Post by ADMIN on Jun 21, 2009 23:02:25 GMT -5
Energy sourcing
Ability to draw power from large or small but abundant sources of energy, such as turning kinetic energy into physical blasts or converting solar energy into other forms. Sometimes based on proximity to source, sometimes stored for future use.
Technopathy
Ability to manipulate technology. Manifested as a special form of electrical/telekinetic manipulation, a special form of "morphing" 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.
Superpower manipulation
This section refers to the ability to manipulate superpowers themselves, not "power" such as electrical power or gravitational power.
Power bestowal
Ability to bestow powers or jump-start latent powers.
Power mimicry or absorption
Ability to copy or absorb another's powers or skills.
Power negation
Ability to cancel the superpowers of others.
Power sensing
Ability to sense or recognize superhuman powers.
Accelerated healing
Ability to heal rapidly from any injury; the rate of recovery varies from character to character. Can sometimes result in the slowing of aging.
Acid generation
Ability to generate acid, can be manifested through touch or as a spray.
Animal mimicry
Ability to take on the abilities of certain animals.
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.
Body part substitution
Ability to replace one's limbs or other body parts with those of another.
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.
Duplication
Ability to create physical duplicates of oneself.
Temporal duplication
Ability to bring past and future versions of oneself back to the present.
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 or radar sense.
Invisibility
Ability to render the user unseen to the naked eye.
Invulnerability
Ability to be immune to one or more forms of physical damage.
Kinetic absorption
Ability to absorb forms of kinetic energy into oneself and convert it into physical strength.
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.
Pheromone manipulation
Ability to generate and control pheromones which may have various effects.
Poison generation
Ability to assault others with one or more varieties of toxins, with widely disparate effects.
Prehensile/animated hair
Ability to animate and lengthen one's hair.
Reactive adaptation/evolution
Ability to develop a resistance or immunity to whatever they were injured by or exposed to. This effect can be permanent or temporary.
Self-detonation or explosion
Ability to explode one's body mass and reform.
Sonic scream
Ability to generate vocal sounds of a higher amplitude than a normal human.
Superhuman breath
Ability to inhale/exhale with superhumanly powerful lungs. This can range from exhaling on par with a giant fan's wind current to inhalation on par with the power of a gravitational vortex.
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 and/or hear more than a normal human.
Superhuman strength
Ability to have a level of physical strength much higher than normally possible given their proportions.
Superhuman vision
Ability to see better than normally possible.
Night vision
Ability to see clearly in darkness.
X-ray vision
Ability to see through solid matter.
Telescopic or microscopic vision
Ability to magnify vision to various levels.
Wallcrawling
Ability to crawl on vertical and horizontal surfaces.
Waterbreathing
Ability to respirate 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.
Innate capability
Ability to naturally have skills and/or knowledge typically earned through learning.
Omni-linguism
Ability to understand any form of language, a natural polyglot. This can be accomplished in various ways.
Omniscience
Ability to know anything and everything.
Ecological empathy
The ability to sense the overall well-being and conditions of one's immediate environment and natural setting stemming from a psychic sensitivity to nature.
Superhuman intelligence
Intelligence far above that of a genius level.
Superhuman tracking
Ability to track an individual or object through supernatural means; sometimes referred to as "pathfinding."
ESP
The abilities of extra-sensory perception (ESP) and communication.
Astral projection
Also known as astral travel, this is the ability to separate and control one's astral body.
Mental projection
Ability to project one's consciousness/emotions into the astral plane, into another, or to make them real.
Cross-dimensional awareness
Ability to detect actions and events in other dimensions. This is occasionally used in comics as an awareness of the fourth wall between the characters and the artist or audience.
Empathy
Ability to read or sense the emotions and/or control the emotions or feelings of others.
Mediumship
Ability to see and communicate with the dead (i.e., ghosts).
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.
Psychometry
Ability to relate details about the past or future condition of an object or location, usually by being in close contact with it.
Telepathy
Ability to read the thoughts of, or to mentally communicate with others.
Domination and mind control
The ability to alter the perceptions of others, and general ability to control the actions of others with the mind.
Astral trapping
Ability to cause an astral projection to stay on the astral plane, usually in one specific place.
Memory manipulation
Ability to erase or enhance the memories of another.
Possession
Ability to take control of another individual's body via astral travel, mind uploading or corporeal transference.
