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TARA
 Posted: Sep 11 2016, 11:16 AM
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Tara
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Powers

Special Power List

All currently available powers can be found here. These can be changed at any time, as per the administration's discretion. Limits have been provided for each power class to keep our numbers even.

Absorbers

    Absorbers have the ability to absorb another’s powers or abilities for a short period of time, but only through direct skin contact. It may partially or completely remove the power from the original special temporarily. They may only absorb one power at a time and cannot willfully return that power until it wears off. (read more here)

  1. Class 1: A class 1 will only absorb part of a person's power and will have little to no ability to control it. This will last only for a few moments.
  2. Class 2: Class 2 will absorb part of a person's power with limited control over that power. This will last a few minutes.
  3. Class 3: A class 3 will absorb most of a person's power and have moderate control over that power. This will last a few hours.
  4. Class 4: Class 4 will absorb all of a person's abilities with good control over that power. This will last a day or two.
  5. Class 5: A class 5 will absorb all of a person's abilities with near-perfect control over them, perhaps even better than the original special. This can last up to a week.

Brawns

    Brawns are physically in peak condition. Their most prominent trait is enhanced strength, but they also have a higher endurance and stamina than the average person because of their body's strength. (read more here)

  1. Class 1: Class 1 can lift roughly a hundred pounds more than they would as a human.
  2. Class 2: Class 2 can lift the average car and run for a mile without getting winded.
  3. Class 3: These Brawns can lift or carry the weight of two cars or throw an elephant.
  4. Class 4: Class 4 Brawns can lift a semi tractor and can run nearly non-stop with ease.
  5. Class 5: Class 5 can dent solid iron with their hands and rend stone. They are the strongest of the strong and could throw a person straight out of Lincoln City.

Electrics

    Electrics have 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. (read more here)

  1. Class 1: This special can create static electricity, often without meaning to, and can create enough of their own electrical energy to power a lightbulb.
  2. Class 2: A class 2 Electric can stop or restart someone's heart and can shock people when agitated. Under duress, they can electrify their own skin as a defense mechanism.
  3. Class 3: A class 3 can start a car, create electrical arcs ranging up to four feet in distance, power a house, and use very low level electro-magnetic pulse when riled.
  4. Class 4: Those Electrics deemed a class 4 can power multiple houses, create energy balls and force fields, and can create electrical arcs ranging up to twenty feet, including EMP up to ten yards.
  5. Class 5: Class 5 can power half the city if they wanted, can summon lightning, throw energy balls, create high-level EMP, force fields, and can even manipulate the electrons within objects to move them, though it's not a stable ability.

Kinetics

    A kinetic can influence or move matter with naught but a thought. This can include, but is not limited to, levitation, pushing and pulling objects towards or away from themselves or another person, binding a person or object from moving, and to grip objects, holding them in place, turning locks, etc. (read more here)

  1. Class 1: Class 1 can move one object at a time, cannot levitate, and require direct line of sight with the object they're working with.
  2. Class 2: They can move up to five objects at once and can levitate a couple inches from the ground. They can bind a person, but only for a limited time.
  3. Class 3: This class can move up to fifteen objects at once and can levitate up to a foot in height. They can move unseen objects but only with great concentration and difficulty, and only if they know exactly where it is.
  4. Class 4: Class 4 Kinetics can move up to fifty objects at a time, can levitate four feet, and can move unseen objects with visualization. They can pick locks and manipulate things such as a rubics cube.
  5. Class 5: Kinetics in this class can move anything within view, can bind multiple people at once, and can levitate the height of a house. They can move unseen objects with visualization and as an added bonus, can feel objects nearby with their eyes closed.

