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 superhuman ability may also include the psionic teleportation of the object or subject to the proximity of the user of the ability.
• 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, Clumsiness Inducing or another version of Occlusion is the ability to psychically reduce the instrumental memory of subjects. One with this ability could decrease the amount of a subject’s skill in an area. This ability could decrease or delete 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 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 one were wide awake (although the user’s eyes are not always open). As the user moves, he can still function perfectly, but he would not remember what he has done or said after this trance ends.
•A faculty of this ability allows the False Cognition to only be induced by the moon, so the “psychic sleepwalking” could only happen at night (called Lunambulance); another faculty allows the user to still perceive stimuli and remember events that happen while the user uses this ability, or is unconscious (called Unconscious Awareness).
- Note: The user can often also store up lunar energy to use the ability Lunambulance (for times they need to use their ability when no moon is present). Sometimes Lunambulance and Unconscious Awareness are counted apart of this ability (but only if they all occur, or if False Cognition is accompanied by either of its two faculties).
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 specifically about it is faulty and what can correct the defect (even grammar). The user can also use this in combat, detecting foes’ weak spots (mental, physical or superpower-based) and exploit said weak spot in much stronger/faster foes with ease.
Variations: Interception • Interception, also called Eavesdropping is a faculty of Fault Detection in which the user can find the weak points or fault lines within a telepathic/empathic link, and psychically “intrude”. This can be used to divert a telepathic message to user’s mind instead of its designated location, or to simply listen in on the telepathic conversation. This can even be used to keep foes from reading the minds or feelings of allies by diverting the effects to the user’s mind instead. Sometimes the user may even be able exploit the weaknesses in this connection to break telepathic or empathic links and undo Possession.
- Weakness Conferral
• Weakness Conferral is a variation of Fault Detection in which, instead of finding the weaknesses of foes, the user can psionically confer one weakness upon any one foe. One with this ability can make the foe allergic to sunlight, morbidly afraid of water, or incapable of doing a certain task. This ability cannot inflict injury, only to give the foe one weakness that allows them to be better handled by the user. If the foe’s conferred weakness is no longer around or they cannot get to it, the former weakness must be undone and a new weakness must be conferred.
• The weakness must almost always be to that of a substance, a type of energy or a psychological condition, and no weakness can be conferred on non-living (dead/undead or inanimate) subjects.
Feigning Feigning is the psychic and physical ability to cause one’s own body to appear as though injured or somehow in danger. This ability could cause the body to limp as though one had a broken leg, or could produce temporary cataracts to appear blind (while actually seeing perfectly). One with this ability could even give off a smell and appearance as though one were dead. The user could appear to have the symptoms of any illness or ailment to frighten away or lure in foes to be their next victims, as people with this ability usually also have a more dangerous ability.
• A faculty of this ability could even allow the user to pretend as though he was crying, and gain power from the sympathy others feel for him, which could be released later as enhanced strength or Feral Mind on potential foes (this superhuman psychic faculty is called False Lamentation, False Tears, Fake Tears or Crocodile Tears).
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- the use of a psychological “frenzy” template which infects nearby minds; upon reading/invading the user’s mind, telepaths, empaths, possessors and other mind-intruding psychics also become “infected” with the same frenzy, instead of being able to psychically calm the user down or otherwise mentally dominate the user
• 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; with this superhuman faculty, lunar energy can also be stored and saved up for a later Feral Mind (which may perhaps be needed at a time when the moon is not present)
• 3. Nympholepsy or Strange Influence- the use of supernatural influences (hypnotism, compulsion, magic, charms, etc.) to invoke a Feral Mind; it is a flurry of passionate, exaggerated emotion (lust, rage and/or unhappiness) and perhaps the strongest type of Feral Mind as it is not easily or quickly suppressed
• 4. Swan Song or Dying Defense- giving a cry (not a literal song) which reverts the mind into a primal state which is prone to violence and survival instinct; usually only activated when the body feels like he is in mortal danger, and may be used to boost others’ morale as well; this cannot be suppressed by Inaudibility
• 5. Trigger or Redintegration- employing the intentional or unintentional reversion of the mind into a primal psychological condition by subjecting the user to circumstances which triggered the first time they manifested their Feral Mind; this may be a smell, a sound, a picture or nearly any other sensory or psychological stimulus
This ability can reverse the user’s 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.
Variations:
- Feminine Feral Mind
• Feminine Feral Mind, also called Female Feral Mind or (more colloquially) Woman Scorned is a version of Feral Mind, limited to females, in which the user exhibits mannerisms/abilities similar to undergoing Lunacy or Nympholepsy, without actually being under supernatural influence. The user’s emotions become a blurry combination of fear, hate and rage; the adrenaline levels also rise drastically (but without any harmful effects) and gift the user with above-average strength, speed, endurance and stamina, while also inducing fear in all males in proximity (and somewhat suppressing higher brain functions such as logic, judgment and compassion).
• As implied by the name “Woman Scorned”, this ability is often induced whenever the user feels extreme emotional stress, particularly anger and jealousy.
Ferity Inducing Ferity Inducing, also known as Feral Mind/Frenzy Inducing, Berserk Inducing, (Berserker) Rage 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 besides the normal means, including:
• 1. Feral Attack, also called Feral Bite/Scratch or Wild Infection- a hard bite (and/or a scratch) that temporarily “infects” a subject with the Feral Mind ability (it activates/operates like normal Feral Mind)
• 2. Feral Call, also called Call of the Wild or War Cry- a call with the capacity to sonically negate higher brain function and induce primal urges toward violence and ruthless survival, along with enhanced attributes
• 3. Feral Stare, also called Wild Look or Wild Eye- a stare that, upon connecting with the eyes of a subject, induces extreme violence and loss of better judgment, within subjects usually resulting also in enhanced attributes
• 4. Feral Touch or Provocation- a touch that evokes a primal mindset of subjects, causing those subjects to act like violent savages (loss of rationale, sympathy, moral restriction, etc.), along with enhanced attributes
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.
Variations:
- Madness Inducing
• Madness Inducing, also called Insanity Inducing or Mania/Dementia Inducing is a variation of Ferity Inducing in which the user can psychically induce madness, instead of just rage. One with this ability psychically shuts down the higher brain functions, such as judgment, logic and contact with reality. They can induce anywhere from bipolar disorder to schizophrenia or multiple-personality disorder to psychosis to hysterical dismay/paranoia to raving fits of anger or depression and the like, using only one’s words, a touch or the mind’s power. In animals, the user can induce symptoms similar to rabies (without the actual virus).
• Not to mention, a faculty of this ability also allows the user to psychically prevent or cure insanity (this superhuman faculty is called Mental/Psychic Stabilization, Mental/Psychic Restoration, Madness Negation/Suppression, Insanity Negation/Suppression, Mania Negation/Suppression, Dementia Negation/Suppression or Sanity Inducing).
- Note: Madness Inducing may even induce the superhuman ability Insanity (depending on the user).
Fission Fission or Diffusion 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 (fused beings or hybrids) 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.
- Note: If used on a superhuman with the power of Replication, it will just cause the subject to produce replicates of himself.
Flexibility Flexibility, also called Body/Bodily Contortion is the presence of increased elasticity within joints (like the shoulders/hips; not the entire body—that is Hyperelasticity). The user's joints can stretch to allow movements not normally associated with that joint, even making him capable of slipping through the bars of a barred gate, or dodging projectiles, blows or other impending physical dangers with uncanny ease (called Evasion). Through training, more flexibility can be achieved, but a limb could not be stretched out further than the ligaments and muscle structure allow; any 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. Their body may project 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 (insect, bat, bird, etc. in nature) and the like. This ability may be accompanied by some other aerial faculty.
Forcefield Generation Forcefield Generation, also called Forcefield Projection or Force Field Generation/Projection is the ability to generate fields/bubbles of energy (psychic, psionic, 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. The user can sometimes even move objects caught within them. However, another version allows the user to subconsciously create 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).
Variations: Barrier Generation • Barrier Generation is the ability to psychically put up protective barriers to protect the user. The user can put up powerful, flat panels of psionic energy to deflect oncoming projectiles or blows from enemies. They could also use the generated barrier to slide on, or to stand on. One could even generate multiple barriers in different places at a time (or even combine numerous smaller barriers into a larger one). Sometimes the barriers are resistant to only a certain type of energy or a certain substance (debris, light, toxins, etc.), although this is uncommon.
Safe-Zone Generation • Safe-Zone Generation or Micro-Environment Generation is the psionic ability to generate a field/bubble which keeps out environmental conditions that are harmful to the user (poison gas, dust, germs) and may simulate an environment that the user finds pleasant. One with this ability could block rain from touching him, keep intense sunlight from burning him, or even change light so the user’s environment can appear different to him while resting. This ability also keeps projectiles and hostile presences (including intangible ones) from entering the field and allows only those with a positive empathic link to enter.
Specific Force Field Generation • Specific Force Field Generation, also called Particular Forcefield Generation is the ability to psychically generate a forcefield which is only resistant to certain elements or types of energy. One with this ability may generate a Magic Forcefield (resists magic), a Psychic Forcefield (resists psychic-energy attacks), a Hostile Forcefield (keeps out any living creature with hostile intent toward the user), a Physical Forcefield (keeps out tangible threats) or the like.
Structured Force Field Generation • Structured Force Field Generation, also called Structured Forcefield Generation or Structured Force Field/Forcefield Projection is the ability to run the fingers along or psychically trace the periphery of an area. Whatever area is traced, the forcefield energy fills in those spots more thoroughly (which keeps out whatever the user wants out more effectively). One with this ability can change the shape of the force fields they generate simply by drawing the outline of them differently (making them smaller, larger, shorter or longer) as the user desires.
Zone Designation • Zone Designation, also called Zone Restriction, Area Restriction or Anchoring is the ability to restrict a subject’s movement to one area, without the use of a visible forcefield. This can be accomplished by a number of means. The first includes the psychic generation of an invisible restricted space, out of which the subject cannot move, no matter how high he flies, or how low he digs. The second includes the psychic grounding of the feet to the ground, so that the user cannot even move his feet from where he is currently standing.
Freezing Freezing, also called Cooling, Cold Generation 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 many of numerous ways:
• 1. Freezing Breath or Frigid Breath- the ability to generate intense cold (or perhaps actual frost/ice) with the breath; it can be used to freeze things (or just to cool them), immobilize things in motion, etc.
• 2. Freezing Vision, Freezing Stare or Polar Stare- the ability to freeze anything the user stares at; by looking at a desired target, the mind triggers its superhuman freezing ability (staring at the target is required)
• 3. Heat Theft or Warmth/Heat Absorption- the absorption of ambient heat into the body, via the hands, feet, the mouth or any other open skin; absorbed heat can warm the user while freezing the foe, etc.
• 4. Icy Touch, Freezing Touch or Frigid Touch- a touch which exudes extremely cold energy or molecule-decelerating energy, thus decreasing the heat of anything touched (or entirely freezing it)
However, it may simply 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 or Amalgamation 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.
- Note: If used on a superhuman with the power of Phasing, it will trap the subject inside of any matter that he tries to phase through.
G
Gender Shifting Gender Shifting is the ability to psychically shift oneself from one’s own gender to another, 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 (even animals), and vice versa. One with this ability could even become genderless (if one did not desire to have children, or the like) 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 Trace Shifting 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, also called Terrakinesis, Petrokinesis/Petrakinesis, Edaphokinesis or Ground/Soil/Rock/Earth Manipulation is the ability to mentally manipulate earth. With this ability, one could hurl rock/stone, 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 pull any 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.
Variations:
- Magma Manipulation
• Magma Manipulation or Lava Manipulation is a mix of Geokinesis and Pyrokinesis in which the user can manipulate magma/lava as though it were normal earth. One with this ability could cause lava to erupt from the ground, increase/decrease its temperature or even cause it to harden while allowing it to maintain temperature. This ability could even be used to form lava into constructs or to just move around present lava to attack foes and the like. It is possible the user of this ability can manipulate both fire and earth (that doesn’t include metal).
Mud Manipulation • Mud Manipulation is a mix of Geokinesis and Hydrokinesis in which the user can manipulate mud as though it were normal earth. One with this ability could change the thickness of mud to clear up dirty water (to see more clearly), use muddy water to attack foes, or to harden into constructs, or to move around, similar to normal water or earth manipulation. It is possible the user of this ability can manipulate both water and earth (that doesn’t include metal).
Gestalt Abilities Gestalt Abilities, also called Synergistic/Combined 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, his intelligence, strength or any other stat, simply by being in close proximity with another person. If the gestalt were to engage in combat together against a foe, the gestalt’s combined power would increase their chances of success greatly, and may even give them abilities they could not normally have or access on their own.
- Note: Gestalt Form is another name for Fusion, and is thus not a part of Gestalt Abilities, unless the form gains abilities or enhancements not inherent in either contributor to the gestalt (the Gestalt may consist of an empath and a telepath, but the gestalt form has Telekinesis, etc.).
Glossolalia Glossolalia, also known as Divine Utterance or (most famously) "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 this language is spoken, it brings peace to conflicted minds, can turn evil people good, only utters the absolute truth (including divine knowledge and prophecies) and is capable of casting out demons. No one can learn this language (not even those with Xenoglossy or Omnilingualism); it can only be given by God to speak. This ability is usually accompanied by Piety, Exorcism, Divine Favor and/or Divine Wrath.
• Although no one is capable of learning this language, a psychological faculty of this ability allows the user to innately understand it, so one can translate it to others (even if one cannot speak it); this is called Glossolalic Translation, Divine Translation, Tongues Translation, Glossolalic Interpretation or Tongues Interpretation.
- Note: Divine Translation is not often included with the ability from which it stems (it is rare that one has the spiritual gift to both speak and interpret Tongues); however, if friends or family members develop a divine or spiritual bond, it is possible that one may manifest the power Glossolalia while the other manifests Glossolalic Translation.
- Note: This ability cannot be negated or mimicked by Power Mimicry or similar abilities.
Glucokinesis
Glucokinesis, also called Sucrokinesis, Saccharokinesis or Sugar Manipulation 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 sweets containing sugar can be turned into dangerous projectiles or superpowerful glue (or they may just have the sugar extracted from them). This can even be used to increase sugar in products to poisonous levels.
Gyrokinesis Gyrokinesis, also called Gravitokinesis, Barokinesis or Gravitation/Gravity Manipulation is the ability to mentally manipulate gravity. This can be used to increase/decrease its effects around any desired area, to make objects extremely lighter/heavier or to even crush things by compressing them with intense gravity. One this superhuman 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. At the higher levels, it is even possible to generate localized wormholes and the like.
Variations: Antigravity Manipulation • Antigravity Manipulation or Anti-Gravity Manipulation is the ability to mentally manipulate the forces of antigravity, allowing one to increase or decrease its effects around any desired area; this can be used to levitate targets (living or inanimate) or to negate the antigravitational effects of others’ levitation/flight abilities. One with this ability can even sheathe subjects in antigravity (so they float away uncontrollably) or increase the presence of antigravity to perform athletic feats which require a lot of gravity defiance (extremely high jumps, tossing foes incredibly far, etc.).
H
Halokinesis Halokinesis, also called Salinokinesis or Salt Manipulation is the ability to manipulate salt. Psychically-controlled salt can be manipulated like psychically-controlled sand or sugar. It can be made very abrasive, even to the point where it can peel off skin, or it can be pulled together, to form crystalline 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 (which is usually a bit thicker than normal, or perhaps even protected by an invisible 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. The user of 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 may occur in the place of 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 force, or even via blood transfusion between a superhuman who can regenerate and the subject that needs to be healed. Either version 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/trauma, improve mental (and emotional) wellness, 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 by poisons, toxins and pathogens; it only gets rid of (or negates the effects of) the pathogens, preventing the start of damage (or preventing further damage). This faculty may accompany or occur separately from Healing.
Variations: Faith Healing • Faith Healing is a version of Healing in which the user must pray over the subject that one wishes to heal and have faith for that subject to be healed. One with this ability can (simply by praying) will the faster recovery of an ally’s broken bones, or the quick recovery of an ally from a sickness. The user need only pray to their presiding deity, and the afflicted (perhaps even the user, if he uses it on himself) can even be released from normally-terminal illness, heal normally-permanent wounds and scars or the like.
Supernatural Healing • Supernatural Healing, also more colloquially called LPSM (Logopsychosomatic Medicine) is a variation of Healing in which the user can use scriptures from their holy books to help heal them and ease their stress. One with this superhuman ability needs only to read or recite from their holy book, such as the Bible, and whomever shares their beliefs in the immediate area (even the user himself), and hears the message, will be healed and temporarily cured of stresses. Their morale will also be boosted and they will feel empowered.
Viral Suppression • Viral Suppression, also called Disease or Virus Alleviation/Eradication/Negation is the ability to quell (or cure) the symptoms/effects of viruses/disease/infection. This ability comes from either a psychic aura which is strong enough to overwhelm the virus (this faculty is called Antibacterial Aura or Antiviral Aura), the generation of an antivirus or vaccine (this faculty is called Vaccine Emission), or the literal absorption of said virus/disease into the user's body, which exterminates it (this faculty is called Sickness/Virus/Disease Absorption).
•The normal Viral Suppression implies the mental repulsion, suppression or eradication of viruses or bacteria without employing any of the above means (using only mental contact and/or a touch).
- Note: 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).
Wound Licking • Wound Licking or Licking is a faculty of Healing in which the user can heal wounds (his own and those of others), by licking them. The user can heal broken bones and perhaps even tumors or ulcers (or sometimes only minor wounds), but the illnesses must be of a physical nature. The user often produces an excess of saliva when using this ability and their tastes may be different than normal humans, so they would not mind licking wounds. Not to mention, this ability (common among vampires and therianthropes) is often accompanied by Asepsis.
• If this ability is used when no wound or injury is present, the subject will take a painfully jolting biological backlash that may result in temporary paralysis if powerful enough or used often enough.
Heat Vision Heat Vision is the ability to project beams of light and heat through the eyes. This may result from heat innately generated by the body, or the absorption of heat energy (solar, heat, light, etc.) and discharge of the excess. This radiation 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, also called Solakinesis or Sun/Solar (Energy) Manipulation 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 inducing solar flares, if they are strong enough.
Hibernation Hibernation, also known as Aestivation or Psychic Sleep is the mental 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 increase (even if wounds weren't completely healed). One with this ability can fall asleep almost at will, and may even obtain Superhuman Strength and/or other superhuman faculties from having longer sleeps. People with the ability Hypnokinesis tend to have a more positive effect than negative effect on people with this ability.
Hive Manipulation Hive Manipulation, also called Hive Control or Swarm Control is the ability to psychically manipulate a (usually) small group of one type of subject, living, dead or inanimate. One with this ability may be able to control a set of bullets, a hive of bees (not all bees, just a particular swarm), or a group of anything else with which the user's empathic energies are attached. Their movements, their senses, any abilities they may have and their metabolism (in the case of living things), or their properties, shape and movements (in the case of inanimate objects) 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, also called Holographic Generation, Holograph Projection/Generation, Avatar Generation/Projection, Thoughtform Projection or Holographing is the ability to psionically project a hologram copy of oneself and/or others (sometimes even animals or items). This copy does not have any abilities and rarely acts of its own accord (thus it is not Replication, but instead a passive defense mechanism in which the user only makes a hologram of something). The projected copy will often only move as directed by the user's mind and can usually be dispersed by the slightest touch.
• If the conjured holographs become solid, then the user’s power has developed into Summoning.
Homeostatic Disruption Homeostatic Disruption, also known as Sickening is the ability to make living subjects sick. The user does not induce viral/bacterial infection, but instead exudes a psychic aura so powerful (by mind or touch) that it causes nausea, vomiting, disorientation or other feelings of great discomfort. This ability may also project an aura around foes which lowers subjects’ viral resistance and/or attract viruses and bacteria. Or the user may be the carrier of a disease/plague to which few, or perhaps only the possessor, is immune (called Disease Carrying, Plague Carrying, Viral Contact or Infection).
• 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.
Hyalokinesis Hyalokinesis also called Vitreokinesis, Vitrikinesis or Glass Manipulation is the ability to psychically control all forms of glass. The user can reshape, recreate and repair any piece of glass. They can also increase the density of it, make it resistant to high temperatures, and can shape it into another form, or even revert it back to sand (and vice versa; although it could not be manipulated until changed back to glass). The user can make glass sharp or blunt, and can even cause it to change color. This ability could be used to levitate or manipulate glass/glass objects as though one had normal Telekinesis, to cause them to explode into dangerous shards to attack foes, or the like.
Hydrokinesis Hydrokinesis, also called Aquakinesis or Moisture/Water Manipulation is the ability to mentally manipulate water. One with this ability could shift water through its solid, liquid and gas phases. They could also pull ambient moisture out of the air to form water (even in the form of bubbles). They could even use this ability to raise water and send it at foes in the form of tidal waves or any other form the user wishes. The user 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.
Variations: Viscosity Manipulation • Viscosity Manipulation 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 dripping out of containers at a normal rate by turning them extremely thick, or trap underwater foes in suspended animation.
- Note: If a superhuman has the ability Aqueous Form and can only manipulate the viscosity of the water making up his form, it would be more appropriate to call it Viscosity Shifting (because the thickness of other bodies of water/liquid cannot be changed with this ability).
Hyper Mind Hyper Mind, also called Thought-Wave Launching/Firing is the superhuman psychic ability to literally fire offensive thought-waves at foes. First, the user’s mind duplicates thought waves (so no intelligence is lost), and radiates them in the form of 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 the attack. When the beam, ray, bolt or wave is launched, it attacks stronger/faster beings physically, and smarter beings mentally.
- Note: Hyper Mind in no way increases the intelligence of either the user’s mind or the mind of the subject that it strikes. It is composed of thought waves, but it turns back into raw electricity to attack a foe or an object/structure. This attack can be grounded by conducting metals or durable rubber.
Hyperbite Hyperbite, also called Hyper-Chewing, Hyper-Jaw or Biting/Bite is the ability to bite with extremely strong (sometimes unhinging) jaws, and 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 both biting extremely tough subjects, and withstanding breakage. The user of this ability still has sensitivity, however, and thus they should be careful so as to not bite down on anything potentially dangerous, unless this ability was accompanied by Matter Ingestion and/or Asepsis.
- Note: One should not confuse this ability with Matter Ingestion, as that 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.
Hyperconstriction Hyperconstriction, also called Hypergrip, Constriction, Gripping or Squeezing is the superhuman ability to constrict targets with superhuman power. The user does not necessarily have Superhuman Strength, but instead is gifted with the presence of appendages (perhaps a tail, arms, legs or hands) which have muscles capable of contracting and constricting any subject until they are asphyxiated or restrained from moving (or just to keep from losing one’s grip on a surface or an item). One with this ability could may even be able constrict or crush objects using only their hands, or the like.
- Note: Hyperconstriction and Constriction are usually used to describe the ability to squeeze things with appendages like arms, legs or a tail; Hypergrip and Gripping are usually used to describe the ability to squeeze or grip things with the hands; Squeezing can be used for either faculty.
Hyperelasticity Hyperelasticity, also called Elasticity, Elastic Body, Elastic Form or Stretching is exaggerated pliability of the body. One with this ability can extend their limbs, contort their bodies, blow their body up like a balloon (called Hyperinflation), bounce like rubber (called Hyperbounce) and resist extreme concussive force (even beyond that of a bomb explosion). Not to mention, the user’s body can often even ground intense electricity like rubber. However, the user has a stretching limit, and thus, once they pass it, they would be susceptible to pain just like any normal human.
Hyperjump Hyperjump, also called Hyperleap, Hyper-Leaping or Leaping is the ability to jump much farther than a normal human. The length of the jump, however, varies with the user. Some users can only jump about 20 feet while others have the proportional jumping capacity of a flea (over 180 times their own height). Superhumanly strong legs are also a usually-present feature, allowing one to also kick with phenomenal strength (called Hyperkick, Stomp or Trample), unless the user’s jump is aided with psychic energy; in which case, the user’s legs have normal strength.
Hyperkinetic Motion Hyperkinetic Motion also known as Hyperkinetic Attack or Hyperkinesia/Hyperkinesis is the ability to amplify kinetic energy produced by movement. One with this ability could attack foes by simply making the movements of attack, or hit a foe simply by amplifying the kinetic energy (made by the movement of a hit) and sending it in the direction of the foe. A “cast” is molded from the kinetic energy as an attack motion is made, 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, also called Narcokinesis or Sleep Pattern/Sleep Manipulation is the ability to manipulate sleep patterns. This can be used to induce instantaneous sleep on biotic subjects, or to induce perpetual insomnia (bad for your health). The user can also determine how long/deep a sleep a person has (even to the point of removing a subject’s need to sleep, or making them really tired all the time). This ability may also be used to increase wakefulness in others (by reversing the sensation of drowsiness).
Hypnotism Hypnotism, also called Hypnosis is the psychic ability to put one into a trance-like state of extreme suggestibility. A common way of employing this ability is the use of a hypnotic voice (this is the normal), or the use of a hypnotic medium, which lulls the subject into a drowsy or sleep-like trance accompanied by extreme suggestibility. However, hypnosis (or a similar hypnotic effect) can be achieved one of numerous other ways as well:
• Hypnotic Beauty, also known as Blinding Beauty is the ability to stun subjects with unnaturally good looks (trapping them in the thought of one’s beauty like a deer in headlights, similar to Mesmerization or Stupefaction). The user also tends to use their good looks for seductive purposes (often by somehow subliminally bringing attention to their aesthetically-pleasing features), to reach their goals. Not to mention, subliminal power allows them to be perceived as beautiful/handsome by all who look at them (even some perspicuous minds).
• Hypnotic Call, also known as Hypnotic Lure is the ability to draw subjects to the user without the use of music or otherwise lyrical undertones. First, the user subliminally sends out psychic energy that amplifies the hearing of subjects within a certain radius (while also catching their attention), then he calls out to them. That draws subjects to come to him (and to reach his destination by any means necessary, even if dangerous obstacles are in the way of the path which leads to the user). It can be used on multiple subjects at a time.
• Hypnotic Charm, also known as Charisma or Animal Magnetism is the ability to hypnotically cause subjects to like the user, trust him, respect him and become doting sycophants that will do anything to please him. This can inspire either like of an innocent sort (to make befriending people easier) or sexual desire, depending on the user’s age and will (and gender). Sometimes the user also exerts subliminal power by saying certain words (“like”, “love”, “want”, “desire”, “please”, “pleasure”, “happy”, more sexual terms and the like).
• Hypnotic Medium is the ability to channel one’s hypnotic powers through an object. The most common object to use is a pendulum with a jewel or gem on it (though other media can be used, even a pinwheel or the like). The gem channeling the user’s subliminal power, combined with the swinging of the pendulum (or whatever other medium), work together to induce a hypnotic trance of extreme suggestibility. This ability is often accompanied by the ability Hypnotic Stare and/or the ability Hypnotic Voice, for added trance-inducing effect.
• Hypnotic Song is the ability to vocally emit a beautiful song that entrances people and subliminally compels them to either follow any predetermined orders given by the user in the song, or to try to reach the source of the song, no matter what dangerous obstacles are in the way of the path (it may even just mesmerize a subject or make them want to dance). And if the ability belongs to a female user, it is not uncommon that the power will only work on males; if so, females will not even hear it, let alone fall prey to it (this faculty is called Siren Song).
• Hypnotic Stare or Hypnotic Gaze is the ability to place subjects into a hypnotic trance by looking them in the eyes. This seemingly-simple locking of gazes deactivates the inhibitions of subjects (thus placing them into a state of extreme suggestibility, while sometimes also producing mindless effects within the subject’s mind similar to the ability Mesmerization or Stupefaction) so the user can more easily command or compel them; this superhuman ability is often accompanied by Hypnotic Voice, to make the user’s hypnotism a bit more effective.
• Hypnotic Touch or Tactile Hypnosis is the ability to place subjects into a hypnotic trance by touching them. Through the same touch, the user delivers the geass for the subject to carry out; this method requires no overt vocalization (no message needs to be given out loud) and the geass lasts until the deed is carried out or until they are told to stop (or that they’ve completed the task). This type of hypnosis often allows one to bypass abilities like Perspicuity and the like (because the compulsion bypasses the brain and goes straight to the nerves to be carried out; when the subject feels the user’s touch, they also receive the compulsion).
• Hypnotic Voice is the ability to speak with a calm and soothing voice which places subjects into a state of extreme suggestibility; this is considered the normal hypnotism (as it is the most common) and it has effects which are capable of being mimicked or being learned by non-superhumans (although superhumans with this ability can perform it with far more ease, or they may have a permanently-hypnotic voice, so anything that they say can catch the attention of those within the user’s proximity and sound agreeable to those who hear him).
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 (called a geas or geass) works even after the trance is broken.
- Note: If the user has Hypnotic Voice, Hypnotic Stare or Hypnotic Medium (or two of the three, or all three), one can simply call the ability Hypnotism (as these are the most common types of hypnosis).
- Note: Hypnotic Charm, Hypnotic Beauty and Hypnotic Song (abilities based on attraction) will sometimes cause all subjects of the opposite sex, within the user’s vicinity, to fight over the user for his or her affection.
- Note: Hypnotic Beauty usually only works on members of the opposite sex
Variations: Autohypnosis • Autohypnosis, also called Autohypnotism, Autosuggestion, Hypnotic Self-Control or Hypnotic Autosuggestion is the psychic ability to place oneself under hypnotic control. The user has their mind working as though the two subsections (the conscious mind and the subconscious mind) were two separate minds. The subconscious mind dominates the conscious mind, thus allowing one to hypnotize oneself into doing anything within physical and mental capability (even controlling one’s own memory and autonomic functions, or the like).
Hypnotic Music • Hypnotic Music, also called Hypnotizing Music or Hypnotic Composition is a variation of Hypnotism (namely, Hypnotic Song) in which the user channels his or her subliminal powers of hypnotic control (only the trance-inducing, not the commanding) through one’s music. This can be channeled through any instrument one plays (if one uses the voice, it is instead Hypnotic Song), as long as the music is played accurately. That problem, however, is almost never an issue, as the ability is often accompanied by Musical Aptitude, so the user can pick up musical performance skills quickly, and Hypnotic Song.
• Hypnotic Music, if no hypnotic geass or post-hypnotic suggestion is issued, will instead just cause the subject to dance mindlessly (un-distracted until, of course, the subject is incapacitated or the user finally gives a command).
Trance Inducing • Trance Inducing is the psychic ability to induce an altered state of consciousness in subjects’ minds. This ability makes the subject’s minds significantly weaker, making Hypnotism, Psychic Persuasion and other types of mental compulsion significantly easier. This ability could make foes more susceptible to mental domination or influence, or make allies more receptive to any mental abilities they might have (if used on a precog, it makes a vision more likely to occur; if used on a superhuman with Feral Mind, it makes them more likely to rage, etc.). However, it also makes subjects more likely to become possessed.
•For theistic subjects (regardless of whether they have true superpowers), it also makes any spiritual gifts they possess (like “speaking in tongues” [Glossolalia], seeing in the supernatural, receiving prophetic visions, etc.) much more likely to manifest. This ability may be induced by touch, voice, a wave of the hand or close physical proximity to the user (depending on the user).
Hysteresis Hysteresis, also called Effect Delay or Delay is the ability to psychically cause a quantum-mechanical 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.
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Illusion Illusion, also called Illusion Casting is the ability to mentally distort subjects' perceptions of reality. This could be done either by bending light so objects and subjects appear different (or nonexistent), by projecting a false image or sensation to the subject’s mind, or by covering an object, subject or an area of space with illusory energy to make things appear different than what they actually are (or to give the illusion of the presence of nonexistent things). 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, thus inducing vertigo in the foe, etc.).
• Sometime this ability does not allow the user to cast just any illusion that he desires; sometimes the user can only cast illusions of subjects’ greatest desires or dreams, or only their greatest fears and nightmares; sometimes one may even only project certain illusions, like enhancing one’s physical beauty (this faculty is called Glamour).
Variations: Delusional Perception • Delusional Perception, also called Hallucinatory/Illusory Perception is the ability to perceive falsehood psychically (or by one of the senses, depending on the type of illusion or delusion) without being fooled. For example, if someone imagined himself committing suicide, the user could see the subject committing suicide, while seeing him where he actually was, at the same time. If a man saw himself as better than others, the user could actually see the subject’s self-image. This could be used to discern if someone is deluded (or having hallucinations), etc.
Hallucination Inducing • Hallucination Inducing, also called Delusion Inducing or the Psychedelic Effect is a faculty of Illusion in which one can induce psychedelic hallucinations in subjects at will. This ability psychically causes the subject's imagination to overact, resulting in paranoia and delirium. This ability may even cause the foe to feel as though only experiencing that which is pleasurable to him instead of what’s actually happening (called the Rose-Colored Glasses Effect) or the like. This ability has no need for the user's imagination; the subject's mind does all of the work (and has a compelling sense of the hallucination’s reality).
- Katzenjammer
• Katzenjammer, also called Noise/Dissonance Invocation or Dissonant/Cacophonous Sound is the obscure mental ability to cause subjects to hear the illusory yowling of cats or other such annoying noises. However, instead of causing the sounds to just occur out of nowhere, the sound is actually hallucinatory, so the user only activates it, and the sound continues until it eventually wears off (the subject gets used to it, goes mad or a similar situation).
Mirage Inducing • Mirage Inducing is a version of Illusion (a mix of Summoning and Illusion) in which the user can generate illusions which last, and are entirely real, as long as the targets do not know that they are illusions. One with this ability could cause any type of illusion they desire, but the second that someone calls out “It’s not real!”, shakes subjects out of their deluded state or the subjects see the illusionist working his power, then the illusions will wear off, entirely (or until the user can go unnoticed to use his ability again).
- Quixotic Force
• Quixotic Force or Delusional Illusion is the ability to subliminally generate illusions, without even knowing that one has generated the illusions (or for that matter, that they are even illusions). This ability would be most advantageous in appearing realistically afraid of illusory creatures, or to keep people from discovering that the user is behind the illusions (because he isn’t even visibly trying to cause them; they simply occur as a defense-mechanism, or as a result of a diseased mind). This ability is usually accompanied by the ability Insanity.
Immobility Immobility, also called Immovability 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 accompany Superhuman Strength, Superhuman Endurance and/or Atomicity, but not necessarily Weight Shifting.
Immobilization Immobilization, also called Transfixion is the ability to render a subject incapable of moving, either by touch or thought. One with this superhuman ability does not paralyze the subject on whom the ability is used; they simply sheathe the subject in psychic energy which keeps them from moving (they can still feel, speak, and breathe, etc.). The user could employ this ability to stop a "speedster" from getting away, to stop a flying 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) or the like.
Immortality Immortality, also called Deathlessness, Eternal Life or Biological Perpetuity is the inability to die, one of a few ways. The first is most heard-of, in which the user cannot die at all (he can be put underwater and won’t drown, or deprived of air and won’t suffocate, etc.; his body is entirely invulnerable to harm, disease or age). The next means implies the user can only die in certain ways, and all other ways are futile to kill him. The next is most common, in which the user can regenerate, and has regenerated so much that the body can still be injured, but the rate of cell death/regeneration is equal, making it near impossible to take fatal damage from any physical attack (or to die of old age).
• However, another faculty of this ability is Eternal Youth, also called Agelessness, where the user retains the physical age and vitality that they had 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); but anything else, like bullets, hanging, drowning, stabbing, etc. could still kill them.
Immunity Immunity is the inability to be affected by one or more outside influences. This ability keeps one from being affected by that sensation or energy at all, even in its highest forms. One with this ability may be immune to fire, electricity or some other form of energy or sensation, or may even have an immunity to magic (called Magic Immunity), immunity to pain (called Pain Immunity), immunity to Power Negation, immunity to psionics or an immunity to any other substance, energy or sensation that the user’s species is normally very vulnerable to. This ability may be accompanied by Conduction (the ability to conduct whatever they are immune to, if it’s a type of energy).
• Sometimes, this ability affects the user like a form of Imperceptibility (where they cannot feel it or interact with it at all), while other times, the user is just able to be in the presence of that energy, substance, chemical or element, without it having any effects on them.
- Note: Immunity to physical change is Immutability, immunity to poison/disease is Asepsis, immunity to psychic penetration is Perspicuity and immunity to physical damage is Invulnerability.
Immutability Immutability or Immutable Pattern is the resistance to all external physical change. The user cannot be transformed into another form, genetically altered, shrunk, expanded, weighed down, aged, or directly 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, natural aging, the elements, etc). In addition, one with this ability may even be able to temporarily pass on this trait to another (or undo changes to others, themselves). This is the physical version of Perspicuity.
- Note: One with this ability could not even have (or be bestowed with) the ability Shapeshifting or the like, as this would disrupt the user’s natural pattern.
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, a few or all of the senses. This aura is not the same for every faculty, however, and it may allow the user to psychically induce any of the following effects:
• 1. Invisibility- the inability to be perceived by the sense of sight (user is immune to light-based attacks and 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 is rendered unseen to the naked eye (he becomes invisible)
• 2. Intangibility or Phasing- the inability to be perceived by the sense of touch (ability to go through solid surfaces, or perhaps people can’t feel the user’s touch); if the psychic aura separates the user’s molecules and/or prevents sensory in other’s nerves, then the user becomes intangible
• 3. Inaudibility- the inability to be perceived by the sense of hearing (ability to keep sounds from oneself or other sources from being heard); if the psychic aura deflects (but doesn't absorb) sound and/or negates sensory in the ears of others, then the user will become inaudible
• 4. Insipidity- the inability to be perceived by the sense of taste (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 and the taste buds, then the user will become insipid
• 5. Inodorosity- the inability to be perceived by the sense of smell (ability to deactivate one's own or another odor, such as the odor of rotten food, etc.); if the psychic aura defers air waves and/or deactivates the sensory in the nose, then the user will become inodorous
• 6. Entire Imperceptibility- the inability to be perceived by any sense at all (not on any band of the light spectrum, on any frequency of audibility or the like; not even ESP, Scopaesthesia or the most advanced equipment, aside from Omniscience—this is even more rare than normal imperceptibility)
• 7. Selective Imperceptibility- the inability to be detected by selected people (people without a positive empathic link to the user or the like)
• 8. Electronic Imperceptibility or Digital/Cybernetic/Mechanical Imperceptibility- the inability to be detected or controlled by machines (even if it is a video camera or a sonar machine, it won't pick the user up); the user is otherwise perfectly perceptible
• 9. Catoptric Imperceptibility- the inability to be seen in any reflective surface; simply put, absence of a reflection, despite having a physical form (inability to even be seen through windows or people’s glasses); accomplished by psionic prevention of light reflection off normally-reflective surfaces
• 10. Telesthetic Imperceptibility or Telesthetic Immunity- the inability to be detected by Telesthetic abilities (cannot be felt by Telesthesia or affected up by Telekinesis; can bypass telekinetic forcefields); inability to be contacted by the ability Telepresence, ESP, Sense Projection or the like
If said aura does all of first five given functions, then the user of the ability becomes completely imperceptible to the senses. Obviously, this ability can be used to surpass sensory detection by others, but only the senses of living things (cameras, motion sensors and the like can still pick up on the user, unless he has Electronic Imperceptibility). This most effective if one is entirely imperceptible to the typical five senses, although it is rare that this occurs within a single superhuman.
Variations: Disruptive Imperceptibility • Disruptive Imperceptibility- Imperceptibility which (rather than simply resisting them) disrupts sensory stimuli and outside influences; Disruptive Invisibility causes electromagnetic media to fluctuate; Disruptive Intangibility causes whatever the user passes through to crumble, corrode, explode, implode or the like; Disruptive Inaudibility causes sound to randomly change volume, pitch and bass, etc. As such, whatever sensory stimulus the user distorts while using their ability isn’t necessary in order for the user to perceive efficiently (if the user distorts light for Disruptive Invisibility, they may not require normal light to see).
- Disadvantageous Imperceptibility
• Disadvantageous Imperceptibility- Imperceptibility which keeps the user from being sensed, but also from sensing (Invisibility bends light around user, but he requires light to see, so when he becomes invisible, he becomes blind as well; Intangibility allows the user to go through solid surfaces, but also renders the user numb, and the like)
- Note: The reciprocal inaudibility (being made silent, but also deaf) induced by this ability is actually useful, as it allows one to resist the effects of sonic abilities (Psychic Persuasion, Sonic Abilities, etc.) and the like.
Empathic Imperceptibility • Empathic Imperceptibility is the obscure superhuman ability to, upon experiencing (or perceiving) a particular emotion, turn somehow imperceptible. The user may become invisible upon becoming embarrassed, or become involuntarily inaudible when told that they are being too loud. One with this ability may even become entirely invisible (and possibly intangible), save the eyes and the mouth, when they smile (called Cheshire Smile). This ability may be accompanied by Empathy.
