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Background This forum contains all the important background information needed to get the full Veritas Falsus experience.

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Old 11-11-2008, 05:32 AM   #1 (permalink)
...but our destiny is shared
 
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Default Power List

Playable Powers

This is the list of powers currently recognized by Veritas Falsus. It is assumed that various characters in the realm possess these powers. They are all totally open to play, and they cannot be claimed [so, once one character has a certain power, that power will not be taken off the list—multiples are fine]. We do encourage everyone, though, to maintain diversity, so if you see a long list of people all with the same power, please choose something else.

Feel free to expand upon your character's power in your application; the descriptions here are just to give an idea of what the power is.

Please note that this list is subject to change. We will continue to add powers as they are contributed.

The reason you cannot see the descriptions is because they are hidden. To reveal the text accompanying each power, click on the name and the description will appear. Do not panic. If you have technical difficulties, please tell a staff member so we can fix the issue.

See the Powers Guide for more information.

These powers have been picked from "superpowers" appearing in sources such as comic books and the TV franchise, Heroes. Some have also been invented by the staff. Feel free to contribute to the list by posting a new power in the Worldbuilder.


X-Linked Powers

The ability to produce and secrete a strong acid substance through any one (or several) delivery system. [See poison generation for delivery systems.]


The ability to "zoom" natural vision in or out in order to see greater detail in small or distant objects or to gain a larger picture of the surroundings. May manifest in conjunction with other specialty vision types.


The ability to control and alter color.


The ability to absorb light, effectively rendering the user a living shadow. Degree of absorbency may be adjustable in some cases.


The ability to mimic one's surroundings in order to avoid detection. Subject to wielder's control in most genetic cases though not necessarily in induced cases.


The ability to use sonar to gain an understanding of the environment.


The ability to fly unaided.


The ability to manipulate ice. Includes phase changing water into ice, as well as working with preexisting ice.


The ability to manipulate, grow, and shrink the wielder's hair.


The ability to rapidly heal one's self, or regenerate cells. Cannot be used to heal fatal wounds once the wielder is dead; can lead to complications when healing around objects embedded in the wielder.


The ability to see different temperature levels as people without such a power perceive color or shape. May manifest in conjunction with other specialty vision types.


An immune system resistant to any and all pathogens.


The ability to not be seen by any eyes. Usually responds to will of wielder, though in some cases [usually induced] it may manifest constantly.


The wielder sweats a metallic substance.


The ability to prevent or stop a particular motion or all motion within a given radius. Usually only works when the wielder is in proximity and can see or hear the specific motion.


The ability to accurately [and safely] reproduce any human motion witnessed.


The ability to see clearly in the dark


The wielder has the biological apparatus to produce a toxin or toxins. Delivery systems vary...

The wielder delivers poison via hypodermic-style fangs, much like a snake.


The wielder sweats poison.


The wielder generates poison via the tear ducts.

The ability to sense powered people within a certain range and gain an understanding of the powers each person possesses.


The ability to have glimmers of what happens in the future (or what may happen in the future). Frequently, premonitions are very vague and not completely foolproof.


The wielder has the ability to glean information from events in the past.


The ability to attract, absorb, and thus stop sound. Can be used to effectively mute a given area, depending on the specific wielder's sphere of influence.


The ability to instantaneously move oneself through space without occupying the space in between. Accuracy tends to reduce over longer distances.


The wielder's skin cannot be torn or broken; effectively serves as impenetrable body armor [strikingly similar to Achilles].


The ability to see "through" objects or substances as if they were not there, giving an unimpeded view of the scene on the other side. Generally allows wielder to control the materials to be X-rayed.


Y-Linked Powers

The ability to convert other things, such as water or solutions, into air.


The ability to control the bone behavior and function of the wielder and others.


The ability to rapidly corrode metals in the absence of any corrosive substances.


The ability to alter an object's density.


The ability to cause the disintegration of a substance into smaller and smaller component parts. Most wielders stop short at the microscopic level, though some can disintegrate a substance straight down to its atoms.


The ability to generate electrical energy. Can manifest as lightning or be used to power electrical devices, among other things.


The ability to cut through organic material. Can be used very effectively to disembowel people, as the name suggests.


The ability to control basic metals and metal compounds, such as iron or steel. The user can usually bend or shape it with their mind.


The ability to suspend objects in the air without regard for gravity. The effects of different gravities on the ability are unknown.


The ability to generate light from within the wielder's body. Can be used locally (ie, to light up only a finger tip).


The ability to effect a phase change from a solid to a liquid.


The ability to generate small projectiles.


The ability to generate and manipulate fire and heat.


The ability to create razors to match the wielder's intent.


The ability to control how the earth moves. Allows the wielder to create and stop earthquakes, for example.


The ability to bring existing objects, organisms, and materials from their original location to the wielder. Generally works within a limited range; in some cases, usually induced, the wielder must know the location of the object to be summoned, though this limitation is not universal.


The ability to manipulate technology and machinery. Most effective when the wielder understands the technology.


The ability to control volcanoes and magma.


XX-type Powers

The ability to create an intangible mental duplicate of the wielder and allow it to travel and interact independently.


The ability to control and alter biological processes.


The ability to perceive a situation in which the wielder may or may not be present from the point of view of one of the participants. Thus, for the purposes of understanding the circumstances, the wielder "becomes" someone else, while still being independent of that person. The wielder simply has access to all sensory information and psychological reactions.


The ability to "see," in visions, events currently happening.


The ability to generate independent copies of one's self. The copies each function under the control of an individual consciousness, which is the exact duplicate of the consciousness of the original wielder. The copies can be injured or destroyed with no lasting harm to the original wielder, though killing the original will result in the immediate destruction of any clones. The number of clones a wielder can make it usually limited to a number anywhere between four and seven, though there are extant cases where the wielder can make more or fewer. The copies do not last indefinitely, but will disappear one by one as the wielder loses energy.