Healers

    Healers have the ability to mend the damaged anatomy in subjects through touch. It can be used to cure anything from paper cuts or broken bones to diseases that supposedly have no cure and otherwise-irreparable injury. Some healers find themselves temporary subjected to varying levels of whatever affliction they are attempting to heal. Keep in mind that what is done can be undone and Healers can do damage as well as heal. (read more here)

  1. Class 1: Class 1 Healers can repair minor cuts and scrapes, usually by taking on the wound, themselves. They can heal their own injuries at a faster rate, however.
  2. Class 2: Healers in this class can repair broken bones and draw illnesses from the bloodstream, such as infections or a virus. This will temporarily make them sick to do so, but only for a few minutes.
  3. Class 3: Class 3 Healers can heal deep lacerations, internal trauma, broken bones, and only take on a fraction of the injuries they heal. They can heal multiple people at a time.
  4. Class 4: In class 4, Healers can completely remove illnesses and diseases such as Alzheimer's, Multiple Sclerosis, AIDS, cancer, and others. They can bring a person back from the brink of death. They can regulate hormone levels in the body.
  5. Class 5: Class 5 Healers can effect a person's memories and psychological state, and can correct genetic defects. They can rewrite a person's DNA and regrow limbs with little strain on themselves.

Feelers

    Feelers have the ability to psychically manipulate the emotions of others. With a thought, one could make a brave man panic, or cause people to be happy, angry, sad or in love with anyone they desire. One with this ability could cause emotions, negate emotions, or even overload the emotions of other (causing mental breakdowns), among numerous other effects. This ability could be used to cheer up friends and afflict enemies. (read more here)

  1. Class 1:Class one Feelers can gently nudge the feelings of others, but cannot create strong emotions such as love, hate or rage. They can only do this for one or two people at a time.
  2. Class 2: This class can more strongly nudge people's emotions but still cannot create intense emotions out of the blue. They can do this in a radius around them up to fifty feet, but the more people in that radius, the weaker their power.
  3. Class 3: Class three can influence a person's emotions moderately in a radius around them up to fifty yards and can create intense emotions such as love, hate, and rage, though only for one person at a time.
  4. Class 4: This class can influence people's emotions in a radius around them up to a hundred yards, while creating more intense emotions for 3-4 people at a time.
  5. Class 5: Class five can incite rages in crowds, move people to tears or laughter, all within a radius around them that can expand up to two hundred yards.

Pyros

    Pyros have the ability to mentally create and manipulate fire. A pyrokinetic is a person capable of generating flames from thin air, not requiring the consumption of oxygen or combustible objects to maintain the flames. They have been seen being able to increase the temperature in their proximity, create flames, and endure extreme heat and flame without being harmed. (read more here)

  1. Class 1: Class 1 cannot create their own flame, but can manipulate existing fires to a degree. They can manipulate the temperature of objects and the atmosphere around them up to fifteen degrees.
  2. Class 2: Pyros in class 2 can create their own flames, but at great expenditure to their energy. They can manipulate the temperature of objects and the atmosphere around them up to thirty degrees.
  3. Class 3: Class 3 can create their own flames with little effort and can manipulate fire into things such as fireballs or other shapes. They can manipulate temperatures up to a hundred degrees.
  4. Class 4: Class 4 Pyros can create their own flame easily and can manipulate it to do a number of things, or to put out fires completely. They can manipulate temperatures up to three hundred degrees.
  5. Class 5: Class 5 can create flames as easy as breathing and can manipulate multiple fires at once. They can even marginally pressurize their flames to make a small explosion of sorts when released. They can manipulate the temperatures to combustible levels around them, igniting the air itself if they desire.

Dousers

    Dousers have the ability to mentally create and manipulate water. One with this ability can draw water from the moisture in the air, excite the atoms within an object, causing water to heat up, or slow the atoms down causing the water to freeze. A douser can draw water from existing sources or manipulate it where it resides. They cannot drown. (read more here)

  1. Class 1: A class 1 will have a small influence over water and be able to create small amounts in a limited capacity. For example, producing enough to fill a canteen or controlling its movement for a short while before tiring. They can predict stormy weather before it arrives.
  2. Class 2: A class 2 will have a greater influence over and the ability to create water without considerable concentration. They can redirect rain to fall away from them and heat enough water to have a comfortable bath.
  3. Class 3: A class 3 will have more pronounced control and sustained effort will create enough water to fill a swimming pool, or coax water deep from under-ground. They can create small waves, exert their effect on water bodies a fair distance away, and heat a larger quantity of water to a higher temperature.
  4. Class 4: A class 4 will have decent control and the ability to manipulate a larger quantity of water such as a lake or public pool, even beyond their line of sight. They're precision makes them able to bring water to a boil.
  5. Class 5: A class 5 will have superb control over and the ability to create great bodies of water. They can influence tides and create floods in distant seas; they can separate moisture from air or organism, and desiccate living creatures. They can vaporize water if they wish or freeze large lakes.

