List Of Powers
Weather Manipulation: 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.
Plant Manipulation: Ability to control, manipulate or animate plant life.
Metal Manipulation: Ability to control or manipulate metal.
Air Manipulation: Ability to control, generate, or absorb air.
Earth Manipulation: Ability to control earth; sand, stone, rock, lava, dirt, or other minerals.
Fire Manipulation: Ability to control the kinetic energy of atoms to generate, control or absorb fire.
Water Manipulation: Ability to control, generate or absorb water.
Ice Manipulation: Ability to reduce the kinetic energy of atoms and thus reduce temperature, can be used to control, generate, or absorb ice.
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.
Darkness Manipulation: Ability to create or manipulate darkness, often by mentally accessing a dimension of dark energy and manipulating it.
Intangibility: Ability to phase through solid matter without harm.
Physical Duplication: Also known as Self-Replication, this is the ability to create physical duplicates of oneself.
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.
Power Augmentation: Ability to enhance or weaken the powers of others.
Power Bestowal: Ability to bestow powers or jump-start latent powers.
Power Mimicry: Ability to copy another's powers or skills.
Power Absorption: Ability to absorb another's powers or skills.
Power Negation: Ability to cancel the superpowers of others. The power to disable the powers of others, either temporarily or permanently, or power to deflect, reflect or become otherwise immune to the powers of others. Does not include genetic immunities between family members, like Cyclops trying to blast Havok, or opposing negation, like Iceman trying to make an object freeze while Human Torch tries to make it burn.
Power Sensing: Ability to sense or recognize superhuman powers. To determine what powers other characters may possess, track the movements of superpowered individuals, or just simply determine if another individual has powers (without necessarily knowing what those powers actually are).
Acid Generation: Ability to generate acid, can be manifested through touch, or as a spray. Can generate an acid for external use via sweat, spit, or by any other biological means.
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.
Echolocation: Ability to determine location of objects 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.
Merging: 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.
Self-Detonation: 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 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 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.
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 utilize it in some way, such as by converting it into physical strength or using it to power energy blasts.
Matter Ingestion: Ability to consume any sort of matter without any ill effects on the user.
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.
Superhuman breath: Ability to inhale/exhale with superhumanly powerful strength. This can range from exhalation on par with gale force winds to inhalation on par with the power of a gravitational vortex. In some cases, freezing temperatures can also be achieved.
Superhuman Durability: Ability to have a higher resistance to one or more forms of damage before being injured.
Superhuman Agility: Ability to have agility is beyond that of a human's peak.
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 Stamina: Ability to maintain peak physical exertion longer than an normal human.
Superhuman Strength: Ability to have a level of physical strength much higher than normally possible given their proportions.
Superhuman Speed: Ability to move at speeds much faster than a normal human.
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. Can understand and translate any language, spoken or written, regardless of origin.
Omniscience: Ability to know anything and everything.
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".
Astral Projection: Also known as astral travel, this is the ability to separate and control one's astral body. Those who can astral project, leaving their bodies behind while their minds and/or spirits leave and go to the Astral Plane.
Mental Projection: Ability to project one's consciousness/emotions into the astral plane, into another, or to make them real.
Empathy: Ability to read or sense the emotions and/or control the emotions or feelings of others.
Cross-Dimensional Awareness: Ability to detect actions and events in other dimensions.
Mediumship: Ability to see and communicate with the dead.
Telepathy: Ability to read the thoughts of, or to mentally communicate with others.
Telepathic Immunity: Ability to be immune or highly resistant to the telepathic intrusions of others.
Telekinesis: Ability to manipulate and control objects with the mind, often in ways not visible to the naked eye.
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.
Mind Control: The ability to alter the perceptions of others, and general ability to control the actions of others with the mind.
Possession: Ability to take control and inhabit the body of an individual. Can take mental control of other characters, directing their movements and using their powers.
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. (Sometimes physically too.)
Electric Manipulation: Ability to control, generate or absorb electric fields.
Wind Manipulation: Ability to control, generate, or absorb wind.
Heat Manipulation: Ability to control the kinetic energy of atoms to generate, control or absorb fire.
Moisture Manipulation: Ability to control, generate or absorb water.
Cold Manipulation: Ability to reduce the kinetic energy of atoms and thus reduce temperature, can be used to control, generate, or absorb ice.
Microscopic Vision: Ability to magnify vision to various levels.
Probability Manipulation: Ability to alter probability, causing unlikely things to happen or likely things to not happen. Usually manifests as good luck/bad luck effects.
Animation: Ability to bring inanimate objects to life or to free an individual from petrification.
Shadow Manipulation: Ability to create or manipulate darkness, often by mentally accessing a dimension of dark energy 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, or simply an inability to age normally.
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.
