Davin Daire Citizen
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| Subject: Aquatics Mon Apr 28, 2014 8:42 am | |
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http://i61.tinypic.com/k6rgk.jpg Name: Aquatics Normal Life Expectancy: 0-1000y Background: The history of what the surface dwellers call aquatics is as long as that of life itself; the very first organisms that populated the primordial pools of the baby earth would be considered Aquatics by all definitions used in present times; and all native life on the planet is descended from these early organisms. Aquatics are less a singular race as just the term used to address all 'advanced' life that lives even part of it's life below the waters of the world; those fish, crustaceans, amphibians, etc that have obtained some measure of sentience and culture. As such, Aquatic covers an enormously large section of the animal kingdom, as well as an almost disproportional amount of life in general. However, representation of the Aquatics in most aspects of the functioning of the world is minuscule at best, as they prefer to remain under the waves, or in their watery homelands, far away from the wars and 'petty politics' of the land-creatures. Special Abilities: Players may only choose one physiology, unless they are the offspring of 2 player characters. Crossing with other species is allowed, however it is not recommended to try and combine fire-heavy species with an aquatic. - Fish Physiology:
Power to use the abilities of fish. Variation of Animal Imitation and Animal Morphing. Also Called Fish Mimicry Ichthyes Mimicry/Physiology Marine Life Mimicry/Physiology Pisces Mimicry/Physiology Capabilities User with this ability either is or can mimic/transform into fish, including hagfish, lampreys, and cartilaginous and bony fish. Applications - Aquatic Adaptaion:
The ability to adapt to underwater environments. Sub-power of Environmental Adaptation.
Also Called Undersea Adaptation Underwater Adaptation
Capabilities The user can adapt to underwater environments, being able to breathe water in lieu of, or along with, a gaseous breathing medium, to swim well and to endure high water pressure and extreme water temperatures.
Applications Aquatic Respiration Cold Immunity Enhanced Lung Capacity Enhanced Senses modified to work in water. Pressure Resistance Speed Swimming
Limitations May be unable to survive on dry land for long.
- Aquatic Respiration:
The power to breathe in both water and air.
Also Called Amphibian Effect Underwater Breathing Waterbreathing
Capabilities The user can breathe in both water and air and are capable of staying underwater as long as they like and reemerge ready to breathe oxygen again.
Associations Amphibian Physiology Fish Physiology Respiratory System Manipulation
Limitations May have complications when transitioning from water to air. Chemicals/pollutants in water may damage lungs. May have a limited amount of time they can respirate air.
- Cold Immunity:
The power to be immune to extreme cold. Sub-power of Thermal Resistance and Body Temperature Manipulation, variation of Selective Invulnerability and Elemental Immunity. Opposite power of Fire Immunity.
Also Called Coldproof Frost Proof Ice Proof
Capabilities Users body is immune to extreme cold, making them immune to hypothermia and freezing.
Associations Body Temperature Manipulation Cold Manipulation Dermal Armor Elemental Immunity Ice Manipulation Ice Mimicry Invulnerability Selective Invulnerability
Limitations Doesn't protects against physical damage caused by ice User may have weakness against heat.
- Enhanced Lung Capacity:
The power to have tremendous lung capacity. A sub-power of Enhanced Breath and Enhanced Condition.
Capabilities The user has a tremendous lung capacity and/or ability to use the oxygen very effectively enabling them to hold their breath for extended periods of time while staying active. This may also include birdlike lungs that allow the user to keep their lungs constantly filled with fresh air.
Associations Cetacean Physiology Enhanced Breath Enhanced Condition
Limitations While this ability allows one to survive extended periods without breathing, it doesn't mean they don't need air, but they can survive for longer periods without it. Sooner or later they are gonna need to breathe.
- Enhanced Senses:
The power to posses extremely accurate senses. Sub-power of Enhanced Condition and Sense Manipulation.
Also Called Advanced Senses Increased Perceptions Heightened Senses Hyper-Senses Super-Senses Strengthened Senses
Capabilities The user has extremely accurate senses, allowing them to see, hear, smell, taste, touch and/or feel more than an average member of their species.
Applications The Five Senses:
Enhanced Hearing: Ears pick up every single sound, and can decipher layer upon layer of noise; has the ability to pick up a conversation from a mile away in a busy city. May even mutate into Echolocation. Enhanced Smell: Users can detect specific smells, and locate their origin. Some may even be able to tell if some one is lying by which hormones they excrete. Enhanced Taste: Users may be able to detect poisons or other problems, Usually accompanies enhanced smell. Enhanced Touch: Some can feel so acutely that to rub the users hand on a paper would be like reading the page, sensing every bump ripple or wave. Some may even be able to tell of distant occurrences felt through vibrations in the earth. Enhanced Vision: Can see with amazing clarity, distance, or color, perhaps even in a different spectrum of light or into other dimensions. Other Senses:
Electroreception: Can detect and follow electricity and related phenomenon. Enhanced Awareness: All senses are attuned to nearby activity.
Associations
Energy Sensing Enhanced Agility Enhanced Condition
- Water Sense:
The ability to perceive the movement of/on a body of water with extreme accuracy.
Also Called Aquatic Sense Hydrokinetic Sense
Capabilities The user can perceive the movement of/on a body of water with extreme accuracy and determine where threats are placed in water sources. They can even understand the size of targets in water by perceiving the waves interfering with certain movements of bodies of water.
Applications Danger Intuition Echolocation Associations Enhanced Senses Enhanced Touch Fish Physiology Water Manipulation
Limitations Can be counteracted if a disturbance does not affect of a body of water.
- Pressure Resistance:
Power to be resistant to high amounts of pressure and gravity. A variation of Selective Invulnerability.