Terras

    Terras have the ability to mentally manipulate the earth and the earth's plants. A person with this power can cause earthquakes, lift chunks of soil or rock, and more importantly, grow plants on a whim. They can also control the movement of all plant life. (read more here)

  1. Class 1: Class 1 Terras can move small piles of earth or make plants grow, but it takes effort and concentration.
  2. Class 2: Class 2 can raise dirt from the ground and use it as a weapon if necessary. They can make plants grow rapidly enough to make a hedge wall six feet tall within a few minutes.
  3. Class 3: Class 3 Terras can create small earthquakes or take a chunk of earth and tilt it. They can make plants grow quickly to make barriers or vines to wrap people up.
  4. Class 4: Class 4 can create moderate sized earthquakes, can open sinkholes, and can make plants grow within seconds to large sizes.
  5. Class 5: Class 5 Terras can make massively destructive earthquakes and could grow a rainforest within moments if they so wished.

Telepaths

    Telepaths have 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 ability can even be used to tap into the recesses of the mind to bring forth formerly-repressed memories or forgotten information, as well as to remove memories and otherwise tamper with the mind. (read more here)

  1. Class 1: Class 1 Telepaths will be able to pick up on the surface thoughts of most people with concentration and will have little control over blocking them out and/or listening on purpose. They can project their thoughts to others through intense concentration.
  2. Class 2: Class 2 can listen easily to most people's thoughts and will have marginal control over blocking them out and/or listening on purpose. They can project their thoughts to others with little effort.
  3. Class 3: Class 3 Telepaths can pick up on subconscious thoughts with effort and can block out thoughts with little concentration. They can project their thoughts to others easily.
  4. Class 4: Telepaths in class 4 can easily reach a person's subconscious and project their thoughts, and can even remove memories or retrieve lost memories but only with effort.
  5. Class 5: Class 5 are the strongest of them all, and can bend people's thoughts easily, both consciously and subconsciously. There is no area of the mind that is beyond their reach.

Morphers

    Morphers have the ability to shift their physical appearance or the physical appearance of items around them through the fine art of illusion. They can physically shift their body's appearance to take on that of anyone they've seen. When it comes to nearby objects, they can make any object within a certain distance look like something else, as long as the size and general shape are similar. (read more here)

  1. Class 1: Class 1 Morphers must first touch a person in order to be able to take on their appearance. They can only cast illusions on objects if they are within a couple feet of distance.
  2. Class 2: Class 2 Morphers can take on a new appearance from line of sight and can cast illusions on objects within five to ten feet of distance.
  3. Class 3: Class 3 can take on the combined traits of two to three people at once, mixing and matching traits as they see fit. They can cast illusions on objects at a distance of up to thirty feet.
  4. Class 4: Class 4 Morphers can take on the combined traits of as many people as they wish, mixing them to the desired effect. They can cast illusions on objects up to three hundred feet.
  5. Class 5: Class 5 Morphers can create their own traits from their imagination and can hold them for an indeterminate amount of time. They can cast illusions on objects at a distance of up to two hundred yards.

Jumpers

    Jumpers have the ability to teleport themselves from one point to another at will – over distances and through various materials. So long as the circumstances are right, they can transport themselves, clothes, objects and other living things. This ability can be used to move through obstacles like vault walls or to snatch a falling person out of the air. (read more here)

