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This is by no means a definitive list, and if you have another idea you would like to use, feel free to run with it! Just make sure you describe it properly and aren't making your character too powerful, and remember that the owners reserve the right to deny your character based solely upon your powers. Also, characters are allowed to have up to four superpowers, although they must fit with the character's personality, interests, and history, and they can't turn your character into the most powerful girl or boy in the game. Don't find the strongest four powers and use them -- be unique! If at all possible, try to use "major" powers that aren't already being used by another character (for instance, shapeshifting and pyrokinetics). And remember that not all powers will work exactly the same way for every character so take the power and play with it!
This list was originally found on Wikipedia and was modified to fit Lucian Academy's needs. POWER-TYPE: BODY. Abilities that effect the physical body to make it something completely different than it was before. A lot of times, these powers surface to help accommodate for a lack of something else that the character might have had prior to bonding and sometimes they merely work to strengthen what might already be present. ACCELERATED HEALING. Usually, although not necessarily always, associated with Biokinesis (the ability to heal any living thing), accelerated healing is the ability to personally heal rapidly from any injury; the rate of recovery and the type or intensity of wounds that can be healed varies from character to character. ACID GENERATION. Ability to generate acid, which can be manifested through touch or as a spray; if the welder has enough control over this power, they can decide what they want the acid to burn through, whether that be metal, wood, or some other substance, and can make it harmless to everything else it lands on or touches. ANIMAL MIMICRY. Ability to take on the abilities or physical attributes of certain animals, such as claws, sharp teeth, quills, webbing, and other traits usually associated with animals. Some people have animal mimicry for certain animals, such as tigers or wolves, others have a broader range, such as reptilian, and some have complete animal mimicry -- it all depends on the person. BIOLOGICAL MANIPULATION. Ability to control all aspects of a living creature's biological make-up. This includes, but is not limited to, genetic alterations, physical distortion/augmentations, healing, disease, and biological functions. BONE MANIPULATION. Ability to manipulate the bones in one's own body. This includes, but is not limited to, the generation of new bone mass, projecting bones out from the skin or rearranging one's own bones. If not done correctly, this can be an extremely painful process, so complete control is necessary for anyone who possesses and uses this power. DUPLICATION. Ability to create physical duplicates of oneself, although the amount of alter-egos that can be created and the length of time they can stay alive is dependent on the person using the power. DUPLICATION: TEMPORAL. Ability to bring past and future versions of oneself back to the present, although this has to be used extremely carefully, or else the flow of time could be altered with countless possible results. ECHOLOCATION. Ability to determine location of items in the environment by use of reflected sound waves, whether generated by the character or ambient sound. Also known as sonar sense, this ability is accompanied by a very acute, superhuman sense of hearing. ELASTICITY. Ability to stretch, deform, expand and contract one's body into any form they can imagine. INORGANIC. Ability to transform completely into an inorganic substance while retaining organic properties. INVISIBILITY. Fairly self-explanatory, some people who possess invisibility powers are also able to effect the visibility state of those around them, although they always have to be touching the other person (in effect, connecting their bodies) for this to work. INVULNERABILITY. Ability to be immune to one or more forms of physical damage, injury, or disease. KINETIC ABSORPTION. Ability to absorb forms of kinetic energy into oneself and convert it into physical strength. LIQUIFICATION. Ability to turn partially or completely into a liquid. MATTER INGESTION. Ability to consume any sort of matter without any ill effects on the user. MERGE. Ability to temporarily merge two beings into a single being, which results in a completely new and stronger being. MOLECULAR ABSORPTION. The ability to molecularly bond with and take on the properties of any object the user touches. NATURAL ARMOR. An unusually tough and durable outer shell or skin; for some people this is a constant attribute while others can turn it on and off; the drawback to the latter is, of course, a more weakened defense because if they're surprise attacked, they wouldn't have that constant tough exterior to protect them. PHEROMONE MANIPULATION. Ability to generate and control pheromones which may have various effects, including the ability to make other people of the opposite, same, or both genders blindly mesmerized by the holder of the powers. PHOTOGRAPHIC REFLEXES. Ability to