Hyperperceptibility • Hyperperceptibility is psychic ability to amplify one’s presence to the sensory perceptions of observers, causing them to pay nearly-undivided attention to the user’s presence. This makes the user the center of attention and entirely perceptible by anyone within a certain range. One with this ability is the perfect distraction, and likely has another superhuman ability based on visual contact, or one that allows one to evade harm after attention is drawn.
Hypoperceptibility • Hypoperceptibility is psychic ability to nullify the user’s presence to the sensory perceptions of observers, causing them to ignore hearing or feeling the user's presence, or causing the user to be difficult to spot. This makes the user nearly imperceptible, unless in motion (and even then, it would be very difficult for them to be noticed). One with this ability is good at evading notice, and may only be clearly visible out of the peripheral vision (if even that).
Permanent Imperceptibility • Permanent Imperceptibility- the inability to reverse the effects of one’s Imperceptibility; upon the first time, or first few times one becomes invisible or otherwise imperceptible, it gets harder to go back to normal, until eventually, they can’t at all (or they may be born somehow imperceptible)
Quantum Shift • Quantum Shift or Phase Shifting is the ability to shift into different phases of existence, thus changing both one’s level of perception and perceptibility. This may include any of the following:
• (0th) Zeroth-Phase Phase Shifting- one could shift one’s perceptibility to this phase to access the power of Hyperperceptibility (extremely attention-getting; audible to the deaf, visible to the blind, tangible to the paralyzed), or shift one’s perception to this phase to access Superhuman Senses
• (1st) First-Phase Phase Shifting- one could access normal physical reality (not extremely attention-grabbing, but not imperceptible); normal senses (all material beings start off here)
• (2nd) Second-Phase Phase Shifting- one could one could shift one’s perceptibility to this phase to access the power of Hypoperceptibility, or shift one’s perception to this phase to feel subtle things (hear/feel the wind, dust particles in the air and the release of pheromones, hear low/high frequency sound waves, smell supposedly-odorless gases, etc.)
• (3rd) Third-Phase Phase Shifting- one could shift one’s perceptibility to this phase to become somehow—maybe entirely—imperceptible (shift one’s tangibility to this phase to become intangible, shift one’s visibility to this phase to become invisible, and the like) or shift one’s perception to this phase to perceive imperceptible things (ghosts, auras, etc.)
• (4th) Fourth-Phase Phase Shifting- one could shift one’s perceptibility to this phase to become even imperceptible to other imperceptible entities and those capable of ESP, or shift one’s perception to this phase to perceive the fabrics of reality (the true nature of things), and changes to such (through Reality Bending, Magic, Shapeshifting, Illusion, etc.)
More powerful users of this ability could even discriminate the quantum shift (limiting the shift to their intangible aspects, such as the aura, the psyche, etc.), so that one could shift his psyche to the fourth phase to be recognized by everyone (regardless of any disabilities people might have), or shift his mind to the zeroth phase, so that his mind can communicate with any sentient mind, regardless of species (perhaps even in other dimensions or times), and the like.
Transparency • Transparency is a faulty version of Invisibility, in which the user can psychically bend light around oneself, but only to become transparent, not invisible. The user can be seen up close as an outline of his actual form (perhaps useful for disguise as a glass statue, or for a similar situation), but far away, it would seem as though they were invisible. This ability is best used underwater or in fog (or a similar situation in which vision is obscured), as it can be used to blend in with the water/fog and the like (or for weak Camouflage), but otherwise it does not prove very useful.
•Sometimes only the user’s skin can become transparent (or is already transparent) while his clothes and possessions (perhaps even his insides) are unaffected; this condition may or may not be passable onto other subjects.
Inertia Shifting Inertia Shifting is the ability to use psionic power to increase or decrease the amount of resistance that an object or subject (even oneself) has to changing speed or direction. The user can 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 the user does not wish it. This ability is often accompanied by Superhuman Endurance (if the user can use it on himself).
Information Alteration Information Alteration, also called Information Manipulation is the ability to psionically change the ink or graphite markings in a document, to make information within documents, files and photos appear different. One with this ability could change visual documents (like photos or videos), the words on a page, the paint pattern on a painting, or even the contents of a written document (so that they say whatever the user pleases). Sometimes, the user can also change sound documents (by psychically altering the magnetic content on the tape, DVD etc.). This ability may accompany Psionic Impression.
- Note: This ability is not the same as Melanokinesis (Ink Manipulation); while this ability can be included with that one (except the faculty being able to change sound documents), this ability allows the user to change ink only while on a surface, not just freely (that means no moving the ink, changing the ink’s physical state or the like, with this ability; he can only do that if he also has Melanokinesis)
Infrared Vision Infrared Vision or Thermal Vision is the superhuman ability to psychically perceive subjects through the infrared spectrum. The shape and size of objects and subjects can still be seen, but it also allows the (visual) perception of the heat present within objects and subjects. One with this superhuman ability can tell how hot something is (although the exact temperature is not perceptible), where biotic subjects are, if someone is alive or not, or the like. This ability may or may not be able to be turned off at will, and could be accompanied by another aspect of vision.
Ingenious Design Ingenious Design is the psychic power of extreme creativity in the field of device construction, function and repair. One with this ability is fully aware of how to build complex devices out of nearly anything that they are given. The user 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. As such, the user 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.
•A faculty of this ability allows the user to psychically perceive and understand the relationship between the parts of a machine by touch (called Mechanical Intuition). This ability is similar to a faculty of the ability Psychic Aptitude, but only works on machines, appliances and mechanical devices.
Ingenious Device Ingenious Device, also called Robotic/Cybernetic/Bionic/Mechanical/Electronic Enhancement is the presence of a robotic/electronic appliance or machine that gifts one with superhuman abilities. The user may have a brain-shaped computer in their skull instead of an actual brain (gifting the user with extreme intelligence and/or code cracking skills). Or it may come in the form of a prosthetic limb that allows Laser Emission 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 Technopathy, usually via the robotic enhancement.
•Sometimes the "enhancement" is produced by an entire power suit, or the reliance on some advanced technological device (a hover-board, a hypercube, a plasma gun, nanobots which replace skin or blood cells, etc.); this faculty is called Gadgetry Use, Gadget Use, Gadget Access or Gadgetry. The user of this “ability” may even be part cyborg or some similar situation.
Ingrain Ingrain is the ability to firmly plant oneself into the ground, one of two ways. The first is by psychically bonding to the earth, using it as a limited anchor for the body. The second method is to physically grow "roots" from the body, to root into the ground. However, after the user is rooted, this ability also allows one to absorb the nutrients contained in the surrounding earth to sustain/heal oneself. Used offensively, it can drain nutrients out of other plants, take away trees’ ability to root to the ground, decrease the firmness of soil, and effectively kill plants. This ability often accompanies Agrokinesis.
• Sometimes the nutrient/mineral absorption faculty of this ability can be used on living things (plants, animals, people), without any necessity for the rooting effect (although physical contact is still required), at which point the superhuman ability is just called Nutrient/Mineral Absorption.
- Note: This ability is most commonly held by those with a form of Agrophysiology, but also with those who have the ability Agrokinesis or a variation of it.
Inherent Intelligence Inherent Intelligence, also called Hereditary Memory or Ancestral Memory is the superhuman ability to psychically inherit one's family members (usually parents') knowledge before birth. This ability bestows the 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 often, but not always, accompanied by Panmnesia, Eidetic Memory or Phonetic 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 resistant to the effects of mental tampering (such as telepathy, drugs like hallucinogens, depressants, stimulants and the like) and fear. This ability also causes greatly 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 a vicious killer) based on which personality template will be most advantageous to the user.
• Insanity is also the word to describe mental illness; but this version usually only manifests when one feels the need for it, and it can often be turned on and off; if not, it in no way impairs intelligence or memory—in fact, it helps these things to a degree, which is why this is sometimes theorized to be a form of superhuman sanity instead of mental illness—(and it cannot be “cured” with therapy or drugs)
Insect Communication Insect Communication, also called Insect Omnilingualism, Insect Telepathy, Insect Empathy, Insect Control/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 Omnilingualism, also called Apian/Vespine Communication or Apian/Vespine Domination is the superhuman ability to communicate with, and eventually command, bees and/or wasps, from honey bees and bumblebees to killer bees, hornets and yellow jackets. This is limited to bees and wasps.
• Arachnid Omnilingualism, also called Arachnid Communication/Domination or Arachnopathy is the superhuman ability to communicate with, and eventually command arachnids, from various smaller spider species to tarantulas (and other exotic spiders), scorpions, mites and ticks. This is limited to arachnids.
• Formic Omnilingualism, also called Formic Communication/Domination or Myrmecopathy is the superhuman ability to communicate with, and eventually command the various ant species, from sugar ants to fire ants, bomber ants, carpenter ants, leaf-cutter ants and the like. 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 and worms to flies, roaches, maggots, insect parasites and the like. 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, which includes only butterfly/moth species (and their caterpillars). This is limited to lepidopterans.
• Muscid Omnilingualism, also called Muscid Communication/Domination, Muscopathy or Myiopathy is the superhuman ability to communicate with, and eventually command muscids, from houseflies to fruit flies, horseflies, botflies, maggots (fly larvae), (possibly) mosquitoes and their larvae, 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 katydids to locusts, cockroaches, and the various cricket and grasshopper species (and their nymphs). 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 (even sharing senses, etc.). This is limited to insects.
- Note: These abilities are called types of Omnilingualism because they allow the user to communicate with insects by any means of communication required for that insect (telepathically, empathically, vocally, chemically, etc.). The vocal or sonic mode of communication employs a bit of the ability Vocal Mimicry.
- Note: Calling this ability Insectokinesis or Entomokinesis is inaccurate. The suffix “kinesis” implies psychic manipulation, and even though the user can control, to an extent, the behaviors of bugs, they can also perceive bugs’ thoughts/emotions, and they cannot levitate or move bugs around like Telekinesis
Intoxication Intoxication is the ability to psychically induce a stupor in subjects, similar to when someone is high or drunk. One with this ability may manifest it through the breath, a touch, 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 they are drunk or high (a euphoric, uninhibited mindset, revealing their deepest thoughts and feelings, and possibly passing out if the effect of the ability is strong enough). And when the first effects of the ability are over, the subject is left with a hangover feeling that lasts longer than usual.
• When using this ability, the user may sometimes give off a smell similar to that of the drug whose mind-altering power they mimic (as such, this ability may be accompanied by Addiction Inducing).
Intuition Intuition, also called Discernment or Instinct is the psychic ability to "just know" personal information about an object, subject or occurrence, including sensing how others will react to something the user does or when something is about to happen. This ability is innately used at random times, and cannot be turned off. A faculty of this superhuman ability allows the user to also (or instead) intuit spiritual truths and principles (sensing the presence of evil/danger/people that dislike the user, a feeling that one should or shouldn’t go somewhere or the right thing to do in a situation); this faculty is called Gnosis.
• Only one other type of "Intuition" (Social Intuition) is actually an intuitive ability; Temporal Intuition (Chronopathy), Material Intuition, Medical Intuition and Anatomical Intuition are actually variations of Claircognizance. Sometimes Gnosis is included within Intuition; if the user possesses that faculty along with normal Intuition, they are counted together as just Intuition.
Variations:
- Woman’s Intuition
• Woman’s Intuition is a feminine variation of Intuition in which the user can intuit information about their personal life. One with this ability can psychically discern when there is something is wrong with their body or when their body will undergo changes. This ability can also be used to tell when family is in trouble (it even compels the user to contact family) when they are up to something, or when people mean more than they are actually saying. This ability can be clouded by emotional attachment or depression.
Inundation Inundation is the ability to psychically cause subjects to lose conscious control over perceptive abilities (their sense of smell, taste, hearing, sight, feeling and superhuman senses), or to force the subject to simultaneously perceive all sensory stimuli within proximity. The user could even cause a subject’s brain to recall every past stimulus they have experienced, all at once, to overload their senses, until they are overwhelmed. This ability may also (or only) cause thoughts and/or emotions to overrun the foe's mind. Then they will go numb, go into shock or fall unconscious from the barrage of sensory data.
Invulnerability Invulnerability is the ability to resist all forms of damage. The user of this ability either has a subliminal aura surrounding his cells and keeping them from being damaged from impact, or his body’s cells can absorb all manner of concussion from blows that would otherwise cause extreme damage (even fatality). This ability can be used to resist any sort of bodily assault, from blunt physical force or cutting damage to stabbing, acid damage, temperature extremes and electricity, until nothing short of divinity can bring physical harm to the user. The user could still die of old age, starvation, suffocation or drowning, though (and if he ingests poisons or diseased materials, he can still get sick, unless he also has Asepsis).
Variations: Impassibility • Impassibility or Incorruptibility is the supernatural variation of Invulnerability in which the body, mind and the spirit are all invulnerable to harm. Not only is the user invulnerable to physical harm (from cuts and broken bones to poisons/disease), but also from woes, wants or stresses. The user has (along with their physical imperviousness) a high resistance to hunger, thirst, fatigue, pain, and moral corruption. The body is kept in near-peak physical, mental, emotional and spiritual health, and as such, it is almost always accompanied by Peak Condition and/or Meditation.
- Note: One with this ability could still suffocate, drown and age (and be subject to Reality Bending).
J
Jactitation Jactitation or the Tremor Effect is the ability to induce tremors and jolts within oneself. These tremors may do one of two things. They may allow the user to go into a tangent of wild, powerful, seemingly-random (but often totally-coordinated) dance-like motions to fight foes or the like, or they may affect any nearby biotic subjects, causing them to shake as well, but on a far more violent level. However, a more passive version also allows the user keep from being immobilized by neurotoxins or the like (they could not even be psychically immobilized or affected by Paralysis, Chronokinesis used to stop time, Restrictor Aura or the like; the only paralysis that could stop the user is the breaking of the spine). This ability may be accompanied by Body Supremacy.
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 does not use an aerokinetic faculty, but instead exudes positively-charged ions from the body or exudes an aura from the feet which propels the user over great distances like a living missile, (this aura also protects the user so he can crash into things and remain unharmed). This same aura sometimes also sheathes the user while underwater, allowing the user to breathe the air created from impact with the water (this is called Aquatic Propulsion or Water Jetting).
Variations: Object Propulsion • Object Propulsion, also called another version of Propulsion is the ability to cause objects to be propelled at high speeds in a fashion similar to a rocket (this requires physical contact with the object). This can be accomplished one of two ways. The first means implies that the user causes an object to ionize, so that it is propelled by the giving off of its own molecules (the object disintegrates as it flies). The second means is most common (and least destructive); the user produces an aura around the object, which causes ions to form around the object and propel it.
• This ability is often used to launch normal objects as concussive projectiles to defend oneself (and the user may be able to control the path of motion). This ability will only work on inanimate objects (no animals or people, living or dead). One with this superhuman ability does not use it to fly.
- Note: The only way the user can employ this ability to fly is if he produced an aura around his clothes to propel himself (and had the capability to direct the path of propulsion)
Jolt Inducing Jolt Inducing, also called Tremor Inducing, Jolting or Jarring is the ability to psychically induce spasmodic paroxysms in any living subject. The user of 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 superhuman ability could even induce simple vibration in a subject, keeping a person from being held down or restrained, or cause foes to exaggerate any motions they attempt to make.
Juju Focus Juju Focus or Object-Based Faculty/Ability/Power or Object Use is the ability to channel magic, psychic or psionic powers through a designated object (amplifying abilities that would normally be latent or weaker, or perhaps absent). Similar to Psionic Hands, in which psychic/psionic 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. Usually, only the user can wield the object, and it only does one or a few things. Or perhaps the user psychically passes his powers into the object so that anyone who possesses the object will be empowered, or the like.
- Note: For example, a Ouija Board is a Juju Focus for Rune Reading (the planchette one places one’s fingers on to spell out the message; reading the symbols/numbers/letters to spell out spiritual knowledge and telepathic messages, as well as communication from the spirits of the deceased, information about the past/the future or the answers to yes-no questions).
- Note: In the same way the Ouija Board can be used as a Juju Focus for Rune Reading, a crystal (after it has been imbued with the user’s life energy, or if it channels the user’s life energy) can be used as a Juju Focus for Healing.
Variations: Vocal Focus • Vocal Focus, also called Voice Focus, Voice-Based Focus or Voice-Based Faculty/Ability/Power is the ability to channel magic, psychic or psionic powers through the voice (rather than a physical object). Similar to Psionic Hands, in which psychic/psionic abilities are channeled through the hands, one with this ability may channel his Summoning or Psychokinesis through a command (calling objects to him or telling them to move) or singing (Mesmerization with a song instead of generating mesmerizing flashes, etc.) or the like. In some cases, it’s also possible the user’s ability will work whenever others say the word around him.
- Note: Sonic effects like Hypnotism, Sonic Scream, Logomachy, Logorrhea, Feral Call, Vocal Mimicry, Deathspeak, Vocifery and the like are already voice-based abilities, thus they do not need specification as being voice-based (this specification should only be applied to abilities that would normally be psychic, psionic or physical)
K
Kinetic Abilities Kinetic Abilities, also called Kinetic Energy Generation/Projection implies the presence of superhuman abilities which are based on kinetic energy, and induce, deflect or otherwise affect motion or kinetic energy. This may include the generation of intense kinetic energy, changing its direction, changing its intensity or grounding it within an area entirely. These faculties may include:
• Kinetic Absorption is the ability to absorb the kinetic energy out of any impact; this can be used to slow down foes, or absorb kinetic energy to lessen the impact of projectiles thrown at him, so he could withstand the force of blows, as they would provide much less force after the kinetic energy has been taken from them. Sometimes that absorbed energy can even be sent back at the foe (called Kinetic Backlash) or converted into strength/sustenance (called Kinetic Conversion). This ability can replace Superhuman Endurance.
• Kinetic Acceleration/Deceleration, also called Kinetic Boosting/Suppression is the psychic ability to accelerate and or decelerate the speed of an object; one with this ability could speed up an object's motion or slow it down by pure will. However, the only downside is that an object cannot be set into motion by this ability; they’re only sped up or slowed down. Not to mention, things that weight more or move faster would be harder to accelerate/decelerate than things that weigh less or move slower.
• Kinetic Activation, also called Kinetic Channeling is the ability to psychically imbue objects with kinetic energy to set them into motion, whether living, inanimate or mechanical. One with this ability can cause rocks to start rolling or cause people to start moving, even if they don’t want to. This ability does not allow the user to control the motion, unless accompanied by Kinetic Redirection (which is common), although it may allow control over the speed of the motion.
• Kinetic Blasts, also called Kinetic Rays or Kinetic Beams is generation and emission of beams or rays of intense and concussive kinetic energy.
• Kinetic Bolts is the generation of powerful bolts of kinetic energy, which fire from the hands and eyes as though firing from a gun and damage objects or set objects into (usually erratic) motion.
• Kinetic Concentration, also called Kinetic Focus is the psychic concentration of the user’s kinetic energy into one powerful bout of extreme strength or extreme speed (sometimes only extreme strength or only extreme speed, not always both); the user must recharge after one use of this superhuman ability.
• Kinetic Memory is the psychic recollection of a subject’s path of motion; allows the user to backtrack one’s steps perfectly and may sometimes allow visual perception of anything that is or was on that path; for example, if the user lost a valuable item (and it was still there) or witnessed an important event on that path, he could psychically recall it with no problem.
• Kinetic Mimicry is the psychic mimicry of a subject’s kinetic energy; allows the user to imitate the power, speed and strength behind any subject or moving object one encounters or comes into contact with (the power, strength or speed of past objects can sometimes be recalled; endurance adapts in proportion to this).
• Kinetic Negation or Kinetic Suppression is the ability to psychically keep any subject from moving by deactivating kinetic energy and converting it into potential energy; this can be used to prevent motion, stop anything that is currently moving, or even suspend something in its place by keeping it from moving forward, backward, side-to-side or up and down.
• Kinetic Nova is the emanation of kinetic energy from all parts of the body, which sets all things in the immediate proximity into motion or explodes them with concussive force; this ability temporarily immobilizes the user, but may force anything within his proximity to go flying back forcefully.
• Kinetic Redirection is the ability to psychically change the path of an object in motion; this ability can only affect an object in motion, and it will be utterly useless otherwise. However, there are also some other restrictions. Some people with the ability have difficulty based on mass and can move lighter objects with ease, while other people have difficulty based on speed and can more easily move somewhat slower moving objects.
• Kinetic Scanning is the ability to psychically or psionically scan the power, momentum, speed and/or trajectory behind any moving object or subject; this can be used to also determine the direction a projectile came from, or where that target is headed.
• Kinetic Shielding is the generation of an invisible shield of kinetic energy; this shield will either absorb the kinetic energy, negates it, redirects it or redoubles the kinetic energy and sends it back to the foe.
• Kinetic Wave is the ability to send out a powerful wave of kinetic energy which throws, shakes or fells any object or living subject within one’s vicinity; can be used to keep foes from getting their footing, toppling small-enough structures or making a slight tremor in the ground
Kinetic Energy can be manipulated in most any way, because it is a source of movement, fuel and power. Other types of uses can be found for energy, but they most likely fall under at least one of the above categories of energy use. Some of these abilities can even be done with kinetic energy’s opposite number, potential energy (Potential Energy Shielding, Potential Energy Activation, and the like).
- Note: Kinetic Negation and Potential Energy Activation are the same ability; Potential Energy Shielding, however, causes any subject that touches the shielded subject to stop moving immediately.
- Note: Kinetic Acceleration/Deceleration is not the same as Speed Manipulation. Speed Manipulation alters time fields to accelerate/decelerate matter; Kinetic Acceleration/Deceleration alters kinetic energy to accelerate/decelerate matter. Speed Manipulation cannot affect time-defiant superhumans, but can affect those with Body Supremacy; with Kinetic Acceleration/Deceleration, it’s vice versa.
Knowledge/Skill Mimicry Knowledge/Skill Mimicry, also known as Capability Mimicry, Psychic Mimicry or Proximity Emulation is the ability to psychically obtain knowledge possessed by others, by simply being in proximity to them. One with this ability could be in the same room as a nurse and acquire a wealth of knowledge about medicine and/or medical procedures. This ability could even be used to learn other skills (fighting techniques, swimming, solving math problems, techniques, procedures, etc.). This ability does not steal the knowledge from the subject; it only duplicates it. This ability may be accompanied by Panmnesia. If not, the knowledge will be forgotten until it is needed again.
• A faculty of this power is the ability to mimic the aura, psyche or psychic energy signatures of others, so the user could better imitate mannerisms, etc. of whoever he mimics, if he requires a disguise or the like (called Aura/Psyche/Thought/Mannerism Mimicry). If one tried to read the user’s mind as he is mimicking, it would be like they were instead reading whoever’s mind the user has mimicked.
- Note: This ability is also called Mental Mimicry or Mind Mimicry, but these names can also imply that the mind is an agent for Shapeshifting or the mind projects the illusion of shapeshifting, so these two names can be used at the risk of superhuman ability name confusion.
Koniokinesis Koniokinesis, also called Psochokinesis or Debris/Dust Manipulation is the ability to mentally generate and manipulate the dust and other particles in air (small debris, but not atoms and molecules, and not pollen). This ability can even be used to collect dust and make them allergenic, or to whip debris up into the air to blind opponents (even making the dust into a very sharp, abrasive whirlwind is possible), or to pick the dust particles off of surfaces; the user of this power can even withstand being vaporized, because they can reform their biological structure from the dust-like composition.
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. One 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 the user 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 one can understand easily, no matter what one's native language is.
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 it causes pain like an actual blade. However, this ability has some of the same shortcomings as the use of blades (the right blade must be used to cut the right size or density of material).
- Note: This effect can be mimicked with Telekinesis or Psychic/Psionic Talons, but the user cannot change the cutting intensity with those abilities like he can with true Lancination.
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 (or the ability to absorb ambient energy, and project the absorbed energy through 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, or even two of the 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.
Lentation Lentation, also known as Time Dilation or the Bullet-Time Effect is the psychic ability to perceive time as though it were slower than it actually is, and to adjust the body's speed and reflexes to match this perception of time. One with this ability could see bullets approaching them, or perceive those with superspeed approaching them, and react to them as though they were moving at the same speed. This ability could be used to evade nearly any attack, by seeing it like it was moving slower, when in fact the user was moving faster. Superhuman sight can allow part of this ability.
Leptokinesis Leptokinesis, also called Nanokinesis or Atomic/Molecular/Matter Manipulation is the ability to mentally manipulate molecules and to manipulate objects/subjects on a molecular level. One with this ability could change the molecules of objects to turn them into different shapes, change the properties of objects and structures, to make them more pliable, elastic, round, short, large, small or the like. The user could even possibly separate his own molecules to become intangible and phase through subjects, or separate the molecules of other subjects to vaporize, dissolve or rearrange any object/subject that one desires.
Variations: 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), move antimatter around, convert it into its various phases, etc. This ability could even be used to keep matter from reacting to antimatter, or speed up the reaction, thus causing the matter and the antimatter to cancel each other out, or preventing it from doing so. This ability works similar to Psychokinesis or Leptokinesis, except with antimatter. This ability is very dangerous in the wrong hands.
Automolecular Manipulation • Automolecular Manipulation is a variation of Leptokinesis in which the user only manipulates his own molecules. One with this ability can cause his molecules to move faster or slower than normal. This can be used to mimic Superspeed or to vibrate one’s own molecules out of phase with other molecules, to mimic Intangibility. Not to mention, the user can also come back from being vaporized unscathed (a faculty called Particle Reconstitution) or disassociate one’s own molecules into a particle-cloud form to avoid harm (a faculty called Particle Disassociation, Particle Dissociation or Particle Dispersion).
- Homomolecular Manipulation
• Homomolecular Manipulation is a variation of Leptokinesis in which the user can manipulate the molecules of any subject that has an identical molecular makeup. The user can manipulate the molecules of any other member of their species to change their appearance, to change their size, to vaporize foes simply by force of will, and the like. However, if the user has either the ability Genetic or Molecular Absorption, he can use this ability to gain new “kinesis” abilities (a metallic form allows Metallokinesis; a wooden form allows Xylokinesis, etc.).
Property Manipulation • Property Manipulation, also called Physical Property/State Manipulation or Property/State Shifting or another version of Phase Shifting is the ability to psychically change a target’s physical state of matter, to or from solid/liquid/gas/plasma. The user could cause a projectile boulder to burst into a harmless gaseous form, change a sublimated superhuman back solid, etc. However, it may entail the ability to manipulate subjects/objects, similar to Telekinesis, but only while in a certain state of matter (called Solid/Liquid/Gas/Plasma Manipulation).
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 (but not fly). One with this ability can also move himself around slowly (allowing limited “flight”) to avoid ground attacks or the like and, to an extent, 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-antigravitational (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 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 be accompanied by Superhuman Weight (Lightness) and/or may accompany the ability Aerokinesis.
Variations: Aqueous Automatism • Aqueous Automatism, also called Water Walking or Waterwalking is the ability to walk on water as though it were solid ground (or at least semisolid) by psychically bonding to the water, psychically stabilizing on the water or some other psychic means. The user could run across water without the needing to move at high speeds. The user could even surf on water without the use of a surfboard, or decide to turn off their power and go beneath the water like normal people, so that taking baths or swimming would pose no problem.
- Note: Jesus’ walking on water was accomplished by his absence of sin; because of this, he was light and pure and thus able to walk on water, not because of psychic bonding, repulsion or the like
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. Sometimes the ability is telepathic, in which one scans the mind instead of “just knowing”. The latter 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.
Variations: Mendacity • Mendacity, also called Lying Tongue or False Utterance is, simply put, the psychic compulsion to tell lies and falsehood. One with this ability is entirely unable to tell a truth of any kind. Sometimes the user of this ability cannot even tell the simplest of truths, so that they utter absolute falsehood whether they like it or not (although this is rare). They may even only be able to tell the truth to people with whom they have a (positive) empathic connection, or the like. This ability may be accompanied by Lie Inducing or Deception.
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 entails Life-Force Absorption or Power Drain, which can leave a foe fatigued to the point of extreme overexhaustion. The user could eventually absorb enough life-force to kill foes (often both aging and exhausting them to the point of fatality) and/or return oneself to full vitality. However, this ability is also entails the faculty Life-Force Projection or Power Transfer, in which one could restore enough life-force to rejuvenate vitality of those who are tired or near-dead, or to resurrect, regenerate and rejuvenate recently-dead (intact) subjects.
- Note: One with Life-Force Absorption is especially powered up in the presence of healers, regenerators and immortals
Variations: Fertilization • Fertilization, also called Fertilizing or Fertility Inducing is the ability to exude a “contagious” life-force into a biotic environment, allowing the environment to be made fertile. One with this ability could use it to provide fertilizer for gardens, crops or even entire forests. This “fertilizer” spreads once it leaves the user’s body and helps to accelerate the growth process of any plant seeds planted within the soil (or it may allow plants to grow places they normally wouldn’t). This ability can even induce fertility within the reproductive system or the like.
Life Support Life Support, also called Life Protection, Self Sustenance, Self-Sustenance, Sustenance or (Psionic/Psychic) Survival is the ability for the body to sustain itself entirely by psionic means. This includes the generation of every nutrient the body needs to survive (at the proper interval) and the regulation of hormone and pheromone levels so the user would never have to eat and their body mass would stay at the precise amount that they should be for their age, weight and height. The user of this ability can eat whatever they like (if they choose) and their metabolism would speed up/slow down as needed, so their body could metabolize extraneous nutrients. This ability is usually accompanied by Peak Condition and/or Metabolic Control.
• If vital organs are removed from the user, by a non-damaging means (like Anatomical Automatism or Transplantation, or the like), the organs can still psionically function for the user, through some spatial link, and thus he cannot sustain lethal damage, as long as the vital organs are kept safe (in perhaps a container).
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). The user could communicate with their party via mind/thoughts as though having a normal conversation, sense what others sense or project their senses, and the user of this ability can tell if party members are in danger or being imitated by imposters, or the like. Empathic Linking or an Empathic Bond is also possible. Sometimes, the user can also (or only) link other subjects, without involving himself.
• This ability allows individuality, unlike Hive Mind, and any member of the party can keep other members from accessing thoughts/memories they don’t want discovered. However, sometimes, if any member in the party (even the user) has or acquires negative intentions, they are automatically ejected from the link (although if the user is ejected, the link ends altogether).
Liquefaction Liquefaction or Melting is the superhuman ability to psychically shift a solid into a liquid, without use of heating. Sometimes one can use this ability on oneself (assuming a liquid or semisolid state, and moving autonomously; if the liquefied form is harmed, it can be recalled back to its normal state, so no harm can be sustained in that form short of Vaporization, Disintegration or Decrescence). In some cases, one can even choose whether to become liquid or semisolid, or change anything/anyone the user touches into liquid, and back, as well. This ability is usually activated by touch (but it may just require concentration).
- Note: This ability is not the same as Aqueous Form; One with Aqueous Form cannot liquefy other things, only himself, and one can’t assimilate other liquid into his form if he liquefies himself.
Logomachy Logomachy, also called Powerful Voice or Commanding Voice is the psychic ability to speak with powerful (sometimes vicious) words. Even if those words are not true (which they sometimes aren’t) one with this ability can speak so mordaciously as to provoke the anger of (or hurt the feelings of) nearly any foe, or with enough power to inspire allies or cleverly to lure any enemy into a meaningless, pointless and stressful argument (useful for major distraction). This is because the user usually telepathically activates the medulla oblongata, making foes very responsive or irritable and likely to retaliate to the slightest suggestion, topic or idea.
- Note: When strong enough, it can count for a voice-based version of Psychic Intimidation (if the power is used to psych-out foes) or the like.
Logorrhea Logorrhea, also called Logorrhea Inducing, Vocal Continuation/Continuity or Vocal/Verbal Flux (Inducing) 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. The user of this ability could even cause people to keep talking for so long that, after they run out of things to say, they will begin broadcasting their thoughts. More humorously, this ability could also be used as annoyance, so that one can keep oneself continually talking.
•This ability could even cause dogs to continue barking, cats to continue yowling or hissing, rattlesnakes to continue rattling, etc. to confuse subjects, scare them, psych them out, or the like.
Variations: Jargonization • Jargonization, also called Gibberish/Jargon Inducing, Language-to-Jargon Conversion or Verbigeration Inducing is a variation of Logorrhea, in which the user psychically scrambles speech. One with this ability may cause foes to speak backwards (most inefficient for those who use Magic or Vocifery, for it will instead prevent or undo the effect), or it may just cause them to spew gibberish. This ability may even invert or distort a subject’s understanding of words, so that they sound to the subject like gibberish.
Longevity Longevity, also called Stunted/Retarded/Slowed Aging is the ability to live longer than any normal human. This ability usually occurs when the cells of the user 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 (they are not immortal), it is extremely difficult to do so. This ability may accompany Rapid Regeneration or Time Defiance (one’s aging couldn’t be altered by Chronokinesis or Age Manipulation.
Variations:
- Accelerated Aging
• Accelerated Aging is a variation of Longevity in which the user ages faster than normal, instead of slower (twice as fast as normal or the like). This may have one of two results. The first is most disadvantageous; the user will go from baby to child to teen to adult to old age within a matter of minutes, hours, days (possibly a shorter/longer interval, depending on genetics), until he dies, physically aged as though he lived a full life. However, another more advantageous result is possible, in which the user accelerated aging from birth to a certain age, and then ceases aging at the prime of vitality.
Reversed Aging • Reversed Aging or Age Countdown is a variation of Longevity in which the user begins life at the physical age that he would grow to be if he aged normally, and from there his body regresses in age. Like Accelerated Aging, this may have one of two results. The first result means that the user will regress and regress in physical age (while still going up in actual age) until he dies as a baby. However, the second, more advantageous, means implies that he will regress age until a certain point (more than likely the point in his life at which his vitality peaks), and remain alive until killed from that point.
• Sometimes, however, the user of this ability cannot be killed, and is highly resistant or invulnerable to harm and disease or disability, until he ages down to a baby stage (called Mortality Countdown).
Strange Age • Strange Age is a variation of Longevity in which the body is born into a state and stays that way throughout the superhuman’s life. The user may be born looking old, and although they grow up, they will look as though they’ve been old their whole lives (called Senescence). The same can happen for youth; the user will be born like a normal baby, but they will retain their infantile form or only grow to look about four or so their entire lives (called Juvenescence). Juvenescence may also leave the user looking like a teenager or a young adult.
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/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 (and the user always remembers his dreams; this faculty is called Dream Recall). 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). This ability may be accompanied by the ability to see in intense light (perhaps even Protected Sight).
Variations: Psycholuminescence • Psycholuminescence is the ability to generate a light which is only capable of being seen by superhumans. Sometimes one with this ability can focus the psychic light into a form capable of burning or concussive damage. However, another version of this ability entails the opposite, in which the light can’t be seen by superhumans; although it is still capable of being focused into an attack (this is called Psioluminescence). Only rarely is the light visible or invisible to all.
M
Magic Magic, also called Magick or Magik 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" (each spell is designated to a different effect). Other types of magic include the following:
• Myst or Mysticism is the 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/manipulate that subject. Another version implies that one can make up his own spells in addition to using already-existing ones.
• 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/Wizardry 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, mimic or protect nature.
Other types of magic are possible (such as Arcana, Ritual Magic, non-innate Necromancy, non-innate Alchemy and perhaps a few others), although the most common types are listed here. Typical, innate magic (that doesn't need spells or charms; described in the first part above) 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 its nature.
Variations: Sympathetic Magic • Sympathetic Magic, also called Sympathetic Power, Sympathetic Influence, Sympathetic Ability or another version of Sympathy is a version of Magic (specifically Voodoo) in which the user does not need genetic material or an effigy resembling a person in order to affect that person. Instead, the user employs the use of that subject’s personal effects. By taking the subject’s toothbrush, comb, a picture of his loved one’s, or the like, the user could do damage on par with a superhuman who had the power of normal Voodoo.
Magnetism Magnetism is the presence of a magnetic pull within a biotic subject. Although one with this ability can control the intensity of his own innate magnetism to some extent, he is not able to alter materials to make them magnetic as a part of this superhuman ability, and he cannot direct outward magnetic forces (thus this ability is not Magnetokinesis). However, the user could use this ability to repulse or attract metal objects as one desired, or use it to cling to magnetic surfaces. This ability may be accompanied by the superhuman ability Magnetokinesis and/or Magnetoception.
Variations: Strange Magnetism • Strange Magnetism is a variation of Magnetism in which the user can draw things toward him, but by using psychomagnetic energy, so the materials the user attracts aren’t always magnetic or ferrous. One version of this ability is called Abiotic Magnetism, in which the user can draw or repulse any non-living material, regardless of the presence or absence of magnetic properties. Another variation is Biotic Magnetism, an ability that is similar to Ostracism, except that the user can only attract living subjects, and it extends to plants, people and the entire animal kingdom.
Magnetokinesis Magnetokinesis or Magnetic/Magnetism Manipulation is the ability to mentally alter magnetic fields in order to increase, decrease or redirect the flow of magnetic energy. With little concentration, the user could move/manipulate magnetic metals (even using the power of magnetism to attract/repel them). One with this ability could even reverse the polarity of magnetic fields, (sometimes) deactivate magnetism in normally-magnetic metals or disorient users of Magnetoception, by shifting fields of magnetic flux.
Malleability Malleability, also called Mutability, Plasticity, Vicissitude, Molding or Morphic Ability is the ability to mold the body into different forms as though one 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 is pliable enough that the limbs could reshape into a hammer or spear shape, or the fingers could shoot skin like bullets, shuriken, etc. The user of this ability could even extend an arm/leg into a whip-like tentacle, withstand blunt physical damage (the body just matches the imprint of the weapon) or the like. This ability is usually accompanied by Rapid Regeneration, Shapeshifting and/or Anatomical Recall.
- Note: The user’s body would not need to actually be a mass or goo or viscous matter in order to have the ability Malleability (they may still appear physically normal, and often do), although sometimes it could be
Manifestation Manifestation, also known as Apparitional/Ghostly/Spectral Manifestation, Ominous Presence or Apparition is a strange superhuman ability in which one can psychically announce their presence to subjects. One with this ability usually lowers the temperature of a room as they enter, dims candle light and causes electrical appliances to flicker. This ability also induces a feeling of creeping discomfort in a foe, and unsettles animals. The user even causes subjects’ hairs to stand on end and mirrors to fog up (and sometimes crack). This ability makes the user a living phantom, as it is usually accompanied by Imperceptibility (entire, or one of its aspects), Psychic Intimidation 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. 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 (but only if the process is fully carried out). Fortunately, this ability only affects biotic material (and the user can stop/reverse the process before the subject dies if he desires).
Material Intuition Material Intuition, also called Material Sense/Perception or Substance Detection is the ability to psychically determine what chemicals/substances/compounds a target is made of. 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). They could also tell how materials interact with each other or predict the product of nearly any chemical reaction. This ability could even make the user a master in concocting poisons, explosives and other chemical weapons (as well as remedies for various illnesses), which make the user a dangerous foe (as well as a useful ally).
Variations: Chemical/Substance Intuition • Chemical/Substance Intuition, also called Chemical Perception or Chemical Sense is a variation of Material Intuition, in which, instead of just being able to perceive the chemical makeup of any object or the like, one’s senses are attuned to a certain substance. One may be able to perceive pheromones (called Pheromone Perception/Sense), hormones (called Hormone Perception/Sense), venom/poisonous substances (called Poison or Venom Perception/Sense) or the like. This ability can be used to tell when said substances are being used, to track sources of them and the like.
• Other substances (perhaps infinite others) are also capable of being psychically perceived through the use of this superhuman ability (usually substances that are common in nature).
Food Sense • Food Sense, also called Food Perception or Food Detection is the ability to psychically perceive any substance that the user’s species would consider food. One with this ability can perceive the presence and specific type or brand of food that is in one’s proximity. This ability can be used when stranded in the middle of the desert, or just to find a source of healthy food. The user of this ability can psychically perceive what goes into making different baked or fried goods, if one is allergic to a certain type of food (as well as when food expires) and the like.
Object Identification • Object Identification is the ability to psychically determine the identity and make of any object concealed stored or hidden from view. One with this ability can be confronted by a robber with a concealed weapon and tell that the weapon was really a toy pistol, and the like. The user could even look at a purse or someone’s pockets and immediately tell the contents without seeing the items, making educated guesses or deducing based on current information.
Mathematical Aptitude Mathematical Aptitude is the ability to intuitively solve math problems or use mathematical formulae to determine necessary measures for a desired outcome/effect. The user needs only to comprehend the values of numbers and operation symbols, and they can apply said knowledge to nearly any situation. The user could guess quantities and numbers at a glance (even algebra), and easily figure out what message is being relayed within word problems; they view math as a language, and they understand it. They don’t necessarily possess Superhuman Intelligence, but their mind calculates quantities easily.
• Users of this ability often also have a natural affinity for geometry, allowing them to view the world in terms of lines, angles and points (called Geometric Sense/Perception), which furthers likelihood of accurate calculation (along with inducing a sense of direction almost on par with Psychic Navigation).
