Tyler Russell
`` admins ;;
//`` menders ;;
``junior .;Parameter;.
.;Rapid Cellular Regeneration;.
Posts: 133
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Post by Tyler Russell on Dec 17, 2008 11:57:33 GMT -4
the`` telepaths ;;
Total Recall - this is one of the simplest but by far one of the most useful sub-skill. A telepath with this ability is given the ability to store up huge amounts of information in their brain and it allows them to remember them in any given time.
Suppression - this ability is a very useful tool when dealing with other breeds. It enables telepaths to cut off the brain signal that allows other breeds to use their powers. In short, they'll be able to negate the skill of others. It takes quite a while to master this skill and it is draining to the wielders as they need to focus to use this skill.
Suggestion - this gift allows telepaths to get almost everything they wish. The holder of the skill uses this power to telepathically induce a state of "hypnotism" and make the receiving end do what they want. The hypnotism is barely noticeable as it only takes a second for it to take effect. It is not as potent however as some have come to exhibit some form of resistance to the said skill.
the`` telekinetics ;;
Psychokinesis - the gift of linking with an object without seeing the object a telekinetic is trying to move. This skill is innate in others that it's not considered as a sub-skill by most, but further studies showed that only some, rather than all, were capable of such feats. This skill makes telekinetics move objects that are not within their line sight.
Levitation - this power allows the telekinetic to lift himself of the ground and move freely through the air. Some may call it flight but the way they fly isn't even a third of the speed an aerokinetic with flight.
Forcefield - a telekinetic with this skill can project an invisible field from which he can protect himself or depending on the adeptness, the people around them.
the`` empaths ;;
Vacuum - as it says with the name, some empaths have the skill of sucking the emotions of individuals. The result is drastic as doing this drains a person of their energy. A deadly skill when placed in the hands of powerful empaths with little to less than control.
Soothing Speech - this allows the empaths power of calming others be more effective. They project their powers to their voice which make it more effective than connecting with their hearts.
Aura Seer - a gift to empaths that manifests through their sight. They are able to physically see the emotions of a person with this sub-skill even if they are trying to block out the emotions of others.
the`` menders ;;
Mind Heal - this gift allows the wielder to heal an injury without any physical contact. Through sheer will they are able to mend wounds, though internal wounds require physical contact for more potency. With adeptness the mender can heal at a further distance.
Restore - though one of the most useful, it is also considered as one of the most dangerous. This skill allows a mender to simultaneously heal more than two people at a time. It is taxing and it drains the very life force of the mender. Usually, it causes unconsciousness and if used by more than what the body can handle…it may lead to death.
Life absorb - ever think that menders are harmless? Well this very rare gift shows that they are. Think of Rogue here and you'll see that menders are not to be trifled with as some have the gift to take away someone's life force. Though it is not enough to induce death right away…usually it causes weakness at lower levels; unconsciousness on higher levels and upon mastery…death.
the`` precogs ;;
Clairvoyance - This gift allows a precog to not only see in the future but the past as well. Unlike precogs with psychometry, precogs with clairvoyance do not need to touch an object to know it's past or future. It is all dependent on mastery however as this power starts as solely touch based and progresses to being in proximity[level 3 on sub-skill] with someone or something to activate it.
Psychometry - The user of this ability will be able to tell details and history of a person or object through direct contact with that persons or his belongings. It is the ability to read everything about a person's personality, current whereabouts, and personal feelings by drawing it from the personal belongings of the individual. This power is limited to touch but the upside is that you gain more information unlike clairvoyants who only see a vision.
Imaging - is the ability to withdraw a vision from a precog's mind and illustrate it on a blank sheet of paper perfectly as though it were printed from a computer.
the`` techies ;;
Connect - Talk about a built-in-browser with unlimited internet access. Techies with this special ability do not need a computer for it to work. They see it through their heads like a person viewing a monitor. With this, they can also access different computers all over the world...depending on the power and control of the techie.
