
welcome to hambourne heights, a paranormal teenage roleplay. this site is rated R/M and is for mature audiences, preferably people over sixteen. this site is also an advanced writing site, so we expect three or more paragraph posts. We are not based off of any particular book or movie, and any similarity is merely coincidence. Feel free to look around and have fun!
hambourne heights is also a canon character only roleplay, but don't worry; we have tons of characters to chose from!
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abilities list, extensive!
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Administrator
 
Group: hambourne admin staff
Posts: 28
Member No.: 1
Joined: 6-June 08

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The Lexicon A comprehensive list of all the powers/gifts that exist in the city of Hambourne, California. If you have a new power that you'd like to add to this list just reply to this thread and I will definitely update the list. However, the powers must be approved of first. Also, there is a restriction on the number of powers a Gifted can have. Currently, I'm allowing about two abilities per character. ___POWERS___ Power mimicry or absorption Ability to copy or absorb another's powers or skills.
Power negation Ability to cancel the powers of others.
Power sensing Ability to sense or recognize other's powers.
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.
Accelerated healing Ability to heal rapidly from any injury.
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 clones 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 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 or injury.
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.
Prehensile/Animated Hair The 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 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 normal human.
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 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.
Superhuman intelligence Ability to have intelligence far above genius level.
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 (ghosts).
Clairvoyance 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, person or location, usually by being in close contact with it.
Telepathy Ability to read the thoughts of, or to mentally communicate with others.
Memory manipulation Ability to erase or enhance the memories of another.
Mind control Ability to control the actions or reasoning of another with the mind.
Possession Ability to take control of another person’s body via astral projection or mind transfer.
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.
Animation Ability to bring inanimate objects to life or to free a person 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.
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.
Intangibility or phasing Ability to phase through solid matter without harm.
Light manipulation Ability to control, generate or absorb photons (particles of light).
Magnetism manipulation Ability to control and/or generate magnetic fields.
Probability manipulation Ability to alter probability, causing unlikely things to happen or likely things to not happen.
Radiation manipulation Ability to generate, manipulate or have immunity to toxic radiation.
Sound manipulation Ability to manipulate sound waves.
Time manipulation Ability to effect the flow of time, slowing, accelerating or even stopping it.
Air and wind manipulation [ aerokinesis ] Ability to control, generate, or absorb air or wind.
Cold and ice manipulation [ cryokinesis ] Ability to reduce the kinetic energy of atoms and thus reduce temperature, can be used to control, generate, or absorb ice.
Earth manipulation [ geokinesis ] Ability to control earth; sand, stone, rock, lava, dirt, or minerals.
Electric manipulation [ electrokinesis ] Ability to control, generate or absorb electrical fields.
Fire and heat manipulation [ pyrokinesis ] Ability to control the kinetic energy of atoms to generate, control or absorb fire.
Plant manipulation [ faunakinesis ] Ability to accelerate the growth of, control or animate plant life.
Water and moisture manipulation [ aquakinesis ] Ability to control, generate or absorb water.
Weather manipulation 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.
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 generate a shield of energy produced as a form of protection.
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.
Calling/Summoning Ability to "call" or "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.
Flight Flight using wings, propellers, the wind, control of aerial creatures, etc.
Shapeshifting The ability to change ones form.
Disintegration Ability to disintegrate matter through touch.
Concussion beams Ability to generate or transform various forms of energy into a "solid" or concussive beam of energy. If you need any help coming up with powers, you can refer to :: THIS SITE :: to help. Please note that not all those powers are approved of so you'll have to run it by the Admin first.&*&*&
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