Matter Ingestion Matter Ingestion, also called Digestive Adaptation, Pamphagia, Panphagia or Pantophagia is the superhuman ability to ingest and pass any substance through the body without suffering bodily harm (even if it is corrosive like acid, sharp like glass or dense like titanium). This may imply the following: the user’s physiology is built for the ingestion of any material (pliable digestive tract, super-strong teeth), or they can psychically render a material harmless so it is safe to ingest (the digestive tract might even reactively adapt). One with this ability is immune to food-borne sicknesses (food-poisoning, alcohol poisoning, salmonella, etc.). This ability may accompany Hyperbite and/or Asepsis.
Mechanical Charging Mechanical Charging is the ability to give off mental energy in order to charge any fuel-run machine. 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 accompany Technopathy, Telemetry 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, and vice versa. One with this ability could use it on a computer to increase running/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" or "devolution" of the device, tool or machine by psionic means.
•This ability can also turn machines into older versions of themselves, or change one machine or mechanical/digital/electronic/cybernetic device into another, or the like, similar to normal Transmutation.
Medical Intuition Medical Intuition, also called Medical Sense, Medical Perception or Medicine/Remedy Detection is the psychically-acquired knowledge or intuition 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. They are also able to tell which things in the wild (or in one’s kitchen) are poisonous and which are safe to ingest or to use to treat injuries. This ability is not always accompanied by the ability Healing, just the ability to discern sources of natural remedies in domestic products and the like.
Meditation Meditation, also called Meditative Focus is the ability to psychically calm oneself and erase all negative, distracting thoughts from one’s mind. One with this ability can achieve a state of total concentration, so as to be nearly un-distractible. The user 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 body temperature, respiration, metabolism, heartbeat—even any latent ability that the person possesses—all slightly beyond what the user is normally capable of) and psychic communication with anyone else that is meditating at the same time as the user.
Mediumism Mediumism, also known as Mediumship or Necropathy is the psychic ability to see the souls of the dead. One with this ability can also sense spirits’ presence, or even discern how and when the person died (if they are in close enough proximity). A psychic faculty of this ability (Mediumistic Automatism, also called Automatism, Necropathic Channeling, Spirit Channeling or just Channeling) allows the user to receive/relay messages from spirits of the dead, (via actions, speech, writing or drawings) lacking any conscious control/intervention by the medium. Sometimes the user can even channel the entity’s/spirit’s abilities and mannerisms.
- Note: This ability is called Mediumism or Mediumship because the user serves as a psychic medium between the living and the dead.
- Note: If a superhuman’s Mediumistic Automatism is manifested exclusively through one’s writing, then the superhuman faculty is instead called Automatic Writing or Writing Automatism.
Mending Mending, also called Reconstruction/Rebuilding/Repair or the Fix-It Effect is the ability to fix broken or damaged inanimate objects through the use of psionic power (either mentally, by touching the broken or 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 regrow 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 accompany Healing.
Menekinesis Menekinesis, also called Lunakinesis or Moon/Lunar (Energy) Manipulation 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. Adept users of this ability can even emit lunar energy, or perhaps shift the moon into or out of its various phases.
Mental Bolts Mental Bolts implies the ability to generate bolts of mental 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 whereas this skill affects its victims with mental damage (instead of physical damage). This can range from slight headaches to unconsciousness. An experienced user of this skill can learn to affect multiple targets in a limited radius. This ability 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 (on the higher bands) think about a sentient organism, and they can psychically wipe memories, increase/decrease mental capacity in a subject, induce consciousness or unconsciousness, induce coma, or induce/heal other mental damage. That includes inducing or reversing amnesia in subjects and the like. The user may even exude a psychic signal which disables superhuman abilities as a form of Power Negation (as the use of such abilities would require mental awareness).
- Note: This ability is not to be confused with Telepathy, normal Power Negation, normal Memory Erasure or Mind Control (Psychic Persuasion), although sometimes these abilities can accomplish the same things.
Variations: Behavior Manipulation • Behavior Manipulation or Behavior Alteration is the ability to psychically manipulate the behaviors and mannerisms of subjects. One with this ability could change the actions of others to make them act mean in order to destroy relationships. This ability could even be used to make people act overly nice when they don't really like someone. They could even cause someone to become overly violent, polite, rude, shy/antisocial, dependent/clingy, or any other behavior pattern that the user desires (without actually changing their emotions).
Inhibition Manipulation • Inhibition Manipulation, also called Inhibition Alteration is the ability to control the willpower and inhibitions of others. This can range from placing subjects in a state of extreme suggestibility (either by visual, vocal or mental contact) to building up the willpower of allies to help them resist Telepathy or Psychic Persuasion. One with this ability could even negate inhibitions altogether (to make foes slaves to the first impulses that come to their minds, or make them entirely susceptible to psychic tampering), or fortify willpower entirely, to make allies completely perspicuous against psychic penetration.
- Brainwave Manipulation
• Brainwave Manipulation is the ability to directly manipulate the electrical waves generated by the brains of living organisms. One with this ability can use it to disorient foes, enhance/decrease the flow of brain waves (although individual thoughts can’t be manipulated), cause impulsive action (by negating time between thought and action), or even cause brainwaves to run rampant within a foes mind, so that their thoughts are not only disoriented, but will also fluctuate wildly so that one cannot concentrate (or so that the mind becomes overwhelmed and gives way to strokes, aneurysms or worse).
Mesmerization Mesmerization, also known as Mesmerism, 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, a finger snap or hand motion, 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 the user so that they are too preoccupied to retaliate to attacks, and the like. It can be used to cause the subject to become fixated on the user, to induce confusion in the foe, or to just make the foe “space-out”.
Variations: Entrancing Dance • Entrancing Dance is the psychic ability to release subliminal psychic energy while dancing, so as to beguile foes. This ability is so hypnotic and mesmerizing in its effect that it sometimes actually causes the subject to dance as well, and/or to follow the user to wherever he dances to (the subject’s mind just tells him that he is being entertained). The subject is usually so deeply stunned by the dancing that they are undistracted if the user tried to harm him or lure the subject into a dangerous situation while dancing.
Metabolic Control Metabolic Control, also called Biofeedback is the psychic ability to control one’s own bodily functions. This can allow the user 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, and the like. This ability can also change the speed of the healing process and control the rate by which the body fights off illness, loses weight or metabolizes food (even the rate at which the lungs convert oxygen to carbon dioxide, and thus the length of time a person can hold his breath).
• Another faculty allows one to psychically “communicate” with one’s internal organs as though their organs were separate entities; this can be used 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, also called Ferrokinesis or Metal Manipulation is the ability to mentally affect metals. This includes raising or lowering the density of metal, mentally moving metals around and reforming, deforming or reshaping metals into any desired shape. The user could even completely cover oneself in said material (to form an armor for the user), change one metal into another, fuse metals, make them more or less resistant to rust or the like.
- Note: This ability is not to be confused with Magnetokinesis; Magnetokinesis allows manipulation of magnetic fields and magnetic metals; Metallokinesis allows manipulation of all metals.
Metempsychosis Metempsychosis, also known as Mind Transfer or Mind Switching/Swapping is the ability to psychically “switch” the minds of two or more beings. Either the user causes himself and the subject to trade minds, or he causes two or more other people to switch minds, or he projects his consciousness into the mind of one who is unconscious, dead or weak-minded (sometimes inanimate objects, like dolls or electronics). The latter would let one work through another’s body as though it were his (and the other body is left inert/“dead”, so other souls can take over the user's actual body). The user may only be able to switch the minds of others.
• This ability is also called Reincarnation or Astral Survival, but the semantic and moral interpretation of these terms is under debate, so even by the paranormal community, these names are not widely accepted. If it is called Reincarnation, it implies that, after death, the user’s soul migrates into a newborn baby’s body, and loses memory of his “previous life” (he only seems reborn; in reality, he’s taken possession of a new body, after his old body has died). If the user remembers his “past life”, it is referred to as the psychological faculty Past Life Awareness (although it isn’t truly a superhuman psychic ability at all).
- Note: The user can also metempsychose into inanimate objects, like plants/trees, or objects/toys. If “reborn” as a tree, they won’t be able to move, but if they are “reborn” into toy/object “bodies”, they may be able to move as though they animated (a psychological faculty called another version of Automatism).
- Note: The past lives seen by people with this ability are really recollections of when their souls were in their true bodies or other past bodies (the person never truly died, because the soul never left the world of the living; it just took another body). Exorcism or Astral Trapping can prevent/negate Astral Survival.
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 more 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, Mime, Pantomime, Pantomimicry or Imitation is the ability to psychically realize pantomimic gestures. With this superhuman ability, one could act as though they see some incredibly large object falling out of the sky, or headed in the direction of the subject, and the subject would momentarily be hit, struck, 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.
- Note: Often, if the user speaks while using this power, the effects cancel out (or when manifested, the user is rendered mute).
Mind's Eye Mind's Eye, also called (Mental/Psychic) Scene Projection is the ability to psychically “collect” and project images, often 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. The user could also project a crime scene to which they are witness, or project images they view, or even use their powers to project dreams they’ve dreamt or imagined images and fantasies. This ability is similar to Illusion, in that the scene is not really happening, but this ability even affects perspicuous subjects, and spreads across the whole room or area.
- Note: Mind’s Eye and Temporal Replay (and Temporal Replay’s variations) are NOT the same; Temporal Replay allows one to replay moments in time; Spatial Replay allows one to observe different places; Astral Replay allows one to observe the spirit world; Mental Replay allows one to observe mindscapes; Mind’s Eye allows one to observe only that which the user has observed (including dreams, ideas and real-life scenes).
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 adept 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 a subject’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 the area of the brain that allows one to discern cardinal directions and memory of locations, even to the point of negating Psychic Navigation (if used after Psychic Navigation), and the like.
Mnemokinesis Mnemokinesis, also called Recollection/Memory Manipulation is the ability to psychically alter or manipulate memory. With this ability, the user could cause subjects to believe in ideas or 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, Paramnesia or Amnesia; even Memory Erasure, Inherent Intelligence or the like).
Variations: Identity Erasure • Identity Erasure is a variation of Mnemokinesis (or rather, Memory Erasure) that allows one mentally erase memories of oneself from others’ minds. One with this ability could delete their name as well as memories or knowledge associated with them from the mind of any person with which they have had previous contact, as long as they are in close-enough range. One with this ability could use this to start a new life, or evade the pursuit of powerful foes. Sometimes, however, one may also be able to delete the identities of others (even from their own memory) or may have the ability Psychic Disguise.
Memory Erasure • Memory Erasure, also known as Memory Wiping or Mind Wiping is the psychic ability to mentally delete the memories of others through a touch, a kiss or mental contact. When used to its max potential, this ability has no limit; the user could completely remove the short-term and long-term memories of others, leaving the victim in a comatose state, or preventing the use of superhuman abilities. This ability may be accompanied by Mnemonic Recollection (allowing the user to restore the memories he erases), although Rapid Regeneration or Healing work to do that as well.
- Note: If the user has or gains this faculty, as well as the ability Mnemonic Recollection and the ability to implant/distort memories, the user’s ability as developed into Mnemokinesis.
Mnemonic Recollection • Memory Recollection, also called Mnemonic Recall is the ability to psychically bring things back to subjects’ memory. This ability negates Amnesia (both the ability and the condition) and Memory Erasure (it even combats the effects of Alzheimer’s and the like, so memory does not unnaturally deplete over time as it often does in old age). This can even bring back childhood memories, repressed memories, etc. However, this ability can also bring back painful memories in foes (or cause memory to sporadically act up, recalling sounds, smells or other experiences at inappropriate times) etc.
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, etc., 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 Form/Shape Distortion, Form/Shape Manipulation or (Form/Shape) 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. The user could even alter the shape of an object to make it look like another object, and thus hide it in plain sight.
Motor Alignment Motor Alignment, also called Synchronization is the ability to psychometrically align one's own 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. The user could even mimic multiple subjects’ voices at a time, to imitate a conversation or blend into a natural environment more believably. As such, this ability may be accompanied by another voice-based ability.
Music of the Spheres Music of the Spheres, also called Music of the Heavens, Celestial/Ethereal Music or (more colloquially) Musica Universalis is the supernatural psychic ability to reproduce the ethereal music which is 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 this ability makes the music audible to human hearing, and thus places the subject on which it is used into a state of pure nirvana, from which they cannot be distracted until that subject can no longer hear the music.
Musical Empathy Musical Empathy, also called Music/Song Empathy is the ability to empathically gain superhuman abilities based on the types of music 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, 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, etc.).
• Another faculty of this ability allows the user to empathically 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).
- Note: Sometimes the ability gained is more from how the song makes the user feel or what it makes him/her think about.
- Note: This ability is NOT the same as Musical Empathic Projection; Musical Empathic Projection uses the emotions conveyed within songs to change the emotions of others; Musical Empathy implies the gain of an ability based on that ability’s similarity to a song’s message.
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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, Unconsciousness Inducing or the Knockout Effect).
•If used on sleeping victims, this ability can induce sleep paralysis (to keep foes from waking up easily).
Naturespeak Naturespeak, also known as Natural Communication, Natural Affinity or Geomancy is the ability to “communicate” with nature empathically. The user 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.), and the shifting of geological features to give the user a fighting advantage, or based on the user's emotions. This ability may be accompanied by Ecological Empathy, Psychic Forecast or Atmokinesis.
• A social variant 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/town’s layout, to cause the land to flourish in the user’s presence (plants grow more plentifully, etc.) or maybe even change the weather of the area or the like, and interact with the people of that area as though one were the rightful ruler of said area; they will admire, respect and obey the user, come to his defense, etc. (this ability is called Regal Bond or Rightful Rule).
- Note: Geomancy is also a name for a type of divination, but this use of the name implies the user’s ability to perceive information from one’s environment, allowing two-way “communication” between nature and the user.
Variations: Elemental Manipulation • Elemental Manipulation is a variation of Naturespeak in which the user can empathically manipulate all four of the natural elements (earth, water, air and fire). One with this ability can use water manipulation to summon tidal waves and carry foes away, use earth manipulation to hurl rocks at foes, use fire manipulation to hurl fireballs at foes, summon winds to blow foes away, or the like. This superhuman ability is a combination of Hydrokinesis, Geokinesis, Pyrokinesis and Aerokinesis, but is on an empathic level rather than strictly psychic (and it can branch off into the secondary elements).
- Terraforming
• Terraforming, also called Ecological/Environmental Ordering is the ability to psychically order elements and materials into an environment suitable for life. One with this ability can mentally summon molecules to the planet they are currently on, to form ozone or atmosphere, summon molecules together to form water and the like. Or it may simply be used to psychically “reset” a planet/planetoid to its natural or rightful state, undoing any damage done to the environment. This immensely powerful superhuman ability is often accompanied by the abilities Atmokinesis, Asterokinesis and/or Vacuum Adaptation.
• A faculty of this ability would also allows the user to cleanse and purify one’s environment to make it more suitable without just resetting the earth entirely (This faculty is called Environmental Purification, Environmental Cleansing, or another version of Purification or Cleansing). The user does not always have both faculties; he may just have the power Air Purification (also called Air Cleansing) or the power Water Purification (also called Water Cleansing or Potability Inducing) or the like.
- Note: Other types of Purification exist, but these are the most common two faculties if the user does not have entire Environmental Purification.
Necrokinesis Necrokinesis, also called Ptomakinesis or Death/Dead Manipulation is the mental ability to manipulate the flow of death-force energy, allowing control over dead matter and (to an extent) the process of death itself. One may even be able to project death-force as blasts, shields or other manifestations (but not constructs). Users of this ability are few and far between, and are rarely aware of their power until it manifests by killing someone in their proximity, or temporarily raising the dead from their graves. The user may even have the Death Touch (also called Grim Reaping), capable of killing anything they touch, the Death Stare, capable of instantaneously inducing fatality by psionically halting all a subject’s body processes after making visual contact, or the like.
- Note: This ability does not imply absorption of death-force (that is Death-Force Absorption)
Necromancy Necromancy is the psychic summoning and command of the spirits of the deceased, sometimes even calling them back to their old bodies in the form of zombies (this is called Necromantic Animation or Zombie Animation). The user 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).
- Note: Necrokinesis and Necromancy are NOT the same; the suffix “kinesis” in ability Necrokinesis implies that the user cannot psychically command the dead/undead they control (vocal commands are useless unless the user’s Necrokinesis is voice-based; if this communication is two-way, the ability is not Necrokinesis, but instead Necromancy)
- Note: Sometimes, the variations of Necromancy occur with the actual ability itself; if so, they are counted as a part of it, and do not need to be listed separately.
Variations: Necroplasmic Manifestation • Necroplasmic Manifestation, also called Apparition Manifestation or Phantasmal Manifestation is the ability to psychically pull forth necroplasm (or ectoplasm) from one’s surroundings, into a form resembling a disembodied spirit. One with this ability could only summon ghosts (or rather, pseudo-ghosts) in proportion with the number of deaths in that area (if only one person died in said area, the user could only manifest one pseudo-ghost). The pseudo-ghosts can relay any information that their hosts possessed up to (or before) the time of that person’s death. This ability may be accompanied by the ability Deathspeak.
• One with this ability does not conjure true ghosts or “create” ghosts; he pulls forth either death-force, necroplasm, ectoplasm (from ghosts that were previously in that area) or psychic imprints left by living beings, and configures them into a pseudo-sentient form that can (sometimes) speak and often has a telepathic/empathic rapport with the user (and/or follows commands, like possessing people, divulging information, etc.).
Zombification • Zombification, also called Zombification Inducing, Zombifying or Living-Undead Conversion is a psychic mix of Marasmus, Necromancy and Revivification that allows the user to transform still-living beings into zombies, at a touch. The user needs only to touch a subject, and that subject’s soul will leave and re-enter their bodies, while also almost-instantly taking on a cadaverous form as though they had gone through the “normal” process of becoming a zombie. The subject is also reduced to minimal intelligence, like any other zombie, but automatically has a telepathic and/or empathic rapport with the user of this ability.
• The user must maintain physical contact for the whole time the subject is being converted (a few seconds); otherwise the process will reverse (although it can usually also reverse by the user’s will at any time). The zombie will follow any command administered (within their power), because the telepathic/empathic rapport is subliminal, thus transcending all language barriers.
Nexus Inducing Nexus Inducing, also called Nexus Generation or Bonding 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 (or to psychically amplify low light to view visible images), allowing perfect vision at night or in similarly dark environments. This ability can be used to see in a dark environment, like an unlit basement or dark cave, as though it were well-lit (although the area would appear greenish to the user). 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 subject’s minds (or to never run out of ideas) for nearly any given situation. This ability can be used to help solve most any problem, because the user or the subject that the power is used on will find a crafty, meticulous solution/plan with which to solve the problem. One with this ability could also psychically discern if a plan were a good idea or not (useful as a limited version of Prescience; the user can tell if an idea is good or bad, they just can’t tell why).
• A faculty of this ability allows one to remain the source of ideas; when around others, the user inspires a creativity to the point the subject enters a zealous, euphoric state of exaggerated imagination, creativity, inspiration and passionate urge to work; in turn, the subject becomes addicted to this blissful, ecstatic mental state like junkie, and will do anything to protect the source (called Noetic Feeding or Noetic Conversion).
- Note: This is not to be confused with Mental Adaptation; it in no way enhances intelligence, and does not always provide a perfect solution to any qualm or conundrum.
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-time (Teleportation and Time Defiance, not Chronokinesis or Dimensional Travel), Null Causality, Immutability and Life Support (not abilities 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 space-time.
• One with this ability loses all bodily traces like fingerprints and scent, cannot be detected by recording devices of any kind, cannot be tracked by any tracking ability and cannot be affected by Decrescence or the like (in addition, the user instantly leaves a subject’s memory when he leaves their presence).
Nosokinesis Nosokinesis, also called Viral/Virus/Pathogen/Bacteria/Germ Manipulation 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, as well as controlling current bacteria/viruses/pathogens to increase their number or potency, or to kill them at will. A person with this ability can transmit diseases to nearly any desired subject, transmute one disease/virus/bacteria into another, or even make the viruses, bacteria, or diseases airborne or highly contagious (even if they normally aren’t).
Null Causality Null Causality, also called Temporal Meddling or Temporal Interference is a chronokinetic faculty in which the user can observe and meddle with situations/events in time without being observed, and thus without affecting time negatively. This ability is often only used if one has traveled in time (though it can also be used in one’s true time to prevent being seen in visions of the future or past). This ability is the temporal version of Imperceptibility, and can sometimes even be used to set different events into play without being detected by observers. These subjects would simply say that random chance caused whatever new event took place.
• The user could not be seen by people of the time they’ve traveled to (or they’ll be hard to notice); they also cannot be observed by people with Precognition, Postcognition or Temporal Replay (and they are immune to Chronopathy). This ability is often accompanied by Chronokinesis or normal Time Travel or its variations).
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Obfuscation Obfuscation is the superhuman ability to mentally dim/obscure light and disorient accuracy. This ability does not generate darkness, repulse or deactivate photons, but instead either dims light or scatters light particles and causes them to move erratically. This way, everything will appear blurry, even to subjects with Superhuman Accuracy or Superhuman Sight (but not always 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 to make a machine’s aiming falter.
Occlusion Occlusion, also known as Psionic Occlusion or Psionic Lock is the psionic ability to prevent passage through subjects. This ability doesn’t disable all superhuman abilities; it simply fortifies surfaces with energy that prevents superhumans from phasing through matter with Intangibility, Passage, Access and the like. The user could even use this ability within a closed room, keeping a subject from teleporting out of through that route. This ability can even be used to psionically lock doors and windows, block and prohibit access to web sites, blot documents which contain personal info, as well as compelling others to try to keep the subject from gaining access to those things.
Omnilegence Omnilegence is an encyclopedic psychic 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 and typed word. The user 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 accompanied by Omnilingualism.
- Note: This ability is often mistaken for Omniscience, but is not nearly as powerful.
Omnilingualism Omnilingualism, also called Lingual Intuition/Interpretation, Language Intuition/Interpretation, Interpretation, (Universal) Translation or Ciphering/Deciphering is the ability to innately speak, write, understand and communicate any form of language or communication, including computer codes, languages one has never heard/seen before, sign language (even lip-reading), illegible words, and backwards speech/writing. The user 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 language into the user's own native tongue, or the subliminal intuition of what is meant by physical communication means. This ability may even employ telepathic faculty, where psychic energy is interpreted (by hearing, sight or touch) to understand what the message is meant to convey, even if others can’t understand the user.
• 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 (the user possesses both the receptive and projective faculties), so the user and the subjects with which he communicates can understand and communicate with one another equally. This ability may even sometimes entail a bit of Vocal Mimicry for the languages that are accomplished using alien or supernatural/paranormal vocal means (using vocal organs other than a mouth, numerous mouths, air bladders etc.).
Variations: Definition Intuition • Definition Intuition, also called Semantic Intuition or the Dictionary Effect is the superhuman psychic ability to intuit the meaning of any word, phrase or number within the human lexicon. One with this ability may even discern answers to math problems. The user could be spoken to using words they’ve never heard before, and if the words actually have meaning (no speaking gibberish), the user can determine them. The user can even understand when someone doesn’t mean what they say, if they are using the power Circumlocution, or the like.
• The user of this ability can intuit the definition of words or phrases as well as the land of origin, the pronunciation, the origin or the like; he cannot determine words in a language, however, that he has never encountered (he could not accurately guess words, phrases or definitions within a language he has never heard, or the like, using this power).
- Note: Just looking at a language does not induce the use of this ability; the user must have some understanding of the language from which the word originates in order to discern the meaning of the word he wishes to know.
- Omnipotence
Omnipotence is, simply put, having unlimited power. One with this gift could bend the bounds of all reality to his wish, to make anything possible. The user could access abilities, human, superhuman or otherwise, to do whatever he wishes. He cannot be killed, or even maimed as his resistance is 150% on physical, mental and emotional levels. The user can even induce, increase or negate others' abilities. Thus the user is the ultimate weapon and cannot die or sustain injury—he couldn't even be tricked or outsmarted, as he could access Omniscience, the ability to know everything (worldly knowledge, peoples’ beliefs and Absolute Truth).
•This ability cannot be bestowed, boosted, negated, traded, mimicked, absorbed or otherwise manipulated. This ability is a divine faculty, attributed only to a deity (primarily God).
- 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 can, has or will escape 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). This ability implies the supernatural transcendence of space-time, and thus the inability to be affected by space (no one could avoid their sight) or time (they could not age or be killed).
• This ability cannot be bestowed, boosted, negated, traded, mimicked, absorbed or otherwise manipulated. This ability is a divine faculty, attributed only to a deity (primarily God).
- 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 power. This ability would also imply the presence of the abilities Omnilingualism, Omnipotence, Omnipresence and Omnilegence. A much weaker, lesser form of this power is Xenopsychism.
• This ability cannot be bestowed, boosted, negated, traded, mimicked, absorbed or otherwise manipulated. This ability is a divine faculty, attributed only to a deity (primarily God).
Oneirokinesis Oneirokinesis, also called REM/REM Sleep/Dreamforce/Dream Manipulation is the ability to mentally alter dreams. With this ability, the user can allows others to perceive the future, give subjects extremely good dreams or turn wonderful dreams into horrid nightmares (or suppress dreaming altogether). One may also be able to project his consciousness into the dreams of others (called Dream Walking or Dreamwalking). The user may even be capable of inducing/suppressing lucid dreams and disrupting REM sleep (keeping foes from escaping their own sleep). This ability may be accompanied by a Sleep Sense or the psychic ability Lucid Dreaming.
Variations:
- Oneiric Realization
• Oneiric Realization, also called Oneiric Summoning, Dream Realization, Dream Summoning or Dreamscaping is the ability to mentally manipulate the psychic energy emanated during REM sleep, to bring the dreams of subjects to life. Sometimes this ability occurs as a form of Reality Bending in which the user can change reality by causing the dreams of subjects to come true. Another variation entails realization of events and subjects while one dreams. Yet another variation only allows the user to summon one (or a few) creatures or to only realize a few occurrences at a time or to only realize or summon certain things.
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 other 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.
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, as well as often being able to entirely remember the knowledge one absorbed. 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 often 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; but the knowledge is often temporary, unless the user has Panmnesia, Eidetic Memory or Phonetic Memory (the last two commonly occur within users of this ability, but Panmnesia very rarely occurs within the user of this power).
- Note: 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 stunts done, and it ranges only with physical feats.
Variations: Osmotic Reading • Osmotic Reading is the superhuman ability to mentally divine information about some informative media (books, CD’s, records) simply by looking at it. One with this ability can tell the content of a CD simply by gazing at it, or divine the answers to a test simply by looking at the closed text book. This ability also may be used to find out general information about certain machines, including tapes, CPU’s and the like. The user of this ability can pick up information on any data medium as long as the user’s “psychometric purpose” for creating the data medium was to provide information.
Ostracism Ostracism, also called the Pariah Effect is the psychic ability to compel any person (usually without a psionic or empathic link to the user) to congregate around or back away and/or run 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 have no empathic or psionic connection.
• If one with this superhuman ability is only capable of psychically causing subjects to congregate toward a given target, it is called Congregation Inducing or the Gathering Effect, but if the user can only cause others to back away, it is still called Ostracism.
P
Pacifism Pacifism, also called Pacifism Inducing, Calming, Calmness Inducing, Soothing Mind, Sedation or Tranquilization is the ability to psychically induce a feeling of calm and eventually drowsiness (perhaps even unconsciousness, but not normal sleep) within the minds of others. The user mentally or vocally (or by touch) induces the same heavy feeling in a subject that they would have before falling asleep or unconscious. One with this ability can keep people from fighting him, and can soothe even the most wild, vicious and seemingly-untamable animal. In addition, this ability severely inhibits coordination.
Pain Relief Pain Relief, also known as Therapeutic Touch is the ability to psychically ease the pain of subjects (through physical contact). One with this ability could touch a subject, and smoothen out cramped muscles, or remedy a crick in a subject's neck. The user could even 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 slightly stimulate the healing process of wounds (and as such, this ability may accompany the ability Healing).
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/damage proxy”, after forming an empathic link with them (or touching 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, also known as the Palindrome Effect, Motor/Function Reversal, Reversal or Opposite/Opposition Inducing is the ability to psychically rewire the brain to do almost 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. A subject on whom this superhuman ability has been used would also speak backward, and 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.
- Note: The term “palindrome” means a word that is spelled the same backwards and forwards; the term “palindrome” or “palindromic” in this ability implies a similar effect; the brain of the affected subject will interpret forward motion as backward motion, so it will cause the subject’s body to do the opposite
Palynokinesis Palynokinesis, also called Dander/Spore/Pollen/Allergen Manipulation is the psychic ability to manipulate spores, pollen and allergenic dander (as well as the level of their allergenic effect). 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 either induce allergic reaction in nearly any living being (using nearly biotic material) by touch, or to reduce the allergenic properties of subjects which would otherwise prove very irritating.
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. One with this ability usually needs only to read, hear or see something once and they will never forget it. They continually learn for the rest of their lives and their brain will simply compress neural synapses to contain it all, allowing memory of every event, experience or bit of knowledge from birth to the present. In addition, this ability may even be accompanied by the inability to have one’s memory altered, and immunity to the memory-numbing effects of drugs (a faculty called Anamnesis).
- Note: This ability may be more of a curse than a gift if the user has encountered many traumatic events in one’s lifetime; this is especially true if affected by one with Mnemokinesis or Mnemonic Recollection
- Note: This ability implies that the user can remember everything, but every moment of their lives is not constantly in their conscious mind; they must consciously make an effort to recall desired information and memories (for example, if they wanted to think back to remember an important piece of information, their contemplation on the topic would activate the part of their brain that stored that piece of information).
Variations: Eidetic Memory • Eidetic Memory, also called Visual Memory or Photographic Memory is a version of Panmnesia, in which the user doesn’t have total recall, but can remember visual information much more readily than a normal human. Those with eidetic memories usually only need to read or see something once and they will never forget it again (they may have a hard time recalling it, though, after learning numerous other things). Sometimes, if one with this ability tries to retain too much knowledge at one time, it can cause fatal mental damage.
Phonetic Memory • Phonetic Memory, also called Auditory Memory or Phonographic Memory is a version of Panmnesia, in which the user doesn’t have total recall, but can remember auditory information much more readily than a normal human. Those with phonetic memories usually only hear or listen to something once and they will never forget it again (they may have a hard time recalling it, though, after learning numerous other things). Sometimes, if one with this ability tries to retain too much knowledge at one time, it can cause fatal mental damage.
Paralysis Inducing Paralysis Inducing, also called Paralysis or Paralyzing is the ability to interrupt or “turn off” the nervous system (only the nerves and the spinal cord, not the brain) in living subjects, via mental contact, through the 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 can sometimes limit paralysis to certain extremities, such as legs or arms (even the heart or the like, if the user is more adept in the use of this ability).
• Sometimes, instead of actually paralyzing foes, the user may use a faculty of this ability which simply psychically (non-verbally) 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 psychic ability for the subconscious mind to alter the memories of the conscious mind. One with this ability could replace old memories with new ones (remembering the new memory while also forgetting the old memory; this could be used to forget a painful past, for example, by replacing bad thoughts with valuable information, more pleasant memories that evaded one’s memory, or the like), or even replace memories with fantasies (although, subliminally, one would still be able to tell which was which). This ability also allows one to avoid telepathic information gathering (one can selectively place information into the hidden realms of the mind.
• This ability makes one highly resistant to the effects of the abilities Telepathy, Mnemokinesis (or its variations), Disorientation, Stupefaction, Truth Inducing, mind-altering drugs and substances and the like.
Past Recollection Past Recollection is the ability to psychically recall past events that the user of the ability has never witnessed or experienced himself, by the psychic gleaning of past information or intuition. One with this ability is always well-versed in history without studying, and can easily “remember” what happened last Thursday to others and the like (even if they can’t remember what happened to themselves). This was once thought to have a part in Postcognition or the theory of reincarnation, but it has been revealed to simply gift the user with the past version of the superhuman ability Prescience.
Pathokinesis Pathokinesis, also called Emotional/Emotion Manipulation 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, suppress or negate emotions, overload the emotions of others (causing mental breakdowns), or even induce or break empathic links, 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).
Peak Condition Peak Condition, also called Peak Physical Condition is when the body’s systems work exactly as they should, and homeostasis can’t be disrupted (even by Biokinesis), allowing enhanced physiological capability. One with this ability can metabolize toxins through their body like water (so they don’t stay sick long). The user’s body produces less lactic acid; they have increased respiratory capacity and their muscles never cramp (they hardly tire, and they quickly recover from fatigue). Their joints also stay elastic (no matter the stress they endure), allowing Flexibility and increased athletic faculty. The body maintains near-perfect health at all times.
• They can still be hurt (even die), but the user’s body can better withstand and recover from injury (to slightly resist the injury, to feel less pain, and to recover faster from injury); he could still get sick, as well, but he would quickly recover from any disease or illness he contracted, unless his immune and metabolic capacity were stagnated by Power Negation or Reality Bending (or extreme injury).
- Note: Biokinesis could not affect one with Peak Condition in any way (even if effects are meant to be beneficial)
Peptokinesis Peptokinesis, also called Acidity/Basicity Manipulation, Acid/Base Manipulation or pH Manipulation is the ability to shift the acidity or baseness of any liquid (from basic to acid, or vice versa). One with this ability can make acids or bases neutral, can resist acidic or basic corrosion, can render soaps as acidic dangers, and can render hydrochloric acid harmless as drinking a glass of milk. However, another faculty of this ability may also include the manipulation of acidic or basic substances (or both), besides simply changing the pH (moving them, changing the physical state, etc.).
Peripety Peripety, also called Circumstance/Situation Switching, Circumstance/Situation Exchange or Role Reversal is the psionic ability to switch one's situation with any desired subject, but only if the user is in a disadvantageous or dangerous situation. One with this psychic ability could use it to switch places with a subject to put himself ahead in a race. Or the user could cause the foe’s allies to like him and hate his foe instead, by replacing memories of the user with memories of the foe, and vice versa, at the higher bands. He could even put an attacker in the way of an oncoming attack, while the user would then stand where the attacker previously stood.
• Being jealous of someone else, or the like, does not count as a disadvantage; only if the user feels the earnest desire to succeed in a challenge, escape danger, or save a loved one, can he use this ability.
- Note: Peripety and Trade Teleportation are similar superhuman abilities, except one with Peripety cannot “exchange” situations with plants or objects, and he can only exchange himself with another.
Perspicuity Perspicuity, also known as Psychic Static, Psychic Shield or Mental/Psychic/Telepathic Immunity is resistance to all psychic penetration. One with this ability is immune to Illusion or Deception, contact by Telepathy/Empathy and 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 automatically fail. In some cases, the user’s thoughts race so fast through his mind, that even the most adept telepaths cannot grasp any thoughts to read them or manipulate them (allowing him to even evade Lie Detection, both electronic and psychic).
- Note: This ability is also referred to as Psychic/Psionic Security or the like, but this name can also imply a superhuman ability similar to Barrier Generation or Forcefield Generation, so this name is not always used.
Variations: Antipsionics • Antipsionics, also called Antipsychism, Antimentalism, Anti-Psionics, Anti-Psychism, Anti-Mentalism, the Antipsionic Effect, the Antipsychic Effect or the Antimental Effect is the ability to resist psychic intrusion, not by producing mental barriers, but by producing equal, opposite psychic force. One with this ability may resist telepathy by producing equal mental power which matches, pushes back against, and thus resists, telepathic contact (called Antitelepathy, Anti-Telepathy or the Antitelepathic Effect), or the like. The same can go for Empathy, Telekinesis, Possession and the like. The user may have resistance to just one psychic type of invasion, a few or all of them.
Backlash • Backlash, also called Feedback, is a version of Perspicuity in which the user’s body doesn’t simply resist psychic, psionic or subliminal attacks or the like, but sends them (painfully) back to the user. This may include any of the following:
•Biokinetic Backlash or Biokinetic Feedback- inability to have one’s body/body functions manipulated; any attempts to turn the foe into another species, to shrink/expand him, petrify him, replicate him or even any direct physical harm from a foe (stabbing, punching, kicking) will result in painful backlash
•Conversion Backlash or Conversion Feedback- inability to be converted into a vampire, therianthrope, undead or otherwise (the user cannot even be assimilated into a hive mind); any attempt to do so to the user will result in a painful sensation surging through the body of the foe
•Empathic Backlash or Empathic Feedback- inability to have one’s emotions read or manipulated (having emotions imposed, amplified, drained, etc.); also, any negative emotions that are geared toward the user will launch backfire at the foe, if he gets within close-enough proximity to the user
•Life-Drain Backlash or Life-Drain Feedback- inability to have one’s life-force or stamina drained; any attempt to do so to the user will result in a painful sensation surging through the body of the foe (and whenever the user suffers a severe loss of stamina, it may backlash to any nearby living creatures)
•Magic Backlash or Magic Feedback- inability to be directly affected by magic; it harmlessly bounces off of the user, and delivers painful shocks to the foe if they touch the user (or the designated effect may instead happen, in a worse fashion, to the foe)
•Power-Manipulation Backlash or Power-Manipulation Feedback- inability to have powers bestowed, increased, negated or otherwise tampered with; attempts to do such will harm the foe (or the designated effect may instead happen, in a worse fashion, to the foe, even if the effect was supposed to be helpful)
•Psychic Backlash or Psychic Feedback- the inability to have the mind contacted; attempts to implant, read or manipulate thoughts or thought processes of the user will result in powerful, painful psychic backfire on whoever is trying to do it; the psychic energy of the invading psychic is redoubled
•Subliminal Backlash or Subliminal Feedback- the inability to have the deepest reaches of the mind contacted; the mind either must be contacted overtly (no Subliminal Messaging, Subliminal Sexuality, Psychic Persuasion or other subliminal abilities) or it is entirely protected
•Sympathetic Power Backlash or Sympathetic Power Feedback- inability to be psychically mimicked; all attempts to align the foe’s motion to the user’s motion, to mimic his psychic imprint, his traces or his appearance, to do voodoo on the user, compel him, etc., will result in psychic backfire
Backlash causes a strong, painful sensation (called backfire) to any foe who tries to violate the barrier or the psychic “rules” set within the user’s genetic makeup (which is why this ability often accompanies Perspicuity). Other types of feedback are also possible, but ones that were listed above are either the most useful or most commonly-possessed by superhumans.
Echo Cognition • Echo Cognition is the ability to mentally induce “psychic echoes”, one of a few ways. The user may cause thoughts to echo back to the subjects they come from, so no minds emotions can be read, broadcast or manipulated while the user is around (anyone who tries to read the user’s mind will only end up hearing his own thoughts). Or the user may cause his thoughts to echo in others’ minds; if so, then, simply by thinking enough thoughts at a time (or thinking loudly enough), the user can generate strong “psychic noise” in others’ minds, which can disorient them.
• However, another variation implies the user can psychically block thoughts in the mind of the subject they come from (so they echo in the subject’s mind, and will be heard a while after they are thought up, which can disorient foes). In some cases, thoughts/suggestions may even radiate from the user’s mind and match others’ thoughts to his, as a limited form of mind control.
Thought Protection • Thought Protection, also called Mental Protection, Mind Protection, Psychic Protection or Mental/Mind/Psychic Shielding is a faculty of Perspicuity in which the user can only protect others’ minds (usually by physical contact). One with this ability can create psychic shields in the minds of others to protect their thoughts from being manipulated, dominated or otherwise contacted. Not to mention, sometimes the user of this ability can even “short-circuit” mentally invasive or dominating superhumans by touching the foe they wish to affect. This superhuman ability may accompany normal Perspicuity.
• Sometimes Perspicuity is said to automatically include this faculty (and thus the two could either be considered together or separately; either way is acceptable).
Petrifaction Petrifaction or Petrification is the ability to use psionic power to transmute the cells of biotic subjects into stone (or a material similar to it). 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 own psychic energy, thus enabling the user to psychically move and control said subjects like puppets (called Petrified Control).
Variations: Vitrification • Vitrification is the ability to use psionic power to transmute the cells of biotic subjects into glass (or a material similar to it). One with this ability can vitrify as many creatures as are in visual range (which make visual or physical contact). One with this superhuman ability may even be able to reanimate subjects which are unnaturally glass (called Reanimation). Or the ability may allow the user to imbue vitrified subjects with one’s own psychic energy, thus enabling the user to psychically move and control said subjects like puppets (called Vitrified Control).
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 the user has perceived it performed by someone else. The user 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 to reproduce any motion, posture or action exactly. The motion/skill set is retained in memory after a short trance of motion memory.