Psionic blast
Ability to overload another's mind causing pain, memory loss, lack of consciousness, vegetative state or death after having created a psionic link into that individual's mind.
Psychic weapons
Ability to create a weapon of psychic energy that can harm mentally and not physically.
Manipulate fundamental forces or reality
These powers may be manifested by various methods, including: by some method of molecular control; by access to, or partially or fully shifting to another dimension; by manipulating the geometric dimensions of time or space; or by some other unnamed method.
Animation
Ability to bring inanimate objects to life or to free an individual from petrification.
Darkness or shadow manipulation
Ability to create or manipulate darkness, often by mentally accessing a dimension of dark energy (the Darkforce dimension in Marvel Comics, and the Shadowlands in DC Comics) and manipulating it.
Density control
Ability to increase or decrease the natural density of an object and/or one's self.
Disintegration
Ability to disintegrate matter through touch or through beams.
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.
Gravity manipulation
Ability to manipulate or generate gravitons, or other types of gravitational interactions.
Immortality
Ability to live forever. This may be complete immortality encompassing invulnerability, partial invulnerability to all but specific events (i.e., decapitation or exposure to a specific chemical such as kryptonite), or simply an inability to age normally.
Resurrection
Ability to come back to life after being killed.
Intangibility or phasing
Ability to phase through solid matter without harm.
Light manipulation
Ability to control, generate or absorb light particles.
Magnetism manipulation
Ability to control and/or generate magnetic fields.
Mass manipulation
Ability to increase or decrease mass in an object.
Molecular manipulation
Ability to mentally manipulate the molecules of objects and/or one's self on a molecular level.
Probability manipulation
Ability to alter probability, causing unlikely things to happen or likely things to not happen.
Radiation manipulation
See also: List of fictional characters who can generate and manipulate radiationĂ½
Ability to generate, manipulate or have immunity to toxic radiation.
Reality warping
Ability to change or manipulate reality itself.
Sound manipulation
Ability to manipulate sound.
Time manipulation
Ability to affect the flow of time by slowing, accelerating, reversing, or stopping it.
Classical elements
Ability to control or manipulate the elements.
Air and wind manipulation
Ability to control, generate, or absorb air or wind.
Cold and ice manipulation
Ability to reduce the kinetic energy of atoms and thus reduce temperature, can be used to control, generate, or absorb ice.
Earth manipulation
Ability to control earth; sand, stone, rock, lava, dirt, or other minerals.
Plant manipulation
Ability to control, manipulate or animate all forms of plant life.
Electric manipulation
Ability to control, generate or absorb electric fields.
Pyrokinesis
Ability to control the kinetic energy of atoms to generate, control or absorb fire.
Water and moisture manipulation
See also: List of fictional characters who can manipulate water
Ability to control, generate or absorb water.
Weather manipulation
See also: List of fictional characters who can manipulate weather
Ability to control or mentally affect the weather. This includes the ability to generate various natural phenomena (rain, tornadoes, lightning, ocean currents, etc.) or control the intensity of the weather.
Energy manipulation
These powers deal with energy generation, conversion and manipulation. In addition to generic energy, versions of these powers exist that deal with such things as light, sound, electricity, nuclear energy, and the Darkforce dimension.
Concussion 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.
Force field generation
Ability to project powerful fields of manipulated energy.
Dimensional transportation
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.
Omnipresence
Ability to be present anywhere and everywhere always.
Summoning
Ability to summon objects for assistance. This may range from invoking simple implements to mighty familiar spirits.
Superhuman speed
Ability to move at speeds much 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 or forth through time.
Miscellaneous
The following powers could be manifested in any number of ways.
Flight
See also: Gliding, Levitation, and Transvection (flying)
Ability to lift off the ground, to ride air currents or to fly self-propelled through the air.
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.
Shapeshifting
Ability to change appearance or body structure.
Types of shapeshifting include:
Animal morphing: Ability to take on animal forms. May be able to take on the abilities of the altered form.
Elasticity: Ability to stretch, deform, expand or contract one's body into any form they can imagine.
Inorganic: Ability to transform completely into an inorganic substance while retaining organic properties.
Liquification: Ability to turn partially or completely into a liquid.
Size shifting: Ability to increase or decrease one's size.
Sublimation: Ability to transform into a gaseous, mist, or fog-like form.