Capabilities Users with this power is resist damage from being crushed, smashed, or flattened. Usually accompanied by those with Gyrokinesis or Piezokinesis so that they are not crushed by their own power.
Variations Water - Resist the under-water pressure that if gone too deep the weight of the water would crush them.
Associations Pressure Manipulation Selective Invulnerability
Limitations May be limited on how much pressure the user can handle.
- Speed Swimming:
The power to swim at incredible speeds. A variation of Enhanced Speed.
Also Called Enhanced Swimming Superhuman Swimming Speed
Capabilities The user can swim at incredible speeds.
Associations Aquatic Respiration Fish Physiology Enhanced Endurance Enhanced Speed Merfolk Physiology
Limitations Unless user also has Aquatic Respiration, they can still drown.
Variations Cyclostomata Physiology (lampreys and hagfishes): Elasticity, Self-Sustenance, Hibernation Elasmobranchii Physiology (sharks, rays and skates): Batoidea Physiology (rays and skates): Stinger Protrusion, Prehensile Tail, Electricity Generation, Electroreception Selachii Physiology (sharks): Enhanced Bite, Feral Mind, Enhanced Smell, Electroreception Osteichthyes Physiology (bony fish): Sarcopterygi Physiology (lobe-finned fishes: coelacanths and lungfishes): Electroreception Actinopterygii Physiology (ray-finned fishes): Chondrostei Physiology (sturgeons/paddlefishes and reedfishes/bichirs): Decelerated Aging, Electroreception Teleostei Physiology (everything else): For practical reasons Teleostei Physiology starts again from here: Osteoglossomorpha Physiology (arowana, elephantfish): Enhanced Jump, Electricity Generation/Electroreception Elopomorpha Physiology: Eel Physiology (eels): Moray Eel Physiology (moray eels): Camouflage, Nested Mouths via pharyngeal jaws Ostariophysi Physiology: Enhanced Hearing Cypriniforme Physiology (carps, minnows, loaches, etc.): Decelerated Aging, Enhanced Endurance Siluriform Physiology (Catfishes): Decelerated Aging, Enhanced Smell, Poison Generation, Electroreception Gymnotiforme Physiology (electric eels, American knifefishes): Electricity Generation/Electroreception Protacanthopterygi Physiology: Esociform Physiology (mudminnows and pikes): Camouflage, Enhanced Bite Salmonidae Physiology (salmon, trout, chars, freshwater whitefishes and graylings): Stomiiform Physiology (dragonfishes, lightfishes, loosejaws, marine hatchetfishes and viperfishes): Bio-Luminescence, Pressure Resistance Acanthopterygi Physiology: Mugiliform Physiology (mullets): Atheriniform Physiology (silversides and rainbowfishes): Beloniform Physiology (flyingfishes): Syngnathiform Physiology (seahorses and pipefishes): Tetraodontiform Physiology (filefishes and pufferfishes): Dermal Armor, Poison Generation, Needle Projection Pleuronectiform Physiology (flatfishes): Camouflage Scorpaeniform Physiology (scorpionfishes and weaver fishes): Poison Generation, Needle Projection Perciform Physiology (40% of all fishes including anabantids, basses, cichlids, gobies, gouramis, mackerels, perches, scats, whitings, wrasses): Paracanthopterygii Physiology: Lophiiformes Physiology (anglerfish): Lure Protrusion, Bio-Luminescence, Pressure Resistance. Mythical fish Abaia Physiology: Enhanced Condition or Supernatural Condition, Weather Manipulation Merfolk Physiology Namazu Physiology: Supernatural Condition, Earthquake Generation Salmon of Knowledge Physiology: Nigh-Omniscience or Omniscience, possibly Immortality Shachihoko Physiology: Rain Making Associations Animal Imitation Animal Morphing Egg Manipulation Water Manipulation
- Crustacean Physiology:
Power to use the abilities of crustaceans. Variation of Animal Imitation and Animal Morphing. Capabilities User with this ability either is or can mimic/transform into crustaceans such as crabs, lobsters, crayfish, shrimp, krill and barnacles. Applications - Antenna Protrusion:
Power to have a pair of antennas on one's head.
Contents[show] Capabilities Users with this power can project antennas on their heads, which are sensory arrays used mostly to detect smells but also movement and air-pressure. Other users may use their antenna for telepathic focuses or to attack if they have energy-attacks.
Applications Enhanced Senses Enhanced Smell
Associations Crustacean Physiology
- Appendage Generation:
The ability to generate extra body parts, either on one's body or other surfaces. Sub-power of Body Manipulation. Opposite of Atrophy.
Also Called Body Part Generation
Capabilities The user can generate extra body parts, such as arms, legs, mouths, eyes, etc, on themselves, others or any other surface.
Variations Additional Limbs Multiple Arms Multiple Legs
Multiple Eyes
Associations Body Manipulation
Limitations May not be able to retract the appendages. May be limited to creating new appendages only on themselves, others or other surfaces. User may be limited to their own mass, so creating more limbs means cannibalizing elsewhere their own body. Users feel the pain and damage inflicted on their extra appendages.
- Aquatic Adaptaion:
The ability to adapt to underwater environments. Sub-power of Environmental Adaptation.
Also Called Undersea Adaptation Underwater Adaptation
Capabilities The user can adapt to underwater environments, being able to breathe water in lieu of, or along with, a gaseous breathing medium, to swim well and to endure high water pressure and extreme water temperatures.
Applications Aquatic Respiration Cold Immunity Enhanced Lung Capacity Enhanced Senses modified to work in water. Pressure Resistance Speed Swimming
Limitations May be unable to survive on dry land for long.
- Body Shedding:
The ability to shed the one's body or skin like a snake. A sub power of Skin Manipulation.
Also Called Skin Shedding
Capabilities The user is capable of shedding their body or skin and emerge with a new body, even after dismemberment.