  1. Class 1: Class 1 Jumpers are able to teleport themselves to a point several feet from where they’re standing, but the destination must be directly visible. They’ll struggle to transport themselves while moving and through anything denser than cardboard. They can teleport with clothes if they’re careful.
  2. Class 2: Class 2 Jumpers can teleport themselves across fifty feet to destinations which are either within eye-sight or familiar. Anything much denser than a brick wall will give them trouble, but they can slip a pair of handcuffs or teleport with a medium sized object (cash register, anyone?).
  3. Class 3: Class 3 Jumpers can teleport themselves across a hundred feet to destinations they’ve never explicitly seen, but can visualize from sources like photographs. They can make it through a concrete-wall with a dog or small child.
  4. Class 4: Class 4 Jumpers can jump two hundred feet to destinations they’ve only imagined, through materials as dense as glass and steel. They can transport other people in addition to themselves, but must be in physical contact with them.
  5. Class 5: Class 5 Jumpers can teleport themselves hundreds of feet and through almost any material. Their destination control is so masterful that they can transport multiple persons.

Sensors

    Sensors have the ability to enhance one or more of their five senses: taste, touch, hearing, sight, and smell. Taste could pick up poisons or ingredients in food or drink. Touch could feel vibrations in the air. Hearing could pick up a conversation a mile away in a dense city. Sight could see infrared or in complete darkness. Smell could track like a bloodhound. (read more here)

  1. Class 1: Class 1 can enhance one sense at a time and have a limited capacity for sorting through that information.
  2. Class 2: Class 2 can enhance two senses at a time, and may find themselves overwhelmed easily.
  3. Class 3: Class 3 can enhance three senses at a time and will have a moderate ability to sort through all the input.
  4. Class 4: Class 4 can enhance four senses at a time and will have near perfect ability to sort through and understand what they pick up.
  5. Class 5: Class 5 can enhance all five senses at once and clearly understand all of the input information from those senses.

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TARA
 Posted: Jun 2 2017, 08:31 PM
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Absorbers

Absorbers in Detail

Absorbers are, in a sense, the antithesis to powers. They can do what technology currently cannot, and can render someone with powers completely powerless. During registration, blood tests are taken. In those tests, Specials present an enzyme that isn't present in a normal person's blood. Except for Absorbers. They will test as completely without powers... as long as they are. If they take someone else's powers, they will then test as Special while their victim will test as normal, if all of the power is removed. Lower class Absorbers who only take a portion of their victim's power will cause a situation where both Absorber and victim will both test as Special.

  • Does an Absorber’s victims feel the power drain?: Not always. It can be felt, but it can also go unnoticed if the victim isn't accustomed to the sensation. It's a bit like a mild lethargy combined with that feeling that something is missing.
  • Does the Absorber feel the power draw in any way? What about when it drains?: Absorbers can feel the power transfer. It's more distinguishable from what the victim would feel and presents as a sort of energy rush or jolt of adrenaline. When powers drain, it simply leaves the Absorber in a rush no matter the distance between the Absorber and their victim.
  • How long do the Absorbers’ victims go without their powers?: For the same amount of time as an Absorber has that power. If, for example, a class five Absorber steals someone's powers for six days, the victim will be without their powers for six days.
  • Can a class four or five Absorber choose to only take a portion of someone's power?: No. The Absorber ability is very "on" or "off." If they take someone's power, they will take it to the fullest extent of their own abilities or not at all.
  • Do Absorbers have to avoid physical contact?: Not necessarily. They can touch people, shake hands, give hugs, have sex, do anything anyone else can do. Using their powers is usually controlled by willpower except in cases of extreme emotion and/or danger. In those instances, an Absorber might take someone's power by accident or by reflex.
  • Can Absorbers sense that someone has powers before they steal them?: Nope. It's a game of Powers Roulette. They can't identify a Special before taking their powers. Along the same lines, they cannot identify what power they're taking beforehand unless they know through other means. As an example, if they stole the powers of a stranger, they wouldn't know what powers they stole until they used them.
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TARA
 Posted: Jun 2 2017, 08:31 PM
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Brawns

Brawns in Detail

Brawns are physically in peak condition. Their most prominent trait is enhanced strength, but they also have a higher endurance and stamina than the average person because of their body's strength.