Variations: Phonographic Reflexes • Phonographic Reflexes, also known as Auditory Reflexes or Auditory Muscle Mimicry is the ability to flawlessly imitate any movement or series of movements (even skills such as fighting, artistry or musical talents), provided the user has heard the steps required to perform it. The user must psychometrically align their bodies with the skeletal, muscular and nervous systems of the subject that they hear about, 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, also called Lumokinesis, Luminokinesis or Photon/Light Manipulation is the ability to mentally alter light particles so that one might be able to generate, manipulate and intensify light at will. This ability can be used to increase one’s vision range, bend light around oneself (to turn invisible), 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 abilities Luminescence or Light Absorption.
Variations: Chromokinesis • Chromokinesis, also called Chromakinesis, Chromatokinesis or Pigment/Color Manipulation 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 one’s own skin, hair and eye color, to look as though one were a different race (or as if one 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.
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 Beacon Emission.
Piety Piety is the innate compulsion and conviction to do the right thing. One with this ability can keep a calm and benevolent mind, so it is easier to resist when foes attempt to persuade the user to do wrong/mean acts (even though they are not perfect). Also, the user could not easily be persuaded or convinced to do something that 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. This ability often accompanies the ability Divine Favor.
- Note: Often mistaken for normal goodness, it is contagious, infectious goodness that inconspicuously rubs off on people over time, and makes the user more likeable by his peers, while repulsing evil spirits, guiding the user to those in need and making it hard to feel comfortable doing bad things around the user. This is a supernatural form of “elevated” goodness, so it can’t be resisted by Perspicuity or the like.
Plastic Manipulation Plastic Manipulation is the ability to manipulate all forms of plastic (including the material Styrofoam). This ability could be used to fuse or separate plastics (to change the size of a plastic object), or form plastic into constructs; this can even be used to revert plastic to its original form if it’s been damaged, and heat it, so that it can melt and burn foes. This user could even employ this ability to hurl plastic objects at foes for defense, or move them around as though one had normal Telekinesis. One cannot create entirely new forms of plastic, but they can combine existing types of plastics to form 'hybrids'.
Pocket Dimension Use Pocket Dimension Use, also called Pocket Dimension Access, Hammerspace/Hypercube/Tesseract/Magic Satchel Use, Hammerspace/Hypercube/Tesseract/Magic Satchel Access, Dimensional Storage or Infinite Storage is the ability to store subjects within a small “pocket dimension” (located in a usually-small container), to be recovered instantly as the user desires. This dimension can store anything that can fit (and always opens up to be larger inside). Not to mention, the dimension also grows in spatial capacity with every addition to its inventory (yet it maintains light weight, and the container stays the same size).
• 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).
Variations: Extra-Dimensional Acquisition/Storage • Extra-Dimensional Acquisition/Storage, also called Interdimensional Acquisition/Storage, Interspatial Acquisition/Storage, EDAS, IDAS or ISAS is the ability to use a pocket dimension; but, instead of simply acquiring objects put into that storage space, the user could just randomly reach in and pull out the flash drive they lost years ago, or the like. The randomness is activated either by the pocket dimension’s detection of danger or the user’s lack of concentration on what it is they wish to acquire. When the power of the pocket dimension is honed, it can acquire any object the user desires (that exists).
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 Control, 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 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.).
• Body/Bodily Possession or Physical 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
• Mind/Mental Possession or Psychic Possession/Domination- 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/Spiritual Possession or Astral Possession- the ability for one to dominate the soul of another living being, thus taking control over that being's soul, 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.
- Note: When the user is capable of performing Bodily, Mental and Spiritual Possession, the user is just listed as having the power of Possession (not to mention, just the term “Possession” or just the term “Domination” can be used interchangeably with either of the three)
Variations: Facial Possession • Facial Possession- the ability to psionically shift one's face from one’s body to the surface of an object (or the face of another living being) and take over it; when the user possesses an inanimate object, the object takes on the user’s face (and can move/function like an animated object); if the user possesses a living being, that being’s face will look like the user’s face (if the subject is an animal, then only the eyes will change to look like the user’s). When the user takes possession of a living being, they also gain any abilities that being has. As the user possesses another body, he leaves his true body inert and vulnerable to harm.
• The user must touch subjects they wish to affect; they cannot just “project” their faces onto things or beings. Facial possession of living things is easier if the subject is faceless, and so this ability may be accompanied by Psionic Facial Removal (otherwise the subject can attempt to fight back).
Shadow Possession • Shadow Possession- the ability for one's mind to psionically solidify a shadow and send his psionic power through the lightless space (the shadow) of the object to whom it belongs (this aligns the subject’s motion to the shadow’s, instead of vice versa), so that by possessing the shadow, the user in turn possesses the subject to whom it belongs. However, it may instead involve the user psionically phasing into and fusing with the subject’s shadow (so the user employs a living subject’s shadow as a medium for a more psionic or supernatural version of Bodily or Mental Possession) or a similar process.
Technological Possession • Technological Possession, also called Mechanical/Digital/Cybernetic/Electronic Possession- the ability to astral-project one’s consciousness into (or phase into), and thus take control of, machinery and electronic devices. One with this ability could cause electronic to perform normally-prohibited tasks, overload systems, and make them move around like animated objects (or even make them shut off) as long as the user is within the device. The user can even access any knowledge the device may contain (if it is a storage device), and as such, this ability may be accompanied by Digital Memory.
Temporal Possession • Temporal Possession- the ability to physically, mentally or spiritually possess nearly any subject that one comes into “temporal contact” with. One with this ability must travel in time (or perhaps use the ability Nonexistence), and when they reappear in time, they match their position to the position of whoever is standing there at that time (thus phasing into that body). This ability is often accompanied by either the ability Time Travel, Nonexistence or Astral Projection, along with Chronopathy (so that they can prevent landing in walls, perspicuous subjects, null-causal subjects, “nonexistent” subjects or the like).
Touch Possession • Touch Possession- the ability to physically, mentally or spiritually possess nearly any subject one can come into physical contact with. This may require as simple as a finger poke or an inconspicuous brush of the hands, or as complex as a hug or a kiss to take effect (the user’s touch serves as a medium to pass on psionic energy, which flows through the subject, and aligns that subject’s thoughts, actions and words to the user’s); touch does not need to be maintained afterward (until the compulsion is broken)
Postcognition Postcognition, also known as Retrocognition or Retrospect is the psychic ability to visually perceive information about past events after they happen, as opposed to guessing based on deductive reasoning and current knowledge. This ability occurs in the same way as precognition (as a brief flash of the scene, or it may last longer) and can sometimes even be activated at will (like precognition) within the same time intervals as precognition (except in the past, of course) at which time it becomes an ability called Selective Postcognition, Selective Retrocognition or 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 sometimes return them. This ability may be activated or suppressed at will.
Variations: Latent Power Absorption • Latent Power Absorption, also called Latent-Power Absorption or Latent Absorption is a variation of Power Absorption in which one can only absorb latent powers (the user’s mind may only pick up the latent-ability genetic signature; perhaps manifested abilities are too strong for the user to absorb). One with this ability could take the latent-ability signatures of normal humans or could absorb the power-template from deactivated superhumans (so if they visited a Power Activator, the power-template they stole would be activated), etc. This ability may be accompanied by DNA Reading or Power Sensing.
Power Activation Power Activation, also called Power Manifestation or (Power) Manifestation Inducing 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 within that subject. 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 (this is called Power Liberation).
Variations: System Activation/Deactivation • System Activation/Deactivation, also called Activation/Deactivation or Toggling is a variation of Power Activation in which the user can activate or deactivate any system, electronic or biotic. One with this could turn a TV or a car on with a touch, activate superhuman abilities or perhaps even jumpstart a recently-stopped heart. On the same note, they can also deactivate things like rogue robots, cell phones or likewise a heart/brain with a touch. If the ability develops enough, however, the ability may not require physical contact to work.
Power Bestowal Power Bestowal is the ability to psychically rearrange the genetic structure or thought patterns of a subject, in order to bestow him with superhuman ability, through physical contact. One with this ability can sometimes give a subject nearly any ability short of Reality Bending and the “Omni” abilities, but the more powerful abilities are more difficult. And for an untrained subject, it can lead to serious injury if one attempts to bestow such a power. This power may also be accompanied by Power Negation.
• A faculty of this superhuman ability, called Power Residue or Ability Passing, allows the user to use any other superhuman abilities he might have (besides Power Residue itself), and then if a subject touches the target on which the ability was used (or touches the user), the subject will temporarily gain that same ability or a similar ability. This ability may remove abilities entirely from the user, passing them onto the desired subject either temporarily (capable of being taken back) or permanently.
Variations: Power Channeling • Power Channeling, also called Vicarious Power Use is the superhuman ability to use one’s superhuman abilities through someone else. One with this ability can cause his superstrength to manifest in someone else, if the user isn’t in a position to be able to use the ability. He can cause his superintelligence to be manifested in a friend to help him ace a test or the like. The user could use it to help friends in need, to keep oneself from being exposed, or to cause people to think someone has superhuman abilities, when they really don’t.
- Note: This ability name Power Channeling can also imply that one’s abilities are activated through a specific action (Ballistic Telekinesis that only works in combat, or Pheromone Secretion that only works when the user dances, etc.)
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 Feedback or another version of Power Liberation). Most times it can also be used in reverse, so that either increase or decrease of abilities is possible.
Variations: Power Combination • Power Combination, also called Power Merging or Synergetic Ability is the superhuman ability to use any two or more (mental, social or energy based) superhuman abilities at once. One with this ability could use Telepathy and Deception to imitate Psychic Rumor, or use Telekinesis while using Collapse for devastating results and the like. One with this superhuman power can usually only use their abilities in conjunction. A superhuman with this ability always has two or more mental, physical or energy-based superhuman abilities.
Power Concealment Power Concealment, also called Power Hiding, Power Cloaking or another version of Power Suppression is the ability to mentally hide the presence of one's own abilities or the abilities of others from detection. One with this ability could keep a person with Power Sensing, DNA Reading or Telepathy from being aware of other people with superhuman powers. They could even keep people with Empathic Mimicry, Power Mimicry or Power Absorption from gaining access to the user’s or subjects’ powers. This ability itself may even be innately hidden from detection (until it is seen in action).
Power Mimicry Power Mimicry or Ability Imitation is the ability to mimic the abilities of others around oneself. 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).
Variations: Empathic Mimicry • Empathic Mimicry is the ability to absorb abilities and reproduce them based on the emotions that they are connected with. Users of this ability are rare and often do not understand how to use all of their abilities until they are forced, perhaps as a defense mechanism or the like. Abilities are often unknowingly copied by the user when within a certain range of others with superhuman abilities. Many times, only a few abilities can be mimicked before the user starts replacing them with new abilities, but this is not always the case. This ability often accompanies Empathy.
Fashion-Based Mimicry • Fashion-Based Mimicry, also called Wardrobe-Based Mimicry, Clothing-Based Mimicry, Fashion-Based Abilities, Wardrobe-Based Abilities or Clothing-Based Abilities implies the psionic ability to gain superhuman powers based on the clothes one wears. By simply wearing a tuxedo, one with this ability might gain the ability Spying Skill; by wearing a lab coat and/or glasses, one might gain Superhuman Intelligence; by wearing a chef’s uniform, one might gain supreme cooking skill, and the like. This ability may be accompanied by a Fashion Sense.
- Note: One with this ability employs a quantum sympathetic connection between a costume/outfit and the subject that the costume/outfit is supposed to look like (this same quantum connection may also make the user act like the subject they’re dressed like, until the user takes the costume off)
Hereditary Mimicry • Hereditary Mimicry is the ability to copy or emulate a trait, characteristic, or ability exhibited by one’s ancestors, or living relatives. The user need only to concentrate on a member of the family that one knew had a superhuman ability, and that ability would be accessible to the user. Though, sometimes, the user can even concentrate on the family altogether and psychically divine which relative has a superhuman ability, in order to copy it. As such, this ability sometimes accompanies Phylar Unanimity and/or Inherent Intelligence, or may be accompanied by Power Sensing.
Psyche/Aura Mimicry • Psyche/Aura Mimicry is a variation of Power Mimicry in which the user mimics the aura or psyche of subjects, instead of psychically realigning their genetics/psychic output/physical features. One with this ability that mimics the aura (called Aura Mimicry) gains all the feelings associated with the ability (the gentle nature associated with Empathy, etc.). However, if the user mimics the psyche (called Psyche Mimicry), he gains all the thought processes associated with an ability (the “hunger” associated with Psychic Aptitude, etc.). This ability may also allow full knowledge of the uses of mimicked abilities (called Power/Ability Aptitude).
Power Negation Power Negation, also called Power/Ability Cancellation or Power Blocking 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/inhibits superhuman abilities and suppresses superhuman features within the DNA of a superhuman (this means can be mimicked by Biokinesis, but is less powerful that way).
•If the negation is temporary or only reduces a power instead of negating it (capable of reducing a powerful foe’s abilities from devastating lightning strikes or inducing realistic illusion to only generating static and creating unconvincing mirages, and the like) and it only suppresses superhuman abilities, not superhuman physical features, it is instead a faculty called Power Reduction/Suppression.
Variations: Specific Negation • Specific Negation or Specified Negation is a faculty of Power Negation in which the user can still negate abilities, but they can only negate certain superhuman abilities. This may be anywhere from Danger-Sense Negation to Superstrength Negation to Perspicuity Negation and the like. However, sometimes it is more broad nullification, only cancelling out certain types of superhuman abilities, i.e. Mental Ability Negation, Physical Ability Negation, and the like.
Power Randomization Power Randomization is the ability to use psionic power to exchange the abilities of any multiple subjects at random (sometimes even 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. The power randomly switches the abilities of any two or more superpowered beings (except the user), and thus can't be predicted (the only certainty with this ability is that the user cannot switch his own power). 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 non-physical 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 Resistance Power Resistance is resistance, or entire immunity to the effects of certain abilities (types of energy attacks). One with this ability may have Mental, Subliminal, or Psionic Ability Resistance so that no ability of that type affects them (e.g. Psionic Ability Resistance keeps one from being located by Psychic Navigation or affected by Psionic Abilities). Or they may have Domination Resistance (resistance to Possession and Psychic Persuasion), Empathic Resistance (resistance to Empathy and empathic abilities), or the like. The user may even be immune to the effects of abilities similar to their own (if so, this implies the user also has an energy-based ability).
•Resistance to one’s own superhuman abilities does not entirely count as Power Resistance; that is often innate and counted as a part of whatever other ability the user possesses (Laser Emission Resistance to Laser Emission, Telekinetic Resistance to Telekinesis, Telepathic Resistance to Telepathy, etc.).
- Note: Telesthetic Immunity and Telekinetic Resistance are NOT the same; one with Telekinetic Resistance can resist being moved around or affected by telekinesis (they can bypass telekinetic forcefields, and they take less damage from objects thrown by telekinesis); one with Telesthetic Immunity can resist any form of distant contact (including Telekinesis, but also Telesthesia, Telepresence and the like).
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 could turn any other superhuman ability into its opposite (turning Teleportation into Summoning, Superhuman Strength into Superhuman Endurance and the like). The user could induce abilities in subjects that would not know how to control (as they are used to handling just the opposite), so long as the ability is the opposite of the other ability (like the abilities Nigrescence and Focus).
Power Sensing Power Sensing, also called Power/Ability Detection or Power/Ability Sense is the superhuman ability to instinctively tell if others have superhuman abilities (even latent ones) and to locate such individuals. In some cases, one can even discern specifically what abilities a person has, and when a subject is using their powers (as well as when latent abilities will manifest). This usually entails telepathic detection of abilities, but sometimes it involves detection of a superhuman aura or an intuitive superhuman faculty in which the user “just knows”.
• Another faculty (often included with Power Sensing) is the ability to gauge the strength of a subject’s abilities and/or to what degree they have control over their abilities (called Power Gauging).
Variations: Capability Sensing • Capability Sensing, also called Capability Detection or Capability Sense a variation of Power Sensing, in which one (instead of sensing superhuman abilities) is able to psychically perceive subjects’ capability in normal faculties (what skills subjects possess; this does not include sensing the presence of superhuman abilities). Instead of sensing superhuman powers, the user could psychically perceive all the normal skills that a subject may have (the user could tell if someone was capable of doing a back flip, if they were strong or fast enough to perform a certain feat or the like). This ability may accompany normal Power Sensing.
• The user could also gauge someone’s proficiency at a certain task, like how good someone was at playing chess, how much weight someone could lift or how flexible someone was (this superhuman faculty is called Capability Gauging or Scanning), to see who is better at what, who is more likely to win what competitions, who is the best choice for a certain job, when a subject’s capabilities are being impaired by alcohol use or enhanced by drug use, and the like.
Sympathetic Power Sensing • Sympathetic Power Sensing is a variation of normal Power Sensing in which the user can only sense others who possess the same abilities as the user. The user may be able to sense or locate others perhaps anywhere in the world, as long as they possess a superhuman ability similar to any of the user’s. One may be a vampire that can sense other vampires (a Vampire Sense), a therianthrope capable of sensing other therianthropes (a Therianthrope Sense), etc. However, sometimes, the user may just be able to sense other power sensors (Power-Sensor Perception).
Power Specificity Power Specificity or Power Focus is when certain abilities only affect certain types of subjects. One with this ability may only be able to generate a poison which only works if introduced to another substance, or generate a substance/energy which only affects certain species, such as Rat-Specific Poison or Insect-Specific Pheromone (abilities 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, also called Future Sight or Foresight is the psychic ability to visually perceive information about future events before they happen, as opposed to guessing based on deductive reasoning and current knowledge. It can come as a brief flash of the scene, or it may last longer. Sometimes, however, it can even be activated at will, within whichever time intervals the user desires (“the next six hours”, “tomorrow”, etc.), at which point the power becomes Selective Precognition or Selective Foresight.
Variations:
- Cassandra Effect
• The Cassandra Effect, also called Cassandra Syndrome or Unbelievable Precognition is a variation of Precognition in which the user sees the future (usually a bad one), and they are compelled to tell anyone present (or only people with whom they have a positive empathic link) about what they see. However, this ability also compels others not to believe that the vision can come true, and thus they pay no attention to the precog. This ability is most disadvantageous when trying to avoid danger, unless the user acts after warning those they wish to save.
Combat Precognition • Combat Precognition, also called Combat Sight is a version of Precognition in which the user can still psychically see the future, but only visions of attack. One with this ability may see these visions during the battle, as brief flashes (serving as the visual version of a Danger Sense), or they may come ahead of time (or provoked by feelings of impending danger), accompanied by a feeling of when the attack will come. This ability is usually accompanied by Superhuman Reflexes, but may also be accompanied by Chronopathy.
• This ability also allows one to foresee how a fight may eventually progress (if the user is not involved), so he can be ready to deal with situations as they come.
- Destiny/Fate Perception
• Destiny/Fate Perception, also called Destiny/Fate Sense is the name of two related psychic faculties. The first is the ability to see someone else’s or one’s own entire destiny at one time. The second faculty, however, allows the user to voluntarily see the destiny of any subject they encounter. Both faculties allow the user to sense when they come across the person whose destiny they’ve seen (if it isn’t himself) and perceive when that destiny has changed (if it can), and what the changes lead to. This may be accompanied by Chronopathy and/or Panmnesia.
- Phone-Ring Precognition
• Phone-Ring Precognition, also called Psychophonics or Telecognition allows one to get a psychic feeling that the phone will ring before it does. This ability may also allow the user to get a vision of the entire conversation, or what will happen during the conversation; the power may even be attuned to a certain person, so that precognition is activated whenever that person is about to call the user of the ability.
Precognitive Dreaming • Precognitive Dreaming, also called Oneiric Precognition or Oneiric Foresight is a form of extra-sensory perception in which the user may see flashes or visions of entire scenes from the future, but only in dreams. This person does not have precognitive visions while they are awake, but their every dream is not a precognitive one. Although, this ability could be activated at will with Lucid Dreaming. This ability is rarely accompanied by the ability to interpret dreams, but it is often accompanied by the ability to distinguish between normal dreams and precognitive ones.
Prediction • Prediction, also called Foretelling 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 will often just blurt out the future or speak it with no conscious effort. 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 Prediction.
Prescience • Prescience, also called Foreknowledge 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). The feeling is intuitive, and it is not limited to personal prescient feelings. 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 the ability becomes Selective Prescience.
Presentiment • Presentiment, also called Presentience, or Forefeeling is the ability to psychically experience an emotion from the future. The user will know why he felt that emotion, and from that, they 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 the ability becomes Selective Presentiment.
Prophecy • Prophecy, like Precognition, is the superhuman ability to see into the future. However, this superhuman ability is the more paranormal or divine version. It is, first, always a vision of the definite future, not just a possible future that can be avoided; moreover, it is accompanied by the supernatural compulsion to tell the prophecy to whoever it is designated for (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.
- Quantum Cognition
• Quantum Cognition, also called Quantum Mind/Thought is the ability to psychically perceive the past/present/future at the same time. The user can see the past in one eye, see the future in the other eye, and visualize the present mentally, or the like, so they can visualize any moment in history. They need only to concentrate on that desired set of temporal data (or they may experience the past, present or future of subjects/areas one encounters, or the like). This ability is usually accompanied by Clairvoyance, and it can always be turned on/off at will.
Pressure Manipulation Pressure Manipulation is the superhuman ability to induce and manipulate various types and amounts of pressure. One with this ability could generate intense water pressure, air pressure, barometric pressure and the like. The user could withstand it, negate it and use it to pressurize water or air, or induce flux in blood pressure, etc. This ability is most useful for reducing the intensity building pressure within one’s blood vessels, for building up the pressure behind an already-strong current of water or the like. This ability cannot be used to change the course or flow of wind currents, water currents, barometric pressure or the like; it only changes the amount of them.
Variations:
- Pressure Mimicry
Pressure Mimicry is the ability to psychically mimic different types of pressure, with one’s own body as the channel through which the power flows. This can often even be used in order to avoid bodily problems pertaining to pressure. This may include any of the following:
• Air Pressure Mimicry allows mimicry and resistance of the force of high intensity winds; this ability allows mimicry of the speed and force from the strongest amount of rushing wind that the user has ever encountered (or the fastest rush of flowing wind that the user can attune himself to, such as a strong breeze or a nearby tornado); each blow from the user is strengthened by a wind burst behind it
• Atmospheric Pressure Mimicry allows mimicry and resistance of the force of the atmosphere; this ability allows mimicry of the atmosphere in one’s immediate vicinity (or one associated with one’s current emotions; rain for sadness, etc.); when mimicking, the user’s body is surrounded by an atmosphere of the desired atmospheric condition (surrounded by high winds, static or the like)
• Blood Pressure Mimicry allows maintenance of perfect blood pressure and prevention of cardiac conditions; this ability allows mimicry of the blood pressure of other living beings within one’s proximity; the user can choose between mimicking the most optimal blood pressure in his vicinity and keeping his own; each blow from the user induces odd fluxes in a foe’s blood pressure and heart rate
• Water Pressure Mimicry allows mimicry and resistance of the force of rushing water; this ability allows mimicry of the speed and force from the strongest amount of rushing water that the user has ever encountered (or the strongest body of running water that the user can attune himself to, such as a river or a tidal wave); each blow from the user draws moisture from the air to reinforce the hit
Pressure Mimicry can add force behind any attempt to push, crush or break things, but it doesn’t actually add strength (and it can only affect that with which it is associated; Blood Pressure Mimicry can only induce blood pressure flux in others or maintain the user’s blood pressure; Air Pressure Mimicry can only affect things which would normally be blown by high gusts of wind, and Water Pressure Mimicry can move things which would normally be moved by rushing water, crush things which would crush under high water pressure, and the like)
- Note: Water Pressure Mimicry also allows the user to move underwater at normal speed and assists the user’s swimming power; Air Pressure Mimicry also allows one to resist wind friction, to run much faster than normal; Blood Pressure Mimicry allows resistance to abilities like Hemokinesis and Cardiokinesis, as they produce irregularities in blood pressure (in addition, nervousness, etc., won’t cause harmful fluxes in blood pressure)
Projectility Projectility is the ability to launch some appendage from the body like a projectile or a missile. One with this ability could throw sharp feathers, spikes, or scales, a stinger or pieces of abrasive skin; even one's limbs (however, not all the above listed are possible for one superhuman). This can be done by launching similar to a rocket launcher, building up air pressure within the body (which propels the projectile) or flicking the projectiles off of an extremity, like a porcupine. This ability is often accompanied by Superhuman Accuracy (so the user can aim with ease to hit targets).
• One with an Avian Physiology may even be capable of dramatically stiffening their feathers and shooting them off of the body, tip first, like a barrage of blades, to ward off and/or attack foes (called Projectile Feathers or Feather Flurry)
- Note: A variation of Feather Flurry allows one to release one’s feathers as a flurry of feathers/fluff at foes. One can use this as a more harmless distraction as one escapes (though feathers quickly regenerate with each version of Feather Flurry, so the more one shakes feathers loose, and they regenerate, a blinding cloud of feather could be cast).
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 Superhuman Senses, but it still renders the user incapable of being inundated.
• This ability also implies that the senses cannot be manipulated (heightened/lowered from normal, negated, shared; the user is immune to hallucinations, sensory illusions, the power Inundation and the like).
Protrusion/Retraction Protrusion/Retraction, also called Protractility/Retractility, Extension/Retraction or Extendibility (or Extensibility)/Retractability 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 Projectility or Profuse Generation.
Pruritic Touch Pruritic Touch, also known as the Pruritic Effect, the Itch Effect, the Itching Effect, Itch Inducing or Urtication is the sometimes-psychic ability to induce severe itching by thought or touch. The user could vary the magnitude of the itch from a slight mosquito-bite 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/activate their itch-inducing powers at will.
Psammokinesis Psammokinesis, also called Ammokinesis, Arenakinesis or Sand Manipulation 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). This ability can even be used to turn sand into glass or vice versa (although it couldn’t be manipulated unless it was in sand form). If one honed this ability, however, this could lead into practicing Hyalokinesis (or it may accompany Geokinesis).
Psionic Abilities Psionic Abilities, also called Psionic Energy Generation/Projection implies the presence of superhuman 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 even physical damage). These faculties may include:
• Psionic Blasts, Psionic Beams or Psi Beams- generation and emission of beams or rays of intense psionic energy, usually very hot and/or capable of melting, but sometimes the energy is simply concussive and forceful
• Psionic Bolts or Psi Bolts- generation of powerful, short, usually heated bolts or flashes or psionic energy, which fire from the hands and eyes as though firing from a gun
• 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 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
• Psionic Furnace, Psionic-Energy Storage or Psi Furnace- generation and storage of psionic energy within the body (commonly the chest); this energy is released when the user is cut, opens his mouth or focuses it through his hands or eyes (and perhaps can be used for sustenance, and/or to keep one from needing to sleep or breathe)
• 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 just the palms), cover the eyes of people who wish to use the light (with no harm done to the eyes), 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 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 Scanning or Psi Scan- ability to scan an area psionically to see if an object or subject is in said area, usually in one’s line-of-sight (may include gathering of basic information by scanning components)
• Psionic Shielding, Psi Shielding or Psi Barrier- generation of powerful shields which can prevent certain 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 plates
• 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 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 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; the effects vary with each user (sometimes the user can change the effect based on his needs)
The psychic versions of the above listed abilities are also possible (Psychic Detection, Psychic Scanning, Psychic Constructs, Psychic Weapons 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).
Variations: Psionic Being Manifestation • Psionic Being Manifestation, also called Psionic Manifestation or (more colloquially) “Imaginary Friend” Manifestation is the ability to psychically manifest a psionic, semi-sentient being for assistance. One with this ability can call forth a being molded by the user’s imagination to assist the user, guard him or just to cheer him up. The user often chooses the being’s features and decides whether he is visible or not (this being is sometimes gifted with the ability Cartoon Physics). The user can only manifest one of these beings at a time (a user can have numerous of these beings, but only one may be generated at a time).
•Sometimes the user’s subliminal desires or needs for a companion or an assistant or a partner can also psychically help to determine some abilities, features or traits the “imaginary friend” has (as such, the user often has a telepathic/empathic rapport with the “imaginary friend”).
- Note: If the user psionically animates the manifestation, it can act on its own (it wouldn’t be required to follow orders given by the user) but it will still maintain the telepathic or empathic rapport with the user.
- Note: These manifestations can be destroyed at any time by the user’s will.
Psionic Hole • Psionic Hole, also called Psionic Warp or Mobile Nexus Generation- generation of a psionic hoop which can act as a nexus between any two adjacent locations; when placed on a surface, one with this ability may use it as a passage to the floor beneath them, or when situated in midair, it can serve as a portable portal to another planet, dimension or realm; sometimes the hoop can even be used to widen a current hole, doorway or portal or the like
Psionic Facial Recollection Psionic Facial Recollection, also called Psionic Feature Recollection, Appearance Alteration, Cosmesis, Face Shaping or Face Shifting (if used on oneself) is the ability to psionically take on the faces of people observed by the user. The user does not shapeshift entirely, just his face, which can be changed to look like any other of their species. The recollected face also changes to the color of the user's skin (or vice versa), so as not to appear awkward. Sometimes, however, this ability can only be used on others (this requires physical contact); in which case, it sometimes changes the subject’s whole body to match the face they’ve recollected.
Variations: Psionic Feature Removal • Psionic Feature Removal, also called Psionic Feature Theft is a more offensive version of the ability Psionic Feature Recollection in which the user can actually “steal” the features of others (instead of just mimicking those features). This may include any of the following:
• Psionic Facial Removal, also called Psionic Face Removal or Psionic Face Theft- 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)
• Psionic Vocal Removal, also called Psionic Voice Removal or Psionic Voice Theft- the psionic ability to steal the voices of foes. First the user hears the subject’s voice. Then the user completely loses his voice. Then, after the subject goes mute (unable to make any noise at all; not even a cough, a laugh or a whisper), the user gains the ability to sound like that person exactly. This ability is sometimes accompanied by the ability to put the voice back into its rightful host (or another host) or to retain one’s true voice
Perhaps other features are capable of being stolen (such as beauty, talent, different skills, capabilities, personality traits, memories, imagination, and the like; even perhaps senses). If so, then they are stolen in the same fashion; the subject loses the ability or feature, and at the same time, the user immediately gains it.
- Note: the “psionic” in this ability name isn’t required (primarily because it isn’t always psionic; and if it is psionic, the energy is often visible; if the energy is visible, it is up to the person naming the ability whether to call it “psionic” or just name the ability Beauty Theft, Talent Theft, Face Theft, Sense Theft or what have you).
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. 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), trading ages, or the like.
• At the much higher bands, 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 (but only one or a few features at a time).
Psionic Hands Psionic Hands is the ability to channel one's other psychic faculties through the hands. With this ability, one could easily control his Telepathy, Empathy or some other powerful psychic ability that otherwise would be too difficult to handle. With the presence of this ability, one could activate his other abilities 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 or psionic) superhuman ability.
• Sometimes, the user can also (or instead) employ the hands for other uses; this can be used to speak without opening the mouth, to see and/or communicate with anyone the user has a positive empathic connection with (most often relatives), as a writing/drawing utensil (one would use the fingers to draw either in the air, on paper or the like), etc.
Psionic Imitation Psionic Imitation, also called Psionic (Body Part/Organ/System) Replacement, Replacement or Function Mimicry is the psionic mimicry of normal bodily functions by the mind. One with this ability could be missing an eye, and see perfectly through the socket (or a blank space on the face) where the eyes should be, or missing a mouth (i.e. a victim of Psionic Face Removal) and still eat, speak and breathe through where the mouth should be. The user could even walk on a stump, using invisible psionic energy to support them (standing and walking normally like they still had a fully-functional invisible leg).
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 writing with ink or a pencil. The user 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 draw pictures or images mentally (called Psychic/Psionic Artistry, Psychic/Psionic Photography or Thoughtography).
• This ability may include the ability to sense where impressions have been made, to track any subject the user has marked on (called Impression Tracking), to sense or search for words/phrases in documents and/or sense when someone is writing/drawing/typing in one's vicinity (called Graphesthesia), and/or an innate sense of who wrote a given handwriting sample (called Handwriting Analysis).
- Note: Fortunately, any psionically-drawn sketches, drawings or images often come out exactly as the user pictures them, regardless of the user’s actual artistic capability (but sometimes, they come out only as well as the user can draw).
Psionic Metronome Psionic Metronome, also called Tempo Manipulation is the ability to use psionic energy to manipulate the tempo at which things move, using one’s hands. One with this superhuman ability can speed up, slow down, normalize or stop movement within their radius, simply by moving their hands. However, this ability is distinguished from Chronokinesis and Rhythm Distortion in that subjects affected by it move at the same tempo as the hand movements made by the user, but it can’t be used to “reverse” tempo.
Psionic Mind Overload Psionic Mind Overload, also called Psionic Rush or Mental Bombardment is the ability to psionically duplicate thoughts and to use it to inundate another’s mind via thought/touch, resulting in headaches, memory loss, or loss of consciousness. Sometimes, this ability may allow knowledge to be launched as a beam, or all blows from the user may cause mental stress in addition to physical pain. Long-term use of this ability on an individual subject could lead to brain diseases like tumors, hemorrhage or worse.
Psionic Mind Void Psionic Mind Void, also called Mental Blocking or Mental Blanking is the psionic ability to block a subject’s access to his knowledge. Normally, the subject is reduced to just basic knowledge, so that the user’s intelligence is greatly diminished. However, in extreme cases, it can be used to block access to one’s entire memory bank of knowledge, memories, responses and involuntary functions, which, if left undone for long enough, could kill foes. The effect is permanent until undone by the user.
Variations: Instinct Negation • Instinct Negation, also called Instinct Termination, Instinct Suppression, Instinct Blocking or similar names is the ability to psychically cancel out subjects’ instincts and innate behaviors. One with this ability could cause a person to not get off the train tracks, even though they see that they train is coming, or cause a person not to move their hand of the stove, although the temperature is very high and everything in their mind tells them that harm is coming to them; this ability can even put one with Superhuman Reflexes in danger, as their instinct to instantly react to danger is cancelled out.
Psychic Aptitude Psychic Aptitude, also known as Intuitive Aptitude is the psychic ability to instantaneously see and/or understand the anatomy of any system and how it works, often with a touch. One with this ability could even mentally detect what each part does within a machine, so that they can almost-instinctively figure out how to work or repair any device or machine. This ability often even allows the user to understand how to repair or reconfigure his own mind, so they are capable of acquiring the superhuman abilities of others and resisting mental instability (because they can understand how their own minds work, 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 sometimes 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, because the audio is stored as though by Panmnesia. 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 (and sometimes to also/only psychically give subjects knowledge). This ability could be used to increase a subject's knowledge to genius level by adding his knowledge to that of his ally, thus even allowing the user to grant 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 if they wish it. However, the mind of the subject may sometimes keep any knowledge it did not previously have.
Variations: Psychic Storage • Psychic Storage is a variation of Psychic Bestowal in which the user psychically implants knowledge into the minds of others, but only he can recall it, while the subject (whose mind the information is being stored in) cannot; usually both can. The user can store numerous volumes of knowledge, and recall it all on par with someone who has the ability Panmnesia, because the mind has more free space. This ability may also be used to track subject(s) whose mind(s) has been bestowed with the user’s knowledge.
Psychic Blast Psychic Blast or Mental Blast is the ability to send a bolt, ray or beam of powerful psychic energy from the mind and/or the hands. Besides the normal psychic energy blast, the energy may vary as follows:
• 1. Ectenic Blast- the ability to generate a blast out of the energy that allows Intangibility, Possession and Telekinesis, which can disrupt the motor stability of foes (by causing them to sporadically shift between intangibility and tangibility) and can readily affect spirits
• 2. Eldritch Blast or Magic 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 compared to normal energy)
• 3. Empathic Blast- the ability to generate a blast out of pure emotion (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 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 of telekinetic (either ectenic force or normal psychic) energy which can push away objects that would normally be far too hard to manipulate or move by means of normal telekinesis (or it may cause objects to shatter, explode, implode and/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, induce blackouts or fainting (or even leave foes in a comatose state or worse)
• 7. Temporal Blast- the ability to generate a blast out 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)
• 8. Trance Blast- the ability to generate a blast out of subliminal psychic energy, which effectively saps the foe’s willpower (making him more vulnerable to psychic intrusion), and (if strong enough, or used often enough) places the foe into a deep trance, as well as doing some physical damage
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 Immunity, Unfamiliarity or Name Shifting is the superhuman mental ability to remain unrecognized, even by familiar people. People with this superhuman power don’t become invisible or otherwise imperceptible; they simply shield themselves from the memories of others, so that they will not be 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 ability can even assume the identity of others by thinking “my name is Bob Johnson” 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 “Bob Johnson” will believe that the user is him.
Psychic Forecast Psychic Forecast, also called Forecast, Weather Sense, Weather Perception, Atmospheric Sense, Atmospheric Perception, Barometry or (more colloquially) Weather Eye is the ability to psychically sense changes to the atmosphere, and thus the weather. This ability allows one 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 to an almost precognitive sense, in which the user can predict the weather for minutes, hours, days or further ahead.
Psychic Hypertroph Psychic Hypertroph, also called Psychic Hypertrophy, 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 meditates to increase mental power, trains to increase physical power and exercises their ability. This ability often accompanies Feral Mind and/or Alter Ego.
Psychic Identification Psychic Identification is the ability to perceive the psychic energy signatures of others, and to retain the psychic energy signature in memory. One with this ability could track any person down in the world, or identify when one has shapeshifted into a false form, as long as the person has previously been in contact with the subject that they are trying to track. 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 (or willing friends and loved ones) with one's own psychic signature.
•Numerous other uses can also be found for this ability; the user can read psychic energy signatures to identify a subject’s true species, age, weight, height or gender (to keep from being fooled by various shapeshifters and illusionists); and they can tell if someone has a connection to another person (and what the connection is—friend, foe, lover, relative, etc.), or the like.
Psychic Imprint Psychic Imprint, also called Psychometric Feed or Astral Echo is the ability to leave behind a psychic energy signature upon coming into contact with an object, subject or location. All living things can leave behind a psychic imprint randomly. However, with this, the user can control it; imprints can be left at will to give really accurate (or inaccurate) information to those who read them, to overload an area with painful memories/thoughts (as a mode of psychometric Inundation), or the like. One with this ability could even decide if he wants to leave a psychic imprint or not. This ability may be accompanied by Psychometry, the ability to read psychic imprints besides one’s own.
• A similar faculty is possible with empathic power (called Empathic Imprint, Emotional Feed or Empathic Echo); one with this faculty could imbue an object, subject or location with empathic energy, so that anyone who comes into contact with that object, subject or location would have a particular emotion or emotional state imposed upon them (such as jealousy, anger, sexual attraction, fear), and the imprint would stick for a while afterwards.
- Note: A psychic imprint, an astral echo or a psychometric feed also refers to the psychic energy signature itself (randomly left behind by a person on an object/ a subject or in a location). When psychometrics read this imprint, they access memories, knowledge and skill (or the past/future) of an object/subject, or whoever touched that object or subject.
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:
• Creepy Smile, also called Crazy Smile or Mad Grin- A more-than-vaguely demented smile which, upon being seen, psychically shakes foes' fortitude, scares them and makes them leery of what the user’s up to (and stays in their heads a while after being seen).
• Frightful Presence- By simply being in the immediate area of a foe, the user’s mind sends subliminal signals to all around which sends chills down their spine (and their presence induces nightmares in sleeping foes). The user may also be innately ruthless and cruel on par with a psychopath.
• Frightening Appearance or Ghastly Visage- One's appearance may be frightening to foes (or any subject). Any attempt to make a frightening face at someone, with this attribute, induces fear. Sometimes, the frightening/ugly features are retractable (so the user isn’t ugly or scary all the time)
• Frightening Hallucination or Intimidating Illusion- Causes the user to look like whatever it is the subject fears most, or causes subject to see or feel as though "experiencing" that which they fear most (if what they fear most is a certain type of situation, and not a living thing or an object).
• Frightening Voice- A vocalization of that is scary, intimidating or unnerving to hear; may be a Maniacal Laugh (also called Maniacal/Insane/Demented Laughter) which, upon being heard, shakes foes up, scares them and stays in their heads a while after being heard), a Haunting Moan (also called Ghostly Moan or Ghostly Wail) which is unsettling to hear, a Frightening Roar (also called Roaring or Roar) or the like.
• Scary Face, also called Piercing Stare or Evil Eye- 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.
One with this ability may even be able to psychically instill a fear/aversion to something or someone, no matter how seemingly minute or ridiculous (called Phobia/Aversion Generation). If the user has all (or most) of these faculties, it is often just called Psychic Intimidation (there is no need to be specific).
Psychic Navigation Psychic Navigation, also known as (Psychic) Tracking/Tracing, (Psychic) Location, Tracking Sense or Pathfinding is the ability to psychically discern the location of an object, subject or location by one of a few ways. The first includes honing into the psionic trail every target leaves, to find any object, subject or location (by hearing “I lost my purple sweater”, or the like, the object's psionic trail activates, making it easy to find). The second means implies that the user simply psychically intuits the location of the object or subject, or the direction of the location. Another faculty implies innate knowledge of one's current location/cardinal direction, whether the user has visited the location before or not (this is called Location Familiarity or a Location/Direction Sense).