Thought Projection - This ability allows the techie to project his thoughts to technology as if placing their souls on a robot and moving it as if it were their own bodies.
Magnetokinesis - this sub-skill is very different with that of terrakinetics because this gift allows technopaths to build inventions with ease. Sure, all technopaths are able to create inventions but technopaths with this skill can easily make machines in a short time.
the`` pyrokinetics ;;
Smoking - the ability to manipulate, generate and control smoke. Contrary to popular beliefs, smoking is not a skill for aerokinetics. Only pyrokinetics are seen to display this skill. With this skill they can induce choking or difficulty or breathing…with enough mastery the pyrokinetic with this skill is able to harness harmful and toxic smoke capable of damaging the lungs.
Thermokinesis - A skill that is quite hard to master because of it's precise science. People with this skill can manipulate the temperature by will, making it parching hot or biting cold. Yes, by sucking all theheat from the atmosphere they can make a room freezing…but not enough to make ice.
Incineration - the power to will an object to burst into flames. Usually a pyrokinetic conjures fire from his hands, this power allows them to cause things to burn without directly using their powers.
the`` aquakinetics ;;
Cryokinesis - the ability to reduce the temperature of water that aquakinetics generate to form ice. Aquakinetics with more control is able to create ice flawlessly as it is easier for them to draw water from the air.
Lung Adaptation - the wielder of this power has the ability to breathe underwater by inhaling the dissolved oxygen present in hydrogen dioxide a.k.a. water.
Liquefaction - This rare gift allows the user to spread their physical molecules wider, thus changing their body from a solid to a liquid. This does not make them 'water', as they can't change the physical composition of the body. Just the distance between the molecules and cells. They can stretch and mold their bodies like mercury.
the`` aerokinetics ;;
Flight - using the winds to propel themselves, aerokinetics can fly through the air without much of an effort. Most aerokinetics have this power but not everyone have this kind of power.
Audiokinesis - sound travels faster through air, which is coincidentally a gift to some aerokinetics. They are able to manipulate sound waves and change every aspect of any sound, from pitch to volume. Some use it to make good music while others turn it into a deadly weapon.
Sublimation - this gift allows aerokinetics to sublimate their body. While it might seem as though they become 'air', in truth, it is simply changing their body from solid to gas. The components stay the same. With enough cracks in a surface, a person could pass through a wall or fence with little hesitation. The primary difference is that in sublimated form, they cannot be 'manipulated' like a liquefied aquakinetic - they retain their shape and form. It is not advised to breathe in a person.
the`` terrakinetics ;;
Gravitokinesis - the gift to influence gravity. Through this skill, terrakinetics may fix a person to a spot rendering them incapable of movement and with adeptness…even crush their opponents bones. By using this same skill in the opposite way, terrakinetics may float a few inches above the ground.
Magnetokinesis - this ability allows the terrakinetic to influence metals and shape them to his will. For this to happen, a magnetokinetic needs a metal from which they can use this power on...an example would be turning an ordinary metal into a sharp knife.
Pulse - A skill found in terrakinetics with more control. It acts as a way for them to detect the number, proximity of people within an area. Think of a radar or a satellite tracking system, this gift allows them to locate people within a specific area.
the`` electrokinetics ;;
Recharge - like a battery that needs recharging, drained electrokinetics with this skill may locate a source of high voltage, take it in and convert it as their own. Caution should be practiced however as over charging oneself may cause harm to the electrokinetic.
Static - a rare gift to electrokinetics. They are able to project static electricity in their skin making it an almost active weapon and shield at the same time. People who touch will get a shock of their life and the effects will depend on how much voltage they use...and of course depending on the electrokinetic's control.
the`` naturalists ;;
Faunokinesis - All naturalists have the power to converse with fauna but not all can command them to actually do their bidding. This power allows naturalists to force their will upon an animal making it obey a given command.
Toxikinesis - This gifts give naturalists the power to create poison, toxic substances, spores and other plant produced venoms. Some can manipulate pheromones to affect others around them as well, attracting others to them like a bee to a flower.