Applications Healing/Health Optimization User may emerge with skin of different quality.
Associations Crustacean Physiology
Limitations Shedding one's skin takes time to perform in combat. May only be able to shed a certain amount of times.
- Dermal Armor:
The power to have innate physical armor for protection.
Also Called Armored Skin Natural Armor Skin Armor Thick Skin Tough Skin
Capabilities The users has or can generate an innate armor as a part of their body, which is resistant to attacks, harm or pain and temperature extremes. The armor varies from obvious, physical defenses, such as scales, thick skin/fur, natural shield, armor or shell, in-organic skin, etc, to bone-nodules below skin, particularly wide/sturdy rib-cake, blubber, or simply dense muscle.
Applications Cold Immunity
Variations Shell Formation
Limitations Weak against [Deoxygenation]
- Enhanced Durability:
The power to sustain numerous blows of internal or external assaults. A sub-power of Enhanced Condition and Invulnerability.
Also Called Damage Resistance Delayed Capitulation Enhanced Resistance High Resistance Super Durability Super Resistance Superhuman Durability Superhuman Resistance
Capabilities The user's physical durability (ability to endure/resist damage) is extremely high, allowing them to take numerous blows of internal or external assaults before succumbing to the effects.
Applications Enhanced Endurance Pain Suppression High level resistance to damage.
Associations Animal Imitation; with more durable animals, such as dinosaurs, rhinos, crustaceans, turtles, etc. Dermal Armor; usually through certain Animal Mimicries or Elemental Mimicries.
Limitations Since this ability isn't the same as Invulnerability, the user can only take so much damage before it finally takes an effect.
- Enhanced Endurance:
The ability to survive without supplies, resources, energy, or other items for an extended amount of time. Sub-power of Enhanced Condition.
Also Called Superhuman Endurance Super Endurance Super Resilient Superhuman Resilient Enhanced Resilient High Resilient
Capabilities Users can operate on a low power setting, allowing them to operate for an extended amount of time. They can hold their breath for longer periods of time and remain calm through stressful or painful situations, tolerate extreme hunger, unbearable thirst, and strong urges to sleep.
Associations Enhanced Condition Enhanced Durability Enhanced Stamina Pain Suppression Thermal Resistance
Limitations Users are still limited on how far they are available to continue. May require a specific item or sustenance that would allow them to go without others.
- Enhanced Reflexes:
The powers to have drastically enhanced reaction speed. Sub-power of Enhanced Condition.
Also Called Enhanced Maneuverability Super Reflexes Superhuman Reflexes Heightned Reflexes
Capabilities User has drastically enhanced reaction speed, allowing them to dodge bullets, catch flies in mid-air, dodge and maneuver around complex attacks, catch falling objects, block detriments and react instantaneously to what others take more time to react to.
Associations Auto-Reflexes Enhanced Agility Enhanced Combat Enhanced Condition Enhanced Dexterity Enhanced Endurance Enhanced Speed
Limitations Enhanced Speed users may be too fast to react. Objects moving at tremendously quick speeds may be too difficult to dodge.
- Enhanced Vision:
The power of enhanced eyesight. Variation of Enhanced Senses.
Also Called Super Sight Super Vision Superhuman Eyesight Superhuman Sight Ultraviolet Vision
Capabilities Users have eyes enhanced to see with amazing clarity/detail, distance, or color, perhaps even in a different spectrum of light or into another dimension.
Applications Microscopic Vision Telescopic Vision
Variations Aura Vision: The ability to see a person or object's spiritual aura. Blood Flow Vision: The ability to see the flow of blood of living beings. Electromagnetic Vision: The ability to see various kinds of light in the EM spectrum. Infrared Vision: The ability to see heat radiation. Ultraviolet Vision: The ability to see ultraviolet. Energy Vision: The ability to see hidden and or unused energy/power in someone. Movement Vision: The ability to instantly take notice of things if they move. Multiple Vision: The ability to see in multiple directions at once. Night Vision: The ability to see with little or no light. Panoramic Vision: The ability to see 360 degrees. Supercolor Vision: The ability to see in a wider range of color.
Associations Enhanced Senses
Limitations Users require their eyes, not Echolocation, or Telepathy unless temporarily blinded may need them. Users eyes may be sensitive, and require protection like sunglasses. Users could still have a blind spot where they cannot see the other person. Blindness Inducement Users of Invisibility will be unseen.
- Pincer Grip:
The power to utilize a nigh-unbreakable grip. Variation of Natural Weaponry.
Also Called Enhanced Grip Superhuman Grip
Capabilities The user can exert a nearly unbreakable grip and cause crushing damage to the target, some may have sharp claws and ability to cut their target.
Applications Crushing
Associations Animal Imitation Crustacean Physiology Enhanced Strength Natural Weaponry
- Seismic Sense:
The power to sense and perceive vibrations in the earth. A sub-power of Enhanced Touch, technique of Earth Manipulation, variation of Echolocation.
Capabilities The user is able to pick up even the slightest vibrations through physical contact with the ground, enabling them to perceive their surroundings as precisely as normal sight. Users are able to sense the structure and materials of solid substances, including the presence of caves, material changes, structural weaknesses, etc.
Applications Danger Intuition Enhanced Awareness
Associations Enhanced Touch
Limitations Anything not standing on solid surface evades detection. Loose matter, such as sand, may distort perception.
- Speed Swimming:
The power to swim at incredible speeds. A variation of Enhanced Speed.
Also Called Enhanced Swimming Superhuman Swimming Speed
Capabilities The user can swim at incredible speeds.
Associations Aquatic Respiration Fish Physiology Enhanced Endurance Enhanced Speed Merfolk Physiology
Limitations Unless user also has Aquatic Respiration, they can still drown.