• Sometimes, the user can even attune himself to an object, subject or location, and receives psychic vibrations which grow or diminish in strength with the increasing closeness or farness of the target. In such a case, the user can suppress the ability at will, but if the user comes across the target without knowing it, he will receive a painless jolt alerting him of the target’s presence (even after the ability has been suppressed).
- Note: If the user of Location Familiarity is actually familiar with his surroundings (his home country, his neighborhood, etc.), the user can even employ this ability to perceive his location in relation to known landmarks, so that he is incapable of being lost or misdirected (except by means like the ability Misdirection).
Variations: Path Setting • Path Setting, also called Path Generation, Trail Generation, Trail Setting or Trailblazing is the psionic ability to cause a subject to follow any path that is designated by the user, by one of many means. He might psionically draw a path from the subject’s feet to a destination; the psionic path pulls the subject along until he reaches the end. Or the user may simply think of a location, and the subject will take the shortest, the longest or most safe/dangerous path to it; the user often decides which option he wants to employ.
• Sometimes one can psionically “rig” the path, so that it can trap any foe that walks on it (if they touch it, they’ll follow the path, or walk back and forth along the path until they tire out, or the like, depending on the will of the user).
Psychic Map • Psychic Map is the psychic presence of a map within the mind of a superhuman. The user may have a total psychic “blueprint” of their current world/universe/dimension imprinted in their mind, and/or they can psychically imagine the shortest/safest path between any two points. However, it is also possible that the user can start off with just a “map” of the location they are in when they manifest their ability, and the “map” expands as they travel from that point. One with this ability can psychically scan any location that they have registered in their mind to find or observe any target currently in that location.
Telelocation • Telelocation, also known as Teletracking, Beacon Navigation, Innate Beacon or Destination Perception is the name of two similar abilities. The first is the ability to psychically attune oneself to an object/subject/location, so as to be able to know its location (or the path to the location) at all times, regardless of distance. The second is the ability to psychically discern or determine the destination of a subject’s teleportation, Dimensional Travel or Time Travel (when someone has teleported, the exact location of where they teleported, and sometimes the subject’s identity).
Tracing • Tracing is a variation of Psychic Navigation in which the user can use psionic power to see the psionic trail of subjects and objects (they are perfectly visible to the user’s naked eye). The user can see footprints as visible, colored footprint-shaped imprints in the ground (different colors, feels or smells for different people), and can see, as a visible streamer of colored psionic energy, the path that someone took an object. On the other hand, a location’s trail (the path leading to a particular location) would look like a line tracing from the user’s feet (usually along the safest route) to the destination.
Zoning • Zoning, also called Zone Generation or Homing is the name of two similar faculties of Psychic Navigation. The first entails sheathing the target and the projectile in matching psionic energy; the energy attracts the two objects to each other, thus making any target nearly impossible to miss, short of barriers being in the way. The second faculty, however, aligns the projectile (even a fist or the like) to the target’s psionic trail, so that when thrown, it simply follows the path (perhaps even phasing through obstacles in the way or doubling back when it misses) until it hits the target. These faculties often give the illusion of Superhuman Accuracy.
Psychic Persuasion Psychic Persuasion, also known as Persuasion, Suggestion, Sympathetic Coercion 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, vocal or physical contact. When the user suggests something to the subject, the subject will feel a strange compulsion to follow the command (even to the point of killing themselves or others). Sometimes the compulsion could even work on a subsonic, supersonic or subliminal level, so the subject does not even have to consciously hear the orders directed at them in order for them to feel the compulsion to carry the orders out.
Variations: Antinomian Persuasion • Antinomian Persuasion or Reverse Persuasion is a variation of Psychic Persuasion in which the user tells a subject to do something, but the user’s mind psychically compels the subject to do just the opposite. The user still can’t cause foes to do anything out of their body’s physical or mental capability, but if the user is aware of the stipulations of the ability, it can prove similarly useful to the ability on which it is based. It is considered the psychic version of reverse psychology.
- Debate Persuasion
• Debate Persuasion is the ability to psychically put compulsion up to a matter of debate. One with this ability may give a command, but instead of the subject just following the order, he may give a reason why he should not follow the command. If he can do such (and the user subliminally accepts it as reasonable), the command will be negated. However, if someone tells the user to do something (or not to do something), and the user cannot think of a good reason why he shouldn’t (or should), he is also capable of being compelled.
•If the subject gives no verbal response to being compelled, the compulsion will go through; if the user gives no verbal response to being compelled, it may or may not go through (it depends on the presence/absence of strong emotional stress or on the genetics of the user).
Dialogue Inducing • Dialogue Inducing is the ability to psychically cause vocal reaction to anything one utters vocally. Simply put, if the user speaks to any subject, the subject will feel compelled to respond. This ability does not compel the subject to follow orders, but it can be used to cause subjects to give (usually honest) answers; in fact, whatever impulsive answer comes to the subject’s mind after the user’s question or statement is uttered will most likely be what he blurts out. This ability often accompanies the ability Truth Inducing.
- Exaggerated Obedience
• Exaggerated Obedience or (Psychic) Subservience is a most disadvantageous variation of Psychic Persuasion in which the user cannot psychically persuade subjects, but instead is persuaded by others. The body and mind of the user are compelled to adapt to follow nearly any command they are given, from revealing embarrassing truths about themselves that they didn’t even remember, to beating up foes (even though one lacks fighting skill) when a subject asks to be saved, etc. However, fortunately, some variations include the hitch that the user may only be compelled by those with which he shares a positive empathic link.
Psychic Request • Psychic Request is a variation of Psychic Persuasion, in which the user can only psychically compel subjects to do things by asking them. One with this ability could ask the foe to do nearly anything within his physical capability, from defending the user or his allies, to giving up their possessions or the like. This ability can do anything Psychic Persuasion can do, but the compulsion must occur in the form of a request; direct commands do not work on subjects who have this ability work on them.
- Psychosomatic Persuasion
• Psychosomatic Persuasion, also known as Psychosomatic Command, Psychosomatism or Logopsychosomatism is the psychic ability to command subjects to the point where they can defy what they are normally capable of. The user could tell a subject to freeze, and the subject would psychically/physically adapt to freeze itself in whatever position they were in when the command was given (even in midair and the like). In essence, this ability allows the user to psychically induce Exaggerated Obedience within others (but this only affects those with whom the user shares no psychic, psionic or empathic link).
Sleep Persuasion • Sleep Persuasion, also called Sleep Command or Hypnopompic Persuasion/Command is a variation of Psychic Persuasion in which the user can only command foes while they are asleep (when the mind is at its weakest). The user psychically induces sleepwalking, so the subject can carry out any task that the user commands them to do (within capability); this even leaves some perspicuous minds vulnerable to attack. And after the subject wakes up (similar to normal sleepwalking), they will not even remember being compelled.
Tactile Persuasion • Tactile Persuasion, also called Touch Persuasion, Touch Command or Tactile Command is a variation of Psychic Persuasion in which the user must touch his subjects to implant a compulsion into their minds. When the subject feels the user’s touch, his psychic defenses (any chance of resisting that he has) is cancelled or at least severely impaired, so that the subject’s persuasion power is at least doubled. This ability, unlike Hypnotic Touch (Tactile Hypnosis), requires that the user overtly vocalize the command they wish the subject to carry out, otherwise the subject is just stuck in the trance state.
Psychic Sickness Psychic Sickness is the psychic superhuman ability to generate a slowly-working thought wave that attacks the minds of foes to which it is mentally communicated. This thought wave would overload or delete knowledge, emotions and memories from the mind (initially causing intense headaches) until the foe started to show signs of mental illness, going insane and eventually dying. The user, with practice, could even affect among the strongest perspicuous minds (as it can also sometimes be transferred by physical contact, not just mentally). This ability can be activated/suppressed at will. It is usually accompanied by Telepathy, Psychic Persuasion, Mental Bolts or Contagion.
- Note: The effect of mental deterioration and then death is a gradual process (never is it an immediate effect), usually taking a few days or weeks.
Psychic Song Psychic Song, also called Addictive Song (or the like) is the ability to psychically/vocally emit a beautiful song or sound which attracts followers. These followers (sometimes even animals/insects) will defend the user with their lives, as they become addicted to hearing the song (it usually stimulates the brain’s pleasure center); these followers may become irate, fall asleep or even fall dead (based on the user’s genetics) when they can no longer hear the song (though it may be inaudible to the ears). Sometimes the effect of the song can even be varied (or suppressed) at will, randomly, or based on the user’s emotions.
Psychic Strategy Psychic Strategy also called Stochastic Precognition or Quantum Precognition is the psychic ability to almost-instantaneously see all the probable outcomes of a situation, and to discern which 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 one with this ability, the user could even fill his mind with a bunch of possibilities for attacks or strategies, 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, or perhaps the outcome of just a hypothetical situation (this is called Stochastic Analysis). The user of this faculty can also discern when the odds of a certain event happening/not happening changes.
Psychic Surgery Psychic Surgery is the ability to psychically remove diseased/pathological matter from the body of subjects. First, the user must make a portal of ectenic force with the hands (this is called an "incision"), which allows the user to intangibly reach his hands into the body of a wounded or ailing subject. Then the user must "pull out" the pathological matter, or move the damaged organs/ tissues/ muscles/ joints/ bone into the correct position, which (upon the removal of his hands from the ectenic-force incision) induces the spontaneous healing of the afflicted areas thereafter.
Psychic Taunt Psychic Taunt or Subliminal Taunt/Teasing is the ability to subliminally project jeering, doubting thoughts of inferiority to mind of the foe, either through mental contact, by speaking to or touching the subject. If the ability is induced by speaking, it could be overt (one’s jeering has subliminal effect) or it could be entirely subliminal, where one speaks normally, and the jeering is conveyed on a subconscious level. The user could cause weaker-minded foes serious trauma, by making them think they are the ones thinking the negative thoughts. This ability may even induce strong suicidal compulsion in foes.
Psychic Theft Psychic Theft, also called Mental Theft, Psychic/Mental Borrowing or Thought Absorption is the psychic ability to obtain the knowledge of subjects through the telepathic/psychometric absorption of thoughts. This may include Intelligence Theft, in which the user can just take informational knowledge; or it may entail Memory Theft, in which the user can just take personal memories; it may include Imagination/Idea Theft, in which the user saps a foe’s creativity and literally steals ideas. It is also common that the user would have all the above faculties. 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, or the like.
• It is also sometimes possible for the user to return the memories or thoughts from subjects; but one must do this before the subject dies (if significant knowledge has been stolen). And the mind does not retain any duplicate knowledge, so any duplicated memories/ facets of knowledge will be psychically put aside or sometimes altogether eliminated.
Psychic Voodoo Psychic Voodoo, also called Mirroring is colloquial name for the superhuman ability to psionically pass on effects 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. The user could still age and die, but if he were to become infected with a disease, prick himself with a needle, be chopped by a guillotine, jump off a building or the like, their foe would instead suffer the consequences.
• The user of 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. The user could even resist being affected by Contagion, being copied by means like Photographic Reflexes or Motor Alignment, or having information psychometrically revealed about them. This ability could not even be duplicated or stolen by power manipulators (Power Mimicry and Power Absorption are both partially-psychometric faculties).
Psychometry Psychometry is the psychic ability to mentally divine information about an object or subject, simply by coming into close contact with it or with something associated with said object or subject. Some users can even act as mediums for residual energies and psychic imprints; and as such, they may be able to experience talents or memories temporarily by touching an object previously owned by someone else. They may also be able to psychically perceive the past or future of a subject by touching an object owned by (or associated with) the target subject.
• Sometimes, the effects of 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 again, and acquires all the information they desire (called Information Hunting, Knowledge Hunting or Psychic Gleaning).
Pyrokinesis Pyrokinesis, also called Phlegokinesis or Heat/Fire Manipulation is the ability to mentally generate and manipulate heat and fire (or possibly biofire). One with this ability could manipulate existing fires, and can cause flammable things to spontaneously burst into flame and/or hurl fire at foes. The user could even ignite fires in one’s hands, keep fires from going out, and sometimes form them into constructs; however, sometimes they may only be able to manipulate existing fires. Another faculty of this ability is Pyrogenesis, also called Fire Starting or Firestarting, 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 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 even undertaken.
Variations: Imaginative Deduction • Imaginative Deduction, also called Figuring or X-Factoring/Figuring is the ability to psychically deduce or intuit (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 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.
Quantum Leap Quantum Leap, also called (Erratic/Random) Ability Shifting or (Erratic/Random) Ability Acquisition is the psychic superhuman ability to acquire different abilities every day (or some other time frame). One with this ability cannot choose which abilities they acquire, as the abilities change either based on their emotions, or randomly. The user may, one day, have Vocifery, and the next day, have Empathy. This is similar to the Black Box Effect, but with this, the ability changes every day, and may last an hour, a few hours, a day, a few days, a week or the like (depending on the user).
Quantum Perception Quantum Perception, also known as Quantum Analysis or Curiosity is the presence of an innately inquisitive mind, and the ability to notice and analyze minute details, 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. The user 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/situation.
Variations: Analytical Overlay • Analytical Overlay, also called Unconscious Analysis or Subconscious Analysis is the psychic presence of a constantly-analytical mind, without conscious awareness that one’s mind is doing so. This ability allows the user to recall details that even his conscious mind failed to notice; if the user wished to review any information that his mind unconsciously gleaned, it would instantly flash back to the user’s conscious memory, and he could recall that information for as long as he could normally remember things. If the information isn’t immediately needed, it is kept in the subconscious mind until it is needed.
Pattern Perception • Pattern Perception, also called Pattern Analysis, Pattern Sense or Pattern Sensing is the psychic ability to perceive and analyze patterns in one’s environment, and then use those patterns to obtain knowledge later. One with this ability may look at or psychically detect a target (living or not), which triggers a psionic analysis of the target’s characteristics (texture, color, points, curves, etc.). When the target is analyzed, the user can then discern the identity of that and similar targets, even in the dark or when the target is concealed from being seen. The user can also hone in on that pattern to locate that and similar targets.
• When a target is analyzed, its pattern is retained in the user’s memory, so one can discern anomalies in later subjects of similar identity (for example, analyzing a human would allow one to discern the age, gender, race, superhuman abilities [if they have them] and illnesses/diseases of that and later subjects, as well as if someone is disguising his appearance, and the like).
- Note: This ability can be used in the place of Psychic Identification (if one analyzes psychic energy signatures), a Spatial Sense (if one analyzes the space-time continuum— which is possible at the higher bands) a Tracking Sense ([the tracking faculty of Psychic Navigation] if one analyzes psionic trails), Chronopathy (if one analyzes the flow of time) or Social Intuition (if one analyzes human and/or animal social behaviors) and the like.
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 can even sometimes feel the presence 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/or manipulate various types and amounts of radiation. One with this ability could generate cosmic-ray photons, gamma rays, x-rays, ultraviolet radiation, visible light, infrared radiation, microwaves, radio waves (they could even generate an EMP) and/or various other forms of radiation. The user could shield himself from and withstand radiation, absorb it and induce anywhere from a small explosion of combustible radiation to (at the higher bands) a nuclear mushroom cloud. This ability could even be used to manipulate radio waves to simulate broadcasts, or the like.
Rampant Charge Rampant Charge, also called Charging or Unstoppability is the presence of high inertia and power within a superhuman. One with this ability can use this power (as well as a slight lack of friction, gravitational and wind resistance) to charge straight through nearly any subject, be it a dense wall, or a living foe. In fact, the user’s inertia also allows him to keep going as long he likes (although they can tire and stop of their own will, and can sometimes be moved by outside forces). This ability is often accompanied by a high degree of pain resistance, as well as the ability Superhuman Endurance (or Invulnerability) and/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. The user could deflect certain projectiles while spinning. This ability may be accompanied by the ability Superspeed, Superendurance, Rapid Regeneration and/or Circumspect.
Rapid Regeneration Rapid Regeneration also called Rapid Cellular Regeneration, Accelerated Regeneration, Regeneration, Regenerative Healing or a Healing Factor is the ability to regenerate at a superhumanly quick rate. One with this ability regenerates as an automatic response to injury, and usually does so within less than a minute (though over a minute is not uncommon). The user can also regenerate normally unregenerate body parts. The user can even sometimes still function as vital organs regenerate. In some cases, the ability even results in the stunting of aging/development if it is employed too many times.
•Sometimes the user doesn’t regenerate spontaneously after an injury; it may sometimes take as much as a day or even up to a week, but the user still heals faster than he normally would. In other variations, the user must will wounds to regenerate (the regeneration is not automatic).
- Note: One of the only ways to defeat someone who can regenerate is by destroying (or significantly injuring) the brain.
Variations: Ample Regeneration • Ample Regeneration, also called Surplus Regeneration or the Hydra Effect is a version of Rapid Regeneration in which the user grows back extra of whatever body parts are lost or lethally injured. One with this ability may lose an arm, and grow back two, or the like. This ability can be used to increase the strength of the user, or for more ambidextrous function. One with this ability can even lose a head, and they will grow back two, or the like, because this ability is often accompanied by Disassociated Identity.
•The user’s body will only grow back two limbs or organs at a time; and the body can subliminally intuit when not to grow back extra parts (so the user doesn’t end up with eight heads or the like, which will actually impair function instead of helping it).
Healing Trance • Healing Trance is the ability to psychically undergo a trance, allowing the user’s body to heal without danger. One with this ability may generate an aura of healing energy, a psychic aura which accelerates the healing process, or a defensive aura to prevent further damage. In the first case, the life energy required may be absorbed from outside areas. In the second case, the energy comes from the mind. In the third case, the aura levitates the user and matches any outside force so as to be impenetrable by potentially-harmful outside forces. It is often either one of these or a combination of these situations.
Nerve Regeneration • Nerve Regeneration, also called Neural Regeneration or Nervous System Regeneration is the ability to regenerate one’s nerves (which usually are incapable of regeneration) and to return them back to their original state after harm. One with this ability could be stabbed with a knife, and they would only feel it for about a second before the nerves in the wound recovered from the sensation of pain. The user could also use this ability to resist being stunned, going unconscious, going into shock from intense pain or permanently losing sensation in any part of the body.
• This ability may even perhaps grant the user immunity to paralysis, stroke, mental disability or the like, if the entire nervous system can regenerate.
- Note: This ability implies that only the nervous system can regenerate; if this ability accompanies normal Rapid Regeneration, then it is counted with that ability as one.
Rapid Recovery • Rapid Recovery or Accelerated Recovery is a variation of Rapid Regeneration in which the user can recover from harmful effects much faster than normal. One with this ability can recover from a high or a hangover in a fraction of the time it would take normal humans. This ability does not regenerate any damaged tissue or cleanse the agent from the body any quicker than normal; but it helps the user to recover from stunning blows, unconsciousness and minor sicknesses (even fatigue, and the like) much faster than normal.
•If this ability accompanies normal Rapid Regeneration, then it is considered a part of that ability, not a separate superhuman ability.
- Rapid Regrow
• Rapid Regrow, also called Malleable Regeneration or Regrowth is the ability to regenerate at a rate faster than normal, like normal Rapid Regeneration. However, whenever the user’s body regenerates, he can regenerate to the point of re-growing lost limbs and body parts, instead of the damage just healing. The user of this ability can lose hands, fingers, even perhaps eyes or other organs, and they will simply regrow, leaving the others dead or useless (or perhaps just ready for harvesting in transplantation). The user could only die by aggravated damage.
•If this ability accompanies normal Rapid Regeneration, then it is considered a part of that ability, not a separate superhuman ability.
- Totipotency
• Totipotency is the superhuman ability to regenerate one’s entire body back from just one part of one’s body (even as small as a cell). This ability implies that if the user was reduced to ashes/dust (by means like Vaporization or Disintegration) then the user’s psyche would only need to attune himself to one of his cells, and that cell could almost instantaneously regenerate a brand new, perfectly unharmed, healthy body for the user. The psyche would move into that body (which looks like the old body, and so it’s almost as though the user were never harmed).
• If the user is de-aged or shrunk, then his body can also use this ability to return to normal size. Not to mention, if a piece of the user is removed, he can use this ability to regenerate the lost body part into an entire replicate of himself (along with probably regenerating himself, as this ability is often accompanied by normal Rapid Regeneration).
Reactive Adaptation Reactive Adaptation, also called Reactive Evolution is the ability to often-physically adapt one’s body to any environment or situation to which the user is introduced. This is primarily a form of automatic shapeshifting of one's physical features; however, it can also include other faculties:
• 1. Dermal Adaptation also called Skin Adaptation or 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. The user of this ability will not acquire new abilities unless those abilities go with the condition, color or texture of their skin
• 2. Mental Adaptation, also known as Knowledge Adaptation, Answer Adaptation, Adaptive Intelligence, Automatic Answering or Mental Adapt- ability to either adapt one's IQ temporarily to understand complex systems, or to automatically blurt out the answer to questions (asked or posed 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; this ability could lead to the use of nearly any superhuman ability short of the "Omni" powers or Reality Bending, and it may also be accompanied by Empathy
• 4. Power Adaptation, also called Ability Adaptation or Power Adapt- ability to only gain superhuman abilities (not superhuman physical features) based on one’s situation; this can be used to gain any ability short of the "Omni" powers or Reality Bending, and it is usually brought on consciously (it only adapts the user to combat beings, not buildings, objects or structures, and won’t work if the user is unconscious)
• 5. Juxtaposition or Antithetic Adaptation- ability to psychically match the abilities and benefits of any desired subject so they cannot overtake/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 one’s opponent, like normal Reactive Adaptation, one would gain the foe’s same powers and benefits, and thus resistance to one’s opponents
• 6. Superiority or Excellence- ability to psychically outdo the abilities and benefits of any desired subject, so they cannot overtake or surpass the user. This can be used when being pursued (one would be able to run just a bit out of reach, and thus never be caught), or to just barely win competitions. The user just barely outdoes the subject who he is up against. Instead of developing an opposite ability to one’s opponent similar to Juxtaposition or regular Reactive Adaptation, one would gain the same abilities, but of a higher caliber, and thus an advantage against one’s 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. Perspicuity if attacked by Telepathy, Telesthetic Imperceptibility if attacked with Telekinesis, and the like, so that that attack can only hurt the user once before he gains immunity to it (called Reactive Immunity).
- Note: If one with Superiority, Juxtaposition or normal Reactive Adaptation were to get into a fight with another who had Superiority, Juxtaposition or Reactive Adaptation, the two would both suffer an incredibly painful biological backlash (the two would be psychically incapable or adapting to each other).
Variations:
- Kinetic Adaptation
• Kinetic Adaptation or Adaptive Kinesis is a variation of Reactive Adaptation in which the user’s “kinesis” power changes, based on the materials he comes into contact with. If the user were to touch water, he would gain the power to manipulate water (the power to manipulate fire if he touched fire, and so on). However, if the user were to touch an obscure material, they may be given the choice to just manipulate that material/element/substance or revert back to normal Telekinesis. The user may only manipulate one element or type of material at a time.
Reality Bending Reality Bending, also known as Reality Warping, (Situation) Realization, Canonization or (more colloquially) Projection, is the immensely powerful superhuman psychic ability to literally alter what is currently true about reality, even to the point of inducing normally-impossible events. This can be accomplished in a number of ways. These include:
• Vocifery, also known as Command is the amazing superhuman ability to speak nearly anything into existence. When using this ability, 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 instantaneous death or doom on any enemy 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 their feelings, and simply wanting something to happen badly enough.
• Deus Ex Machina, also called Wish Granting or another version of Wishing employs the services of reality-bending entities (perhaps a genie, fairies, etc.), which are bound to the user's will (instead of the user himself having the capability to bend reality); 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 (within their power).
• 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. With this ability, the user literally becomes the narrator of reality and his power over such will remain until he is either restrained from his writing materials, he is knocked unconscious (or killed), or the story ends.
• Spheres of Influence, also called Strange Bubbles are spheres or bubbles 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 (somewhat) change 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 (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, if powers develop) unless the object or subject on that map is immutable.
• Reality Flux is the ability to psychically cause reality to change randomly after only activating the power once per use. After a certain (often random) interval of time, reality would simply change to cause some new occurrence (normally, but not always, in favor of the user), until the power is deactivated.
• Reality Anchoring is the ability to prevent reality from being bent or defied within a certain radius (this effect prevents Reality Bending, as well as Magic, Illusion, Absurdity, Shapeshifting, etc.). While this ability can prevent reality from being changed, it can rarely undo the changes. This may be accompanied by Immutability.
Of these ways (except the last named faculty) one could change the color of a subject, change the structure of a subject, break a natural law or, as the name implies, bend reality, changing the rules of the world into their own (if their powers developed enough). The limit to these powers is usually the user’s imagination 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).
- Note: The Deus Ex Machina faculty of Reality Bending is only referred to as Wish Granting if the ability is being listed under the powers of the wish-granting entity; otherwise, the ability is called Deus Ex Machina or Wishing. If this ability is listed under the abilities of a wish-granting entity, it implies that the entity can only bend reality when his master desires.
- Note: Reality Bending and Omnipotence are NOT the same; Reality Bending is much weaker. Reality Bending cannot be used to tap into Omniscience or Omnipresence, nor can it create or destroy realities. It also cannot be used to become a deity or to kill a deity (while Omnipotence automatically makes the user a deity; that ability can only belong to a deity). Also, Omnipotence can even affect those with Invulnerability, Immutability and Reality Perception (and it can override the Reality Anchoring ability).
Variations:
- Divinatory Reality Bending
• Divinatory Reality Bending is a stochastic variation of Reality Bending in which one can realize situations with the use of divination tools. Upon using a deck of tarot cards and drawing a bad hand, for example, then whatever is predicted will come true by the force of the user’s mind, whether he desires it or not. By seeing danger or fortune via the divining media, the user is compelled to tell what the divining media revealed to him, and thus seal the predicted possibility as the actual outcome of the situation, instead of just a possibly-avoidable possibility.
- Figurative Vocifery
• Figurative Vocifery is the ability to psychically realize occurrences, but only through the use of figurative speech. One with this ability is extremely dangerous (or at least as dangerous as the elaborateness of his/her slang). By saying “it’s raining cats and dogs”, the user of this ability could psychically cause the sky to literally pour forth a myriad of stray dogs and cats which would fall to the ground, get up and run rampant in the streets (along with literal rain, of course). Or they may say “Break a leg!” to a friend just before a stage performance, and the laws of reality will bend to cause that friend to do just that, and the like.
- Irony
• Irony is a stochastic version of Reality Bending in which the user psychically induces incongruity between what is expected, or desired, and what actually happens. For example, the user may be having a bad day, and upon saying, “How could this get much worse?” they psychically cause it to rain without knowing it. Or they could walk by a homeless person who is asking for money on the corner, and by doing so, may subliminally trigger a set of events which lead to that person winning the lottery, and the user ending up asking for money from them, and the like.
- Precognitive Vocifery
• Precognitive Vocifery, also called Predestination, is, as the name implies, a powerful mix of Vocifery and Precognition. The user can speak nearly any occurrence into existence, just like Vocifery, but they must first have a vision of it happening. However, if a more powerful user read a foresight incorrectly or re-imagines a past vision going differently than it actually played out, an event could occur differently than predestined in the vision. This trick could even be used to trick the body into thinking it had a vision, allowing one to use one's power as one wishes.
Xenopsychic Reality Bending • Xenopsychic Reality Bending, also known as “Tapping the Expanse” or Expanse Tapping is a variation of Reality Bending in which the user can only realize the thoughts, desires or words of others. This is just as useful as normal Reality Bending, but before the user bends the laws of reality, he must first psychically glean the collective unconscious of the planet, plane or reality he currently occupies (which may take a while, depending on the user). And sometimes, if thoughts lie within the deeper recesses of the mind, they may be harder to manifest (or may take longer).
- Note: The term “tapping the expanse” refers to the expanse of human consciousness and knowledge that one “taps” into to use this ability.
Reality Perception Reality Perception, also called Reality Sense, Reality Awareness, 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, he could either tell that an illusion or disguise was present, or he may see through the illusion/disguise as though it wasn’t even there. The user could even sense when something or 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 accompany Immutability and/or Reality Anchoring.
Removal Removal is the superhuman ability to use psychic energy to extract any one constituent of a system at a time. Removal may be limited 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), Depressurization (removal of pressure from within a system) and the like. This ability would only allow psychic removal of one or a few of these components at a time (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 actually splitting off a piece of oneself, or undergoing rapid cellular mitosis (one would need to be naked to do this, so as not to tear one’s clothes), so one’s cells multiply to generate a copy of oneself.
• Duplication or Binary Fission is the ability to physically or psionically generate only one Replicate at a time; the actual user himself counts as the second self.
• Triplication is the ability to physically or psionically generate up to two Replicates at a time; the actual user himself counts as the third self.
• Quadruplication is the ability to physically or psionically generate up to three Replicates at a time; the actual user himself counts as the fourth self.
• Quintuplication is the ability to physically or psionically generate up to four Replicates at a time; the actual user himself counts as the fifth self.
• Decaplication is the ability to physically or psionically generate up to nine Replicates at a time; the actual user himself counts as the tenth self.
• Centuplication is the ability to physically or psionically generate up to ninety-nine Replicates at a time; the actual user himself counts as the one-hundredth self.
• Milliplication is the ability to physically or psionically generate up to nine-hundred-ninety-nine Replicates at a time; the actual user himself counts as the thousandth self.
• Reduplication is the superhuman ability in which replicates can also replicate themselves; they can only replicate themselves the number of times that the root user can replicate.
• Vegetative Replication is the ability to physically or psionically replicate oneself, but only while in a vegetative/nearly-comatose state; the user replicates through rapid cellular mitosis, similar to a fungus.
Usually, the replicates can be injured –even fatally– without causing physical harm to the Root, the user, but if the “root” user is killed, the “branches” die as well (illusory/mentally-generated replicates vanish immediately if the user is incapacitated/killed). If they don’t die upon the user’s death, which is only possible for non-illusory copies, the user possesses a faculty called Replicate Individuality.
- Note: If the user’s replication number doesn’t fall under any of the numbers above described, then it is just called Replication (there is no need to be specific; those are just the most common numbers).
Variations: Catoptric Replication • Catoptric Replication, also called Mirror Replication is the ability to use the effects of a mirror’s reflective properties to replicate oneself. One with this ability simply steps in front of the mirror they’ll use (usually full-body, though this is not always required), and their reflection is psionically solidified. The user then psionically releases them from the mirror, so that they can move on their own. It may leave the user temporarily without a reflection, because the user’s psionic energy prevents the user from replicating when they don’t want to; or the reflection may be unaffected by the replication process.
Doppelgänger Summoning • Doppelgänger Summoning, also called another version of Cloning is a faculty of Replication in which one can only replicate others. One with this ability looks at/imagines an existing subject, and then psionically creates a genetic clone of them. The user may, upon creating this new body, do one of several things (only one; it depends on the user’s genetics). The user may move his spirit into this new body, leaving his old body inert until he returns to it; he may psychically control the body; or he may use it to do damage to, which in turn hurts the subject it is meant to look like (similar to the ability Psychic Voodoo).
•Sometimes, however, the doppelgänger that is produced will have a telepathic/empathic rapport with the user, and will follow any commands the user gives, or the like.
Empathic Replication • Empathic Replication, also called Empathic Duplication or Empathic Copying is the psionic ability to replicate oneself, but only by manifesting one’s emotions as separate entities. One will have a replicate exemplifying every emotion that one is capable of experiencing (or sometimes only every emotion one can think of at the time). These mental projections are then solidified and can move and act of their own volition (and will often have exaggerated attitudes based on the emotion they exemplify). They maintain a telepathic/empathic rapport with the user, as replicates often do, but they must be recalled by touch.
•When one uses this ability, it either traps the user in the emotion he was feeling when he used the ability (permanently happy, sad, angry, etc.) or it will drain the user of all emotion, until all of the replicates he produced are recalled. If a replicate is killed, the user is then (often permanently) rendered incapable of feeling whatever emotion that replicate represented.
- Note: This ability also automatically renders both the user and the replicates immune to emotional tampering (immunity to Psychic Intimidation, Empathic Projection, Pathokinesis, and the like) until all of the produced replicates are psionically recalled to the user’s root body.
Kinetic Replication • Kinetic Replication, also called Kinetic Copying is the ability to use the effects of motion and force to replicate oneself. One with this ability simply moves fast enough, or gets hit by non-lethal force, and the kinetic energy from the momentum creates a cast of the user. The user then psionically solidifies and animates the cast, so they can move of their own volition. Sometimes this replication can be induced by any extreme impact (so replicates are literally knocked out of the root body), or by the snap of a finger, the stamp of a foot, etc. Sometimes the replicates can just “walk out of” the root body.
Object Replication • Object Replication, also called Object Copying or Multiplication is the ability to create psionic molecular copies of an object (no biotic subjects). One with this ability needs only touch, see or imagine the object, and they can create perfect duplicates of the object they used their power on. This ability can be used to get backups for important documents, get a lot of food while paying for only a little bit, and the like. The user acts as a living copy machine, but for any object, not just documents. This ability may accompany normal Replication.
Speed Replication • Speed Replication, also called Speed Copying is the ability to use the effects of Superhuman Speed to replicate oneself. One with this ability simply moves fast enough, and their spatial presence is multiplied; or the kinetic energy produced by the fast movement forms into a cast that looks just like the user. The user then psionically animates the casts, turning them into copies, so that they can move of their own volition; or he psionically solidifies these presences into solid copies (so this ability is often mistaken for Bilocation). This ability always accompanies the ability Superhuman Speed (or Accelerator Aura).
Temporal Replication • Temporal Replication or Temporal Duplication is the psionic ability to project differently-aged versions of oneself with one’s consciousness, or to summon them from the timeline. The user of the ability could summon past versions of oneself (called Yesterscaping) or future versions of oneself (called Yonderscaping). One with this ability could create multiple versions of oneself from one point in time, but they cannot create a version of themselves from a time they will not live up to (if the user would only live to be fifty years old, for example, then said user could not project a version of himself that was fifty-one years old or older).
• In order to summon past/future selves, one must psychically replicate the older/younger self or selves and then summon them (an almost-instantaneous process); although this is often automatic, it can be skipped in the process, but that would in turn do extreme damage to the time stream.
Yin-Yang Duplication • Yin-Yang Duplication, also called Yin/Yang Duplication, Positive-Negative Duplication, Positive-Negative Division or Duality Division is the psionic ability to duplicate oneself, but only by dividing the negative/positive sides of one’s “inner self” into separate entities. The user does not keep all of their traits in each duplicate; one is entirely positive (they may represent the good side, or just the side made up of positive energy) and the other is entirely negative (they may represent the dark side, or just the side made up of negative energy).
•The positive and negative sides are technically both replicates; the true “root” self is when the two are together; the positive side projects positive energy (or they may have a passive, non-aggressive ability like Empathy), while the negative side projects negative energy (or they may have a harmful, aggressive ability like a Sonic Scream).
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, but the body continues to decay as though it were still dead (or they may stay cold and pale all the time, as though recently dead), thus making the user undead. This ability may accompany 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 a rotting form like a zombie), the ability is instead called Revivification, Revival or another version of Restore; if it restores them to a rotting, zombie-like form, then it is Necromancy.
Variations:
- Immolation
• Immolation, also called Rebirth is a version of Resurrection in which the user can resurrect from death, after the previous body is disposed of. This may be done by many means (spontaneously combust, freeze and shatter, explode, etc.); but after the first body is destroyed, the remains reveal a psionic/physical replicate of the user’s baby form, like a phoenix from the ashes. This generated new self is sometimes psychically rendered invulnerable, so it can’t be killed until its natural time to die (this cycle may even repeat itself over and over).
• The user’s baby form is psionically/physically produced within the user’s body upon sensing imminent death (weeks, months or another period of time before one’s death, if female; immediately after death if male). This process ends (or is prevented) permanently if the user commits suicide.
- Serial Resurrection
• Serial Resurrection is the ability to keep resurrecting over and over, but each time in a new body. This is not Reincarnation; it simply allows the body to recreate itself into another form, after the user dies. If the user were hanged, then the neck regenerates and the body changes. If the body were shot, then the body would regenerate and then change. If the user were exploded or cut up into pieces, then the body would recall its pieces into a new form, and the like. The form, and maybe any new abilities (besides this one), that the new body takes usually depend on features and abilities which run in the user’s family.
• If the user gains new abilities from when he takes a new form, he still keeps the main superhuman ability, Serial Resurrection. This superhuman ability is often considered to be a combination of Rapid Regeneration, Anatomical Recall, Shapeshifting and perhaps even Immortality.
Rhythm Distortion Rhythm Distortion, also called Pattern Distortion, Rhythm/Pattern Alteration or Pattern/Rhythm Manipulation is the ability to distort motor/audio 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 superhuman ability (or any other type of attack).
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 high speeds, at will. As such, this ability is often accompanied by Superspeed (while rolling), Superendurance and/or Hyperbounce.
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 one’s internal organs, but can rarely kill them once induced internally.
Saprokinesis Saprokinesis, also known as Blennokinesis, Myxokinesis, Mysokinesis or Rot/Putrefied/Putrefaction Manipulation is the ability to manipulate anything rotten, putrid, moldy, or that festers with bacteria. This ability can range from generation and manipulation of pus/ichor to full-out control over decomposed matter, mucus, slime (mucous secretions of animals) and saliva; the user can also control earwax, moldy matter, fetid water and polluted air (altering its movement and intensity) and fecal matter. This ability can even be used to actually induce rot, speed it up, negate it or sometimes reverse it (even inducing infection on open wounds).
Scopaesthesia Scopaesthesia, also called Attention Detection, Detection Perception 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 always restricted to the eyes or any of the normal senses, but can also be used to perceive when a subject is trying to detect the user telepathically, or when one tries to contact the user 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 accompany Stealth or Imperceptibility.
Seismokinesis Seismokinesis, also called Vibrokinesis or Tremor/Vibration Manipulation is the ability to mentally generate and alter vibrations. This ability can range from causing using vibration on a smaller scale, like shattering glass, vibrating the air to produce sounds or, at the higher bands, causing seismic tremors. 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 foes, causing disorientation.
Variations: Seismic Abilities • Seismic Abilities, also called Seismic Assault implies the presence of seismokinetic faculties that are focused into specific forms, and can only be used in that form. These may include:
•Seismic Clap- the ability to generate a seismic wave of vibration by clapping the hands together once. This can be used to send even among the strongest flying back, as well as shattering glass with devastating vibration.
•Seismic Stomp- the ability to generate a seismic wave of undulating vibration by stomping the feet on the ground or jumping on the ground with tremendous force; this can be used to hurl cars and people into the air
•Seismic Burst- the ability to generate and launch powerful, concussive seismic force from the hands; these vibrations can be launched at foes or the like in order to work for ranged seismic attacks on foes
•Seismic Tube- the ability to generate a “tube” of strong vibrations which shakes up anything caught in it; it also draws vibrations to it (and anything within it is rendered immune to outside vibrations)
•Seismic Lance- the ability to hurl powerful vibrations at foes, which make no sound, but can do damage to matter like a blunt weapon (knocking foes back, severely disorienting them and the like)
•Seismic Field, also called Tremor Field- the ability to generate a field on the ground causes strong tremors like a small, localized earthquake within the field, which keeps foes from getting their footing and the like
Not all seismic faculties are meant to disorient the body; some attack like blunt force, while other disorient and still others distort or otherwise influence vibration or the person feeling it. As such, numerous other seismokinetic faculties are possible.
- Note: Seismic vibrations can also be channeled through objects (especially blunt objects) to add more force behind them (called Seismic Channeling or Vibration Channeling); this eventually breaks the object through which the vibration is channeled unless the item, object or weapon is made from a material strong enough to handle or channel those vibrations.
- Note: Seismic vibrations can even be channeled through the voice to add more force on par with the power of a Sonic Scream (called Seismic Scream or Seismic Voice); with this ability, no sound is produced, but the voice is instead converted back to raw, powerful vibration that cannot be resisted by Sonic Absorption or be canceled by the power Inaudibility.
Sense Manipulation Sense Manipulation, also known as Senses Manipulation or Sense Alteration is the ability to manipulate the senses of subjects by act of will. With this ability, one 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 Projection, Sense/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 other superhuman senses), or to project one’s own senses into someone else. One with this ability could even impose one subject's senses onto another subject, or sense what animals and insects sense (the way they perceive the environment). The user could even impose the senses of multiple subjects onto one subject, as a mode of sensory inundation.