mimic any athletic or martial arts movement after seeing it once. POISON GENERATION. Ability to assault others with one or more varieties of toxins, with widely disparate effects. PREHENSILE/ANIMATED HAIR. The ability to animate and lengthen one's hair. REACTIVE ADAPTION/EVOLUTION. Ability to develop a resistance or immunity to whatever they were injured by or exposed to. This effect can be permanent or temporary. REJUVENATION. Although it is far from immortality, rejuvenation is the ability to retain a youthful appearance. This is not to be confused with metamorphic shapeshifting, which allows a person to change how they look. Rejuvenation simply allows a person to look young and pretty...forever, essentially. The downside is that you stall the aging process, which means you either grow old or the people around you grow old without you. SELF-DETONATION OR EXPLOSION. Ability to explode one's body mass and reform. SEPARATION. Ability to separate parts of your body and have them act of their own accord. SHAPESHIFTING. Ability to change appearance or body structure. Although they are far from the only types of shapeshifters, different forms include: Metamorph (limited to human forms), Animorph (take on animal forms. May be able to take on the abilities of the altered form), and Polymorph (assume any form, size, mass and appearance at will). SIZE SHIFTING. Ability to increase or decrease one's size. SONIC SCREAM. Ability to generate vocal sounds of a higher amplitude than a normal human. SUBLIMINATION. Ability to transform into a gaseous, mist, or fog-like form. SUPER ACCURACY. Ability to be an incredible marksman. SUPER BITING. Ability to bite through and safely digest even the toughest of solid objects. SUPER LEAPING. Ability to leap higher and/or leap farther than a normal human. SUPERHUMAN DURABILITY. Ability to have a higher resistance to one or more forms of damage before being injured. SUPERHUMAN REFLEXES. Ability to react faster than a normal human. SUPERHUMAN SENSES. Ability to see, smell, taste, feel, or hear more than a normal human. SUPERHUMAN STRENGTH. Ability to have a level of physical strength higher than that possible by a human being in real life. SUPERHUMAN VISION. Ability to see more than a normal human. NIGHT VISION. Ability to see clearly in darkness. X-RAY VISION. Ability to see through solid objects. TELESCOPIC OR MICROSCOPIC VISION. Ability to magnify vision to various levels. WALLCRAWLING. Ability to cling to objects or surfaces by a variety of means. WATERBREATHING. Ability to breathe through water in lieu of a gaseous medium. Not to be confused with an ability to go without breathing or to be able to breathe an alternate air supply. POWER-TYPE: MIND. These are powers that usually build on pre-existing abilities or knowledge; for instance someone who is naturally more in tune to the supernatural or someone who is quite a bit smarter than average may find him or herself in possession of one of these powers. ASTRAL PROJECTION. Ability to separate and control one's astral body. ASTRAL TAPPING. Ability to cause an astral projection to stay on the astral plane, usually in one specific place. CROSS-DIMENSIONAL AWARENESS. Ability to detect actions and events in other dimensions. CLAIRVOYANCE AND CLAIRAUDIENCE. Ability to perceive events that are taking place elsewhere or sense places that are not in view. Clairaudience is the auditory equivalent of this. Other remote senses are possible. DANGER SENSE. Ability to sense personal danger. A limited form of clairvoyance. EMPATHY. Ability to read or sense the emotions and/or control the emotions or feelings of others. ESP. The abilities of extra-sensory perception (ESP) and communication. ILLUSION. Ability to alter or deceive the perceptions of another. Can be sensory, a light or sound-based effect, or an alteration of mental perceptions. INNATE CAPABILITY. Ability to naturally have skills and/or knowledge typically earned through learning. MEDIUMSHIP. Ability to see and communicate with the dead (ghosts). MEMORY MANIPULATION. Ability to erase or enhance the memories of another. OMNI-LINGUISM. Ability to understand any form of language. This can be accomplished in various ways. PHOTOGRAPHIC MEMORY. Ability to recall the past with great accuracy and in seemingly unlimited volume. POSSESSION. Ability to take control of another person’s body via astral projection or mind transfer. PRECOGNITION. Ability to perceive the future. It may be expressed in vague dreams while asleep, other times it can be clear and can occur at will. It may also be used as a form of "Danger sense" to show the user that they are being threatened and from what direction it is coming from. PSIONIC BLAST. Ability to overload another's mind causing pain, memory loss, loss of consciousness, vegetative state or death after having created a psionic link into that person's mind. PSYCHIC WEAPONS. Ability to create a weapon of psionic energy that can harm mentally and not physically. PSYCHOMETRY. Ability to relate details about the past or future condition of an object, person or location, usually by being in close contact with it. POWER-TYPE: ELEMENTAL. This is the type of magic that includes the ability to control forces -- fire, water, gravity, weather, etc. Sometimes, it seems like the