Variations Crayfish Physiology Crab Physiology Lobster Physiology: Decelerated Aging Mantis Shrimp Physiology: Enhanced Vision, Power Fists
- Cetacean Physiology:
Power to use the abilities of cetaceans. Variation of Mammalian Physiology. Capabilities User with this ability either is or can mimic/transform into cetaceans, including whales, dolphins and porpoises. Applications - Cold Immunity:
The power to be immune to extreme cold. Sub-power of Thermal Resistance and Body Temperature Manipulation, variation of Selective Invulnerability and Elemental Immunity. Opposite power of Fire Immunity.
Also Called Coldproof Frost Proof Ice Proof
Capabilities Users body is immune to extreme cold, making them immune to hypothermia and freezing.
Associations Body Temperature Manipulation Cold Manipulation Dermal Armor Elemental Immunity Ice Manipulation Ice Mimicry Invulnerability Selective Invulnerability
Limitations Doesn't protects against physical damage caused by ice User may have weakness against heat.
- Decelerated Aging:
The power to age at a slower-than-normal rate. Opposite of Accelerated Aging
Also Called Decelerated Aging Process Longevity Slowed Aging Delayed Aging
Capabilities The user either ages slower than normal for their species or is of the species that have extended life-span.
Associations Age Manipulation Regenerative Healing Factor Semi-Immortality/Immortality
Limitations May still be susceptible to Age Manipulation. Slower age can mean just maintaining a youthful appearance longer while the lifespan remains the same length.
- Dermal Armor:
The power to have innate physical armor for protection.
Also Called Armored Skin Natural Armor Skin Armor Thick Skin Tough Skin
Capabilities The users has or can generate an innate armor as a part of their body, which is resistant to attacks, harm or pain and temperature extremes. The armor varies from obvious, physical defenses, such as scales, thick skin/fur, natural shield, armor or shell, in-organic skin, etc, to bone-nodules below skin, particularly wide/sturdy rib-cake, blubber, or simply dense muscle.
Applications Cold Immunity
Variations Shell Formation
Limitations Weak against [Deoxygenation]
- Echolocation:
The ability to determine the location of objects in the environment by use of reflected sound waves.
Also Called Radar Pulse Radar Sense Sonar Sense
Capabilities Users emit calls out to the environment and listen to the echoes of those calls that return from various objects near them, and use these echoes to locate and identify the objects. Alternately, they can use ambient sounds do the same. Since this ability isn't based on sight/light, Invisibility is useless against it, as are most forms of Camouflage.
Applications Blindsight Enhanced Hearing
Techniques Illusion Awareness: Illusions lack mass from which sound would bounce.
Variations Seismic Sense: Sense vibrations from solid objects. Sonar: Echolocation using water as a medium instead of air.
Associations Sound Manipulation Sonic Scream
Limitations Other sounds may throw off this ability's effectiveness. Users often have sensitive ears, which can be painful. Sound dampening skills such as Air Manipulation, or Force-Field Generation may halt this power. Inaudibility negates this power completely. Certain things may not be detectable which depends on how that users' powers works. Can be overloaded if there are too many sensory impressions.
- Enhanced Endurance:
The ability to survive without supplies, resources, energy, or other items for an extended amount of time. Sub-power of Enhanced Condition.
Also Called Superhuman Endurance Super Endurance Super Resilient Superhuman Resilient Enhanced Resilient High Resilient
Capabilities Users can operate on a low power setting, allowing them to operate for an extended amount of time. They can hold their breath for longer periods of time and remain calm through stressful or painful situations, tolerate extreme hunger, unbearable thirst, and strong urges to sleep.
Associations Enhanced Condition Enhanced Durability Enhanced Stamina Pain Suppression Thermal Resistance
Limitations Users are still limited on how far they are available to continue. May require a specific item or sustenance that would allow them to go without others.
- Enhanced Hearing:
The power to hear with amazing clarity. Variation of Enhanced Senses.
Also Called Hyperacusia Sharp Ears Super Hearing Superhuman Hearing
Capabilities Users have ears enhanced to hear with amazing clarity, distance, and even frequencies outside normal range. Users ears can pick up every single sound, can decipher layer upon layer of differing sounds/conversations, locate the source of noise or pick up a sound from a mile away in a busy city.
Applications Blindsight/Echolocation: by hearing the changes of sound. Infra-sound Hearing: Ability to hear infra-sounds which are below the normal hearing range, since infra-sounds are produced by several natural forces the user is able to sense natural disasters (earthquakes, volcanoes, etc.). Several machines produce these voices as well, so user could hear when they start malfunctioning. Lie Detection: by sensing changes in heartbeat, strain in voice, etc.. Parabolic Hearing: Ability to focus hearing to certain area, or filter out everything but the wanted sound. Aural version of Telescopic Vision. Ultra Hearing: Ability to hear ultrasounds which are above the normal hearing range. These are mostly produced by animals, which gives notable edge for an hunter.
Associations Enhanced Senses
Limitations Noise can limit the distance of the users hearing range or ability to detect minor sounds. Inaudibility and Silence Manipulation will make this power useless.
- Enhanced Lung Capacity:
The power to have tremendous lung capacity. A sub-power of Enhanced Breath and Enhanced Condition.
Capabilities The user has a tremendous lung capacity and/or ability to use the oxygen very effectively enabling them to hold their breath for extended periods of time while staying active. This may also include birdlike lungs that allow the user to keep their lungs constantly filled with fresh air.
Associations Cetacean Physiology Enhanced Breath Enhanced Condition
Limitations While this ability allows one to survive extended periods without breathing, it doesn't mean they don't need air, but they can survive for longer periods without it. Sooner or later they are gonna need to breathe.
- Enhanced Senses:
The power to posses extremely accurate senses. Sub-power of Enhanced Condition and Sense Manipulation.
