Glossary

Watchers
Watchers have the ability to foresee the future to varying degrees. As knowledge of the future invariably causes that future to change, Watchers' visions of the future in their direct sphere of influence are subject to frequent shifting. Basically they are seers. Most of them will catch fleeting glimpses of the future, and then they draw what they see in sketch pads, mostly. They can focus on a thing to get a glimpse of that, but most of the time they catch random bits.
Movers
Movers are powerful telekinetics who are trained to identify the specific atomic frequency of a given material and alter the gravitational field around it, usually causing the nearby air to appear warped. This allows them to move both animate and inanimate objects. Advanced Movers can work at the molecular level, creating protective force fields in the air around them or to reinforce punches and other strikes to make them stronger. So, pretty much, they move things and make force fields with their mind.
Pushers
Pushers have the ability to implant memories, thoughts and emotions into the minds of other people in order to manipulate them. The skill level of the Pusher determines how many people the Pusher is able to control at one time, and how vivid the implanted memories are. A powerful Pusher can push a large group of people at the same time, basically creating a personal army. A Pusher is able to make a person do anything the Pusher desires, even commit suicide. A Pusher's eyes indicate how powerful they are: their pupils will dilate to certain degrees depending on how powerful the push is.
Bleeders
Bleeders have the ability to emit high-pitched sonic vibrations that cause ruptures in a target's blood vessels. While using this ability, their eyes turn into slits because of synthetic materials implanted in them to protect their own blood vessels from the effects of their ability. They are also sometimes known as Screechers or Screamers.
Sniffs
Sniffs are highly developed psychometrics who can track the location of people or objects over varying distances. Like bloodhounds, their ability is increased if they have tactile access to an object that has been in direct contact with the subject. Sniffs receive information in the form of images, which is why identifiable landmarks help increase their effectiveness. They touch something and get images dating back as far as they want about where the object has been and who has touched it.
Shifters
Shifters can temporarily alter the appearance of an object by manipulating the patterns of light interacting with it. Once the illusion is established, it remains with the object for a short period of time. For example, a Shifter could touch a one dollar bill and alter it to appear as a one hundred dollar bill until the effect expires. The object shifted must have roughly the same dimensions as the object it is shifted into. The length of time that the effect will last is based on the Shifter's experience and ability.
Wipers
Wipers are skilled at either temporarily or permanently erasing memory, an invaluable asset in espionage. Experience will dictate the accuracy of their wipes, though there is always the danger that they will eliminate a desired memory.
Shadows
Shadows are trained to block the vision of other clairvoyants such as Sniffs, making any subject within their target radius appear "dark". Experience will enhance the size of the area they can shadow and the intensity of their shielding effect. Shadows need to be awake to manifest their ability, so it is common for a detail of two Shadows to operate in shifts while protecting a person or object for extended periods. Most Shadows are effective only against Sniffs, but some extremely powerful Shadows are able to block even Watchers and Listeners. The best Shadows can Shade whole buildings, but they are very rare.
Stitches
Stitches are psychic surgeons trained to quickly reconstruct cells to their previous or healthy state. Using only their hands, they can heal and even "unheal" whatever they have done. For more detailed work, Stitches use a silver based cream on their hands which acts as a conductor for their ability.

Phasers

Phasers can pass through solid objects by changing their body mass. It takes tremendous concentration to do this.

Changers

Changers can shape-shift into any person, animal, or object for as long as is needed, but they will lose their changed form if they get sick or overtired or even very surprised. As this change takes up a tremendous amount of energy, Changers are often hungry, although even if they eat a lot, they hardly ever gain any weight because the changes they go through burns a lot of calories. A very skilled Changer can even keep their form when they are asleep.

Porters/Jumpers

Porters, also known as Jumpers, can teleport to any place on earth that they can picture in their mind and have a physical memory of ever seeing. They must only think of this place and envision themselves there, and they will suddenly appear there.

Anesthetics

Anesthetics(Annes, for short) can read the emotions of other people and manipulate them. If, for example, a person is agitated or nervous, an Anne can send them calm. Their abilities cannot be blocked by any other abilities. Often, Annes are used by Division to sit in interrogation rooms and calm their victims down. The effects of their abilities are strengthened with touch. The term "anesthetics" is used to describe them because of their immense calming abilities and also their ability to take away pain.


Stoppers

Stoppers have the ability to stop time. They can only freeze the objects/people in the rooms they are in. Some stoppers have been noted to be able to freeze entire households. They are able to selectively freeze at will. (Meaning if there is a big group of people they can freeze however many people they desire and freeze and unfreeze certain body parts of others) but this has been noted to take a great more deal of concentration for them. When outside they can only freeze within the area they are in.

Shockers

Shockers have the ability to absorb and create electricity through the palms and fingertips of their hands, because of their ability to absorb electric they can with stand being shocked on a greater scale then the average human being but they are more prone to tempers and fits.

Stealths

Stealths have the ability to absorb light and are able to bend the light around themselves to make them invisible to the naked eye, which gives them a stealth-like ability. By touching others, they are able to make them invisible alike. Stealths can be seen by infra-red goggles or animals that hunt by sensing body heat. They are only able to stay invisible for a certain period of time because eventually the light they absorbed to bend the light around their bodies will dissipate and they will have to absorb more light. Also because of their ability to absorb light and shield it around them, bright shiny lights like the sun or LED lights have no effect on their eyes.

Whisperers

Whisperers are skilled telepaths. Experience will increase the amount of people a Whisperer can connect with. As the number of people they connect with increases, the harder it is to stay connected. They can also connect with strong emotions in the form of a psychic blast that gives the receiver an extreme headache; if the Whisperer focuses hard enough they can immobilize the receiver.

Starters

Starters can ignite any object or thing by physical touch.
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