Aether powers

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Aether Powers

 

PHYSICAL PROWESS

This circle of powers enhances the physical capabilities of the Champion in various ways. All powers of this class are innate powers that are ingrained in the physiology of the Champion. This means that the physical powers are not used but are inherently part of the individual. Class: Barrier

SuperStrength
This power allows for increased strength and durability. This allows the user to be capable of lifting incredible amounts of weight that even increases with the heart rate of the individual. With a fast heart rate, the Champion is capable of lifting well over a ton. Fatigue is also lessened which enhances stamina as well, allowing the body to perform strenuous activity for longer. Super Strength is not invulnerability and still has limits of the human body. One is that the stamina of the user still requires significant amounts of energy to continually perform at such high levels. As the heart rate returns to normal, muscle soreness and joint pain also become apparent.

Limits: The weakness of this power is that eventually, the joints begin to break down making the power useless without a full heart rate. However, this could also result in giving the Champion a heart attack.

Sealed Effect: Increasing joint pain and heart rate, leading to loss of heart attack.
Resonance Effect: Power is enhanced to greater levels, for an extended period, joints also become stronger.

Hypersensitivity
All senses are heightened to extreme levels. This allows for senses such as sight, smell, and hearing to be well above normal. In addition to this, spacial awareness is also enhanced granting a near perfect perception of what is around the individual. This increases the ability to sense direction and distance between objects as well. In all, there are 9 known senses that are enhanced with this power: Sight, Sound, Smell, Taste, Touch, Space, Balance, Pain, Truth. The first five are heightened accordingly. Space refers to spacial awareness where the Champion has an instinctive knowledge of what is around them and where things are located. Balance refers to the Champions ability to maintain their balance where others would not. Pain enhances the Champion's ability to sense harmful stimuli, heightens their reaction to it but also their emotional empathy. Truth is the ability to sense deceit and falseness whether through words or other means. It also allows them to be able to see the solutions to problems and puzzles to a somewhat greater degree. The weakness of this power is that all of these senses are heightened which potentially means that any and all of them can be overloaded in some way. Hearing loud, high pitched noises can be painful, disorienting the individual or an incredibly potent smell can knock them unconscious. Medicines and intoxicating substances have increased effect on the body as well.

Muscle Mimicry
The power to replicate a movement perfectly after initial observation. This power relates solely to physical skills and not superpowers. The power also grants the ability to consistently perform tasks perfectly immediately upon witnessing them. It is capable of performing tasks perfectly and with 100 percent consistency every time. The limits to this power are that the user can only remember a certain amount of skills and new ones will be overwritten. Overwritten abilities commonly consist of practiced skills that require incredible dexterity. The weakness of this power is that Muscle Mimicry will begin to overwrite simple learned functions of the body such as walking or throwing a ball eventually having to have things demonstrated to them over again to perform even menial tasks.

Elasticity
The Champion that exhibits this power has increased flexibility in their joints allowing them to perform contortions and bend their joints to a greater degree. Muscle fibers and structure are also more flexible which allows for the muscles to contract faster. Because of this, the increased elasticity allows for an increased reaction time as the Champion's muscles will flex without resistance. For this reason, fast movements come quite naturally, as well as less fatigue in their muscles and joints during strenuous activity. Champions with this power are capable of moving quickly but are relatively less strong. The elasticity of their muscles allows for quick, snapping contractions but does not translate to strength. Because of this, Champions with elasticity tend to be more wiry and thin despite their muscle tone and definition.

 

MENTAL PROWESS

This is a circle of powers that ranges from reading the minds of another human to the communication with other beings of natural or supernatural/paranormal origin. Class: Clairvoyance

Telepathy/Telepath: Is a power that is capable of receiving the open thoughts of another human. It is loosely described as hearing or reading another person's mind and interpreting the thoughts of others. The power is associated with empathic sensing of emotions and relating the feelings of a person's emotional state to translate a thought from the individual. The thoughts of humans are constantly in flux and incoherent. The thoughts must be organized and interpreted to be capable of being expressed and in this sense, the telepath is capable of translating a string of thoughts into a rational interpretation. A message may come to the telepath as a legible thought, a coded string of words or phrases, or an image. The interpretation of this criteria is based on a number of factors and may come out jumbled but can be further decoded. Using empathic abilities and deductive reasoning, a message can be received by the telepath for interpretation. A clearly expressed thought is received just as that but an image may have various interpretations. It may be a memory or a picture painted in the mind, but either way it is left to be interpreted based on the emotional connection that is detected by the telepath. The message is decoded in a matter of seconds to several minutes in regards to clarity. The telepath can also place a thought or idea into the mind of another individual. This idea will manifest itself into the mind where it can be interpreted by the target's mind. The thought will be recognized by the individual and be considered a random thought similar to one's own idea. This power is capable of casting doubt in a decision or create a newfound motivation but whether the target acts on this is completely up to them. This would depend entirely on the strength of mind and self confidence of what that person thinks.