Variations: Borrowed Perception • Borrowed Perception, also called Dependent Perception is a more negative variation of Sense Projection in which the user can perceive as others are capable of perceiving. If one with this ability were around a superhuman that had the ability to see the spirits of the dead, then they could also see the dead. If the user were in the proximity of a precog, then he would also be gifted with precognition, and the like. However, if no one around has superhuman perceptions, then the user has no superhuman perceptions; and if there is no one around at all, the user is rendered catatonic, as he is devoid of all senses.
Inanimate Sense Projection • Inanimate Sense Projection, also called Inanimate Projection or Object Sense Projection is the ability to psychically attune oneself to an object and use them to perceive one’s environment. One with this ability may align his sight to a purse, and thus see wherever the purse goes, or align his sense of touch to the clothes of a friend, so he can feel whatever sensations the clothes encounter, or smell anything in the immediate vicinity of one’s possessions or the like. This ability may even allow one to perceive through numerous possessions at once (and safely process the information with the mind).
- Synergy
• Synergy or Synergistic Perception is the psychic ability to add the sense capacity of others onto oneself. One with this ability (usually) starts off with normal senses, but if around others with normal perception (or superhuman perception, like Telescopic Vision, etc.), their senses increase to superhuman levels. If they were around five people with normal vision, for example, then the user’s visual acuity would be increased five times. However, to prevent sensory inundation, one with this ability can usually control the sensory magnification (or the user has Protected Senses).
• Sometimes one with this ability may have superhuman senses, so that their senses help the sense capacity of others, instead of the other way around (called Sense Lending).
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).
Variations: Baader-Meinhof Phenomenon/Effect • The Baader-Meinhof Phenomenon/Effect, also called Serendipitous Learning is when the user is stochastically led to come across some (usually odd) fact about a topic. After that, the user encounters a situation when such knowledge is needed, working to the user’s benefit. For example, one may feel the compulsion to try taking a medical class, because they keep thinking of a word that they think they just made up (say, for example, “meconium”). Upon taking that medical terminology class, they discover “meconium” is a real word, and that it will interfere with the birth of the child their girlfriend is about to have.
Shapeshifting Shapeshifting, also known as Shape Shifting, Shape-Shifting, Shapechanging, Appearance Mimicry or Morphing is ability to use physical, psychic (i.e. Biokinesis) or psionic means in order to change one's form (skin color, height, weight, physical features) to look like that of another, including others of the same species or members of a different species (even sometimes an object). This allows the user to gain new abilities beyond those which accompany the current form (such as energy/mental abilities associated with that species). Variations of this ability 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.
• Conformity is the ability for the user to be instantaneously converted into a genetic replicate of another with whom he has come into contact; by touching their skin, blood or other genetic materials (the requirement varies), the user is turned into their genetic copy (they can only assume the form of the last species of creature they touched; past forms cannot be recalled, although sometimes the user can decide to suppress this ability, so every touch does not activate this power). This ability is the opposite number of Conversion.
• 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 (unless any of those abilities applied in its true form). This ability is not for combat, simply for a mode of defense (like transforming into a snake, but having no venom).
• Empathic Shapeshifting, also called Emotional Shapeshifting is the superhuman changing of one's form based on someone's feelings toward the user, or one’s own feelings towards oneself/others (or the kind of feelings they want to evoke; but the exact form is not controlled by the user). The user may gain extreme beauty if perceived by others as a beautiful person, or they may take on a monstrous form if perceived by others as something to be feared. This ability is rarely controllable, but is often accompanied by normal Empathy (and/or, in some cases, Empathic Projection).
• Density Shifting
• Gender Shifting
• Reactive Adaptation
• Shapeshifter Assimilation, also called Contact 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. The form assumed does not have to be the last creature the user encountered; one with this ability could turn into any person, any object or animal, so long as they have come into contact with it sometime in the past, 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 subjects during the process of shapeshifting.
- Note: The power Assimilation, when applied to outlandish-looking superhumans, often implies that they have the ability to retract all superhuman features and take on a more human-looking appearance (including the voice and habits).
Variations: Clothing Transmutation • Clothing Transmutation also called Clothes-Shifting, Clothes/Outfit Morphing, Fashion Shifting or Wardrobe Shifting is the psionic ability to change the clothes one is wearing at will. One with this ability could psychically cause one’s clothes’ molecules to rearrange from a t-shirt and jeans to a tux or business suit in a matter of seconds or, with a touch, assimilate the molecules of any object that one touching into one’s outfit (if one controls the molecules of the clothes, they can be cleaned by simple molecular rearrangement). It is also possible that armor could be formed.
- Note: One with the power of normal Shapeshifting can also change their clothes if they shapeshift into another human form; but one with this ability can only change their clothes.
Constant Shapeshifting • Constant Shapeshifting is an obscure version of Shapeshifting in which the user cannot retain any one form for very long before involuntarily changing into another. One with this ability could still use it to his own advantage in combat (he might constantly change into various dangerous species of animal or the like), but as far as effective disguise, the user is at a loss. The user of this ability often cannot control their shapeshifting to even control what form they assume, and so they may one second be a beautiful woman, and the next be a ravening werewolf, or the like.
•As such, the user may require special equipment to stabilize their form and keep them from shapeshifting involuntarily (or to at least lengthen the time before they shapeshift again; the technology may even be needed to let one decide what form they will take when they do shapeshift again).
- Matter Absorption
• Matter Absorption, also called Matter Assimilation is a mix of Molecular Absorption and Shapeshifting in which the user physically absorbs the molecules of surrounding matter to change one’s own attributes (instead of psionically controlling his own particles or psionically producing new particles). One with this ability could absorb the molecules of an incoming projectile (or the ground beneath him, or any other non-living matter), for Shapeshifting, Size Shifting (Growing), Density Shifting, Weight Shifting, etc.
• The user can often also project the molecules of absorbed matter into a stream that can do damage (called Matter Projection). This stream of projected matter may also be reformed into the object that it was before it was absorbed, or a new object of similar size, weight and/or density (useful for a variation of Transportation), or it may be used to encase a foe in that matter, or the like.
- Note: The last faculty of Matter Absorption can also be done with the user’s own molecules; the user can project his own molecules in a stream, but with the full force of the user behind each molecule (but if this is the case, it is instead called Molecular Projection); this process shrinks the user (but the user can safely re-assimilate the molecules back into his body at anytime) and those molecules stay around the user like a nearly-imperceptible cloud.
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 Natural Armor).
Sick Sense Sick Sense, also called Illness/Germ Sense or Sickness/Illness/Germ Detection or Perception 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 presence of viruses or bacteria), 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 user’s body to be mimicked, copied or duplicated. The user could not have his abilities copied, 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 all of existence at a time; no clones, doppelgangers or replicates. If a person tried to impersonate or otherwise mimic the user, they wouldn’t be able to retain the form for more than a few seconds before reverting back to normal (the same goes for Vocal Mimicry; the voice would revert to normal). This ability is the Perspicuity for different types of mimicry.
•Sometimes the user of this ability even has a physical, psychic or psionic quality that prevents them from being retained in the memories of mimics (so a shapeshifter’s body, an illusionist’s mind, or the like, couldn’t align itself to the user’s appearance, making him physically impossible to mimic).
- Note: The only way the user can be effectively mimicked is by the use of normal clothes as disguises (although this may also be ineffective, as one with Singularity actually gives off a feeling as though they are one of a kind; if people who know him don’t feel this, they may be inclined to realize that something isn’t quite right, even if they don’t know what it is)
Size Shifting Size Shifting is the ability to use psionic power to increase/decrease one’s size at will. Sometimes it is only possible for one with this ability to only become larger (called Growing, Enlargement or Expansion) or only become smaller (called Shrinking, Abatement or Diminution) and then go back to normal size. However, it is not uncommon for the user to be capable of becoming larger or smaller in size as desired. Sometimes this ability could even be used to also (or only) change the size of other things (called Size Manipulation). This ability is usually accompanied by Superhuman Endurance and/or Strength (for growers) or Superhuman Agility or Stealth (for shrinkers).
Variations: Height Shifting • Height Shifting or Length Shifting is a variation of Size Shifting in which the user can only change his height or the length of limbs. One with this ability may shorten himself to avoid blows, or lengthen his legs to travel easily across vast distances (or if he has a height complex), and the like. This ability doesn’t change the elasticity of limbs; it just changes the length of limbs or appendages, and the height of the user. Sometimes this ability could be used to change the height/length of other things as well (called Height/Length Manipulation). This superhuman ability may accompany normal Size Shifting.
Skills Skills, also called Innate Capabilities are certain fields of capability in which one may be especially proficient. This knowledge may or may not be innate (often the user has to acquire these skills, but that is not always the case), but the adeptness in that skill usually grows with time. Specific 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 usually has an affinity for studying the different makes and models of their weapon preference. May be a marksman (archer), a hit man, an assassin or the like
• Fighting Skill- the user is of this faculty particularly good at certain styles of fighting (martial arts, street fighting, boxing, wrestling, etc.), or with numerous styles in general. The user of this faculty usually has an affinity for studying new techniques as well as for practicing in their personal fighting style preference
• Trapping Skill or Hunting Skill- the user is especially good with deception, betrayal, setting and evading traps, tying knots, and looking out for traces of the same. May be a professional hunter, a professional planner, a spy (perhaps a double agent), a bounty hunter or a professional saboteur; may also imply weapon skill
• Tracking Skill or Tracing Skill- the user is especially good with searching for and identifying tracks, following tracks and determining where objects/subjects are or have been, or where they’re going (if they have adequate information). They also have a good idea how to get more information if enough isn’t already present
• Mixing Skill, also called Pharmacognosis, Pharmacognosy or Pharmacognomy - the user is very skilled with mixing things together in order to obtain numerous desired effects. Faculties could range from mixing hallucinatory drugs, poisons, knockout gas or the like (Poison Skill or Chemical Skill) to mixing remedies and vaccines for various illnesses (Medical Skill). May even be good at cooking (Cooking Skill)
• 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 with little food, to making it in the desert with little water and very few resources, to using the geography of the land to give the user the advantage in a fight
• Climbing Skill, also called Climbing or Scaling- the user is adept at climbing with great ease to great heights on nearly any rough surface (mountains, trees, etc.) to travel or escape danger or to reach a target. For some superhumans, this may require heightened dexterity, upper body strength and flexibility, skin with heightened grip and/or Claws. This skill is severely hindered by induced Lubricity, or lack of anything to grab onto (and may be accompanied by immunity to vertigo)
• 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 knowledge of schematics, gizmos, gadgets and computer programs that the user shows (knowledge of building machines, repairing them, sabotaging them, as well as drawing up and following schematics, different models of machines, which machines are best for which situations and the like)
• 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
• Disguise Skill- the user has a knack for making useful disguises and costumes out of nearly anything in his environment (or being sneaky enough to get his hands on a disguise). He is easily capable of thinking quickly on his feet, getting a hold of the look he needs to blend in with his environment and not be spotted, and is usually good at acting/impersonation as well
Numerous other skills are possible, such as Driving Skill, Running/Evasion Skill, Interrogation Skill, Investigation/Spying Skill (this includes skill in hiding, sneaking, lip-reading, deductive reasoning, lying convincingly, etc.), and Prestidigitation/Stage Magic Skill (sometimes mistaken for Illusion), but rarely are any others (than those above) found to be useful. A faculty of this ability is the inability to have skills diminished by any means short of Reality Bending (this is called Supremacy or Flawless Execution).
Variations: Music Skill • Music Skill or Music/Musical Aptitude is the ability to perform musical compositions flawlessly with a musical instrument (usually a particular instrument, or a particular few) or vocally. One with this ability has an adept knowledge of music composition, playing, fingering, or simply reproducing songs vocally. The user of this ability can even recall and reproduce the ability Psychic Song, Hypnotic Song, Hypnotic Music, song-based Sleep Inducing and the like.
Sleep Inducing Sleep Inducing is the superhuman psychic 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 (called Psychic Yawn), a soothing song (called Psychic Lullaby), a soporific/hypnotic (sleep-inducing) chemical generated from the body or simply 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). Rather, the deepness and length of the induced sleep varies depending on the user of the ability.
Sleeplessness Sleeplessness, also known (more colloquially) as Eternal Insomnia is the lack of the need (and perhaps the ability) to sleep. Even Psychic Persuasion could not cause the user to fall asleep, so they never have dreams/nightmares. The user could be hit with numerous rounds of knockout gas, and withstand it. This ability even allows resistance (but not total immunity) being knocked unconscious or put to “sleep” by choke-holds. The user can still tire or lose consciousness; they just don’t require sleep to restore stamina (although they could if they desired). This ability may be accompanied by Superhuman Stamina.
Variations: Dreamlessness • Dreamlessness is a version of Sleeplessness, in which the user of the ability can sleep, and is instead deprived of the ability to experience REM sleep, and is thus deprived of the ability to dream. One with this ability could not even have dreams psychically induced, and so the user is immune to Oneirokinesis. No thoughts can be subliminally implanted in the user’s mind, because his sleep is simply recuperative for his body, and his mind does not wander. Sleep for the user of this ability does not render him unaware of his environment.
Social Intuition Social Intuition or the Common Touch 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 (with as little violence, arguing and irrational behavior as possible). The user of this ability may also have Telepathy, Empathy or Circumlocution.
Variations:
- Social Access
• Social Access, also called Social Acceptability or Social Charm is the psychic ability to connect with nearly any mind on a subliminally empathic level. This allows the user to do nearly anything, and people in his company will take it as socially acceptable. They will also ignore or forget any mistakes or socially-unacceptable things (short of killing, etc.) on his part, and will feel at ease telling him secrets. This ability even allows the user to vocally implicate himself into (or remove himself from) the memories of others, to gain social acceptance or be forgotten as desired. This ability is often accompanied by Empathic Resonance.
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, to solidify radio waves to cause them to fall out of the sky (preventing radio transmissions), or to trap a foe within 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 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 Superhuman Hearing, Echolocation or Circumspect.
Songspeak Songspeak is the superhuman psychic ability to communicate with others through song. One with this ability needs only to sing a tune, or hum a note, and the song evokes a certain emotion, or conveys a message that one wants to convey (the song one uses is often random, as the user takes it from the collective subconscious; it may not even be a song the user consciously knows). The song may mimic Hypnotic Song, Siren Song, Psychic Song or Dread Song (based on what is needed) or it may convey one’s deepest emotions, thus triggering an emotional response like unto the tone of the song (anger for an angry song, sexuality for a love song, etc.).
•The user can also determine subjects’ thoughts, feelings and intentions, if they’re being truthful or the like, by hearing the subject’s voice (called Song Reading or Song-Reading); it works better if the subject sings, but this is not required. The user always has a beautiful singing voice (at least when using this ability). This ability may accompany Music of the Spheres or Dance-Routine Inducing (but never both).
- Note: One with this ability can even readily identify subjects by voice, and if they hear someone sing, they can tell who it is (if they know the person), even if they disguise their voice
Sonic Absorption Sonic Absorption, also called Sound Absorption, Sound Wave Absorption or Sound Channeling is the superhuman ability to “ground out” sound waves around oneself, so as to be immune to all vocal/sonic abilities. This makes the user immune to sound of any kind, no matter how loud or low and sonic attacks (even Psychic Persuasion) and making his actions silent. Sometimes the user can even backlash the sound waves that he absorbs back at their senders, as well as being imperceptible to a superhuman that relies on Echolocation to see, and the like. This ability is sometimes activated at will (if not, it will render the user deaf).
•A faculty of this ability instead implies the user’s body harmlessly rebounds sound off of his body and back at the source, as though he were a sturdy, solid surface (called Sound Reflection, Sound Deflection, Sound Rebound, Echoing Body or Echo Resonance); this gives the user high resistance to sonic attacks, while also reflecting the attacks back at the foe. This ability is often activated/suppressed at will (so the user can still hear).
- Note: Sound is a type of vibration, not a type of energy, so this ability does not go under the category of Energy Absorption.
Sonokinesis Sonokinesis, also called Sonikinesis, Audiokinesis, Acoustokinesis/Acoustikinesis or Sound Wave/Sound Manipulation is the ability to mentally manipulate sound waves. This can be used to go beyond one’s current vocal ability, allowing one to project one’s voice or any other noise at extremely high/low decibels, or to change the tone/pitch/volume of any desired sound, as well as what sound is projected or how many sounds. In some cases, however, the user may only be able to manipulate sounds to mimic other sounds, or after they have bounced off of surfaces, when they are somewhat weaker (called Echokinesis or Echo Manipulation).
Variations: Sonic Abilities • Sonic Abilities, also called Sonic Offense implies the presence of sonokinetic faculties that are focused into specific forms, and can only be used in that form. These may include:
•Sonic Scream, also called Voice/Vocal Amplification- the ability to generate a supersonic (louder-than-audible) or subsonic (lower-than-audible) scream which is capable of breaking glass, deafening foes and sometimes knocking people unconscious or disrupting thought; if one’s voice is permanently amplified (so every word or breath projects at high decibels), it is called Amplified Voice.
•Sonic Wall- the ability to generate a wall of sound which can deflect projectiles and detain hearing creatures as well as a solid wall; also capable of shaking up sentient creatures that pass through the wall.
•Sonic Boom, also called Sonic Clap or Sonic Stomp- the generation of sonic percussion by clapping the hands, or stomping the feet; the user could even break glass, knock people back or liquefy small objects
•Sonic Tube- the ability to generate a “tube” of sound waves which carries sound to/from any desired destination to/from the user so he can hear/communicate verbal messages or eavesdrop on conversations
•Sonic Lance- the ability to hurl sound waves at foes, which in turn does damage like a blunt weapon (knocking foes back, severely disorienting them and the like)
•Sound Field, also called Vocal Field or Sound/Voice Distortion Field- the ability to generate a field which distorts any sound made within the field (making a baby’s crying sound like gunshots, or making a dog’s barks sound like groaning ghosts and the like)
Not all sonic faculties are meant to disorient hearing; some attack like blunt force, while others disorient and still others mimic, distort or otherwise influence sound or the person hearing it. As such, numerous other sonokinetic faculties are possible.
- Note: If the user’s voice is enhanced with psionic energy instead of projecting louder-or-lower-than-audible volume (the voice sounds louder because of psionic energy, not actual sound, but still has the force of a Sonic Scream), the ability is instead called a Psionic Scream or a Psionic Voice. This ability allows one to affect even those who are deaf (those who have Psionic Detection are especially vulnerable), and cannot be resisted with Sonic Absorption.
Synaesthetic Sonokinesis • Synaesthetic Sonokinesis, also called Synesthetic Sonokinesis, Synaesthetic Sound Manipulation, Synesthetic Sound Manipulation or Synaesthetic Effect is the innate empathic connection of one’s mind to the force and effect produced by sound waves. This ability allows the user to not only perceive sound waves as visible light, but also to bend sound to one’s emotions, to produce numerous effects like a sonic lance that happens when the user feels negative emotion, or hypnotic/alluring/mesmerizing effects produced by a desire to somehow influence, affect and otherwise interact with a subject or a foe.
• The superhuman with this ability can perceive sound as light even if they can still perceive sound through their sense of hearing.
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 Cardiognosis) 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.
• The user of Sin Sense may only be able to sense sources of an individual sin, as well as when someone displays a particular sin (in such a case, the senses include a Pride Sense, a Greed Sense, a Lust Sense, a Gluttony Sense, a Sloth Sense, a Wrath Sense, and an Envy Sense)
- Note: Using a specific Sin Sense may not appear useful, but imagine being able to psychically locate the lustful to exploit their vice with one’s Hypnotic Beauty, or being able to tempt the greedy with promises of wealth to get them to do one’s bidding, or even being able to sense those who hate you using a Wrath Sense (yes, having a total Sin Sense is more powerful, but being able to sense individual sins is also useful to some degree).
Variations: Intention Revelation • Intention Revelation, also called Motive Revelation is the ability to psychically compel others to reveal their intentions or any negative thoughts they have on their minds. This ability causes others to vocalize any plots or schemes to hurt, embarrass or wrong the user (or anyone else). It causes the subject to speak truthfully, similar to Truth Inducing, but it requires no questioning in order to work. The subject simply feels the compelling urge to speak any hateful, disdainful, mean or potentially rude thoughts, feelings, intentions, motives that come to their minds, and they can’t control when their mouth blurts it out.
Spatial Distortion Spatial Distortion, also called Spatial Manipulation or Space Manipulation is the mental superhuman ability to distort space, and manipulate the spatial presence of objects and subjects. One with this ability can “move” with no actual body movement, direct oneself around obstacles by distorting space in their vicinity, redirect a subject's teleportation destination, or even warp the space within objects and barriers into a sphere of empty space through which the user can pass (the latter is called Passage). The user cannot, however, completely affect space with this power (one couldn’t move a person out of bonds or out of one room and into another without occupying the in-between space).
• If someone with this ability can move a person out of bonds or out of one room and into another without occupying the in-between space, it is no longer simple Spatial Distortion, but has developed into Teleportation.
Variations: Möbius Effect • The Möbius Effect (or Mobius Effect) is the ability to psychically bend the space between any two or more rooms (usually within the same building) to give the effect that one entering the 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 in that same room they were in to start with. This superhuman ability can be used with any path, so as to confuse navigation and keep foes lost in one room for a long time. This ability may accompany the normal version of Spatial Distortion.
Spitfire Spitfire, also called Machine-Gun Effect or the Cannon Effect is the ability for the mouth to spew small projectiles (pieces of food or any other small thing capable of fitting into the mouth; perhaps some naturally generated substance or energy) from the mouth as though they were bullets being shot from a gun. The user may spit projectiles in a way that is rapid and accurate like a machine gun (Rapid Spitfire), or in a way that is strong and concussive like the force of a cannon going off (Concussive Spitfire). This ability may be accompanied by Hyperbite, Matter Ingestion and/or Superhuman Accuracy.
Stealth Stealth is the ability to act in a covert manner beyond the capability of a normal human. This ability is useful to keep perfectly still when hiding, and to sneak with extreme grace. When this ability is active, the user doesn’t disturb animals with his movements or even emit perceptible heat or sound; their psychic imprint is masked (so their minds are shielded from mental communication and domination) and, if hiding, anything short of ESP, Superhuman Awareness or Kinesthesia can’t detect them. One with this ability may also be a good thief and/or saboteur (they are capable of adroit maneuvering, and gifted with an innate sense of how to tell convincing lies). Or this ability may psychically (or subliminally) compel subjects not to notice the user.
• The user can also hide behind things which one would not normally be able to hide behind (anything that is the same height, or almost the same height as the user, or anything that is the same size as the user when he curls into a fetal position, such as skinny trees, medium size rocks, thin poles, etc.), as well as being highly skilled at hiding just out of sight.
- Note: This ability renders the user immune to Spatial Sense, Thermoception, Infrared Vision, Sonar Sense, Radar Sense, Psychic Navigation and Telepathy. Only a few other detection abilities can be used to detect the user (like Superhuman Awareness, ESP, Kinesthesia or a Danger Sense). In fact, it renders the user imperceptible mostly to psychic perception (however, he could still be seen).
Stoichokinesis Stoichokinesis, also called Stoichiokinesis, Chemokinesis or (Chemical) Element/Chemical Manipulation is the ability to mentally manipulate (usually only) the natural chemical elements. This could range from changing their density to releasing the gaseous or radioactive elements offensively. One with this ability 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 psychically activate and manipulate catalytic (or other types of) chemical reactions if one pleased.
Strange Parentage Strange Parentage, also called Strange Maternity/Paternity is the ability for (usually) a shapeshifter, upon reproduction, to produce a species other than his innate species. When the user 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 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 will also adapt to the parents’ bodies, so a human can birth eggs or the like.
• Other forms of Strange Parentage include Parthenogenesis (birth by a virgin mother), Budding (replicates of the parent form from buds on parent’s body) Supernatural/Paranormal Parentage (birth by a supernatural entity or a supernatural process) and Telegony (the influence of one father’s genetic material on the features and attributes of another father’s offspring, if the two fathers reproduce with the same female)
Strange Sustenance Strange Sustenance is the ability to maintain health from a substance, material or energy other than (but not always alternative to) normal nutrients required by humans. One with this ability could sustain himself by nearly any substance. This could include:
• Anthropophagy, also called Man Eating or Man-Eating is the ability to metabolize the biological matter of humans as sustenance. Often a supernatural eating restriction (often restricted to zombies, or the like), it includes the eating of human brains, meat, skin, bones or simply a restriction to human bodily matter as food in general. This ability always implies teeth adapted for cutting skin, and perhaps speed and/or strength just beyond that of humans, so one can catch the sustenance they need.
• Aqueous Sustenance is the ability to metabolize water as bodily sustenance. One with this ability has a metabolism based almost-entirely on water, and as such, they can go entirely without eating solid food, and have kidneys which have superhuman liquid-processing capabilities (so liquid poisons do far less damage than they normally would). This ability also makes drowning more difficult, even if the user is under the water for the time it takes to drown, and the like.
• Atmospheric Sustenance is the ability to metabolize air as bodily sustenance. One with this ability has a metabolism based almost-entirely on air and/or other gases, and as such, they can go almost entirely without eating solid food, and often without breathing (their respiratory system serves as their version of a digestive tract, so it is only necessary when the user “eats”). They can also stand to be underwater much longer than normal, because as they intake water, their bodies revert it into its original constituents—hydrogen and oxygen (both of which are gases).
• Cosmic Sustenance or Stellar Sustenance is the ability to metabolize cosmic energy as bodily sustenance. One with this ability does not necessarily sustain himself on light, although this is possible. They require no solid food, and their skin is resistant to (or immune to) most types of radiation that a normal human may consider fatal or poisonous. Even prolonged exposure to ultraviolet radiation, microwaves or the like will do little to no harm. The user often also has Vacuum Adaptation, to withstand the conditions of space (if they must travel into outer space to feed).
• Dead Sustenance, also called Necrotic Sustenance or Necrophagy/Necrophagia is the ability to metabolize dead organic material as sustenance. One with this ability has a high tolerance (of perhaps immunity) for contagious disease, and can survive on very scanty amounts of food for a long while. One with this ability may even be able to ingest just dead humans, or just dead animals, or just dead materials in general (whether plant, animal or human).
• Dermal Sustenance, also called Skin Sustenance or Flesh Eating or Flesh-Eating is the ability to metabolize the skin of living creatures as bodily sustenance. One with this ability has a metabolism for surviving on very scanty amounts of meat. They do not require as much liquid food, and do not require as much fiber or protein in their diet. The user of this ability may even be able to absorb the capabilities of the skin they ingest (gaining temporary Camouflage by feeding on a superhuman with that power, gaining temporary Pain Immunity by feeding on a superhuman with that power, etc.) or the like.
•Insectile Sustenance or Bug/Insect Ingestion is the ability to metabolize insects as sustenance. One with this ability may have a prehensile tongue, the ability to exude an attractive pheromone (similar to those exuded by insect species) or the like. Superhumans with this ability also tend to require a lot of insects at a time, or they can go for long periods of time without eating and can sense the presence of insects (accompanied by immunity to insect-borne diseases). It is also common that insects are the only food that the user can ingest without getting sick.
• Metal Sustenance or Metal Ingestion is the ability of the body to metabolize metals as bodily sustenance. This ability can be used to assimilate metal into the body to increase strength and durability, and the like. The user is often the perfect counter for a dense wall of metal or some other metal barrier a foe can put up, because the user can usually even eat through rusted metals, steel and titanium-grade metals and perhaps even superhot, molten metals on par with someone who has Matter Ingestion.
• Photosynthesis, also called Light Sustenance is the ability of the body to metabolize light energy as bodily sustenance. One with this ability may sustain himself on solar energy (called Solar Sustenance, or typical Photosynthesis), lunar energy (called Lunar Sustenance), or just light in general. The user can go days (or indefinitely) without normal food; the user also has a very high resistance to normally-harmful amounts of electromagnetic radiation (as most of the time it can be converted into nutrition for the user; and if the user’s body requires no more, the process stops until it is needed again, unless this need occurs when no sun is present)
• 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 often still optional). And if healthy food is eaten, or healthy activities are pursued, the body will become even healthier. Users of this ability can also survive 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. Psychic or psionic energy may even also satisfy the user’s need to breathe.
• Skeletal Sustenance or Bone/Marrow Ingestion is the ability to metabolize bone as sustenance. One with this ability may be able to ingest whole bones, or may simply be able to bite through it for the marrow. This ability allows the user to assimilate the bones of living creatures to the structure of their own bones, thus increasing their own skeletal strength and endurance based on how much bone or marrow they have ingested. Not to mention, their bodies may be adapted to rip out bone effortlessly.
• Terrene Sustenance is the ability to metabolize earth as bodily sustenance. One with this ability may be able to sustain himself on dirt/soil, mud, sediment, ores and perhaps even rock in order to survive. The user of this ability is often completely at home underground, and can use their dirt-eating affinity in lieu of Digging Skill or the like, while metabolizing earth quickly through the body like an earthworm (the digestion may even perhaps filter out metals, gems or the like).
• Vampirism, also called Sanguine Sustenance, Sanguinary Sustenance or Blood Sustenance is the ability to metabolize the blood of living things as sustenance. The user has a metabolism needing little to no solid food to survive, similar to Aqueous Sustenance; they even have similar kidney capacity (but a bit stronger; blood is thicker and more likely to have bacteria). The user also has jaws modified to break skin, enhanced physical and/or mental attributes, and the power to retract the fangs needed to drink blood. If the user is a supernatural vampire, they also have an allergy to sunlight, silver and/or garlic.
This ability could even be used to keep from requiring normal food for an extended amount of time (perhaps indefinitely), thus keeping the body active without having to rely on normal food (which the user may not be able to easily come across). However, this could pose a problem if their type of sustenance is a very peculiar type of substance, which is hard to find or hard to get to. Obviously, other types of strange sustenance are possible.
- Note: Despite its being called Photosynthetic Superstrength, that ability uses solar energy (or whatever other type of light the user photosynthesizes, if not sunlight) to enhance more than just one’s strength (it enhances one’s senses, agility, speed, reflexes, and the like, along with speeding up the healing process, even if the user already has Rapid Regeneration).
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, thus allowing them to be broken very easily. This ability can allow a superhuman 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 the same as the superhuman ability Superhuman Strength). This can be used on any solid material, even bones and other biotic materials.
Stupefaction Stupefaction, also known as Stupor Inducing or (more colloquially) Vacant Stare (when that faculty is used) is the superhuman ability to mentally induce a dull stupor, usually via visual contact (even if the user is blind). The subjects’ memories stay entirely intact, but they becomes disoriented, lightheaded and confused, so that mental abilities are temporarily stagnated, accuracy is lowered, and the subject is made slightly numb and clumsy. The subject’s access to knowledge (and speaking capacity) also becomes severely impaired, so that judgment and intelligence seem to have been lowered.
- Note: Intoxication is not the same as Stupefaction; Intoxication induces effects similar to when one takes drugs, including dull stupor, but not only that; it also induces hallucinations, euphoric mindset, lowered inhibitions (raised vulnerability to psychic intrusion), weaker memory, and stagnated speech and coordination; Stupefaction only induces dull stupor, stagnated speech/coordination and weaker memory.
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 one 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 one becomes, or change anything or anyone the user touches into gas, and back, as well.
- Note: This ability is not the same as Airy Form; One with Airy Form cannot turn other things into air (only himself) and it renders the user nearly invisible.
Subliminal Messaging Subliminal Messaging is the psychic ability to send messages directly into a subject's psyche, by mentally emitting a subsonic message (often backward, so the conscious mind can'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, if strong enough), 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 Subliminal Seduction, Psychic Seduction or just Seduction is the ability to psychically project sexual thoughts into subjects’ minds, to speak with subliminal seductive power behind every word, and/or activate the brain’s pleasure centers by touch or thought. This ability could be used to attract and seduce subjects, even to the point of psychically inducing psycholagny, (so that 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 the one thinking the thoughts, and thus they would either be distracted, confused or accepting of the sexual attraction.
• This ability may also allow 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 and what they would be willing/unwilling to do sexually (this faculty is Sexual Perception, also called a Sexual/Sex Sense)
Variations: Maternal/Paternal Perception • Maternal/Paternal Perception is the ability to psychically intuit information about feminine sexuality and reproduction (or one’s own, if the user is female). One with this ability can tell when they will be most fertile or who would be sexually compatible to create the children with the best attributes (highest intelligence, best looking, most skilled) and the like. The user of this ability can even psychically discern which females are the most desirable as mates (or which males are most interested in them, if the user is female).
• If the user is female, she may even be able to psychically communicate with her baby, discern its features, intuit when it is about to arrive, and the like, before she has even given birth to it. If the user is male, he may be able to psychically discern which of his genetic traits he will pass onto his offspring.
Seductive Submission • Seductive Submission, also known as Submissive Seduction or Sexual Submission is the ability for a user to physically and psychically exert power over anyone who feels a sexual attraction to him/her. One with this ability need only to be the object of a person’s sexual affections or desires, and their mind subliminally compels the subject’s mind to exert less power than the user, no matter how physically weak he really is, and so it always seems like the user is stronger than the subject. Not to mention, this same compulsion causes the subject to follow any orders given by the user.
• If the subject loses his affections for the user before or after the compulsion is given, then the compulsion will be broken and the user must start over. As such, this ability may be accompanied by Hypnotic Beauty and/or Hypnotic Charm (or it may be accompanied perhaps by normal Subliminal Sexuality).
Substance Generation/Secretion Substance Generation/Secretion, also called Substance Discharge/Emanation/Exudation/Emission, Energy Discharge/Emanation/Exudation/Emission or Body Coating 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. The same can be done with bases (this superhuman faculty is called Base Generation/Secretion), but the secretion is slippery.
• Aromatic Scent Generation, also called Aromatic Allure, Sweet Scent Secretion or Lure is the ability to release a mellifluous aroma from the body as a mode of seduction or attraction, one of two ways. Either the ability is based on the user’s body (the user releases only a certain type of gas or vapor through the mouth or through the pores), or the ability is empathic, in which the odor is released physically, but changes based on which smell the subject will find most pleasant (called Aroma/Scent Mimicry). The smell 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 which is not normally found in the body. The user may exude a florigen (a hormone that promotes a plant’s flowering), growth hormone, a pesticide, an immunogen (a hormone that promotes an immune response) or an allergen (or numerous things based on one’s emotions). This ability often also implies immunity to the substance one generates. Sometimes this ability is even the precursor to Venom Generation, Mucus Generation or the like.
• Drug Generation, also known as Drug Secretion or Drug Emanation is the ability to generate substances that warp the minds, perceptions and bodily functions of all who inhale the vapors (and are probably addictive). One with this ability may manifest it as spitting or a gaseous skin secretion. If the user exudes a narcotic (called Narcotic Generation/Secretion), it induces a drowsy stupor; if the user exudes a hallucinogen (called Hallucinogen Generation/Secretion), then it causes hallucinations. This ability allows one to vary the drug’s concentration and/or when it is emanated from the body. Other types of drugs can also be generated.
• Gel/Glue Generation, also known as Gel/Glue Secretion or Gel/Glue 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 a gelatinous, viscous skin secretion. This ability also usually allows the user to vary the stickiness of the glue or the slipperiness of the gel, or to control when it is emanated from the body; the user may even be able to alter the substance to alternate between a gel and glue (this depends on the user).
• Ink Generation, also known as Ink Secretion, Ink Jetting or just Inking is the ability to generate and secrete ink or a similarly murky substance from the body. One with this ability can manifest it as spitting or simply as a skin secretion, similar to the ability 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 or otherwise disorient opponents (or even, at times, just to write with or leave a mark).
• Laser Emission, also called Laser Discharge or Laser Projection is the ability to project lasers of light energy from the body (most commonly the fingers/hands, but not the eyes; that ability is Laser Vision). This ability can be used to zap even minute targets, or to ricochet off of reflective surfaces and hit foes around corners (perhaps even far away), and the like. The laser varies in temperature/intensity with each user (although it is usually heated). However, sometimes the temperature and/or intensity, even the color can be changed at will (this is rare).
• 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, stick objects together, prevent pathogens from entering wounds in the body, or even to 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 by exhalation (this is called Miasma Breathing). The gas or miasma is usually a highly potent version of carbon monoxide or some other poisonous gas. This could range from nerve gas and laughing gas to highly-concentrated chlorine and mustard gas; some users 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, or a type of radiation, from the body (the hands, the skin or the breath), that induces genetic mutation in subjects. One with this ability could horribly distort a foe's appearance, or his abilities (or both). This ability could induce genetic disorders in foes (cancer, diabetes, asthma, etc.) activate recessive abilities in allies, or activate recessive diseases or flaws in foes. However, if the ability only causes distortion of appearance/abilities, it is called Monstrification (it makes the subject’s appearance more monstrous and/or ugly); and if it requires no radiation or chemical, it is called Mutation Inducing.
• Noxious Odor Emission, also called Stench/Stink/Odor Exudation, Stench/Stink/Odor Emanation or Mephitic Secretion is the ability to release a foul odor, often (but not always) when one is nervous or feels they are somehow being threatened. One with this ability may accomplish it one of two ways. Either the ability is based on the user’s body (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 (called Odor/Smell Mimicry).
• 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 it can be used to trip up, blind or otherwise disorient opponents (and often the oil is flammable, so it can also be used for fuel in fires and the like).
• Paranormal Emission or Paranormal Exudation is the ability to release energy supernatural in nature. The user may exude the essence of Magic (to increase/induce magical capacity in others), Ectenic Force (invisible force; allows Intangibility and/or Bodily Possession if intangible, Telekinesis if tangible) or substances like “Balefire” (disrupts physical/mental processes), “Nether” (inverts energy effects), “Nullfire” (obliterates living matter), etc. The user may even exude Divine Essence (heals and restores, cleanses the body of current sin, makes one in tune with the supernatural). The subtlety and/or suppressibility of this power vary 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 system can produce, generating perpetual work within a closed system. This ability could be used to fuel energy-based attacks, or fuel a machine simply by putting only a tiny portion of this energy into the battery or engine. This ability is often accompanied by some other energy-based ability.
• Pheromone Generation, also known as Pheromone Secretion is the ability to exude pheromones from the body. One with this ability manifests it as a skin secretion (it is usually gaseous, but may be a liquid). These pheromones may induce pleasure, attract others of the opposite sex, or put subjects into a state of extreme suggestibility (either of which is very 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, extremely sick, or violent (among other behavioral changes).
• Plasma Generation, also called another version of 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, even plasma generated by 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, spikes, skin or some other dermal covering (even a substance similar to rock) to protect oneself from a long fall, or an impending hit. The user can usually only generate a certain type of covering, which is innate, and can’t be chosen. This ability is often accompanied by a Danger Sense.
• Quintessence Emanation, also known as Quintessence Generation/Exudation or Ether Generation/Secretion/Exudation is the radiation and manipulation of pure energy. The user could increase their own physical capabilities, allowing such feats as defiance of gravity or focus into powerful and concussive blasts. The user can also alter his senses, agility, speed, reflexes, etc. and is capable of nearly perpetual metabolic energy generation (no need for sleep, rest, or food/water). It is among few abilities 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 which induce certain effects on subjects. The effect is not chosen, but based solely on the user’s physiology, and varies from fungal spores, sleep-inducing spores, allergen spores or the like. The spores may even be seeds that float in the air and burrow into any soil or living subject with which they come into contact (and sap the nutrients or energy from within). This ability may be accompanied by Aromatic Allure or Noxious Odor Emission, or may accompany the ability Agrophysiology.
• Thread Generation, also known as String Generation or Stringslinging is the ability to rapidly 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 (in lieu of web or a similarly sticky substance).
• 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, sicken 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 a 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, which is common).
• Web Generation, also known as Web Secretion, Web Weaving, Web Construction or Webslinging is the ability to generate and secrete web from the body. One with this ability can manifest it as spitting or simply as a secretion (from the skin’s pores or 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 it can be used to sling, constrict or otherwise disorient opponents—even spinning entire webs to trap foes.
These secretions are the most common, although other types of secretions are possible. These include Phlogistic/Flammable Secretion, Cryogenic/Freezing Secretion, Bioluminescent/Glowing Secretion, Hypnotic Secretion and Malleable Secretion (secretion of a malleable goo that can be 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.
- Note: Monstrification can also be used to make an ability more violent and powerful (if the user enhances the subject’s physical attributes) or weaker (if the user causes the subject to become weaker and ugly)
- Note: The ability is only referred to as a Body Coating if the generated substance covers the skin and cannot be released or suppressed at will (if it cannot be flung, spit or exuded from the body).
Variations: Ash/Ember Generation • Ash/Ember Generation, also called Ash/Ember Exudation or Ash/Ember Emanation is the ability to generate ash and fiery embers. This may entail generation of the ash on the skin, so that when the user shakes, they come off and can serve as a form of stealth; or it may entail the generation of hot embers which are hot enough to burn or blind foes as soon as it comes off of the user’s skin. It may manifest as breathing (called Ash/Ember Breathing or Ash/Ember Exhalation) or simply as a skin secretion, similar to Mucus Secretion.