Transformation: Ability to transform into substance touched.
Ability to draw power from large or small but abundant sources of energy, such as turning kinetic energy into physical blasts or converting solar energy into other forms. Sometimes based on proximity to source, sometimes stored for future use.
Technopathy
Ability to manipulate technology. Manifested as a special form of electrical/telekinetic manipulation, a special form of "morphing" 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.
Superpower manipulation
This section refers to the ability to manipulate superpowers themselves, not "power" such as electrical power or gravitational power.
Power bestowal
Ability to bestow powers or jump-start latent powers.
Power mimicry or absorption
Ability to copy or absorb another's powers or skills.
Power negation
Ability to cancel the superpowers of others.
Power sensing
Ability to sense or recognize superhuman powers.
Accelerated healing
Ability to heal rapidly from any injury; the rate of recovery varies from character to character. Can sometimes result in the slowing of aging.
Acid generation
Ability to generate acid, can be manifested through touch or as a spray.
Animal mimicry
Ability to take on the abilities of certain animals.
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.
Body part substitution
Ability to replace one's limbs or other body parts with those of another.
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.
Duplication
Ability to create physical duplicates of oneself.
Temporal duplication
Ability to bring past and future versions of oneself back to the present.
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 or radar sense.
Invisibility
Ability to render the user unseen to the naked eye.
Invulnerability
Ability to be immune to one or more forms of physical damage.
Kinetic absorption
Ability to absorb forms of kinetic energy into oneself and convert it into physical strength.
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.
Pheromone manipulation
Ability to generate and control pheromones which may have various effects.
Poison generation
Ability to assault others with one or more varieties of toxins, with widely disparate effects.
Prehensile/animated hair
Ability to animate and lengthen one's hair.
Reactive adaptation/evolution
Ability to develop a resistance or immunity to whatever they were injured by or exposed to. This effect can be permanent or temporary.
Self-detonation or explosion
Ability to explode one's body mass and reform.
Sonic scream
Ability to generate vocal sounds of a higher amplitude than a normal human.
Superhuman breath
Ability to inhale/exhale with superhumanly powerful lungs. This can range from exhaling on par with a giant fan's wind current to inhalation on par with the power of a gravitational vortex.
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 and/or hear more than a normal human.
Superhuman strength
Ability to have a level of physical strength much higher than normally possible given their proportions.
Superhuman vision
Ability to see better than normally possible.
Night vision
Ability to see clearly in darkness.
X-ray vision
Ability to see through solid matter.
Telescopic or microscopic vision
Ability to magnify vision to various levels.
Wallcrawling
Ability to crawl on vertical and horizontal surfaces.
Waterbreathing
Ability to respirate 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.
Innate capability
Ability to naturally have skills and/or knowledge typically earned through learning.
Omni-linguism
Ability to understand any form of language, a natural polyglot. This can be accomplished in various ways.
Omniscience
Ability to know anything and everything.
Ecological empathy
The ability to sense the overall well-being and conditions of one's immediate environment and natural setting stemming from a psychic sensitivity to nature.
Superhuman intelligence
Intelligence far above that of a genius level.
Superhuman tracking
Ability to track an individual or object through supernatural means; sometimes referred to as "pathfinding."
ESP
The abilities of extra-sensory perception (ESP) and communication.
Astral projection
Also known as astral travel, this is the ability to separate and control one's astral body.
Mental projection
Ability to project one's consciousness/emotions into the astral plane, into another, or to make them real.
Cross-dimensional awareness
Ability to detect actions and events in other dimensions. This is occasionally used in comics as an awareness of the fourth wall between the characters and the artist or audience.
Empathy
Ability to read or sense the emotions and/or control the emotions or feelings of others.
Mediumship
Ability to see and communicate with the dead (i.e., ghosts).
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.
Psychometry
Ability to relate details about the past or future condition of an object or location, usually by being in close contact with it.
Telepathy
Ability to read the thoughts of, or to mentally communicate with others.
Domination and mind control
The ability to alter the perceptions of others, and general ability to control the actions of others with the mind.
Astral trapping
Ability to cause an astral projection to stay on the astral plane, usually in one specific place.
Memory manipulation
Ability to erase or enhance the memories of another.
Possession
Ability to take control of another individual's body via astral travel, mind uploading or corporeal transference.