Microwave Manipulation: The ability to convert ambient electromagnetic energy into microwaves and manipulate it into various effects such as heat, light, and radiation.
Molecular Manipulation: Ability to mentally manipulate the molecules of objects and/or one's self on a molecular level.
Radiation Manipulation: Ability to generate, manipulate or have immunity to toxic radiation.
Reality Warping: Ability to change or manipulate reality itself.
Reality Warp Immunity: Ability to be immune or resistant to the attempts of others to fundamentally change the nature of reality.
Resurrection: Ability to come back to life after being killed.
Sound Manipulation: Ability to manipulate sound.
Time Manipulation: Ability to affect the flow of time by slowing, accelerating, reversing, or stopping it.
Magnetic Manipulation: Ability to channel and manipulate magnetic fields that exist naturally or artificially.
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.
Technopathy: Ability to manipulate technology.
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.
Chi: Some form of life energy. This type of method generally provides extraordinary strength, speed, durability and reflexes. Also often used for superhuman awareness, energy blasts, elemental powers and sometimes invulnerability.
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.
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.
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 simultaneously.
Portal Creation: Ability to create wormholes, portation "discs" or other spatial portals for transport between two non-adjacent locations.
Summoning: Ability to summon beings or objects for assistance. This may range from invoking simple implements to mighty familiar spirits.
Flight: Ability to lift off the ground, to ride air currents, or to fly self-propelled through the air. Can fly though various means, whether with wings, through a mutation, with telekinesis or other psionic power, or technological enhancements.
Levitation: The process by which an object is suspended in 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.
Duplication: To create copies of oneself.
Zoopathy: Ability to control animals.
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 imaginable.
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.
Substance Mimicry: Ability to transform into any substance touched.
Magnetic Field Manipulation: Ability to manipulate magnetism.
Temporal Duplication: Ability to bring past and future versions of oneself back to the present.
Acoustikinesis: Ability to manipulate sound or in other ways use sound as a tool.
Adaptation: When bodies and/or minds spontaneously adapt to neutralize danger and hostile environments.
Adhesive: Ability to generate an adhesive resin or glue or by other means force objects to adhere to one another. Does not include magnetism.
Advanced Longevity: Not true immortals, but do in fact have unnaturally long lifespans.
Aerokinesis: Ability to control air or other gases.
Atmokinesis: Ability to control the weather.
Blood Burners: Ability to cause their own blood or the blood of others to burn or explode.
Botanopathy: Ability to communicate with plant life, possibly stimulating rapid growth or directing motion.
Camouflage: Ability to hide their presence from people or machines who would otherwise see them. Accomplished by blending in with the background, or through any means other than telepathic masking, invisibility, smoke or darkness/darkforce-based obscurment or light/telepathy-based illusions. Also, no hiding behind couches or something.
Chronokinesis: Ability to slow, stop, or otherwise manipulate time itself.
Clairvoyance: Ability to psychically view far off events. Includes clairaudient, able to psychically hear sounds from far away.
Claws: Have claws extending from hands or feet. Claws may or may not be retractable.
Cryokinesis: Ability to generate or manipulate ice and/or cold.
Darkforce: Have access to the "darkforce dimension" or can in other ways manipulate darkforce energy.
Death Touch: Ability to cause near-instantaneous death by simply touching another person.
Density Manipulation: Ability to alter the density of objects, themselves or other people.
Disintegration: Ability to cause matter to crumble and break apart, through touch or at a distance, without causing it to explode.
Durability: Ability to be more resistant or immune to physical harm.
Bulletproof: Skin is at least tough enough to repel bullets.
Regeneration: Ability to heal at an accelerated rate, possibly even regrowing missing limbs.
Ectokinesis: Ability to absorb or manipulate ectoplasm/necroplasm for various purposes, such as the creation of semisolid constructs or energy blasts.
Electrokinesis: Ability to generate or manipulate electricity.
Empaths: Can read or project emotions of varying degrees of complexity.
Telepaths: Can read and control minds.
Energy Absorption: Ability to physically absorb one or more types of energy, be it kinetic, psionic, electromagnetic, thermal, magical, as well as "life energy".
Energy Form: Ability to transform into beings of pure energy.
Energy Manipulation: Ability to direct, control, absorb and release multiple forms of energy.
Energy Senses: Ability to sense energy in such a way as to replicate other senses, or who can perceive energy inself, whether it be electromagnetic (magnetic, infrared), psionic, or magical.
Fire Breath: Ability to expel fire from their mouths and/or nostrils.
Flat Body: Ability to turn one's body flat like a piece of paper.
Force Field: Ability to generate a protective force field around themselves or others.
Gel Manifestation: Ability to secrete, generate, or are made up of a gelatinous material. Does not include plasma or ectoplasm.