Also Called Advanced Senses Increased Perceptions Heightened Senses Hyper-Senses Super-Senses Strengthened Senses
Capabilities The user has extremely accurate senses, allowing them to see, hear, smell, taste, touch and/or feel more than an average member of their species.
Applications The Five Senses:
Enhanced Hearing: Ears pick up every single sound, and can decipher layer upon layer of noise; has the ability to pick up a conversation from a mile away in a busy city. May even mutate into Echolocation. Enhanced Smell: Users can detect specific smells, and locate their origin. Some may even be able to tell if some one is lying by which hormones they excrete. Enhanced Taste: Users may be able to detect poisons or other problems, Usually accompanies enhanced smell. Enhanced Touch: Some can feel so acutely that to rub the users hand on a paper would be like reading the page, sensing every bump ripple or wave. Some may even be able to tell of distant occurrences felt through vibrations in the earth. Enhanced Vision: Can see with amazing clarity, distance, or color, perhaps even in a different spectrum of light or into other dimensions. Other Senses:
Electroreception: Can detect and follow electricity and related phenomenon. Enhanced Awareness: All senses are attuned to nearby activity.
Associations
Energy Sensing Enhanced Agility Enhanced Condition
- Enhanced Strength:
The power to exert great strength from their muscles. Sub-power of Enhanced Condition.
Also Called Hyper Strength Super Strength Superior Strength Superhuman Strength Supernatural Strength Titanic Strength Increased Strength
Capabilities Users have incredible ability to defy weight limitations of the member of their race, but not completely break them. Dense, lengthy, or overweight items are easy to move and simple to use in nearly any manner. Users can crush, lift, throw, or catch items of great weight.
Applications User can lift objects that are heavy for normal humans. Constriction and Crushing due to the extreme strength of the user.
Techniques Heavy Strike Pulverization Shockwave Clap Shockwave Stomp
Levels Type II: Being able to lift heavier structures from battleships to massive aircrafts.
Associations Usually accompanied with Enhanced Durability, since user's muscle's would have to be very durable to lift such weight. May stem from Enhanced Senses.
Limitations Balance, gravity, and mass still affect the user. Users are still susceptible to Newton's Three Laws of Motion. Strength does not equal durability. If a user were to attempt to lift something extremely heavy over their head, their bones and joints could snap. May damage environment/other people without meaning or noticing.
- Pressure Resistance:
Power to be resistant to high amounts of pressure and gravity. A variation of Selective Invulnerability.
Capabilities Users with this power is resist damage from being crushed, smashed, or flattened. Usually accompanied by those with Gyrokinesis or Piezokinesis so that they are not crushed by their own power.
Variations Water - Resist the under-water pressure that if gone too deep the weight of the water would crush them.
Associations Pressure Manipulation Selective Invulnerability
Limitations May be limited on how much pressure the user can handle.
- Speed Swimming:
The power to swim at incredible speeds. A variation of Enhanced Speed.
Also Called Enhanced Swimming Superhuman Swimming Speed
Capabilities The user can swim at incredible speeds.
Associations Aquatic Respiration Fish Physiology Enhanced Endurance Enhanced Speed Merfolk Physiology
Limitations Unless user also has Aquatic Respiration, they can still drown.
Variations Mysticeti Physiology (baleen whales): Odontoceti Physiology (toothed whales): Enhanced Bite, Speed Swimming Delphinoidea Physiology (dolphins): Enhanced Jump, Speed Swimming, Enhanced Intelligence, Enhanced Regeneration, Enhanced Vision Killer whale/Orca Physiology Sperm Whale Physiology Mythical Cetaceans: Encantado Physiology Associations Musical Empathy Size Manipulation Sound Manipulation Water Manipulation
- Pinniped Physiology:
Power to use the abilities of pinnipeds. Variation of Mammalian Physiology. Capabilities User with this ability either is or can mimic/transform into pinnipeds, including seals, walruses, sea lions, etc. Applications - Body Temperature Manipulation:
The ability to manipulate the body temperature of oneself and/or others. Combination of Body Manipulation and Thermal Manipulation.
Also Called Bio-Thermokinesis Body-heat Manipulation
Capabilities The user has complete control over the body temperature of oneself and others, including increasing and decreasing it to harmful or lethal levels, increasing it to levels where touching the target is painful/damaging while keeping the target unaffected by the changes, concealing body temperature, making the target resistant or immune to temperatures, etc. Users of this power are completely unaffected by the temperature changes.
Applications Body Heat Camouflage Cold Immunity Temperature Regulation Thermal Resistance Weather Adaptation
Associations Body Manipulation Skin Manipulation Thermal Manipulation
Limitations Limited to manipulating the body temperature oneself. May be limited to only increasing or decreasing body temperature.
- Cold Immunity:
The power to be immune to extreme cold. Sub-power of Thermal Resistance and Body Temperature Manipulation, variation of Selective Invulnerability and Elemental Immunity. Opposite power of Fire Immunity.
Also Called Coldproof Frost Proof Ice Proof
Capabilities Users body is immune to extreme cold, making them immune to hypothermia and freezing.
Associations Body Temperature Manipulation Cold Manipulation Dermal Armor Elemental Immunity Ice Manipulation Ice Mimicry Invulnerability Selective Invulnerability
Limitations Doesn't protects against physical damage caused by ice User may have weakness against heat.
- Enhanced Agility:
The ability to possess agility beyond that of a normal member of the user's species. Sub-power of Enhanced Condition.
Capabilities User with this ability can go from one motion to another effortlessly, effectively dodge attacks, swing from things easily, sprint, do back-flips and numerous other gymnastic, athletic and martial implements with little effort.
Agility is "the ability to rapidly respond or change by adapting its initial stable configuration", the ability to change the body's position efficiently, and requires the integration of isolated movement skills using a combination of balance, bodily coordination, speed, reflexes, strength and endurance.