Psionic blast
Ability to overload another's mind causing pain, memory loss, lack of consciousness, vegetative state or death after having created a psionic link into that individual's mind.
Psychic weapons
Ability to create a weapon of psychic energy that can harm mentally and not physically.
Manipulate fundamental forces or reality
These powers may be manifested by various methods, including: by some method of molecular control; by access to, or partially or fully shifting to another dimension; by manipulating the geometric dimensions of time or space; or by some other unnamed method.
Animation
Ability to bring inanimate objects to life or to free an individual from petrification.
Darkness or shadow manipulation
Ability to create or manipulate darkness, often by mentally accessing a dimension of dark energy (the Darkforce dimension in Marvel Comics, and the Shadowlands in DC Comics) and manipulating it.
Density control
Ability to increase or decrease the natural density of an object and/or one's self.
Disintegration
Ability to disintegrate matter through touch or through beams.
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.
Gravity manipulation
Ability to manipulate or generate gravitons, or other types of gravitational interactions.
Immortality
Ability to live forever. This may be complete immortality encompassing invulnerability, partial invulnerability to all but specific events (i.e., decapitation or exposure to a specific chemical such as kryptonite), or simply an inability to age normally.
Resurrection
Ability to come back to life after being killed.
Intangibility or phasing
Ability to phase through solid matter without harm.
Light manipulation
Ability to control, generate or absorb light particles.
Magnetism manipulation
Ability to control and/or generate magnetic fields.
Mass manipulation
Ability to increase or decrease mass in an object.
Molecular manipulation
Ability to mentally manipulate the molecules of objects and/or one's self on a molecular level.
Probability manipulation
Ability to alter probability, causing unlikely things to happen or likely things to not happen.
Radiation manipulation
See also: List of fictional characters who can generate and manipulate radiationĂ½
Ability to generate, manipulate or have immunity to toxic radiation.
Reality warping
Ability to change or manipulate reality itself.
Sound manipulation
Ability to manipulate sound.
Time manipulation
Ability to affect the flow of time by slowing, accelerating, reversing, or stopping it.
Classical elements
Ability to control or manipulate the elements.
Air and wind manipulation
Ability to control, generate, or absorb air or wind.
Cold and ice manipulation
Ability to reduce the kinetic energy of atoms and thus reduce temperature, can be used to control, generate, or absorb ice.
Earth manipulation
Ability to control earth; sand, stone, rock, lava, dirt, or other minerals.
Plant manipulation
Ability to control, manipulate or animate all forms of plant life.
Electric manipulation
Ability to control, generate or absorb electric fields.
Pyrokinesis
Ability to control the kinetic energy of atoms to generate, control or absorb fire.
Water and moisture manipulation
See also: List of fictional characters who can manipulate water
Ability to control, generate or absorb water.
Weather manipulation
See also: List of fictional characters who can manipulate weather
Ability to control or mentally affect the weather. This includes the ability to generate various natural phenomena (rain, tornadoes, lightning, ocean currents, etc.) or control the intensity of the weather.
Energy manipulation
These powers deal with energy generation, conversion and manipulation. In addition to generic energy, versions of these powers exist that deal with such things as light, sound, electricity, nuclear energy, and the Darkforce dimension.
Concussion 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.
Force field generation
Ability to project powerful fields of manipulated energy.
Dimensional transportation
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.
Omnipresence
Ability to be present anywhere and everywhere always.
Summoning
Ability to summon objects for assistance. This may range from invoking simple implements to mighty familiar spirits.
Superhuman speed
Ability to move at speeds much 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 or forth through time.
Miscellaneous
The following powers could be manifested in any number of ways.
Flight
See also: Gliding, Levitation, and Transvection (flying)
Ability to lift off the ground, to ride air currents or to fly self-propelled through the air.
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.
Shapeshifting
Ability to change appearance or body structure.
Types of shapeshifting include:
Animal morphing: Ability to take on animal forms. May be able to take on the abilities of the altered form.
Elasticity: Ability to stretch, deform, expand or contract one's body into any form they can imagine.
Inorganic: Ability to transform completely into an inorganic substance while retaining organic properties.
Liquification: Ability to turn partially or completely into a liquid.
Size shifting: Ability to increase or decrease one's size.
Sublimation: Ability to transform into a gaseous, mist, or fog-like form.
Transformation: Ability to transform into substance touched.