  • Are Brawns resistant to damage themselves (broken bones, etc)?: They are to an extent. Under normal circumstances, they are just as susceptible to injury as anyone else. For example, if they were getting blood drawn, the needle would have no problem puncturing their skin. However, when they are actively using their power, they do become more durable. Their muscles don't shred, their bones harden, etc. It's therefore possible for a Brawn to sustain certain things such as long falls or car accidents without sustaining many injuries, but keep in mind that they are far from invulnerable.
  • At what point do brawns become physically exhausted, if they even do?: A lot of this depends on what class they are. Lower class Brawns will fatigue almost as quickly as a normal person. Higher class Brawns have more endurance due to their muscle's efficiency.
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TARA
 Posted: Jun 2 2017, 08:32 PM
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Electrics

Electrics in Detail

Electrics have 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.

  • Do Electrics absorb the energy they touch or just move it around?: They can do both. They can generate their own electricity and don't need to snatch it from another source. Conversely, if they have electricity built up and need to discharge it, they can simply ground themselves and let the energy dissipate neutrally.
  • Would an Electric's forcefield block things like telepathy or Feeler powers?: No. A force field projected by an Electric won't stop anything besides physical attacks or projectiles.
  • Do electrics experience a "power surge" or an overtaxing of electrical energy?: Lower class Electrics can, yes. Class five Electrics are exempt from this, but classes 1-4 may overtax themselves if they try to create, draw in, or use too much electric current at once. This won't prevent them from using their abilities, but it will tire them and make it hard to control their powers.
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 Posted: Jun 2 2017, 08:32 PM
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Kinetics

Kinetics in Detail

A kinetic can influence or move matter with naught but a thought. This can include, but is not limited to, levitation, pushing and pulling objects towards or away from themselves or another person, binding a person or object from moving, and to grip objects, holding them in place, turning locks, etc.

  • Can Kinetics feel the object they lift?: Yes. In the same way that you could feel a cup if you picked it up, their powers allow them to feel an object almost the same as though they were actually touching it with their hands.
  • Can Kinetics use their powers as any kind of shield?: In a way. It's possible for them to put up something of a telekinetic barrier so that when something crosses that barrier, it's stopped. However much of this depends on the class of the Kinetic. This "net" method only works for a few objects. The more objects to get caught in the "net" the harder it is to hold.
  • Can Kinetics stop a bullet?: If their reflexes are fast enough or they're using that "net" method I described in the last question, sure. If they aren't expecting it, they're still toast.
  • What would someone feel if they were being held in place by a Kinetic?: Imagine pressing down on something like a pillow. The stronger the Kinetic, the thinner the "pillow" and the stronger the hold. There is a slight amount of give, so it wouldn't be like running up against a concrete wall.
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TARA
 Posted: Jun 2 2017, 08:33 PM
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Healers

Healers in Detail

Healers have the ability to mend the damaged anatomy in subjects through touch. It can be used to cure anything from paper cuts or broken bones to diseases that supposedly have no cure and otherwise irreparable injury. Some healers find themselves temporary subjected to varying levels of whatever affliction they are attempting to heal. Keep in mind that what is done can be undone and Healers can do damage as well as heal.

  • Is there any physical manifestation of healing?: There is a slight glow to the Healer's eyes, but nothing that couldn't be mistaken for something else. Otherwise, no.
  • What does healing feel like?: Itchy and crawly, but not overly painful.
  • Can a Healer identify what's wrong with a person before they heal them?: Like exploratory surgery? Sure. If they're touching a person and looking for things to fix, then yes, their powers will direct them to the problems. This can make them a good diagnostic tool even if they never heal anyone.
  • When it comes to damage, can Healers simply undo what they've healed or create new injuries?: Healers can create new injuries. The human body is, for most intents and purposes, their playground. They can mend or rend, depending on their own personal intentions.
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TARA
 Posted: Jun 2 2017, 08:34 PM
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Feelers

Feelers in Detail

Feelers have the ability to psychically manipulate the emotions of others. With a thought, one could make a brave man panic, or cause people to be happy, angry, sad or in love with anyone they desire. One with this ability could cause emotions, negate emotions, or even overload the emotions of other (causing mental breakdowns), among numerous other effects. This ability could be used to cheer up friends and afflict enemies.