Levels Supernatural Agility: User's agility is superior to what natural can acomplish
Associations Aim Dodging Enhanced Athleticism Enhanced Balance Enhanced Condition Enhanced Dexterity Enhanced Endurance Enhanced Flexibility Enhanced Jump Enhanced Reflexes Enhanced Speed
Limitations Can still experience exhaustion. Does not necessarily mean they can survive falls from great heights or crashes into walls.
- Enhanced Endurance:
The ability to survive without supplies, resources, energy, or other items for an extended amount of time. Sub-power of Enhanced Condition.
Also Called Superhuman Endurance Super Endurance Super Resilient Superhuman Resilient Enhanced Resilient High Resilient
Capabilities Users can operate on a low power setting, allowing them to operate for an extended amount of time. They can hold their breath for longer periods of time and remain calm through stressful or painful situations, tolerate extreme hunger, unbearable thirst, and strong urges to sleep.
Associations Enhanced Condition Enhanced Durability Enhanced Stamina Pain Suppression Thermal Resistance
Limitations Users are still limited on how far they are available to continue. May require a specific item or sustenance that would allow them to go without others.
- Enhanced Lung Capacity:
The power to have tremendous lung capacity. A sub-power of Enhanced Breath and Enhanced Condition.
Capabilities The user has a tremendous lung capacity and/or ability to use the oxygen very effectively enabling them to hold their breath for extended periods of time while staying active. This may also include birdlike lungs that allow the user to keep their lungs constantly filled with fresh air.
Associations Cetacean Physiology Enhanced Breath Enhanced Condition
Limitations While this ability allows one to survive extended periods without breathing, it doesn't mean they don't need air, but they can survive for longer periods without it. Sooner or later they are gonna need to breathe.
- Enhanced Senses:
The power to posses extremely accurate senses. Sub-power of Enhanced Condition and Sense Manipulation.
Also Called Advanced Senses Increased Perceptions Heightened Senses Hyper-Senses Super-Senses Strengthened Senses
Capabilities The user has extremely accurate senses, allowing them to see, hear, smell, taste, touch and/or feel more than an average member of their species.
Applications The Five Senses:
Enhanced Hearing: Ears pick up every single sound, and can decipher layer upon layer of noise; has the ability to pick up a conversation from a mile away in a busy city. May even mutate into Echolocation. Enhanced Smell: Users can detect specific smells, and locate their origin. Some may even be able to tell if some one is lying by which hormones they excrete. Enhanced Taste: Users may be able to detect poisons or other problems, Usually accompanies enhanced smell. Enhanced Touch: Some can feel so acutely that to rub the users hand on a paper would be like reading the page, sensing every bump ripple or wave. Some may even be able to tell of distant occurrences felt through vibrations in the earth. Enhanced Vision: Can see with amazing clarity, distance, or color, perhaps even in a different spectrum of light or into other dimensions. Other Senses:
Electroreception: Can detect and follow electricity and related phenomenon. Enhanced Awareness: All senses are attuned to nearby activity.
Associations
Energy Sensing Enhanced Agility Enhanced Condition
- Pressure Resistance:
Power to be resistant to high amounts of pressure and gravity. A variation of Selective Invulnerability.
Capabilities Users with this power is resist damage from being crushed, smashed, or flattened. Usually accompanied by those with Gyrokinesis or Piezokinesis so that they are not crushed by their own power.
Variations Water - Resist the under-water pressure that if gone too deep the weight of the water would crush them.
Associations Pressure Manipulation Selective Invulnerability
Limitations May be limited on how much pressure the user can handle.
- Speed Swimming:
The power to swim at incredible speeds. A variation of Enhanced Speed.
Also Called Enhanced Swimming Superhuman Swimming Speed
Capabilities The user can swim at incredible speeds.
Associations Aquatic Respiration Fish Physiology Enhanced Endurance Enhanced Speed Merfolk Physiology
Limitations Unless user also has Aquatic Respiration, they can still drown.
Variations Odobenus Physiology (walrus): Dermal Armor, Enhanced Strength, Enhanced Durability, Tusks, Decelerated Aging, Enhanced Touch Otariidae Physiology (fur seals and sea lions): Enhanced Strength/Enhanced Durability (fur seal males only) Phocidae Physiology (true seals) Mythical pinnipeds: Selkie Physiology: Human Disguise/Human Physiology Limitations May exhibit the same fears and or desires of taken form.
- Sirenia Physiology:
Power to use the abilities of sirenians. Variation of Mammalian Physiology. Also Called Sirenia Mimicry Sirenian Mimicry/Physiology Capabilities User with this ability either is or can mimic/transform into sirenians, including dugong and manatees. Applications - Decelerated Aging:
The power to age at a slower-than-normal rate. Opposite of Accelerated Aging
Also Called Decelerated Aging Process Longevity Slowed Aging Delayed Aging
Capabilities The user either ages slower than normal for their species or is of the species that have extended life-span.
Associations Age Manipulation Regenerative Healing Factor Semi-Immortality/Immortality
Limitations May still be susceptible to Age Manipulation. Slower age can mean just maintaining a youthful appearance longer while the lifespan remains the same length.
- Enhanced Durability:
The power to sustain numerous blows of internal or external assaults. A sub-power of Enhanced Condition and Invulnerability.
Also Called Damage Resistance Delayed Capitulation Enhanced Resistance High Resistance Super Durability Super Resistance Superhuman Durability Superhuman Resistance
Capabilities The user's physical durability (ability to endure/resist damage) is extremely high, allowing them to take numerous blows of internal or external assaults before succumbing to the effects.
Applications Enhanced Endurance Pain Suppression High level resistance to damage.