• Often the ash and embers are very hot and may burn foes, while other times it may only be a mild temperature and only useful to blind foes (or it may build temperature based on the user’s emotion, or his sensing of danger; this varies within each user). The ash is also often accompanied by (or almost concentrated into the form of) smoke.
Biomatter Generation • Biomatter Generation, also called Biomaterial Generation/Secretion or Biological Matter Generation/Secretion is the ability to generate the materials which constitute blood, bone, muscle, etc. This may entail generation of the cells in liquid form, so when they are ingested, they can be absorbed into the body and become the cells they should be (a form of Healing); or it may entail the generation of stem cells, which assimilate to whatever cells they touch when absorbed into the body. It may manifest as spitting or a skin secretion, similar to Mucus Secretion.
• This ability can be used to help increase fat or muscle size of allies (by letting them ingest the liquid fat or muscle tissue), to generate armor (by secreting hard-drying liquid bone, or the like), to heal damaged or malformed tissue (by letting allies ingest the liquid version, which assimilates to the type of tissue or biological material it should be) among numerous other uses.
- Note: Sometimes the user can control the biomatter after it is introduced into the subject’s body, but only to the point the user can cause that biomatter to dissipate after it is no longer needed (if used to generate armor or to manipulate the subject’s appearance, not if it was used to heal).
Chi Generation • Chi Generation, also called Chi Exudation or Chi Emanation is the supernatural ability to give off an elevated form of life-force. This life-force always exudes through the skin, and can only help the person who emanates it. This life-force is used to enhance normal physical/mental faculties (dexterity, strength, speed, agility, vitality, awareness) to superhuman levels, to help prevent loss of stamina and to accelerate the healing process of the user. This ability cannot be used to harm matter, because life-force (even chi) is passive, and helpful, not harmful.
• Only sometimes can chi be used to help the abilities or healing processes of others (and this is only if the user touches the subject he wishes to help). This ability is often accompanied by Longevity.
Cocoon Generation • Cocoon Generation, also called Chrysalis Generation is the ability to release a sticky fluid, a thread, a natural silk or some other substance and to spin said substance around oneself (or others), in order to generate a protective cocoon. This cocoon hardens almost right after creation and serves as a mode of protection, even sometimes capable of deflecting such projectiles as the bullets from a gun. This cocoon is often stationary, although it is not uncommon that this ability is accompanied by Rapid Gyration (which assists in both the generation of the cocoon and transportation) or Levitation.
• This ability is often accompanied by either Shapeshifting or Transformation (or it may act as another form of the ability Shedding; it often also serves as a means of Hibernation or to induce a Healing Trance for the user; if used on others, it places them in a low-consciousness, or unconscious, state of suspended animation).
Ozone Generation • Ozone Generation, also called Ozone Secretion, Ozone Emanation or Ozone Exudation is the ability to generate the gas found in the atmosphere called ozone. This entails the generation of the gas usually within either the lungs or a superhuman organ designated for the generation of ozone. When exuded from the body, this gas can be used to poison foes, to bleach materials, to purify air and water or to shield oneself from the harmful rays of the sun. It may manifest through the breath or simply as a skin secretion, similar to Mucus Secretion. This ability is often accompanied by Vacuum Adaptation.
• This ability can even be used to generate oxygen needed to breathe in outer space, or similar low-air situations, from within one’s own body (although the oxygen wouldn’t be breathable unless the user had adapted respiration which was based on oxygen that was converted into ozone; this is common).
Psychic Substance Generation/Secretion • Psychic Substance Generation/Secretion is the ability to generate a substitute for a naturally-occurring substance using the power of the mind. The substance (no matter what state of matter it mimics) may or may not be the actual color of the substance it imitates. This ability may be Psychic Acid, in which the subject can generate a psychic energy that affects physical matter like acid, or Psychic Fire, which burns and can catch to flammable materials like actual fire. It can also be done with psionic energy (called Psionic Substance Generation/Secretion).
• This ability is most useful in the absence of a necessary substance (sometimes even food or drink). Sometimes, however, only certain substances can be generated (only Psychic or Psionic Fire/Electricity/Acid, or the like). The psionic version uses visible psionic energy, and the psychic version uses visible psychic energy.
Steam Generation • Steam Generation, also called Steam Exudation, Steam Emanation or Vapor Generation, Vapor Exudation or Vapor Emanation is the ability to generate steam/vapor. This may entail generation of vapor on the skin, blasting of steam from the pores, or the like. It may even manifest as breathing (called Steam Breathing, Steambreathing, Steam Exhalation, Vapor Breathing or Vapor Exhalation) either extremely hot (as a steamy version of a Pyric Touch) or extremely cold (to chill foes on par with a Freezing Touch.
• This ability is also called Mist Exudation or Mist Emanation (but not Mist Generation; that ability is a variation of Atmokinesis, and it does not generate the mist from the body but instead from one’s environment)
Summoning Summoning, also known as Apportation, Abjuration, Invocation or Conjuring is the ability to mentally summon or conjure subjects. Numerous faculties 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 entails 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 (perhaps even living things) out of thin air, while, in fact, it really summons molecules needed to form the shape, creature or construct desired (called Materialization). Summoning is often limited to only one of these faculties.
Variations: Recall • Recall, also called Property Summoning or Possession Summoning is the ability for the user to psychically summon anything which has ever belonged to the user. One with this ability can never truly lose their possessions, as the second they are lost or stolen, the user can simply call them back to the his hands or his immediate vicinity. The recall may either be activated immediately when the user feels a sense of danger, activated through a special word (the word may be different for each possession, though this is not mandatory), or it can be activated by sentimental feelings toward the object.
Shifting • Shifting, also called Reverse Summoning, Anti-Summoning or Emission is a variation of Summoning, in which the user can only psychically send objects away from himself to other places (instead of to himself like normal Teleportation or Summoning). In fact, the user is incapable of even summoning any object they shift back to himself (although the user can send the object anywhere else). As such, the ability is usually shared by twins or any two or more family members, to keep possessions from being lost or stolen or the like.
Temporal Replacement • Temporal Replacement is the superhuman ability to psychically replace oneself with a past, future or alternate-reality version of oneself, from anywhere in the universe’s timeline. The user of this ability could replace himself with a self from a few years ago (to appear younger, etc.), or a few years in the future (to gain future knowledge, etc.). He could even replace himself with a self from a few seconds ago, before sustaining a bad injury or the like (or he could even replace himself with a self from another dimension or an alternate reality, in which he is stronger, better looking, a member of the opposite sex, or the like, for limited Shapeshifting).
•This ability sometimes allows telepathic/empathic communication with the replacement self through space-time, so the summoned self can know the actual user’s orders (and their thoughts, emotions and memories); if not, the replacement self can do as he desires (summoning the user back, resisting being returned back to his own time, etc.). This ability may be accompanied by Chronopathy.
- Note: The user cannot replace himself with a self that comes from a time he will not live to see (if he will only live to be fifty, for example, the user couldn’t replace himself with a version of himself that was fifty-one, unless that self came from an alternate timeline in which he would live to be fifty-one).
Temporal Summoning • Temporal Summoning or Timeline Summoning is the superhuman ability to psychically summon a subject from anywhere in the universe's timeline. It can range from summoning a third-century samurai sword to Genghis Kahn's mongrel horde, the comet that killed off the dinosaurs, or the like. One with this ability could also recover a lost prized possession, or even bring back deceased loved ones. This ability however, can only summon things which actually existed or will exist (no summoning thoughts/ideas to life). Sometimes, though, the subject may only be able to materialize a duplicate of that object/subject (called Temporal Materialization).
• However, sometimes, the user can only summon objects/subjects (or duplicates of objects/subjects) that he has encountered or will encounter.
Superhuman Accuracy Superhuman Accuracy, also called Superaccuracy or Superacuity is the peak of activity in the user’s brain center for aim, accuracy and precision. A person with this superhuman ability needs only to aim for an instant before they can precisely hit a target with a weapon or a blow. This ability would even allow one to judge distances accurately, so one can gauge the strength needed to throw a weapon, in order to hit a target accurately. Such a superhuman might also be resistant to perception-distorting abilities such as Luminescence.
•This ability also implies proficient hand-eye coordination and maybe an affinity for ballistic weapons (a gun, slingshot, etc.), bladed weapons, or marksmanship (archery), because of the precision those activities require.
Superhuman Agility Superhuman Agility or Superagility is the ability to quickly go from one motion to another (with an extreme nimbleness and lightness on the feet). One with this ability can jump, cartwheel and back flip with great ease (and quickly). This ability is also useful for effectively dodging attacks, swinging from things easily, sprinting, doing backflips and numerous other gymnastic and athletic implements. As such, this ability is often accompanied by the ability Superhuman Dexterity, so that the movements are very graceful and fluid, 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, Superhuman Metabolism to other things like Superhuman Cardiac Capacity, Superhuman Memory (better than normal memory, but not total recall; that is Panmnesia), Superhuman Neuronal Capacity (enhanced perception and reflexes) or some similar ability.
• Abnormal Systemic Function implies that some body part (or system), serves another purpose in lieu of (or along with) what humans normally use them for. This may range from Hollow Bones to Acid Blood to Poison Blood to Mind Controlling Blood (also called Inhibition-Negating Blood, Obedience-Inducing Blood or Dominating Blood which, upon physical contact with living subjects, makes them susceptible to the user’s commands) to Explosive Blood to Motion-Detecting Eyes (for a blind user) to Metallic Sweat, and the like.
• Abnormally Large/Small Body Parts (brain, feet, arm, hands, tongue, etc.) usually are the size they are for good reason. Either the hands are larger than normal for enhanced grip (and added force behind hits), or the feet are larger for enhanced jumping (and added force behind 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, two extra heads, etc.) help for double (or otherwise multiplied) faculty. Extra arms help strength, extra legs help jumping capacity and sturdiness, extra brains help intelligence, memory, etc.
• Fur is hair which is longer than that of a normal human; it may be short, slick or shaggy (maybe an odd color). It usually covers the entire body of the superhuman, and may be used in detecting incoming projectiles or the presence of others, as well as the regulation of body temperature (or it may simply be long and thick enough to hide things in or to tangle and trap foes in, although it is not prehensile).
• Natural Armor, also called Body Armor is a superhuman feature defensive in nature. This may entail scales (called Scaly Skin), spikes/spines/quills (called Prickly/Spiky Skin), rough skin (called Abrasive Skin), a cutting projection (called Incisive/Cutting Skin) or even skin that can reflect/magnify/store/discharge light (called Prismatic Skin, Reflective/Refractive Skin or Mirror Appearance). It may entail the presence of a whole exoskeleton, innate (an Organic Exoskeleton) or produced as needed (an Empathic Exoskeleton), a shell into which the user can retract (called Withdraw) or even Impenetrable Skin. Sometimes body armor can appear or be retracted at will, and some features (such as spikes, scales, etc.) can even be flung like projectiles.
• Natural Weapons, also called Body Weapons are superhuman features which are offensive in nature. This ability may entail the presence of claws which are so sharp that they are capable of cutting through tough materials (called Assassin Claw or Claws) or Pincers capable of grabbing/chopping subjects. However, this may entail the presence of fangs (sometimes along with the claws), which are sharp like those of a wild animal; they grow back quickly if knocked out (called Assassin Fang or just Fangs). This may even entail the presence of Horns/Antlers, which are used to jab, stab or knock around foes (called Gore), a Stinger used to stab foes (called Impale), a Beak/Bill to strike foes (called Peck) or the like. Some Natural Weapons are retractable.
• Odd Ocular Capacity (odd number of eyes, oddly-colored or oddly-designed eyes) usually has the purpose of enhanced or alternative sight. The eyes may be yellow, orange or another strange color, etc. because of the capacity they allow. They may occur in odd numbers compared to humans (only one or more than two), they may be compact, they may close sideways, move autonomously (called Optic Automatism) or some other odd visual faculty. The user may even have an eye that is strange in color (usually gray or milky-white pupil, although other colors are possible) that is literally not attached to the body by optic nerves, but instead psychically manipulated by the user through a psychosomatic mix of Psychokinesis and Clairvoyance (called Glass Eye).
• 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).
• Phantom Anatomy, also called Phantom Body Parts implies the presence of body parts that are somehow or entirely imperceptible. This may entail a head that is intangible (and perhaps invisible) and thus incapable of sustaining physical harm (called a Phantom Head), innards which are intangible and thus incapable of taking lethal damage (called Phantom Innards or Phantom Insides), arms and legs which are invisible, giving the user the appearance of having the ability Psychokinesis (called Phantom Limbs) or the like. Having phantom body parts implies that the part is immune to physical harm and psionic attack (as well as Possession or its faculty Puppetry).
• Prehensile Appendages or Prehensility may imply the presence of a powerful —sometimes even hyperelastic— limb or appendage (such as a Prehensile Tail, a Prehensile Tongue, Prehensile Feet, Prehensile Tentacles, even Prehensile Hair, Prehensile Skin, or the like) that can strike, grab and manipulate subjects. Sometimes, the user’s appendage(s) could even support the body's weight. In more gruesome variations, prehensile appendages like hair, skin, a tail or tentacles (not feet or hands) could be detached from the body and still operate under the user’s control, and with no harm to the user.
• 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 a Metal-Reinforced Skeleton, may naturally have Gel-Reinforced Nerves or the like, or their body may naturally possess extra bone, an extra fluid or another (usually) naturally generated substance which adds extra fortification to the skeletal, muscular or another body system. This ability cannot be suppressed.
• Superhuman Organs are organs which don't occur naturally in humans (they may occur normally in animals, insects or alien species; or they may be distinct to the user); they are useful only for superhuman abilities. This may include the internal mechanism found in birds to allow Magnetoception, the organs found in eels that allow them to generate electricity, Whiskers or Antennae (both are useful for detecting movements, for maintaining balance and as organs of touch) etc. These are only seen as distinct superhuman features if not accompanied by other organs of the same sort (if one had a tail, fur and whiskers, he has a Feline Physiology, not just a Tail, Fur and Whiskers)
• 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 an ending that allows a certain faculty (a tail like a drill for digging, a long, slender tail for gripping, a flat tail for swatting, a stiff tail for hitting with phenomenal force, etc.)
• Unhinging Jaws indicates the presence of jaws that are capable of coming off of their natural hinge. This can be used to swallow things normally too large to ingest, or even to enhance the range of oral-based abilities like Sonic Scream, Matter Ingestion and/or Hyperbite (even Vortex Inhalation and/or Gale Exhalation). Another version, Gaping Mouth, colloquially known as Swallow is the presence of a permanently larger-than-normal mouth, also used to engulf subjects that would be too large for normal subjects. The user often also has a durable, pliable digestive tract, to more easily stomach the things that they engulf.
• Wings are appendages used by animals and superhumans in order to aid in propelled Flight. These wings may be avian, insectoid, batlike 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 (good for quickly recuperating from intense pain and stunning blows), Homogenous Body Mass (an aid in Malleability, Shapeshifting and Rapid Regeneration, among other abilities), or the like. Numerous (possibly infinite) other variations and faculties are possible.
- Note: One going into detail about a type of Xenophysiology can use any of the above-given features (ex: slit yellow eyes, a Tail, Claws, Fur and Whiskers for a Feline Physiology, and the like) to do so.
- Note: The last four entries (a Tail, Unhinging Jaws, Gaping Mouth and Wings) are also a part of Superhuman Organs, but they must be expanded upon so people will fully understand them, so they have their own sections of information.
- Note: Phantom Anatomy and Ghostly Form are NOT the same; Ghostly Form implies that the user’s body is somehow imperceptible, but because they are composed of ectoplasm; Phantom Anatomy implies that the body is phased, not composed of ectoplasm; not to mention, Phantom body parts will also allow one to perceive things which are “correspondently imperceptible” (for example, phantom eyes would allow one to see the invisible, phantom hands would let one touch the intangible, etc.), unlike a Ghostly Form
Variations: Superhuman Metabolism • Superhuman Metabolism, also called Super-Metabolism or Hyper Metabolism is the presence of superhuman metabolic capacity within a superhuman. One with this ability can process junk food as though it was incredibly good for the body, and their bodies expunge any potentially harmful substances from the body with extreme efficiency and speed. The user can also recover from fatigue much quicker than normal, and can metabolize poisons and sicknesses through the body very quickly, allowing them to be sick for much shorter periods of time than normal.
Superhuman Respiration • Superhuman Respiration, also called Superhuman Breathing or Superbreathing/Super-Respiration is the ability to breathe beyond human capacity (breathe more efficiently, hold breath longer). Faculties include the abilities to inhale with extreme power (called Vortex Inhalation) and exhale with great force (called Gale Exhalation). Vortex Inhalation is useful for things like disposing of poisonous gas clouds by inhaling them (this ability allows high resistance to gaseous poisons), etc. Gale Exhalation is good to dispose of incoming foes, projectiles, poison gas clouds, or the like, by literally blowing them away.
Xenophysiology • Xenophysiology, also called Strange Physiology, Anomalous Physiology or Physical Anomaly is the presence of strange features within a superhuman's anatomy. One with this ability does not simply have a superhuman anatomy (superhuman systemic capacity, superhuman systemic function); their body is actually likened onto species other than their innate species. These may include any of the following:
• Zoophysiology, also called Animal Physiology or Animal Anatomy is the presence of animal features within a superhuman (they don’t necessarily act animal). This may include an Avian/Bird Physiology (feathers/wings, talons, a gizzard), a Reptilian Physiology (scales, forked tongue, claws, slit eyes), an Amphibian Physiology (mucous skin, cold-blooded, water affinity, slit eyes, body similar to frog), an Ichthyic/Fish Physiology (scales, water affinity, water-breathing ability, gills/fins/fish tail), an Insect Physiology (chitinous exoskeleton, segmented limbs, extra eyes/legs, secretions, no heart) or a Mammal Physiology (fur, fangs/claws, perhaps paws, supersenses) or the like
• Agrophysiology, also called Plant Physiology or Botanical Anatomy is the presence of plant features within a superhuman (may produce seeds and/or have green skin; prone to abilities Photosynthesis and Rapid Regeneration; may be plant-looking). This may include an Arboreal/Tree/Wood Physiology (woody, pain-resistant skin, leaves/branches grow from body, sap for blood), a Flowery Physiology (sometimes-protruding flowers, ability to secrete toxins, Aromatic Allure, ability to generate thorns) or Fruit/Vegetable Physiology (strange skin color; ability to grow fruit/vegetables from the body which produce an effect or various effects, or that can be eaten as food)
• Xenotophysiology, also called Alien Physiology or Alien Anatomy is the presence of alien features within a superhuman (strange skin/eye color, skin markings/features or size/figure; prone to Superhuman Intelligence, Adaptation to strange environments; may look alien). This may include a Mercurian or Venusian Physiology (perhaps yellow/orange skin, adapted respiration and high-temperature tolerance), a Martian Physiology (sometimes-red skin, adapted respiration and low-temperature, low-water tolerance) a Plutonian Physiology (sight adapted for low-visibility and body adapted to very low temperatures; perhaps purple/blue/green skin) or the like
This ability may be accompanied by Adaptation to a certain environment (like warning coloration or camouflage for Zoophysiology, and the like), and possibly the ability to mimic the form/species their body imitates; those with Zoophysiology can usually be affected by Animal Communication, while Agrokinesis usually affects those with Agrophysiology, and those with Xenotophysiology may be able to psychically communicate with others of his species/the species he looks similar to, or the like. The user looks and/or acts human except for these few physiological differences. The user can only have one of these designated superhuman physiologies.
- Note: A superhuman with the ability Avian Physiology may also possess the capability to pull his feathers closer to his body before or as he takes flight (this is in order to help increase his flying speed)
- Note: A superhuman with the ability Reptilian Physiology may also have the ability to flip his scales in the opposite direction so they lay down facing others (so attacks from the user also cut the foe)
Superhuman Awareness Superhuman Awareness or Superawareness is the peak of consciousness and awareness. The user can sense their environment (the presence, position and motion of others, etc.), and could tell when the slightest changes occur (a footstep, an increase in heartbeat, atmospheric changes, temperature changes, etc). They also wake up from being unconscious without being groggy, could not get vertigo or be easily disoriented, and often aren’t even subject to psychic mental distortion (no Madness Inducing or the like). It is possible their mind could be dominated, but they would know it was happening.
Superhuman Dexterity Superhuman Dexterity or Superdexterity (also called Superhuman Balance, Superbalance, Superhuman Equilibrium, Superequilibrium or Equilibrium when that faculty is used) is the peak of movement adroitness, balance, coordination and equilibrium. This allows one to perform skills like juggling, doing handstands, catching things thrown at oneself, and otherwise balancing with extreme ease. It also includes the near-inability to fumble, unbalance or trip by any means short of the ability Tychokinesis (and resistance to disorienting effects, like those encountered with motion sickness, vertigo, the abilities Homeostatic Disruption and Disruption, and the like). This ability is often accompanied by Superhuman Accuracy, Superhuman Agility and/or Superhuman Reflexes.
•This ability also implies the ability to use both hands, perhaps even the feet (for more outlandish superhumans) adroitly and with equal capability (this superhuman faculty is called Ambidexterity).
- Note: This ability is often accompanied by the presence of a pliable brain and spinal cord (so that equilibrium, balance and coordination are not easily disrupted).
Variations: Ambidexterity • Ambidexterity or Kinetic Mind is the ability to psychically juggle numerous mental or physical tasks at a time. The user of this ability can start as many tasks as they desire, and their mind will keep them all separate (and remember them all); so that way, one could start numerous tasks without forgetting anything or taking too much time doing a task. One with this ability can easily go from cooking dinner to washing clothes to fighting off intruders, and do this all while winning a game of internet checkers, etc. This ability may be accompanied by Superhuman Agility, normal Superhuman Dexterity or the like.
•Ambidexterity is also the name of a faculty of normal Superhuman Dexterity. This ability may sometimes even be considered part of that faculty, and thus apart of normal Superhuman Dexterity (but that is only if the user has both superhuman abilities).
Superhuman Endurance Superhuman Endurance, also called Superhuman Durability, Superendurance or Superdurability 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 he can perceive sensation, but cannot easily be hurt or stunned from concussive damage (normal weapons don’t easily inflict damage). A faculty of this ability, called Superhuman Resistance, Superhuman Tolerance or Resistance/Tolerance specifies what the user has resistance against. Examples include Temperature Extremes (Hot/Cold), Radiation, and Electricity. Superhuman Resistance must be specified (numerous kinds exist).
• 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.
- Note: This ability is NOT the same as Invulnerability; if the two abilities were to be rated on a power scale, Superhuman Endurance would represent the lower end of the spectrum, while Invulnerability would represent the higher end (first there is human endurance, then Superhuman Endurance, then Natural Armor, including the superhuman feature Impenetrable Skin, and lastly Invulnerability, providing the most resistance to damage)
Variations:
- Indefatigability
• Indefatigability, also called Inexhaustibility or Tirelessness is a variation of Superhuman Stamina in which the user cannot grow tired at all. This ability can be used to run endless miles or the like without tiring. This can be accomplished a variety of ways. The user may generate perpetual metabolic energy from his mind (which is metabolized like normal energy), although another variation implies the user’s body generates no lactic acid at all, and his mind fortifies the muscles, bones and joints to maintain peak stamina. This ability, however, implies no change in physical strength, durability or speed, and the user can still eat and sleep.
• Yet a third version exist implying that the user’s body or mind has access to a dimension of immense energy (at birth or the time of ability manifestation), which the body would draw on for metabolic energy, for as long as the user lives (it would only seem to be a perpetual energy well).
- Note: This ability is also called Infinite Stamina, but that could also imply that the user is in perpetual motion or is perpetually restless or unable to sit still, which is not true, so this name is not often used (although it can be, if that is the case).
Superhuman Intelligence Superhuman Intelligence, also called Superhuman Intellect, Superintelligence or Super-Intellect 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 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 the user studies, the smarter he gets (he may even review the same material for a short time and still learn new things).
Variations:
- Instantaneous Learning/Understanding
• Instantaneous Learning/Understanding, also called Instant Learning/Understanding or Clarity is the ability to read, see or hear complex concepts and then psychically process them into easier concepts to understand (instead of having to study for prolonged amounts of time to obtain vast quantities of knowledge). One with this ability can almost-instantaneously understand concepts (in their native tongue) that they come into contact with. And if they come into contact with any piece of “information” that is wrong, they can intuitively put two-and-two together to keep themselves from accepting incorrect information or half-truths.
• This ability is almost never accompanied by Panmnesia, Anamnesis, Photographic Memory or Phonographic Memory.
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, for example, the user of this power could dodge the hit and retaliate before the first person even gets a hit in. This ability may be accompanied by (or be helpful 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 the user is confronted with a problem, their brain automatically reverts back to what they know to be common sense, allowing them to systematically work toward nearly any solution. This gifts them with excellent leadership skills and a knack for tricking opponents. This ability may be accompanied by Circumlocution and often (but not always) accompanies 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 resist and resolve disputes and arguments or even resist temptation, be it of a violent, sexual or immoral nature or the like; they may even be able to resist low-level telepathy and low-level mental, body, or spiritual domination (this faculty is called Superhuman Willpower or Superhuman Patience).
Superhuman Senses Superhuman Senses, also called Supersenses, Superhuman Sensing, Supersensing, Superhuman Perception or Super-Perception indicates the presence of sensory organs that work far better than the sense organs of normal humans, and thus senses which outdo the capability of normal human perception. These enhanced senses are simply heightened versions of one’s normal senses, and thus they include:
• 1. Superhuman Touch or Supertouch- They can feel the most minute indentation on a page, allowing one to read by touch (if they are blind, in the dark, or the like), detect the presence of trap-doors, feel vibrations of oncoming foes in the air, on the ground and the like; may be accompanied by the ability Superhuman Reflexes and perhaps an extra sensitivity to changes in temperature and pressure
• 2. Superhuman Smell or Supersmell- They can smell odors with more clarity and range, even to the point of distinguishing subjects by their scents; they can track subjects and distinguish between simultaneously-occurring smells (as well as being able to take notice of when someone has masked their natural scent); however, they may also be involuntarily sensitive to loud smells, aromatic attacks and nasal-based allergens
• 3. Superhuman Taste or Supertaste- They can taste hints of things that have been long washed off of surfaces, and tell the ingredients within foods (with the use of taste memory and the distinguishing of similar tastes), or if a substance has been masked; often accompanied by a superhumanly tough tongue, Asepsis and/or Material Intuition; a superhuman sense of taste can sometimes work like a superhuman sense of smell
• 4. Superhuman Sight or Supersight- They can see detail from further away than normal humans, and their sight registers speeding objects (bullets, superspeeders, etc.) more easily; they can see in murky water and fog with less strain, and have sight that is less sensitive to intense light than normal humans (prolonged exposure to intense light does less eye damage); they are often also proficient at Speed-Reading and/or Lip-Reading
• 5. Superhuman Hearing or Superhearing- This could be used to hear sounds with more clarity and range, and to distinguish subjects’ presence by memory of sounds (even with simultaneously-occurring sounds or fast talking), and to detect lies by listening to and analyzing changes in breath, heartbeat, etc.; may be involuntarily sensitive to loud noises (and/or capable of hearing on subsonic/supersonic frequencies)
• 6. Superhuman Spatial Sense, also called Spatial Sense, Spatial Awareness or Proximity Sense- This can be used to 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 sense the shape of things in one's proximity (if unable to see); they are also incapable of suffering from vertigo and/or fear of heights
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, and/or may be able to block out certain things to focus in on a certain sensory stimulus (called Sense Discrimination, Sensory Discrimination or Stimulus Discrimination). Although, 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.
- Note: Superhuman Sight and Telescopic Vision are not the same; Telescopic Vision allows one to see far away as though things are up close (but only with one’s normal visual strength); Superhuman Sight allows one to see a bit farther, but with more range (they see more in their normal sight range and in their peripheral vision) and they see color better, and they filter fast movement better and their eyes are stronger and more resistant to light damage
- Note: Superhuman Sight does not imply Superhuman Accuracy (neither does a Superhuman Spatial Sense)
Variations: Superhuman Nociception • Superhuman Nociception is a disadvantageous version of Superhuman Senses (specifically, Superhuman Touch) in which the user can feel pain beyond human norms. One with this ability does not perceive every stimulus as painful, but when they do feel pain, their nociceptors will overreact, and the user feels more pain than is appropriate. As such, the body of the user is often also adapted to have a superhuman sense of touch and Superhuman Reflexes, so as to be able to quickly perceive and avoid potentially-painful stimuli.
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 (perhaps smaller, like a fairy), or the like. This person's body may be small enough to crawl into small spaces, or large enough to grapple and easily defeat smaller foes. The user of this superhuman ability is not capable of changing their present size, but they are naturally smaller or larger than normal humans of their age, gender and/or racial background.
- Note: Being tall does not count as Superhuman Size unless one is about eight feet or taller.
Variations: Superhuman Weight • Superhuman Weight is a variation of Superhuman Size in which the user is not necessarily extremely fat or skinny, but their body weighs much more or less than the normal human. Their weight in no way impairs their bodily functions or their bodily faculties (strength, agility, speed, etc.); in fact, sometimes, it helps. The user may be extremely heavy, but have a normal body size and shape and can run at normal speed. Or they may be extremely light, so they fall much slower than normal people, and may be prone to Superhuman Agility, or the like.
Superhuman Speed Superhuman Speed or Superspeed is the ability for a person to move faster than a normal human. One with this ability accomplishes it one of two ways, the first of which including superhumanly powerful and flexible 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). Superspeed ranges from the speed of a sports car, to that of a cheetah, to that of a jet, to the speed of light, or the like. Either way, this ability is often accompanied by Super-Reflexes and immunity to high amounts of friction.
Superhuman Strength Superhuman Strength or Superstrength is the ability to exert force from the muscles beyond that of a normal human. One with this ability accomplishes it 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 required for the former means (and thus, the amount of strength one can exert) varies from person to person. The upper levels of this ability are not yet known, but it is possible that, with training, the user could push, pull or lift several tons.
Symbiosis Symbiosis or Bio-Link is the dependence of a superhuman and an organism (even perhaps 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 superhuman’s body, and the evidence of the user's superhuman nature is the presence of 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, relieving both the subject and the user of the painful sensation. Sometimes, the painful feelings can actually be sent away to specific (living) targets.
Variations: Excruciate Absorption • Excruciate Absorption, also called Symbolic Pain Absorption or Symbolic Sympathy is a supernatural variation of Sympathy in which the user can, instead of absorbing pain, absorb things which represent pain. One with this ability can absorb blood or wounded flesh into his body, or simply be in the proximity of a wounded subject (instead of having to touch them, although this is optional), and their power will increase. The increase of power (strength, speed, durability) depends on the intensity of the pain they absorb. This ability may be accompanied by Empathy and/or normal Sympathy.
Synaesthesia Synaesthesia is the ability to psychically translate any one sense into any other, so as to perceive any sensation through any exposed skin or organ on the body. One with this ability could see sound, 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). Other forms of this ability may allow any of the following:
• Cybernetic Travel, also called Cybernetic/Digital Transmission, Cybernetic/Digital Conversion or Digitization/Digitalization- projection of consciousness into electronic devices (or psionic conversion of physical matter to/from digital data); may also include free-course interaction with, and manipulation of programs, travel in "cyberspace" and transport between any two digitally-connected electrical 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 that are designed to detect things (radar, GPS tracking, etc.). In addition, their mind may be blocked from mental access by a password
• Technoforming, also called Technointegration, Technohybridization or Technomerging/Cybermerging- the harmless merge of 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, or the like
• Technokinesis, also called Cyberkinesis or Technological/Digital/Cybernetic/Technology Manipulation- the mental manipulation of electronic/digital technology, so they can be controlled without need for physical contact, and can be made to function/malfunction according to the user’s will, even being moved and controlled like puppets; may include Mechanokinesis or Mechanical Manipulation, the ability to psychically control motor-run machines by empathically connecting to electrical wiring within cars, kitchen appliances and the like
An advanced technopath may be able to control robots, cyborgs and androids as though one had the power Psychic Persuasion/Mind Control, or get machines to work when power sources have been cut off, or get access to numerous illegal codes, or pull up files which were supposedly deleted off one’s computer years ago, and permanently delete or lock away files one wished to keep top secret (in a location in cyberspace to which only the user would have access), among numerous other things.
- Note: Telepaths can often read the minds of those with Digital Mind if they find out the user’s password (unless the user is perspicuous), but people with normal Technopathy can communicate with them mentally as well, because the minds of those with Digital Mind work similar to electronic devices.
Variations: Cybernetic Power Mimicry • Cybernetic Power Mimicry, also called Cybernetic Mimicry or (Video) Gaming Mimicry is a variation of Technopathy in which the user can psionically mimic abilities they encounter within video games. One with this ability could use Dragonball games to gain energy abilities, or could use Naruto games to gain prime stealth and martial prowess. This ability could use anywhere from Donkey Kong to Halo 3 to Prince of Persia and the like to acquire any ability displayed within. However, if the user mimics one game, then another, the abilities gained from the first mimicked game are lost, until they are mimicked again.
Digital Memory • Digital Memory, also called Cybernetic Memory or Downloaded Memory is a variation of Technopathy in which the user has technological memory and files downloaded into the mind (usually by artificial means, although psychic means are also possible). One with this ability has access to all knowledge and skills within the downloaded files, and whenever the user comes across someone or something (even a symbol or a piece of equipment) documented within the downloaded files, the superhuman will involuntarily recall the information psychometrically.
Technopathic/Technological Psychometry • Technopathic/Technological Psychometry or Mechanical/Digital/Cybernetic Psychometry is a mix of Technopathy and Psychometry in which the user may psychically divine information about a mechanical/digital/electronic device from touching or otherwise coming into contact with it. This ability may be used to find out what the machine or device is being used for (or will be used for), who owns one (and perhaps the locations of those who own one), basic/complex info, such as its make and model, etc. This ability can also be used on artificial intelligence and the like.
Technopathic Animation • Technopathic Animation, also called Techno-Organic Animation/Transmutation or the Techno-Organic Effect is the psychic ability to endow technological devices with life-force, enabling them to work on their own. They might even take on the form of small, indiscriminate animals, and can move around or work on their own. The “creature” automatically has the power of Technopathy, and may even have the ability Telemetry or the like, as they can perceive and interact with electronics (because they are of the same “species”—a techno-organism).
•The techno-organism may have a technopathic rapport with the user, similar to an animal having a telepathic/empathic rapport with a superhuman that has the power Animal Communication.
Virtual Reality Vision • Virtual Reality Vision, also called VR Vision/Sight, Virtual Vision/Sight or 3D Vision/Sight is a variation of Digital Mind, in which the user sees digitally, almost like a video game. The user’s sight may include a map somewhere in visual range which allows one to find one’s way around, and see the approach of living subjects and objects. This ability also allows the user to “see” his health levels (stamina, recovering energy, endurance) and what inventory is currently on one’s person. Their perceptions are normal; they just appear like (very good) graphics on a video game.
- Weapon Manipulation
• Weapon Manipulation is a variation of Technopathy (specifically Technokinesis) in which the user can manipulate any piece of technology that has “weapon” as its psychometric purpose. One with this ability can control any type of weapon, from missiles/ballistic (guns, cannons, bombs) to blades (swords/daggers, knives) to blunt (clubs, maces). The user can manipulate weapons like a person with normal Telekinesis (levitating weapons, jamming up guns, taking away knives or sending them flying) or the like. This ability only works on conventional weapons.
• On the same note, it would not even work on a sword or a gun if that item was designed to just be on display, a collectible or the like.
Tectonokinesis Tectonokinesis, also called Plate Tectonics/Tectonic Manipulation is the ability to psychically manipulate the plate tectonics. One with this ability could induce or negate several terrene natural disasters, such as tremors, volcanic faults and mudslides (even tsunamis). This ability, even at the lower bands, can allow the user to tear fissures in the ground (though the user couldn’t manipulate earth with this ability; that is Geokinesis); while on the higher levels, the user could induce avalanches and rockslides, as well as manipulating the intensity of earthquakes and volcanic eruptions.
Variations: Geothermal Energy Manipulation • Geothermal Energy Manipulation or Geothermal Manipulation is a variation of Tectonokinesis, in which the user, instead of being able to manipulate the plate tectonics, can psychically manipulate the energy naturally found beneath them. One with this ability can cause heat to burst forth from the earth to burn foes, or cause it to heat underground water, to form geysers. The user can even make geothermal energy heat rocks in one’s surrounding area, to form lava and magma (as well as being able to control that molten rock, and anything else heated by geothermal heat). Naturally, the user is often also capable of withstanding high temperatures.
Telekinesis Telekinesis, also called Psychokinesis, Telergy or Psychergy is the ability for a person to psychically influence tangible matter with the intangible mind. One with this superhuman psychic ability could mentally lift subjects that are usually far too heavy to lift with the user’s actual arms. This may include or be limited to one of the following:
•Ballistic Telekinesis, also called Combat Telekinesis or (more colloquially) Havoc is the untamed version of Telekinesis. This ability causes any nearby objects to move 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). Or the power may entail the destructive release of raw telekinetic energy which destroys objects whenever the user is angry, or he feels threatened, stressed or afraid.
•Size-Based Telekinesis is the ability to psychically influence tangible matter with the intangible mind, but based on the size of the matter one is trying to influence. The user may have Macrokinesis, so they can only manipulate large things, or things weighing more than the user. Or they may have Microkinesis, where they can only manipulate small things, or things weighing less than the user. In fact, if one tried to use Macrokinesis on small things, or Microkinesis on large things, the object/subject would be unaffected by the ability, as though the object/subject had Telesthetic Immunity.
•Tactile Telekinesis is the ability to channel the psychic energy that allows telekinesis through the muscles, often giving the appearance of superhuman strength. One with this ability has all the same faculties as super strength (hitting with phenomenal force, have an amazing grip, and easily pushing, pulling, lifting or crushing objects). And increase of physical strength, by exercise, also increases the strength of this ability. If the user, however, came across a subject with Telesthetic Immunity (or an object made of a telekinetic-energy-resistant material), that target would only be moved or affected by the user’s normal physical strength.
•Vector Telekinesis, like normal Telekinesis, is the ability 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 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.
One with this ability could toss, grab, lift, levitate and otherwise interact 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. The primary type of Telekinesis is most common.
Telemetry Telemetry, also known as Electronic/Digital Communication or Electronic Data Transception 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 and/or recordings (called the Electronic Voice Effect/Phenomenon or EVE or EVP), along with some effects which are similar to Technopathy.
Telepathy Telepathy, also called Mind Reading, Mind-Reading or Thought Perception/Projection is the ability to psychically communicate information from one mind to another. This can range from the traditional reading of minds to implanting thoughts into others’ minds. This could also allow the user to project telepathic illusions (tampering with the senses, and the like), or send thought-wave "static" into the minds of those who try to invade his mind. This ability can even be used to tap into the recesses of the mind to bring forth repressed memories or forgotten information (even latent abilities) and the like.
Variations: Combat Telepathy • Combat Telepathy, also called a Combat Mind is a version of Telepathy in which the user can still psychically hear the thoughts of others, but only thoughts of attack. One with this ability may hear thoughts during the battle, as surface thoughts (the telepathic version of a Danger Sense), or they may come ahead of time (or provoked by detection of hostile thoughts), accompanied by a feeling of when the attack will come. This ability is usually accompanied by Superhuman Reflexes, but may also be accompanied by Chronopathy.
• This also initiates the reading of the foe’s inner thoughts (one can reveal these thoughts to unnerve the opponent) or it may allow the user to telepathically suggest (and thus predict) a foe’s moves.
Empathic Telepathy • Empathic Telepathy is the ability to perceive thoughts, but only of those who share one’s emotions. One with this ability can attune themselves to happy thoughts, sad thoughts, angry thoughts, jealous thoughts, confused thoughts or the like; as long as the thoughts pertain to an emotion the user is currently feeling (one might be able to fake this with Emotion Shifting). The user can even project thoughts in the same way; instead of just projecting thoughts, the user may only be able to project thoughts pertaining to certain emotions, etc.
Erratic Telepathy • Erratic Telepathy is a disadvantageous variation of Telepathy in which the user cannot control his communication and reception of thoughts. The user of this ability may hear thoughts at all times, or constantly broadcast his thoughts to all around. Sometimes the user also constantly (and randomly) projects telepathic illusions, inundates people with telepathic information, etc.; his telepathic range may even fluctuate from short-range to worldwide, or the like.
- Omnipathy
• Omnipathy is a telepathic affinity for all species. One with this ability can communicate with (non-perspicuous) peoples’ minds, animal minds, insect minds or the like. This ability can be used to do the typical telepathic feats (reading thoughts, projecting thoughts, limited mind control, disrupting or augmenting mental capacity, inducing illusion, etc.); it’s simply possible for the user to affect all species. One with this superhuman psychic ability may even be able to use it on alien species (perhaps even plants, spirits and the undead; just not extradimensional entities or the like).