  • How long do the effects of Feeler powers last?: As long as the Feeler keeps pushing that feeling. Repeated instances of having the same feelings pushed onto the victim make the effects last longer after the Feeler stops.
  • Can Feelers tell what someone is feeling?: Nope. Unlike Telepaths, Feelers don't read anything from anyone. Their powers work by pushing an emotion toward someone and making them feel things by force. As soon as they stop, the emotion dissipates naturally.
  • Do Feelers have to feel an emotion before they can make someone else feel it?: It certainly helps. It makes the emotion stronger and more genuine, but the broad answer is no. Even if they've never been in love, for example, as long as they had a cursory understanding of it, they could make someone feel it without experiencing it.
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TARA
 Posted: Jun 2 2017, 08:35 PM
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Pyros

Pyros in Detail

Pyros have the ability to mentally create and manipulate fire. A pyrokinetic is a person capable of generating flames from thin air, not requiring the consumption of oxygen or combustible objects to maintain the flames. They have been seen being able to increase the temperature in their proximity, create flames, and endure extreme heat and flame without being harmed.

  • Can Pyros keep other objects or people from being burnt?: Only if they're acting like a human shield. They can't let people borrow their abilities and they can't imbue objects with fire resistance. Even their clothing isn't immune to flame.
  • Can they manipulate/extinguish/control existing fires?: Absolutely. They're not limited to manipulating their own flames, but all fire, no matter the source.
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 Posted: Jun 2 2017, 08:35 PM
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Dousers

Dousers in Detail

Dousers have the ability to mentally create and manipulate water. One with this ability can draw water from the moisture in the air, excite the atoms within an object, causing water to heat up, or slow the atoms down causing the water to freeze. A douser can draw water from existing sources or manipulate it where it resides. They cannot drown.

  • Can they technically breathe water? Or do they form the water around them so they're always in a pocket of air?: They breathe water. Whether on purpose or by accident, they'll expel the air from their lungs and breathe water the same way they would air. Their lungs extract the oxygen from the water itself. Conversely, when they exit the water, they'll breathe water from their lungs and begin breathing air again.
  • like their name implies, can they find water sources that are not readily visible?: Yes. Most don't bother since they can create water of their own, but if they're looking for a pond, river, lake, ocean, or even underground water sources, they'll be able to find that if it's close.
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TARA
 Posted: Jun 2 2017, 08:39 PM
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Terras

Terras in Detail

Terras have the ability to mentally manipulate the earth and the earth's plants. A person with this power can cause earthquakes, lift chunks of soil or rock, and more importantly, grow plants on a whim. They can also control the movement of all plant life.

  • Do they need the seed or sapling of a plant in order to grow it?: Yes, they do need some form of the plant they want in order to grow more, but it doesn't necessarily have to be a seed. They can take a corn husk, for example, and grow the rest of the plant around it, down to roots and seed corn. Then they can plant that and grow it the normal way. They can't just imagine a cactus in Alaska and grow one. There has to be a starting genetic material of the plant they want to grow.
  • Are strong emotions a trigger for this power? Could a Terra get upset and open a sinkhole or start an earthquake?: Absolutely. Just like most other powers, strong emotions will mess with their control, and that includes sinkholes and earthquakes, as well as the growth of surrounding plant life.
  • Terras can make plants grow, but can they make them wither and die?: Cruel, but yes. It's just as easy for a Terra to kill plant life as it is for them to grow and manipulate it.
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TARA
 Posted: Jun 2 2017, 08:39 PM
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Telepaths

Telepaths in Detail

Telepaths have 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 ability can even be used to tap into the recesses of the mind to bring forth formerly-repressed memories or forgotten information, as well as to remove memories and otherwise tamper with the mind.