Associations Animal Imitation; with more durable animals, such as dinosaurs, rhinos, crustaceans, turtles, etc. Dermal Armor; usually through certain Animal Mimicries or Elemental Mimicries.
Limitations Since this ability isn't the same as Invulnerability, the user can only take so much damage before it finally takes an effect.
- Enhanced Endurance:
The ability to survive without supplies, resources, energy, or other items for an extended amount of time. Sub-power of Enhanced Condition.
Also Called Superhuman Endurance Super Endurance Super Resilient Superhuman Resilient Enhanced Resilient High Resilient
Capabilities Users can operate on a low power setting, allowing them to operate for an extended amount of time. They can hold their breath for longer periods of time and remain calm through stressful or painful situations, tolerate extreme hunger, unbearable thirst, and strong urges to sleep.
Associations Enhanced Condition Enhanced Durability Enhanced Stamina Pain Suppression Thermal Resistance
Limitations Users are still limited on how far they are available to continue. May require a specific item or sustenance that would allow them to go without others.
- Enhanced Lung Capacity:
The power to have tremendous lung capacity. A sub-power of Enhanced Breath and Enhanced Condition.
Capabilities The user has a tremendous lung capacity and/or ability to use the oxygen very effectively enabling them to hold their breath for extended periods of time while staying active. This may also include birdlike lungs that allow the user to keep their lungs constantly filled with fresh air.
Associations Cetacean Physiology Enhanced Breath Enhanced Condition
Limitations While this ability allows one to survive extended periods without breathing, it doesn't mean they don't need air, but they can survive for longer periods without it. Sooner or later they are gonna need to breathe.
- Enhanced Strength:
The power to exert great strength from their muscles. Sub-power of Enhanced Condition.
Also Called Hyper Strength Super Strength Superior Strength Superhuman Strength Supernatural Strength Titanic Strength Increased Strength
Capabilities Users have incredible ability to defy weight limitations of the member of their race, but not completely break them. Dense, lengthy, or overweight items are easy to move and simple to use in nearly any manner. Users can crush, lift, throw, or catch items of great weight.
Applications User can lift objects that are heavy for normal humans. Constriction and Crushing due to the extreme strength of the user.
Techniques Heavy Strike Pulverization Shockwave Clap Shockwave Stomp
Levels Type I: Being able to lift up cars to trucks, buses, and large boulders.
Associations Usually accompanied with Enhanced Durability, since user's muscle's would have to be very durable to lift such weight. May stem from Enhanced Senses.
Limitations Balance, gravity, and mass still affect the user. Users are still susceptible to Newton's Three Laws of Motion. Strength does not equal durability. If a user were to attempt to lift something extremely heavy over their head, their bones and joints could snap. May damage environment/other people without meaning or noticing.
- Pressure Resistance:
Power to be resistant to high amounts of pressure and gravity. A variation of Selective Invulnerability.
Capabilities Users with this power is resist damage from being crushed, smashed, or flattened. Usually accompanied by those with Gyrokinesis or Piezokinesis so that they are not crushed by their own power.
Variations Water - Resist the under-water pressure that if gone too deep the weight of the water would crush them.
Associations Pressure Manipulation Selective Invulnerability
Limitations May be limited on how much pressure the user can handle.
- Speed Swimming:
The power to swim at incredible speeds. A variation of Enhanced Speed.
Also Called Enhanced Swimming Superhuman Swimming Speed
Capabilities The user can swim at incredible speeds.
Associations Aquatic Respiration Fish Physiology Enhanced Endurance Enhanced Speed Merfolk Physiology
Limitations Unless user also has Aquatic Respiration, they can still drown.
Variations Dugong Physiology: Manatee Physiology: Limitations Sirenians aren't particularly fast or agile swimmers.
- Amphibian Physiology:
Power to use the abilities of amphibians. Variation of Animal Imitation and Animal Morphing. Also Called Amphibian Form Amphibian Mimicry Capabilities User with this ability either is or can mimic/transform into amphibians, including toads, frogs, caecilians, and salamanders. Applications - 360-Degree Vision:
The power to see in all directions at once. Variation of Enhanced Vision
Also Called Omnidirectional Vision Panoramic Vision
Capabilities The user is able to see in all directions at once.
Variations Expanded View: User has vastly expanded field of view, but not enough to give them ability to see behind themselves. 270-degree view.
Associations Enhanced Vision
Limitations Users may have a minor "blind spot". Some users may not be able to use their ability in the dark. User can be blinded by bright light from any direction. Users can get overwhelmed by sensory information.
- Aquatic Adaptaion:
The ability to adapt to underwater environments. Sub-power of Environmental Adaptation.
Also Called Undersea Adaptation Underwater Adaptation
Capabilities The user can adapt to underwater environments, being able to breathe water in lieu of, or along with, a gaseous breathing medium, to swim well and to endure high water pressure and extreme water temperatures.
Applications Aquatic Respiration Cold Immunity Enhanced Lung Capacity Enhanced Senses modified to work in water. Pressure Resistance Speed Swimming
Limitations May be unable to survive on dry land for long.
- Enhanced Agility:
The ability to possess agility beyond that of a normal member of the user's species. Sub-power of Enhanced Condition.
Capabilities User with this ability can go from one motion to another effortlessly, effectively dodge attacks, swing from things easily, sprint, do back-flips and numerous other gymnastic, athletic and martial implements with little effort.
Agility is "the ability to rapidly respond or change by adapting its initial stable configuration", the ability to change the body's position efficiently, and requires the integration of isolated movement skills using a combination of balance, bodily coordination, speed, reflexes, strength and endurance.