Geniuses: Possessing great natural intelligence.
Geokinesis: Ability to manipulate the land or ground. This includes seismic shockwaves, mentally controlling rocks, making creatures out of dirt, etc. Does not extend to control of plants.
Gravitikinesis: Ability to manipulate gravity.
Healers: Ability to heal others.
Healing Factor: Ability to recover from bodily injuries or disease at a superhuman rate.
Hydrokinesis: Ability to manipulate water.
Hypercognitive: Have brains that can instinctively or with little effort perform certain complex operations beyond the capability of a normal human mind. This does not necessarily translate into genius as these mental feats are usually automatic and focused to a single trick, having little to do with deliberate cognitive thought. These may be things like an eidetic memory or photographic reflexes. These abilities are more closely related to disorders like synethesia or autism in that they have something to with an abnormal, but beneficial, wiring of the brain.
Hyperosmia: Ability to possess a highly developed sense of smell.
Hypnosis: Ability to control the actions of others through the art of Hypnosis. May be a natural ability or a trait learned through practice. Some hypnotists may require an accessory such as a pendant in order to suitably hypnotize a subject.
Intuitives: Have an intuitive or subconscious genius for a complex field of study, excelling in its application without conscious thought.
Leaping: Ability to leap (but not fly) to a superhuman degree, both in height and distance.
Lupine Form: Possessing wolf-like characteristics or lupine forms. Also Lycanthrope, Lycanthropy, Lycan, Werewolf, Lupine, Animal Shapeshifting.
Magic: Ability to cast spells.
Magnetokinesis: Ability to manipulate magnetic or electromagnetic fields.
Matter Absorption: Ability to absorb organic and/or inorganic material.
Matter Manipulation: Ability to be capable of consciously manipulating inorganic, and sometimes organic, matter at the molecular, atomic, or sub-atomic scale. Those with wide-spectrum matter manipulation would be capable of such feats as disintegration and reformation thus changing any object into anything they wish, though others might be capable of only targeted applications, like turning objects into gold and gold only.
Necromancy: Ability to communicate with, manipulate, or reanimate the dead.
Object-Based Powers: To receive their powers from single object, such as a mystical amulet or the continual use of super drugs.
Optic Blasts: Ability to release various forms of energy from their eyes.
Osteokinesis: Ability to manipulate the bones in their own bodies. 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.
Pain Suppression: Ability to temporarily or permanently suppress their ability to feel pain, allowing them to think clearly and continue to move despite grievous injury.
Paralysis: Ability to cause paralysis in others. Possibly through the secretion of a paralytic toxin, electric stimulation, or any method other than telepathic, empathic, or phermonal mind control.
Pheromones: Ability to influence or control the minds of others through the use of pheromones.
Plasma Generation: Ability to produce external plasma. Usually used for the purpose of pyrotechnic blasts.
Photokinesis: Ability to create or manipulate light.
Pigment Control: Ability to manipulate the ink or natural pigmentation in their skin to form images or words.
Power Amplification: Ability to increase the strength of another superhuman's power, often to dangerous levels.
Power Bestowal: Ability to give super powers to others.
Precogs: Ability to see or otherwise foretell the future. Precogs can sometimes interfere with each other's power.
Precognitive Immunity: Immune to precognition, meaning that precogs cannot accurately predict their future actions.
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.
Pyrokinesis: Ability to create or manipulate fire.
Reincarnation: Ability to return to life after having died. Often times, this means that the soul of an individual is reborn in a new body, but in some cases, Reincarnation serves as a form of resurrection, wherein the soul is given renewed life in the person's original body. Unlike Regeneration, Reincarnation does not enable one to regrow lost or damaged tissue.
Self Detonation: The power to explode their own bodies and reform.
Self Sustenance: No need to eat, drink, sleep, or even breathe.
Size Alteration: Ability to cause oneself or others to grow or shrink. This may or may not be be accompanied by an increase or loss in mass.
Stasis: Ability to place themselves, others, or inanimate objects into a temporal stasis, beyond the effects of time.
Stretching: Ability to have strength at least some portion of their anatomy.
Tentacles: Ability to manipulate tentacles, natural or artificial, at will.
Thermokinesis: Ability to control temperature. This is a wider spectrum ability than Pryokinesis or Cryokinesis.
Toxic: Ability to cause toxicity.
Poisonous: Ability to poison others.
Radioactive: Ability to produce toxic levels of ionizing radiation.
Toxic Immunity: Ability to be immune to poisonous and toxic substances. Includes immunity to radiation and diseases.
Trichokinesis: Ability to grow and/or mentally manipulate their own hair.
Web-Slinging: Ability to travel quickly over short-long distances by using web-lines (either natural or artificial) to swing from building to building.