Mirage - this is a rare gift that grants a natualist the power to use nature's power of illusion. They can create different kinds of imaginary things. Starts as small things and for only a small time but when master is reached, it becomes more potent, real and the effect is longer.
the`` teleporters ;;
Porting - this ability lets teleporters to "call" and "send-out" objects by teleporting it somewhere. Usually, it is voice activated wherein a teleporter calls for the object and redirects it to a place by gestures or by voice as well.
Pinpoint - a rare gift with teleporters as it gives them a built in memory of "maps" and locations. They'll know the specifics of a location as if it was written in the back of their hands. It allows more precision when it comes to teleporting to a specified location.
Time Travel - a very rare gift to teleporters. It allows them to go back in time but it's not as nifty as it sounds. When teleporters go to the future or past...they appear as "ghosts" within that timeline...unseen by the people in it. This way they're not able to mess with the flow of events or alter the present.
the`` shifters ;;
Animorph - A power that allows shifters to transform into different kinds of animals, from aquatic to aerial to land animals. The more ferocious and big the animal is the harder it is to maintain that form.
Wereform - A very unstable and dangerous gift. The shifter is able to transform into a half animal half human being with characteristics that of both the animal and human. It is more dangerous as being in this form as they are more destructive with their actions ruled by their emotions and most of the time incapable of coherent thoughts. Only few are able to maintain their human minds while in this form.
Transmogrification - This allows shifters to transform into objects, it is quite tricky as it takes good observation and finesse to do this.
the`` mimics ;;
Retention - this is a skill that comes hand in hand with mimics. It allows them to retain a said skill for a longer amount of time than usual. The more mastery they have, the longer they will be able to remember the action.
Store - this gift allows the mimic to copy more than one power at once. A limit though is that they can only copy two powers simultaneously. And the power they're able to copy is only limited, wereform for example is one of the few. It is solely time based and copying an overly powerful ability may harm the wielder himself as they do not exhibit the same control and familiarity.
Deflect - being able to mimic a breeds power gives mimics the power to re-direct an attack coming to them without wasting too much of energy. This skill is really useful but only useful on projectile attacks like fire, water etc.
the`` strengths ;;
Stone Skin - this skin gives strengths the upper hand. Ever heard of the man of steel? Well, this is a watered down version of it. This gift gives strengths more resistance to physical attacks and makes their skins more impenetrable than any ordinary humans. It's hard for them to bruise and they are harder to wound.
Endurance - everyone has them but strengths with this sub-skill got it to a whole new level. They can run on a thread mill for three days straight or without any sleep. There is no problem on sleeping patterns however as they can sleep like a normal person if they choose to.
Force - No we're not talking about Star Wars. Some strengths are given the ability to project their physical force. This causes more damage as it infiltrates within a persons body.
the`` speedsters ;;
Enhanced reflexes - this gives speedsters more upper hand against their enemies. It's not all about the speed or how fast they react, with this skill it's as if the speedsters themselves are foretelling their enemies moves…well not really…but you get the point.
Equilibrium - speedsters with this gift are able to maintain their balance. It is special in as that the speedsters will be able to run up buildings and not fall. It's like wall crawling but in this case...they're running.
Friction - this particular sub-skill doubles the friction caused by a speedster that they actually ignite fire on their wakes. It is dangerous in a way as having no mastery in this skill could leave buildings on fire.
the`` faders ;;
Cloaking - this gift is nifty as it allows the fader to make other people or things invisible. The number of people he affects varies depending on his mastery, power and control.
True Sight - this makes it hard for other faders to hide fom the owner of this skill. They are granted the ability to sense and see faders who are hiding themselves.
Intangibility - aside from being unseen, a rare gift to faders is the skill of intangibility. As if ghosts they are able to go through object whilst invisible. They are also immune to physical attacks, however, they are still susceptible to mental and emotional attacks of the kind.
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