Levels Supernatural Agility: User's agility is superior to what natural can acomplish
Associations Aim Dodging Enhanced Athleticism Enhanced Balance Enhanced Condition Enhanced Dexterity Enhanced Endurance Enhanced Flexibility Enhanced Jump Enhanced Reflexes Enhanced Speed
Limitations Can still experience exhaustion. Does not necessarily mean they can survive falls from great heights or crashes into walls.
- Enhanced Jump:
The power to achieve great rocket-like jumps, while having hassle-free landings. Sub-power of Enhanced Condition.
Also Called Enhanced Jumping Enhanced Leap Mega Jump Super Jump/Leap Superhuman Jump/Jumping Superhuman Leap
Capabilities Users can jump incredible distances and land safely, covering frighteningly tall heights and long distances. Usually comes with strong legs. In some cases a jump can fool an observer into believing the person is "Flying", such as with early Superman comics.
Associations Amphibian Physiology; Frogs and Toads Enhanced Condition Enhanced Speed Enhanced Strength
- Hibernation:
The power to enter an intensively dormant state.
Also Called Deep Sleep Suspended Animation
Capabilities The user can enter a coma-like state and appear dead, either for safety reasons or to heal.
Associations Self-Sustenance
- Poison Generation:
The power to create/generate variety of poisons. Sub-power of Poison Manipulation, variation of Organic Generation.
Also Called Poison Emission/Secretion Toxigenesis Toxin Generation/Emission/Secretion Venom Generation/Emission/Secretion
Capabilities User can generate, create, emit or otherwise produce poison/poisonous substance and somehow inflict the victim. For the sake of clarity: poison, toxin and venom are terms for any substance that injures the health or destroys life when absorbed into the system: poison is the general word, toxin is a poison produced by an organism (plant, fungus, animal); it is especially used in medicine in reference to disease-causing bacterial secretions, venom is especially used of the poisons secreted by certain animals, usually injected by bite or sting.
Variations Poison can be spread by: Bite, claws or stinger. Miasma Emission to create toxic fumes. Poison Breath Poisonous Blood Poisonous Touch inflicts the poison by either victim or user touching the other, this is common defense method.
Effects may be: Acid Generation for those that use poison to hunt: it starts the digestion process. Death Inducement Paralysis Inducement
Associations Chemistry Manipulation Enhanced Immunity is vital. Organic Generation Poison Manipulation Toxikinetic Combat poison in combination of physical combat. Venomous Claws/Venomous Fangs
Limitations May activate during stress unconsciously and unwillingly. User may not be able to create from surroundings. Can be contained by opponent depending on method. Poison Immunity grants immunity.
- Prehinsile Tongue:
The power to use one's tongue to grasp and manipulate objects. Variation of Natural Weaponry.
Also Called Elastic Tongue Tongue Manipulation
Capabilities The user may be able to make their tongue grow longer and grasp and manipulate objects. Particularly strong users may even be able pierce their target.
Associations Amphibian Physiology Natural Weaponry
- Speed Swimming:
The power to swim at incredible speeds. A variation of Enhanced Speed.
Also Called Enhanced Swimming Superhuman Swimming Speed
Capabilities The user can swim at incredible speeds.
Associations Aquatic Respiration Fish Physiology Enhanced Endurance Enhanced Speed Merfolk Physiology
Limitations Unless user also has Aquatic Respiration, they can still drown.
- Wallcrawling:
The power to fasten onto and climb vertical and horizontal surfaces without falling.
Also Called Adhesive Climbing Surface Scaling Wall Adhesion Wall Clinging
Capabilities The user can climb walls and stay unto ceilings. The user does not deny gravity, but has the ability to adhere to surfaces unaided. However in order to truly be "crawling" on the user must be able to maintain balance for long periods of time, compared to Wallrunning where the energy is only temporary.
Beings with super human strength or super strong and dense claws could simply dig their fingers or into a surface, then propelling upward and digging in again, generating the effect of wall crawling. In some cases, the user may simply be able to make use of any handholds they find, no matter how small, to wall crawl. Those with Reptilian Mimicry could have microscopic satae on their hands and feet like a gecko, or a suction pads like a frog.
Techniques Ceiling Cling - The user clings to the ceiling to either hide or ambush enemies. Wall Jump/Wall Kick - The user sticks to a wall and proceeds to jump off of it, often doing so between two walls. This also allows for a form of Enhanced Jump.
Associations Climbing Enhanced Agility Enhanced Athleticism Enhanced Strength
Limitations May only be able to stick to certain surfaces. Wallcrawling Disruption is the perfect counter.
Variations Anura Physiology (frogs and toads): Enhanced Jump, Enhanced Climbing, Gliding, Burrowing, Camouflage, Poison Generation Toad Physiology (actually refers to any frog with dry, leathery skin, short legs and poison-glands): Dermal Armor, Poison Generation Caudata Physiology (salamanders): Enhanced Regeneration, Anatomical Liberation, Body Shedding, Enhanced Vision Newt Physiology: Enhanced Regeneration even more so than salamander Gymnophiona Physiology (caecilians): Burrowing, Enhanced Smell Mythical Amphibians: Minhocão Physiology Water leaper Physiology: Wing Manifestation, Tail Manifestation, Stinger Protrusion Associations Animal Imitation Animal Morphing Egg Manipulation Spawning Amphibians are associated with great number of mystical and supernatural abilities and connections in mythology and folklore, thus user with this power may have access to: Frog/Toad: Fertility, Clairvoyance, Resurrection, Water Manipulation, Healing, Luck/Luck Bestowal Salamander: Fireproof Skin/Fire Absorption Limitations+ May require heat or cold from an ambient source. Disadvantages: Depends on the sub-species. Unless of a mammalian line, most aquatics are unable to survive above water for any significant length of time. Electrical based attacks, discharges, ect do double damage to anyone with aquatic as a species. Special Customs: Water is life. Water is all. Preserve the waters of the world, so that we may survive. | |
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