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 Powers/Abilities & Groupings

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Admin Askr

Admin Askr

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Join date : 2013-01-02

Powers/Abilities & Groupings Empty
PostSubject: Powers/Abilities & Groupings   Powers/Abilities & Groupings Icon_minitimeMon Jul 13, 2020 4:33 pm

Groups/Categories - What the grouping categories are


  • Human - Those that don't have any powers and are essentially 'normal'. They do exist even though they are the minority. It is unsure if this is just a temporary thing or not.

  • Powers - Those that have abilities that don't fit into the Shifter, Elemental, or Psychic categories.

  • Shifters - Those who have powers that have to do with manipulating their bodies. From changing the density of their molecular structure, to being able to rearrange their DNA, organs, or bone structures.

  • Psychics - Those whose powers are mostly derived from being able to control things with their minds.

  • Elementals - Those who can control and harness a basic natural element.

  • Animal - Those creatures that have mutated and changed, adapting to the harsh conditions outside the domes. (will be a playable category later into the story)


Powers/Abilities

Each ability does have its strengths as well as weaknesses. The abilities also like any real talent and abilities vary in strength and type. Such as someone that is gifted with a talent of art might be a genius when it comes to drawing but would be absolute pants at trying to sculpt using clay or even creating a statue etc. So too would these abilities come in various and strengths and uniqueness to how they are applied and used.

Shifters - Those that can manipulate their body somehow.

  • WereCreature - Those who can change from human to animal and back again.
  • Phasers - Those that can shift their mass around to 'phase' through solid walls or become solid themselves (make themselves temporarily bulletproof).
  • Morphers - Able to change their appearance at will (humans only)
  • Chameleons - Able to hide themselves by 'blending' into their environment


Psychics - Those with any power connected to ESP.

  • Precognition - Can see what is to be or what is going to happen.
  • Postcognition - Can see what has been or what has happened.
  • Psychokinesis/Telekinesis - Being able to move things
  • Telepathy - Reading thoughts/projecting thoughts etc.
  • Empath - Reading people's emotions/ able to influence other people's emotions.
  • Technopath - Being able to interact and 'talk' to anything that is electronic or mechanical
  • Projectors - Astral projection/ dream projection
  • Erasers - Those that can erase people's memories.
  • Manipulator - Those that can hypnotize or plant 'suggestions' or use the 'power of suggestion' to have people do what they want.
  • Warpers - Warp reality/surroundings to make people see what they want to see.


Elementals - Those that can control as well as create the element they can manipulate.

  • Wind - Control and harness wind. Those that master this element can even achieve flight. Resistant to most weather.
  • Fire - Able to control how 'hot' it burns. Fire resistant, higher body temperature.
  • Water - Those that master this element can even create ice. Some it is even rumored can do something else with water if they master it completely.
  • Earth - Controls the earth, rocks, sand etc. Are able to take more of a beating then most people.
  • Wood - Those that can control plant life.
  • Lighting - All forms of electricity. those whom master it can even call and control lightning. They too like Fire wielders are resistant to burns.


Others - Those whose abilities and powers do not fit into the above categories.

  • Teleporters - Can control the flow of time. They are able to 'shift' around time and able to in essence 'teleport'.
  • Mimics - Able to mimic other people's abilities that are within a certain radius of them.
  • Sensors - Able to sense everything and everyone around them like a type of 'sonar'.
  • Nullifiers - Able to cancel out other people's abilities within a certain radius.
  • Healers - Some have regenerative capability while others are only able to heal other people but not themselves.
  • Benders - Able to bend light around them to appear invisible
  • Ferals - Heightened reflexes, sight, hearing, smell, strength, etc.
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