  • When a Telepath manipulate memories, how long does that last?: Forever, under most circumstances. Once a Telepath makes any alterations to someone's mind, be that memories or otherwise, it's permanent until they or another Telepath reverses it.
  • Can telepaths tell when someone's memory has been manipulated? Not without looking closely, and only if they're a class four or five. Memories can never be completely removed, only blocked, and a strong Telepath can find that block and remove it which would reveal the memory once again.
  • Do Telepaths have trouble controlling their powers when they're feeling strong emotions?: Perhaps not quite as much as some other powers, or at least not visibly. They might unintentionally project thoughts that they don't intend to or get overwhelmed with information if they don't know how to close themselves off.
  • Do telepaths see others memories via first, or third person?: However they want. They can look in on someone's thoughts and memories as an outsider, or immerse themselves in it as though it's happening to them if they need a more comprehensive understanding of the memory.
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 Posted: Jun 2 2017, 08:40 PM
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Morphers

Morphers in Detail

Morphers have the ability to shift their physical appearance or the physical appearance of items around them through the fine art of illusion. They can physically shift their body's appearance to take on that of anyone they've seen. When it comes to nearby objects, they can make any object within a certain distance look like something else, as long as the size and general shape are similar.

  • Do Morphers feel anything when they change appearance?: A tingle, perhaps, but nothing painful. Their bodies are designed to do it painlessly.
  • Can they morph into someone much larger or smaller than themselves?: Yes, they can. The scientific answer is that they increase or decrease the space between the atoms that make up the cells in their body, literally expanding their cells to make up the difference in size.
  • Of they morph into someone large, will they weigh more?: Nope. They'll still remain the same weight as their original self. They can't create matter out of nothing, only transform it.
  • Can Morphers cast illusions the same way a Muffler might? For example, to make someone think the walls were moving and stuff?: Only with great difficulty. Unlike with Mufflers, Morphers must focus on each object individually, so to keep up a ruse that widespread would take a lot of focus, but it's not impossible.
  • could they possibly put an illusion around themselves? Like changing the air around them to make it impossible for security cameras to get a good look at them? They could create an illusion around themselves, but not to make them invisible. They would need to know where each camera is and exactly what angle it's at, then exactly reproduce the image on the other side of them on the camera-facing side. If they just wanted to make themselves appear blurry, however, they could do that but it would also be visible to any people nearby, as well.
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TARA
 Posted: Oct 17 2017, 09:39 AM
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Jumpers

Jumpers in Detail

Jumpers have the ability to teleport themselves from one point to another at will – over distances and through various materials. So long as the circumstances are right, they can transport themselves, clothes, objects and other living things. This ability can be used to move through obstacles like vault walls or to snatch a falling person out of the air.

  • is there a limit to how many times a Jumper can teleport in a span of time?: Just like with any other power, they can overextend themselves and get tired. It'll happen sooner for a lower class. Conversely a class five can do quite a bit of jumping before getting fatigued. When this happens, they'll just fail to jump.
  • what does teleporting feel like?: In a word, fuzzy. Jumpers essentially break themselves down into nothing and reassemble themselves in a different location like an organic 3-D fax. So tingly, I'd imagine.
  • what can stop a person from teleporting?: Electricity or electrical interference will stop any Jumper, no matter their class.
  • what would happen if a lower class jumper tried to teleport somewhere they couldn't see/visualize?: They would still teleport momentarily, but once the jump failed, they'd materialize right back where they started.
  • can jumpers get stuck mid-teleport?: Short answer is no. They can get stuck "in" objects they try to jump through, though. Such as a wall. Which would probably kill them.
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 Posted: Oct 17 2017, 09:39 AM
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Sensors

Sensors in Detail

Sensors have the ability to enhance one or more of their five senses: taste, touch, hearing, sight, and smell. Taste could pick up poisons or ingredients in food or drink. Touch could feel vibrations in the air. Hearing could pick up a conversation a mile away in a dense city. Sight could see infrared or in complete darkness. Smell could track like a bloodhound.

  • what happens when a sensor is overwhelmed?: Dizziness, confusion, headache, and depending on how the person handled those things, also irritability, getting overly emotional. It's the same as if a regular person gets overstimulated or overwhelmed by stress.
  • does enhancing sight enable a sensor to see microscopic details? what's the smallest thing they can see?: Enhancing sight produces a whole plethora of new things. They can see infrared, ultraviolet, and heat signatures for one. If they focus, they can also see down to microscopic levels, but not atomic.
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