• The connection of the user’s mind to the minds of all other living things also allows the user to be very difficult to track telepathically (the user’s mind would seem a widespread psychic network when he linked his mind to the minds of others, and thus he couldn’t be easily pinpointed to any one particular location)
- Note: Omnipathy and Xenopsychism are NOT the same; Omnipathy allows one to perform telepathy (reading/projecting thoughts), except transcending species boundaries (one affects all minds); Xenopsychism allows one to psychically scan the collective unconsciousness of one’s planet (not the minds of the beings themselves), and the scan only picks up informational knowledge (and only from fellows of the user’s species)
Postcognitive Telepathy • Postcognitive Telepathy is a version of Telepathy in which the user can receive thoughts after they are thought up by the subject. One with this ability uses the same energy that postcognitive psychics use, but instead of seeing the past, the user receives thoughts from nearly any subject. Not to mention, this ability can even affect perspicuous minds, because it can receive the thoughts after the perspicuous superhuman knows that the thought have occurred (thus the subject’s mind feels no need to keep past thoughts from being read).
Precognitive Telepathy • Precognitive Telepathy is a version of Telepathy in which the user can receive thoughts before they are thought up by the subject. One with this ability uses the same energy that precognitive psychics use, but instead of seeing the future, the user receives thoughts from nearly any subject. Not to mention, this ability can even affect perspicuous minds, because it can receive the thoughts before the perspicuous superhuman knows that the thought will occur (and the subject’s mind doesn’t keep future thoughts from being read).
Range Telepathy • Range Telepathy is a version of Telepathy in which one can communicate with subjects by supernatural means, but with the limits of natural means. One with this ability may have Auditory/Hearing-Range Telepathy, in which they can only communicate with those within hearing range, or Visual/Sight-Range Telepathy, in which the user can only communicate with those that he can see (or those in visual range), or even Tactile/Touch Telepathy, in which the user can only communicate with the minds of those he touches, and the like.
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.
•However, this ability may instead entail the psychic broadcast of one’s thoughts to the minds of others, so other’s thoughts will change to match one’s own (such as Telepathic Panic, Telepathic Confusion, Telepathic Sleep or the like)
- Telephone Telepathy
• Telephone Telepathy, also called Phonopathy or Telepathic Telephony allows one to get a psychic feeling of who is calling before they tell you. This ability may also allow the user to hear the thoughts of anyone that one is on the phone with, or project them over the phone lines; the power may even be attuned to telephone users, so that one can (controllably) hear the thoughts of anyone using the phone at that time.
Twin Telepathy • Twin Telepathy is the mental connection between twin siblings. One with this ability can psychically sense when their twin is in danger, what their twin is thinking, and can channel the words, ideas and mental abilities that their twin is thinking, along with all of the other faculties that go along with telepathic connection. The user, however, may also speak the thoughts of, and possibly even act with the same mannerisms as, their sibling.
Visualization • Visualization, also called Televisualization or Tele-Visualization is the ability to receive thoughts, like Normal Telepathy. However, instead of hearing them, the user sees them as the user imagines them. This ability can be used to better understand what a subject means by a particular thought, to better imagine or elaborate on a thought process (if used on oneself) or simply to spy on the thoughts of foes. If the telepathy works quickly and adeptly enough, one with this ability could perhaps even use it in a combat situation.
Teleportation Teleportation is the superhuman ability to psychically move from one locale to another without occupying the space in between the two locations. There are numerous types of teleportation, besides the normal “popping” out of one place and into another:
• Astral Teleportation or Astraportation- Phasing into (or physically moving into) the Astral Realms at one location, and stepping out into another location (travel is in hyper-time; it seems as though the user moved from one location to another instantaneously)
• 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 usually be reset at any time by the user’s will
• Blinking- Teleportation is accompanied by a blinking light and/or 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 Hibernation and/or Lucid Dreaming
• Elemental Teleportation, also called Sympathetic Travel- 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, etc.) from one location with that element to another
• 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 intense heat, light 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 glowing aura and a flurry of sparkles
• Smoking or Smogging- Teleportation in which the user vanishes in a puff of smoke, surrounded by smoke (or in a smoky form) and then reappears at another point
• Spatial Anchoring or Teleportation Resistance- 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
• Spatial Transportation or another version of Transportation- Ability to only teleport others (only living subjects) to or from oneself; the ability to teleport oneself and others does not count as Spatial Transportation
•Stalking- Teleportation which only follows others (if the subject teleports, the user teleports); or the user attunes himself to a person and can do one (or both) of two things; he may be able to instantly teleport wherever the subject is; or every time the subject leaves the user’s sight, he can elect to teleport to their vicinity
•Starhopping, also called Intergalactic Teleportation, Distant Teleportation or Far Teleportation- Teleportation only allowing one to go far distances; if one must teleport to a close location, one must first go to the distant location (perhaps another planet or a few light-years away to a Dyson Sphere) and then back to the proper location on Earth; as such, this ability may be accompanied by Vacuum Adaptation and/or a Spatial Sense
• 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
• Trade Teleportation, also called Switching or Trading- the ability to psychically distort space to exchange one subject with another. The user can trade himself out of a disadvantageous situation, into an advantageous position, held by another person. He can even use it to teleport any subject, but it often requires that an object or subject of similar size take the teleported object’s place.
• Zapping- Teleportation is accompanied by a zapping sound and/or crackles of electricity or some other type of energy
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), while most superhumans with this ability can also move vast distances (from this country to this country, or world to world), as long as it’s within the same dimension or time.
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 ability is similar to Remote Viewing, because the user can project his consciousness elsewhere. However, the user, and the subject to which the user communicates, would see/hear each other as though they were right next to one another, while the user would still keep integrity with his current consciousness, so that he could still get around normally in his actual spatial location.
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 can psychically refract light (or the eyes are already well adapted to do so), which makes objects appear closer than they actually are. This ability can be used to see over very vast distances (sometimes up to miles away), but the actual range varies for each user. This ability may or may not be accompanied by some other aspect of vision (and can always be suppressed so the user does not always see things amplified, as this can disorient vision).
Telesthesia Telesthesia is the psychic ability to perceive at a distance (an obvious compliment to Telekinesis and Telepresence). This ability allows the user to remotely sense and respond to stimuli (touching objects or feeling sensations without coming into physical contact with the stimuli, tasting a piece of food from far away by making the motions of biting it, etc., often giving the impression of having superhuman senses), but one would also maintain one’s current consciousness, so it isn’t like one would be in a different place; one simply perceives in multiple places at once.
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 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. However, another version entails the psionic generation of a visible timeline (it resembles a small aurora) that one could skim through by touch. Or it may involve the psychic generation of a panel, allowing one to observe events in 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 (so one can discern which time they are observing).
Variations: Astral Replay • Astral Replay, also called Enneal or Astral Observation or Astral/Enneal Viewing is the ability to generate portal discs, spatial rips or the like, but simply for the purpose of seeing into the Astral Plane (also called the Spirit World). One with this ability could use it to see into the Astral Realms or any part of the collective unconsciousness (on this world or perhaps another) as though one were looking through a mirror or a window. The observation window can be moved around to move around one’s vision range. This ability may accompany the superhuman psychic ability Astral Projection.
Mental Replay • Mental Replay, also called Psychic or Mental Observation, Mental/Psychic Viewing is the ability to generate portal discs, spatial rips or the like, but simply for the purpose of seeing into the minds of subjects. One with this ability could use it to see into the imagination of any subject (also called the mindscape) or any part of the collective unconsciousness (on this world and perhaps others) as though one were looking through a mirror or a window. The observation window can be moved around to move around one’s vision range. This ability may accompany the ability Mindscape Transportation.
Spatial Replay • Spatial Replay, also called Dimensional or Spatial Observation or Spatial/Dimensional Viewing is the ability to generate portal discs, spatial rips or the like, but simply for the purpose of seeing into another location. One with this ability could use it to see into another location (on this world or perhaps another; perhaps even into another dimension or reality) as though one were looking through a mirror or a window. The observation window can be moved around in order to move around one’s vision range. This ability may accompany the superhuman psychic ability Dimensional Travel.
Thermokinesis Thermokinesis, also called Heat/Temperature Manipulation is the ability to mentally manipulate the motion of molecules, thus changing temperature in the immediate vicinity. This ranges from controlling the temperature of objects and areas, to generating mass heat waves or cold fronts (sometimes resulting in changing the weather) to controlling body temperature (called Body Temperature Manipulation or Body Temperature Control) and temperatures in between, as well as manipulating heat molecules themselves, to form barriers of heat/cooled molecules or propel them as blasts, rays, waves, etc. This ability may be accompanied by resistance to temperature extremes, as well Freezing, Burning or the like.
- Note: Body Temperature Manipulation often implies that the user can only change his own body temperature, but this is not always the case.
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. However, the user could not move through time, either, and so they 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.
- Note: One with this ability, unlike one with Agelessness, can still age; they just can’t be aged unnaturally by means like a Geriatric Aura, Chronokinesis or Age Manipulation.
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. The user 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. The user of this ability could even remove all of his traces at will or change the traces of other living things (called Trace Manipulation).
- Note: Trace Manipulation works similar to Psionic Facial Recollection, but it can be done at a (short) distance, and works on more than just humans (and more than just the face).
Tracking Evasion Tracking Evasion is the ability to suppress the traces which assist in psychic/psionic tracking. This entails cloaking one's psionic trail, suppression of one's innate scent and heat signature and the psionic masking of traces of bodily oils and fluids (no fingerprints, etc.). 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); they couldn’t be tracked by Sonar, Radar or the abilities Echolocation or Magnetoception. A faculty of this ability even allows the user to avoid the detection abilities Superhuman Awareness, Spatial Sense, Danger Sense, Scopaesthesia or the like (called Detection Evasion).
- Note: Stealth and Tracking Evasion are not the same. Stealth gifts one with superhuman sneakiness; Tracking Evasion suppresses any means that one can track or identify the user, so one has no need to be sneaky (and Detection Evasion keeps subjects from even discerning the user’s presence if he’s not in line of sight).
- Note: Detection Evasion, Cloaking and Invisibility are not the same; Detection Evasion only works on the user, and only as long as he is out of sight (hiding, or the like); Cloaking works on the user and other things, but the user does not need to stay out of sight to remain hidden; Invisibility renders the user (and anything on his person) invisible, but users of Telepathy, Superhuman Awareness, Danger Sense, etc. can still somewhat sense him.
Transmutation Transmutation, also called Transmogrification or Material Conversion 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 into pure gold or water to diamond.
• Sometimes the user is only capable of converting matter into a certain substance (which is called Specific Transmutation or Specific Conversion). Examples include the ability to turn matter (even living things) into sand (which is called Sand Transmutation, Sand Transmogrification, Sand Conversion or Arenaceation), the ability to turn matter into ice (which is called Ice Transmutation, Ice Transmogrification, Ice Conversion or Glaciation) or the like.
- Note: Other purported forms of “transmutation” (such as Cellular Transmutation or Mechanical Transmutation) change the form and function of entire systems, not just one substance or material, and thus cannot be counted as actually being forms of the ability Transmutation. Petrifaction only works on living beings and Crystallization allows living matter to retain its life force, so those two abilities are not true transmutation, either.
- Note: This ability is also referred to as Alchemy, but this has a more mystical or magical connotation.
Transparent Vision Transparent Vision, also called Filtering Vision is the ability to use psychic energy on the eyes to see through a subject as though it was invisible, no matter how dense the interfering barrier is. One with this ability could look through a vault to view its contents, or see through to the bottom of the sea, by ignoring the presence of the water, depending on how the ability is focused. This ability even allows the user to see the color and definite shape of objects viewed, as well as any other detail the user may view as important. This can be turned on/off at will and may be accompanied by another 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 one’s 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 has, instead of keeping the powers that 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 specifically designed to carry other living organisms. However, other Variations: entail the literal absorption of the subject into the user’s body (and perhaps the shrinking of that subject so that he or she could fit into the organ) or the 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/containment, along with perhaps 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 of the ability is a large animal, or the user does not tire from carrying subjects.
Tribokinesis Tribokinesis, also called Friction Manipulation is the ability to psychically manipulate molecules, so as to change the amount of friction on a surface. The user 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). The latter means (compulsion to tell absolute truth) is rare, but obviously most preferable.
Variations: Veracity • Veracity, also called Truthful Tongue or True Utterance is, simply put, the psychic compulsion to tell the truth. One with this ability is entirely unable to tell a lie of any kind. Sometimes the user of this ability cannot even tell lies based on their perception of truth, so that they utter absolute truth whether they know it or not (although this is rare). They may even only be able to tell lies to people with whom they have a (negative) empathic connection, or the like. This ability may be accompanied by Truth Inducing or Reality Perception.
Tychokinesis Tychokinesis, also called Stochokinesis/Stochastokinesis or Luck/Probability Manipulation is the ability to mentally alter the flow of stochastic fields, allowing one to generate good or bad “luck”. One with this ability could give oneself and/or one’s allies uncanny good luck, afflict foes with really bad luck, etc. The user might even be able to psychically amplify stochastic fields to set events into motion (instead of influencing events already in play) as long as there is a chance the event would happen anyway, and thus causing normally-improbable events to happen, normally-likely events to not happen, or the like.
- Note: Sometimes the user’s power is only set to cause good luck (called Luck Inducing or Fortune Inducing) or only set to cause bad luck (called Bad Luck Inducing, Misfortune Inducing or Luck Negation). It may even be set to reverse a subject’s luck, regardless of if it is currently good or bad (called Luck Reversal).
Variations: Karma Absorption • Karma Absorption, also known as Karma Draining, Karma Sourcing, Luck Draining or Luck Sourcing is the ability to drain (by touch) objects/subjects/locations of stochastic energy associated with a certain path of causality. This allows the user to effectively charge himself with good or bad “luck” (instead of directly influencing situations to cause good or bad luck). When the user absorbs good stochastic waves, it leads to actions which make good luck (for him and allies); absorption of bad luck leads to actions that make bad luck for foes. This ability may accompany (or replace) Tychokinesis.
• Subjects with Unpredictability are immune to the effects of this ability (both direct and indirect; the absorption of good or bad stochastic energy from an area in no way increases or decreases the chance of him encountering fortune or misfortune, even if he is on the user’s side).
- Note: This ability is also called Luck Absorption (or Bad Luck Absorption if that is the case), but those names seem to have a bit of an odd implication, so they are not commonly used.
- Note: If the user is attuned to absorb good luck, then he is empowered in the presence of those with Serendipity, and Tychokinesis that induces good luck. If the user is attuned to absorb bad luck, then he is empowered in the presence of those with Zemblanity and Tychokinesis that induces bad luck.
- Note: If giving yourself good luck and giving foes bad luck sound like the same thing, consider this: giving yourself good luck could help you get out of danger or excel in a situation (without doing anything to the foe); giving foes bad luck means that those foes would be affected negatively without necessarily benefiting you.
Karma Transfer • Karma Transfer, also known as Karma Charging, Luck Charging or Contagious Probability is the ability to charge (by touch) objects, subjects or locations with stochastic energy associated with a certain path of causality. This gives subjects or objects good or bad “luck” (instead of just directly influencing situations to induce good or bad luck). When a subject touches an object or another subject that has been 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 (or replace) Tychokinesis.
• Subjects with Unpredictability are immune to the effects of this ability (both direct and indirect; if the subject is touched by a karma transferor, the effect will cancel out; if the subject touches something else that has been charged with good or bad luck, it will also cancel out).
- Note: Karma is often thought of as being “luck”, by those unaware of the belief systems from which it originates, so that is the way it is used when named in this ability.
- Probability Stabilization
• Probability Stabilization, also called Stochastic Stabilization or Stochastic/Probability Anchoring is the ability to keep probability from being manipulated. This ability negates Tychokinesis, Serendipity and Zemblanity, so that luck goes in no one’s favor. However, while normally a passive ability, it can also be useful in combination with another superhuman ability. If the user also has a superhuman power like Psychic Strategy or Precognition, they can psychically stabilize any future (or possible future) they see, so that it will come to pass no matter how hard people try avoiding it.
- Stochastic Storm
• Stochastic Storm, also called Storm of Chance or Chaos Field is the psychic inability to control one’s luck manipulation powers. One with this ability never gains the capacity to control their powers of probability manipulation; as such, their body serves as the epicenter for a storm of random luck distribution. Being around the user of this ability guarantees that one will constantly encounter strange turns of events. Sometimes the changes are even only of one specific type (random good luck or random bad luck), but the luck usually only affects others.
Typhokinesis Typhokinesis, also called Capnokinesis or Smog/Smoke Manipulation 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 (by converting smoky air into breathable air), or change his exhaled breath into smoke/smog or the like.
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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, also called Sciakinesis, Scotokinesis or Shadow/Darkforce/Darkness Manipulation is the ability to mentally generate and manipulate darkness (deactivated photons, not the absence of light). One with this ability can even deactivate and/or repulse photons or travel through shadows (called Umbrageous Teleportation), by converting deactivated photons into a dark version of a portal. One with this power could 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. The user is unaffected by Tychokinesis (when touching a luck-manipulator, their powers of probability alteration are negated), and their moves cannot be predicted by Danger Sense, Precognition, Divination or Telepathy (even Combat Telepathy). The user is excluded from prophecies; his moves are hard to determine by Psychic Strategy, Imaginative Deduction, Quantum Deduction or any other psychic means, except Omniscience. By simply existing, the user may change things that have been predicted or prophesied by others.
- Note: Combat Telepathy is also useless to influence the motions or actions of one with this ability.
- Note: This ability cannot be negated, or stolen by Power Absorption or similar abilities (but it can sometimes be mimicked, although this is not common).
V
Vacuum Distortion Vacuum Distortion, also called Vacuum Generation or Empty-Space Generation is the psychic ability to move molecules/particles in order to change the amount of empty space within an area. If the user of this ability let go of a vacuum, the empty space will cause a container/object/subject to implode (however, one with this ability could not slow or speed up implosions). The user could even produce this effect without a container, effectively gravitating subjects toward any desired locale or suffocating foes within airless space. This ability may be accompanied by the ability Vacuum Adaptation, so that one can survive in areas of airless space.
Vampirism Vampirism or Energy Sourcing is the sustenance of a user on a subject's energy, via touch or by mouth-to-skin contact. 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 or another source. These include:
• Adrenal Vampirism, also called Adrenal Absorption or Stamina Absorption- ability to absorb the literal stamina (vigor or energy) of a foe, and convert it into sustenance and strength for one’s own personal use (especially helpful on a hyper foe, or a foe with an adrenaline rush)
• Empathic Vampirism, also called Empathic Absorption or Emotional Absorption- ability to absorb energy from emotions (sometimes relieving people of emotion) or just gaining sustenance or strength in the presence of strong emotion (or the presence of a certain 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; is not called Energy Absorption, because it is only accomplished by oral contact (never by close proximity or touch)
• Neuronal Vampirism or Neuronal Absorption- ability to absorb nerve impulses into the body via touch, thus temporarily paralyzing foes, and granting one with sustenance and/or physical strength; It also temporarily increases the user’s speed, reflexes, dexterity and agility
• Phobic Vampirism or Phobic Absorption- ability to absorb energy from fear and/or negative thoughts like doubt, uncertainty and dread, and perhaps convert it into physical strength; this ability is often accompanied by the ability Fear Sense or just Empathy
• Psychic Vampirism or Psychic Absorption- ability to absorb thought waves (possibly only good or only bad), thus diminishing the thought capacities of others, and converting it into sustenance and/or physical strength; may allow the temporary psychic theft of memories or knowledge
• Sanguinary Vampirism (often referred to as Blood Sucking, Bloodsucking, True Vampirism or just Vampirism)- ability to ingest the blood of living beings (usually killing them), converting the nutrients from the blood into physical power and sustenance; if the subject is not killed, he is converted into a vampire as well, and may have a link to the user (the user can track the subject by his blood and/or may establish a telepathic/empathic rapport); the most common, well-known type of vampirism; if the user can drain it at a touch instead of using fangs, it is called Sanguine Dehydration.
The user of this ability may absorb this energy source via oral contact (ex: blood), physical contact (ex: nerve impulses) or mental contact (ex: negative/positive energies); or he may just become much stronger in the presence of this energy source; he may even drain it involuntarily (ex: fear/negative thoughts, memories, the energy fueling superhuman abilities). Other types of Vampirism are also possible.
- Note: Sanguinary Vampirism is the same as the ability Sanguinary Sustenance, which was mentioned under the superhuman ability Strange Sustenance
- Note: If the user drains the energy fueling superhuman abilities, then he can both negate superhuman powers and become more powerful in the presence of superhumans.
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, but may be exuded through the eyes (as beams or rays), or hands (as vaporizing energy), not always directly from the mind. It is usually voluntary, but is sometimes accidental, and can be activated by extreme emotions of any kind.
Ventriloquism Ventriloquism, also called Ventriloquial Projection or 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 (or even to produce a voice without moving one’s mouth). The user could use this ability to distract foes, to assist in sneak attacks. The user could sometimes even make it appear as though someone else is talking when they aren't (by subliminally compelling them to move their mouths at the same time the user uses his ability). The user may also have the ability Vocal Mimicry or some other voice-related faculty.
Variations: Ventriloquial Reception • Ventriloquial Reception, also called Speech Reception is the psionic ability to channel another's speech through oneself, so a subject's words would come through the user's mouth instead of whoever actually spoke. This could be used to listen in on people's conversations by channeling the subject's voice through oneself (the user’s mouth will hang open like a record player so he and/or others can hear). This ability could even detect when a subject is about to speak or make a sound, so the user can also channel any oncoming sonic attacks (like a Sonic Scream, Psychic Persuasion; even Vocifery) through oneself back at foes, instead of the user taking damage.
•This ability can also channel animal vocalization (if the user doesn’t have Vocal Mimicry) or maybe even respiration; if the user is in an environment where it is hard to breathe, or he desires to suffocate a foe, he may attune his respiration to that of another being (called Ventriloquial Respiration).
Veridical Dreaming Veridical Dreaming also called Clairvoyant Dreaming or Psychic Update is the psychic ability to have dreams of that which is currently happening in one's environment. One with this ability could see a plane crashing while, in fact, it actually was. This ability could be used to know if someone was in immediate danger. This ability may even include a faculty allowing the user to share a dream with someone else, and to tell whose dream it is (called Telepathic Dreaming or Shared Dreaming). This power may be accompanied by Portentous Presence and/or Clairvoyance (or may accompany Hibernation).
Vicarious Health Vicarious Health is the ability to use psionic power to confer damaging effects on others, instead of suffering those effects oneself, whether the subject (called an “effect proxy”) likes 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 effect proxy 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.
- Note: The user can often only have one proxy at a time, but this number may increase as the user gets stronger. If the effect proxy is ever destroyed (or killed, if living) by anyone other than the user, then the user would have to take on all of the damages that he originally heaped onto the effect proxy (which would probably overwhelm the user and kill him)
Vocal Mimicry Vocal Mimicry or Voice 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) to mimic it. The more the user hears a voice or sound, the more accurate the reproduction. This ability is usually accompanied by another vocal faculty.
Variations: Echolalia Inducing • Echolalia Inducing, also called Echolalia is the ability to psychically induce vocal repetition in a subject. This ability may prevent a subject from uttering a sound unless they heard the sound made previously (ranging from car horns to animal cries to loud alarms), or it may compel them to impulsively imitate any sound they’ve previously heard. This ability somewhat induces Vocal Mimicry within a subject, except the volume, pitch, etc. of the sounds produced varies on the volume/pitch of the subject’s voice, not their actual original volume, pitch, etc.
Echo Mimicry • Echo Mimicry is a variation of Vocal Mimicry in which the user can only mimic one sound at a time; this sound is always the sound that the user last heard. One with this ability can mimic any sound, voice or noise (even the exact pitch, like normal Vocal Mimicry; just a slightly-lower volume), but only if the user has just previously heard the sound. As such, this ability is often accompanied by Phonetic Memory, so that one can quickly recall sounds as needed (instead of having to mimic an undesired sound or the like).
Onomatopoeisis • Onomatopoeisis, also called Onomatopoeic Projection/Imitation or the Onomatopoeia Effect is the psionic ability to project onomatopoeias as though they were actual occurrences. If the user were to say “boom”, the word would project at high decibels. If the user 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. If the user 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 saying the word.
- Note: If the user said an onomatopoeia while facing a mechanical device, it also causes the machine to react in a way associated with the machine (saying “click” at a gun would make it malfunction, saying it at a light would turn it on/off, saying it at a keyboard would make it type one’s desired message, etc.; saying “fizzle” at a light or a computer would cause it to short-circuit; saying “boom” to a computer, a car or the like, would make it explode)
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. The user 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 one’s personal gravity to change how much they weigh. One 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 often accompanied with resistance to strange gravity and/or Superhuman Endurance.
Variations: Center-of-Gravity Shifting • Center-of-Gravity Shifting, also called Gravity-Center Redefinition is the ability to psychically change where gravity is focused in one’s body. One with this ability could take move his center of gravity from his feet to his head so that he could jump higher, or move his center of gravity to his feet so as to be nearly immovable. This ability could even be used to walk up walls/ceilings, to keep oneself from being susceptible to centrifugal/centripetal forces or floating away in supposed “zero-gravity” or the like. This ability may accompany Superhuman Weight.
- Mass Shifting
• Mass Shifting, also called Mass Redistribution or Literal Weight Shifting is the ability to psychically move one’s innards around to provide oneself with an advantage. The user could shift his fat around in his body to change his physical appearance (for a disguise or personal reasons). Or he may shift his brain within his body to avoid detrimental trauma, move around the heart or other vital organs, etc. If the user is psychically-fortified strongly enough or has a body that is malleable enough, he may even be able to shift muscle, bones, etc. without body damage.
• It is also possible that the user of this ability may have a body made of homogeneous body mass (not divided into bones, muscles, etc.), so they can just shift this putty-like body matter to any one area of his insides to accommodate his needs.
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 of others, to only see subjects’ bone structure). However, this cannot be used effectively if more than one dense material is placed in front of another, or if the material is too dense (because it will then 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 superhuman psychic faculties. The first is the ability to temporarily learn a language instantly when needed (but can still speak his native tongue). 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 the user 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 instantaneously learn to write in other languages, accents, stresses, punctuation and all, as well (called Xenography). Sometimes this is counted with normal Xenoglossy as one whole superhuman power (but only if this faculty occurs with Xenoglossy).
- Note: This ability often gives the impression of Omnilingualism.
Variations: Innate Language • Innate Language, also called Innate Language Fluency or Innate Fluency is a variation of Xenoglossy in which the user is born with an innate fluency in a language he has never studied. One with this ability can immediately understand and communicate their parent’s native tongue (either at birth or at the time of manifestation), or some other language. The user may be innately fluent in Japanese, or innately fluent in German or Mandarin Chinese or any other language, but only this language or a few languages. Other languages must be studied.
• The user’s innate language may imply any future places that he will visit; if so, this is because the user’s mind subliminally knows he will visit this place, and will need the language of that place to get around efficiently; and so it subconsciously assimilates that language. This ability is often accompanied by (or gives the impression of) Superhuman Intelligence.
- Note: Sometimes, the language in which the user is innately fluent may be a language studied and spoken by the parents, and psychometrically absorbed into the user’s psyche before birth, implying that the user would only speak as fluently in that language as their parents did before/around conception.
Kiss-Induced Xenoglossy • Kiss-Induced Xenoglossy, also called Osculatory Xenoglossy, Osculative Xenoglossy, Kiss-Induced Language Assimilation, Osculatory Language Assimilation or Osculative Language Assimilation is the psionic ability to assimilate others’ languages via lip-to-lip contact. One with this ability need only to kiss a subject and they will be able to psionically tell what that species’ mode of communication is, and how to mimic it to properly communicate. This ability may also allow the user to psychically exchange language with a subject, so the user and the subject can speak in both their own and each other’s languages.
• Sometimes, if the user kisses an electronic device, an animal or an insect (or any other being capable of communication), they can learn to psychically communicate with those subjects as well.
Strange Communication • Strange Communication is the superhuman ability to communicate with things that one would not normally think would be capable of communication. This ability commonly only occurs as either the ability to communicate with plants (called Plant Communication, Plant Omnilingualism, Plant Telepathy, Plant Empathy or Botanopathy) and inorganic matter (called Inorganic Communication, Inorganic Omnilingualism, Inorganic Telepathy, Inorganic Empathy or Abiotopathy). It is perhaps possible that other types of communication are possible with this superhuman ability, but they would be hard to discern, as most other subjects can communicate.
- Note: Plant Communication is also called Botanical Communication, Botanical Omnilingualism, Botanical Telepathy or Botanical Empathy; Inorganic Communication is also called Inanimate Communication, Inanimate Omnilingualism, Inanimate Telepathy or Inanimate Empathy
- Note: To mentally communicate with plants, one reads and imitates the chemical signatures that indicate certain messages; to communicate with objects, one reads or implants psychic imprints; one with this ability can also command their subjects like one with Animal Communication commands animals
- Note: Animal Communication, Insect Communication, Technopathy and Deathspeak are all strange communication, but they aren’t communication with things that have no means of communication; Naturespeak and Songspeak are also strange types of communication, but Naturespeak is the user’s one-way communication with the earth, and Songspeak is the user’s communication via song, and therefore also inapplicable.
Xenopsychism Xenopsychism, also known as the Transpersonal Effect, Transpersonal Experience, Transpersonalism, Encyclopedic Power/Intelligence/Knowledge, the Encyclopedic Effect or a World-Mind is the ability to psychically tap into the collective subconscious of whatever planet the user is currently on. This can be used to find facts on nearly any subject, from history to science to literature, and so on. It can even be used to tell if a person exists, where they are, what they're doing, what they know and anything else the user desires to know about them. Not to mention, this ability is often accompanied by Panmnesia, so a whole wealth of knowledge can be acquired using this power.
Y
Yclepsis Yclepsis, also called Naming is the ability to psychically cause biotic subjects to react a certain way in accordance to the calling out of the subject’s name, and then a command or a special phrase. After the user calls the name of the subject they wish to affect, they need only to call out a command (within the power of the subject) or a predetermined phrase, and the command will be carried out. This ability can even be used to form a telepathic/empathic link with any other being of the same name (or a similar name). After practice, this ability can even be used on individual body organs (commanding the heart to pump faster, or the legs to stop moving, etc.) although an entire body is easier.
• This obscure psychic ability can also use names against subjects (afflicting the subject with any virus, disease or sickness the user knows the true name of, or making the subject more vulnerable to it; causing the user to forget his own name/identity or the name/identity of loved ones; causing the subject to think he or the user is someone else; causing the subject to not be able to remember the name of the user, even with Panmnesia, among numerous other similar uses).
- Note: The user must know the name of the subject that he wishes to affect; otherwise the effect of Yclepsis does not work (although sometimes, the user can psychically perceive the name of the subject they wish to affect; this is rare). Perspicuity can resist this ability.
Yin and Yang Manipulation Yin and Yang Manipulation, also called Yin-Yang Manipulation or Morality Manipulation is the ability to manipulate positive and negative energy. This can be used to pull said energies out of the environment, or induce "yin-dominant"(good) behavior or "yang-dominant"(bad) behavior. The user can 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.
• Sometimes the user can only manipulate yin energy which is positive, protective and healing (called Yin Manipulation or Yin Energy Manipulation) or only manipulate yang energy which is negative, aggressive, offensive (called Yang Manipulation or Yang Energy Manipulation).
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 the delusion was thought up in their minds). This causes unhealthy obsession, unlike natural determination and moral dedication, and will compel the user to risk their lives in order to complete their mission. This connection of the user’s psyche to an idea makes him highly resistant (although, not entire immunity) to being persuaded otherwise (even psychically). What’s worse is that the user may also have the ability Rapid Regeneration, Resurrection, or (even more frightening), both.
• A faculty of the Zealotry compulsion (called Ruthless Pursuit) forms a psychic link between a target being pursued and the user’s feelings for the target (his hatred for the target or his desire to find the target for any other reason); this connection allows the user to find the desired target wherever he goes (or to at least have an idea of the direction the target lies in, and a psychic vibration that fluctuates with the proximity of the subject)
- Note: Zealotry and Insanity are similar in nature but NOT the same; Zealotry inspires ingenuity and dedication to a cause (even to the point of unhealthy obsession); Insanity inspires ingenuity and dedication to an idea as well, but it also causes erratic shifts in personality and loss of touch with reality (and Zealotry causes one to be willing to risk one’s own life; Insanity makes one willing to risk the lives of others, and thus is more dangerous)
Zodiac Abilities Zodiac Abilities, also called Astrological Abilities implies the psionic gain of abilities based on the positions of the stars in the sky, or the gain of abilities based on the invocation of a particular constellation’s power. These faculties include:
•Aquarius Ability- Allows water-based abilities; Hydrokinesis, Cryokinesis, Atmidokinesis or Aqueous Form, depending on genetics, the situation or (sometimes) the user’s choice.
•Pisces Ability- Allows water-borne abilities; Aquatic Adaptation (or just Underwater Breathing), and/or the ability Ichthyic Omnilingualism (possibly accompanied by an aquatic appearance)
•Aries Ability- Allows strength-based abilities; Headbutt (this will possibly be accompanied by ram-like Horns and a sturdy neck and spinal cord) and/or Superhuman Strength
•Taurus Ability- Allows endurance or power-based abilities; Rampant Charge (possibly accompanied by bull-like horns) and/or Superhuman Endurance/Stamina
•Gemini Ability- Allows duality/replication-based abilities; Yin/Yang Duplication (dividing into yin and yang parts of oneself; yin projects healing energy, yang projects offensive energy) or Replication
•Cancer Ability- Allows grip-based abilities; Hypergrip (along with perhaps Pincers) or the ability Hyperconstriction (and perhaps an ichthyic appearance and a bad temper)
•Leo Ability- Allows wild-based abilities; Feral Mind (along with perhaps a leonine appearance), Natural Weapons (claws and fangs), Superhuman Senses/Reflexes and (sometimes) Animal Communication
•Virgo Ability- Allows purity-based abilities; Purification (along with a clean, pure appearance), Healing and (sometimes-rapid) Regeneration
•Libra Ability- Allows balance-based abilities; Superhuman Dexterity, Meditation, Stabilization and perhaps Ceasefire (the ability to end enmity and bring harmony)
•Scorpio Ability- Allows poison-based abilities; Venom Generation (perhaps accompanied by a Stinger and/or Pincers) and perhaps Insect Communication (specifically, Arachnid Omnilingualism)
•Sagittarius Ability- Allows accuracy-based abilities; Superhuman Accuracy, Quantum Perception (to more easily perceive details) and/or Tracking/Hunting Skill
•Capricorn Ability- Allows random ability (except “Omni” abilities or Reality Bending); usually does not pick an ability which is possible for the other constellations (although it may; it’s just rare)
If a constellation’s ability is picked during the month when that constellation is active (or the month designated to that constellation) then it will increase the user’s power while he uses it. Being born under the sign that one chooses also increases the power of that ability. These abilities may be activated either mentally or by calling, “Leo Power”, “Sagittarius Power”, “Capricorn Power”, etc., depending on the user’s preference. Sometimes the user only has the ability that corresponds with his zodiac sign.
- Note: This is not the same as Zodiac Form; this ability only bestows abilities based on which constellation is chosen; Zodiac Form bestows the form of the characters of the zodiac and bestows abilities based on their semantic representation
Variations: Zodiac Capability • Zodiac Capability, also called Astrological Capability/Abilities or Stellar Capability/Abilities refers to the psychic dependence of one’s normal faculties (strength, speed, reflexes, coordination, etc.) on the stars’ positions. One with this ability can become faster, stronger and have more stamina when certain stars are active, or could have greater strength when stars are in certain positions in the sky (especially if they were born under that constellation, if they have an empathic link with someone who was born under that sign, or the like).
Cosmic Capability • Cosmic Capability, also called Cosmic Abilities or Planetary Capability/Abilities refers to the psychic dependence of one’s normal faculties (strength, speed, reflexes, coordination, etc.) on the positions of the planets. One with this ability may become faster, stronger (even smarter), and have more stamina when certain planets are aligned, or could have greater strength when planets are in certain positions in the sky. The user could even have abilities which wane and wax with the moon’s phases (called Lunar Capability), or the like.
Obscure (Humorous) Superhuman Abilities
- Dance Routine Inducing
Dance Routine Inducing is the psychic ability to cause music to randomly play out of nowhere and make any human/humanoid (even operational humanoid constructs) burst into a song-and-dance routine which coincides with their current situation (ala High School Musical). No one can resist the corny but oddly-catchy music or the contagiously memorable words of the song induced. The dance is usually extremely graceful (and in sync with the song’s rhythm), and serves for a great distraction, because the user isn’t affected by the ability, which lasts around the area of 3 to 4 minutes.
- Fashion Sense
Fashion Sense is the psychic ability to perceive one’s needs in relation to one’s clothing or the clothing of others. One with this ability can tell which clothes would look nice on him (and others). Or they could perceive what types of clothes they should wear that day (a form of Psychic Forecast), how to use one’s surroundings to make an effective disguise, and the like. They can even attune themselves to a certain type of clothes, to locate anyone wearing them. Not to mention, in a fight, the user can perceive how to use fashion flaws/features (strings loose, a shirt’s v-neck, etc.) to disable opponents, or the like.
- Note: This ability occurs apart from normal fashion sense; it entails actual psychic discernment and perception
- Heroism
Heroism is the innate superhuman 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 (and does so on impulse, not just as a favor, but through a psychic and psychological urge). One with this “ability” is also usually very crafty, determined and strong-willed. They also tend to be very lucky, as their destiny in life is to help and preserve the lives of others. It is rare that one with this “ability” does not have another superhuman ability as well (although it does happen).
- Story Awareness
Story Awareness, also called Fourth Wall Awareness, Fourth-Wall Defiance or “Breaking the Fourth Wall” (Comic Awareness, if that is the case) is a comic-book/storybook character’s pseudo-psychic awareness that he/she is a character in a story. This “ability” is used to intuit that as a character in a story, one cannot truly die, along with numerous other loopholes to one’s “reality”. The user can pull objects out of nowhere, read both the statement bubbles and the thought bubbles of others, and cross between comic panels (if one is a comic-book character).
• If he is a storybook/novel character, he can narrate the story himself, allowing him to change the plot as he sees fit (at least until the narrator takes back control of the story), as a form of Reality Bending. This ability is common among superhumans with the superhuman psionic ability Fantastic Travel.
- Note: The “Fourth Wall” is the term for the supposed division between reality and fiction (such as pictures, the reflection in mirrors, TV broadcasts, books, and the like). Awareness of this “fourth wall” would allow one to bypass it and interact with TV characters, one’s own reflection, etc.
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 www.heroeswiki.com http://homepages.ed.ac.uk/~ejua35/request.html http://www.superherodb.com/powers.php http://groups.msn.com/TheAstonishingXMen/sensory.msnw http://www.wintersteel.com/files/Articles/The_Complete_Psi_List_-_Updated.htm www.superhumanabilities.com
If you want to see where some of these powers came from, or what they even are, see these pages:
- Link:
External Links
Links (For References and Credits): http://www.whispy.com/psychic-ability.htm http://www.roma1.infn.it/rog/group/frasca/b/parap.html http://amasci.com/weird/wpara.html www.heroeswiki.com http://homepages.ed.ac.uk/~ejua35/request.html http://www.superherodb.com/powers.php http://groups.msn.com/TheAstonishingXMen/sensory.msnw http://www.wintersteel.com/files/Articles/The_Complete_Psi_List_-_Updated.htm www.superhumanabilities.com
- https://web.archive.org/web/20090327043108/http://theories.activatingevolution.org/swiki/wiki/index.php/Main_Page
- https://web.archive.org/web/20090321001722/http://theories.activatingevolution.org/swiki/wiki/index.php/Category:Anomalistic_Abilities
- https://web.archive.org/web/20140823205558/http://silverkhan.tripod.com/psionics.html
- https://web.archive.org/web/20140823213943/http://www.psionics.info/powers/
- https://web.archive.org/web/20140823211101/http://www.psionics.info/lists/psychic-warrior/
- https://web.archive.org/web/20130303191248/http://www.dan-site.com/Psionic_Powers.htm
- https://web.archive.org/web/20110927062226/http://nexusnine.net/downloads/nb/Psionics_Unlimited_New.pdf
- https://web.archive.org/web/20120624062524/http://sphynxcatvp.nocturna.org/faq/lex-psi.html
- Sci Fi Channel (SyFy) List of Superhuman Powers, Abilities and Phenomena
- http://www.angelfire.com/rpg2/vortexshadow/psionics/super.html
- http://liveactionprotest.forumotion.com/t2695-milo-ventroheroes-uprising
- http://www.gaiaonline.com/forum/test-forum/s-n-o-w-t-e-s-t-d-n-p/t.61875925_676/
- List of comic book superpowers (Wikipedia)
- Heroes360
- Archive for Activating Evolution's List of Anomalistic Abilities