magic has a sense of humor when dealing out magic; for instance, gifting someone with weather magic who is terrified of thunderstorms. AEROKINESIS. Ability to control, generate, or absorb air or wind. ANIMATION. Ability to bring inanimate objects to life. ATMOKINESIS. Ability to control or mentally affect the weather. This includes the ability to generate various natural phenomena (rain, tornadoes, lightning, etc.) or control the intensity of the weather. BIOKINESIS. (Also called Vitakinesis) Ability to control biology. Biokinetics can heal, alter body composition and other things relating to the living body. CHLOROKINESIS. Ability to accelerate the growth of, control or animate plant life. CHRONOKINESIS. Ability to affect the flow of time by slowing, accelerating or even stopping it. CRYOKINESIS. Ability to reduce the kinetic energy of atoms and thus reduce temperature, can be used to control, generate, or absorb ice. DENSITY CONTROL. Ability to increase the natural density of an object and/or one's self. DISINTEGRATION. Ability to disintegrate matter through touch. ELECTROKINESIS. Ability to control, generate or absorb electrical fields. ELEMENTAL TRANSMUTATION. The ability to alter chemical elements, changing them from one substance to another by rearranging the atomic structure. May be limited to self-transmutation. (Also known as alchemy.) ENERGY BEAMS. Ability to generate or transform various forms of energy into a "solid" or concussive beam of energy. ENERGY BLASTS. Ability to expel various forms of energy from the body. ENERGY CONSTRUCTS. Ability to create complex shapes (such as giant boxing gloves or cages) or even functional machinery (such as fire extinguishers or laser rifles) out of solid energy. ENERGY CONVERSION. Ability to absorb one form of energy and convert it into another form of energy. ENERGY SOURCING. Ability to draw energy from the cores of stars or other large sources of energy, such as turning kinetic energy into physical blasts. FORCE FIELD GENERATION. Ability to project powerful fields of manipulated energy. GEOKINESIS. Ability to control earth; sand, stone, rock, lava, dirt, or minerals. GRAVITAKINESIS. Ability to manipulate or generate gravitons, or other types of gravitational interactions. HYDROKINESIS. Ability to control, generate or absorb water. INTANGIBILITY OR PHASING. Ability to phase through solid matter without harm. PHOTOKINESIS. Ability to control, generate or absorb photons (particles of light). MAGNETOKINESIS. Ability to control and/or generate magnetic fields. MASS MANIPULATION. Ability to increase or decrease mass in an object or person. MOLECUKINESIS. Ability to mentally manipulate molecules and objects on a molecular level. PROBABILITY MANIPULATION. Ability to alter probability, causing unlikely things to happen or likely things to not happen. PYROKINESIS. Ability to control the kinetic energy of atoms to generate, control or absorb fire. RADIATION MANIPULATION. Ability to generate, manipulate or have immunity to toxic radiation. REALITY WARPING. Ability to change or manipulate reality itself. SONOKINESIS. Ability to manipulate sound waves. TECHNOPATHY. Ability to manipulate technology. It could manifest as a special form of electrical manipulation, a special form of shapeshifting which allows physical interaction with machines, or even a special form of ESP that allows for mental interface with computer data. TELEKINESIS. Ability to manipulate and control objects with the mind, often in ways not visible to the naked eye. An extremely powerful telekinetic might be able to control individual atoms. UMBRAKINESIS. Ability to create or manipulate darkness, often by mentally accessing a dimension of dark energy and manipulating it. POWER-TYPE: TRAVEL. Transportation or travel powers tend to be not nearly as common as the other powers because they're less likely to surface in someone's personality, although sometimes they seem to not have any point in relation to a person until they find themselves in a situation where they need the ability to quickly escape, so perhaps the magic has a way of preparing people for what lies ahead of them in the future as well as immediately influencing their present. DIMENSIONAL TRAVEL. Ability to create wormholes, portation "discs" or other spatial portals for transport between two non-adjacent locations ELECTRICAL TRANSPORTATION. Ability to travel through electrical conduits (such as power lines, or telephone lines). Can enter through devices such as televisions, electrical poles or computers. FLIGHT. Ability to lift off the ground, to ride air currents or to fly self-propelled through the air. Different forms of flight include: avian (with feathered wings), bat-like wings, telekinetic (mind over matter). GLIDING. Ability to ride air currents. SUMMONING. Ability to summon objects or beings for assistance. SUPERHUMAN SPEED. Ability to move at speeds faster than a normal human. TELEPORTATION. Ability to move from one place to another without occupying the space in between. TIME TRAVEL. Ability to travel back and forth through time. |
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| Lucian Academy is a RPG (role play game) created for the amusement of its players. Nothing found here is to be taken seriously. Website coded by Karen. |