The ability to receive electromagnetic radiation and convert it into physical ability.


The ability to create an invisible but tangible and unbreakable layer. The maximum area covered varies from wielder to wielder.


The ability to alter, permanently or impermanently, the physical appearance of a human being. Changes get increasingly difficult as they diverge from the human norm [thus, changing someone's eye color is much simpler than giving the appearance of metal skin].


The ability to hypnotize, and thus influence, another human being.


The ability to generate illusions of varied realities in order to fool the senses. Works on organisms with sensory perception, including Walkers.


The ability to go unperceived by human or animal senses. The wielder cannot be noticed with any sense, save some power sensing abilities.


The ability to absorb kinetic energy. The wielder can then redirect the energy or use it to enhance his or her strength.


The ability to see and communicate with spirits.


The ability to instantaneously kill an organism on touch. Some wielders can control who and what they wish to kill; some are simply a death sentence.


The ability to move through solid objects.


The ability to control human and animal pheromone production and release.


The ability to "see" the future before it happens. Presentation varies from person to person: not all wielders are given a visible "picture"; for example, some may "hear" the future.


The ability to modify the odds of an event occurring. This can be used to increase or decrease the probability, though it cannot make the impossible possible and cannot stop the inevitable.


The ability to strengthen other people's powers.


The ability to weaken other people's powers.


The ability to transfer thoughts between organisms. The wielder can use telepathy to read minds or communicate with thoughts.


The ability to instantaneously move objects or self through space without occupying the space in between. Accuracy tends to reduce over longer distances.


XY-type Powers

The ability to manipulate air. Also includes the ability to generate breathable air from other substances.


The ability to accurately mimic animal behavior and systems.


Chi is the Oriental concept of life energy. It relates primarily to physical health and ability. A chi manipulator can affect his or her own chi as well as transfer chi between and among people. For example, manipulated chi can be used to enhance an attack [improving speed, strength, and/or range], resist damage, or heal an injury more effectively.


The ability to control any, some, or all aspects of the weather, including, but not limited to...

The ability to control the environmental temperature within a given physical radius.

The ability to control how gravity affects a given object.


The ability to generate, absorb, and control water.


The ability to morph into and out of a liquid form while maintaining physical and mental control.


The ability to control magnetism/magnetic fields.


The ability to control light.


The ability to cause severe pain in another person using only mental means. Causes the brain to believe it's in pain, though there are no physical stimuli.


The ability to modify the mental functions of an organism. The wielder can influence behaviors, modify memories, dreams, or thoughts.


The ability to control another person's body with no mental component. The wielder is in full control of another person's whole body [or an isolated area] though the victim still has full normal mental capabilities.


The ability to control atomic radiation.


The ability to alter the size of one's self or nearby objects.


The ability to control the fabric of space-time. Involves elements of time manipulation and teleportation.


The ability to control sound waves and shockwaves. The wielder can modulate the vibration of things through the air.


The ability to morph into and out of a gaseous form while maintaining physical and mental control.


The ability to move things with the mind. The wielder can make things move by thought, but effectiveness varies by user. Larger and heavier objects are harder to move.


The ability to adjust the temperature of objects.


The ability to transform one substance into another.


The ability to open, close, and manipulate vortexes that consume matter and send it into nonbeing.


Z-type Powers

The ability to calculate and 'see' the outcome of probable events in real time.


The ability to take the aura (and subsequently, the lives and powers) of other living organisms. The wielder needs to physically touch someone to absorb their aura.


The wielder of a power seems to have a preternatural affinity towards their blessed field. They may also have access to certain magical 'spells' in accordance with the specified field.


The ability to tune one's emotions with those around them. Also the limited ability to influence another individual's emotional states.


The ability to take in energy from an energy source and use it for certain processes and mechanisms.


Possessing of an innate understanding of how complex mechanisms work. Intuitive aptitude is less encyclopedic knowledge (a wielder may not be able to teach it), but a general 'feel' for the task.


User can see and interact with ghosts and spirits.


The ability to glean knowledge from other people's minds through touch. The wielder can know what the target knows, believes, or perceives.


Provides the ability to comprehend all the languages of human thought. Omnilingualism also provides basic understanding of other forms of communication, provided that the wielder can understand the thought processes.


The ability to witness, as if physically present, the events of a certain area. Omnipresents can only mentally project themselves to these locations, and it is only effective within a certain area.


The ability to take control of another living organism and operate it as if it were the organism itself.


The ability to temporarily give people an ability. The wielder only has a limited range of abilities to bestow, and can only offer people abilities within a certain range. The wielder cannot give himself abilities; the individuals given the abilities may not be aware that they have the ability, and it is unlikely to be as strong as those who naturally have it.


The ability to split and cast off aspects of one's psyche into different organisms or entities. This allows that entity to function as if controlled by the cast off aspect of the wielder's personality.


The ability to touch objects and glean information about the events and conditions regarding the object.


The ability to change one's physical form.


The wielder gains more minute and precise control over extrapolating and interpolating motion and reacting to it. Hand-eye coordination increases tremendously.


More precise control of the wielder's body. This allows the user to be considerably more nimble and agile than normal.


Allows the body to have much higher elasticity and plasticity than normal.


Allows for speed that is far higher than normal. Unlikely teleportation or other powers, the user still has to make all the physical movements, just that they can occur faster.


Allows for strength that is far greater than what a normal human can produce.


The ability to recall everything that is stored in memory instantaneously. The user effectively does not forget.

This list is copyright Veritas Falsus.
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