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·         Limits: The telepath is only capable of focusing and diving into the thoughts of one individual at a time. The power is not simply always on but needs to be expressed by honing in on a particular target. Actively listening to one person's thoughts is similar to filtering through the noise of a crowd to hear one individual. Through different language barriers, the power is capable of interpreting only certain aspects of a message. This is accomplished by the empathic awareness and deduction similar to seeing the body language of a person. Furthermore, image interpretation would be unaffected by a foreign language. The power to send thoughts to another is also limited to the receiver actually acting on it. It is sent as a whisper through the mind of another but is interpreted by them as there own idea. The user would only act on an idea if the thoughts were conflicting in themselves already. It would be similar to casting doubt in one's own decisions. In addition, the user may recognize that the thoughts were not their own if they become too outlandish or uncharacteristic of themselves.

·         Illusions/Illusionist: The power to create Illusions causing people to perceive things differently from what they are. Illusions are capable of creating whole scenarios of reality to simply creating sensations of things that are not truly there. This can even be used to mask one's identity for a limited period making others see what the Illusionist wants to see. It can be used to fool targets into a false reality even capable of causing the sensation of pain. The illusions are created in the mind of one or several targets within a sphere of influence. The amount of targets that can be susceptible to the illusion is irrelevant as the illusion is concentrated to a specific area. The Illusionist, however, must concentrate the illusion on these targets at all times for the illusions to work and is vulnerable to outside influence during this time. The larger the sphere of influence makes the concentration that much more difficult. A single target will be easier to influence than a larger area of influence.The limit to this power is that illusions can only last for however long the Illusionist concentrates on this sphere of influence. They are completely vulnerable outside of the illusion they have created, therefore, the illusions can be disrupted if they are disturbed in some way. The weakness of this power is that it causes the reality of the user to become increasingly warped, eventually succumbing to there own disturbed illusion. They will begin to become paranoid and see things that are not there. The Illusionist also does not dream when they sleep. Class: Clairvoyance

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·         Limits: The illusionist can focus on one individual with an illusion but must remain completely stationary when casting an illusion on a wide sphere of influence. For both cases, the illusion can be disrupted if the target or the Illusionist is disturbed from some outside influence. Although the illusions can create sensations resembling physical pain, this can be overcome if the target believes the reality is false.

§  Medium: The medium's power is to translate the thoughts of animals and in some cases supernatural entities. This also allows them to interpret the nonverbal communication methods of these beings while not explicitly hearing anything. While telepaths can only hear human thoughts, mediums are limited to fauna or the supernatural. The thoughts of animals and spirits are deliberate and precise. The communication stream is constant and clear thus it can be interpreted as being redundant on occasion. While most of the relevant thoughts may come across as simple, the mindsets of these beings are far from it. In contrast to humans, who are constantly overflowing with half thoughts and indirect ideas or emotions, animals think in direct truths and poetic observations. These truths are based on what they feel not what is seen or heard and judgment is unbiased but instinctual. The instinctual nature of these lifeforms allows for a unique clarity that is then expressed in elegant prose to other beings. This is often taken in as a metaphoric account of certain situations and while understood easily by the medium, is difficult if not impossible to translate into words. This ability, like telepathy, must be focused onto an animal to be used. However, the natural order and instinctual energy that is felt by these lifeforms flows into the medium giving a heightened sense of awareness and similar clarity for the pure. A different ability is the capacity to communicate with the spirit of the paranormal or the supernatural. Similar to telepaths, these mediums are capable of hearing the thoughts of supernatural entities such as demons or vampires. While there are no conventional thoughts from ghosts or the undead, the medium is capable of hearing what a spirit says and converse in a very restricted sense. The messages that a ghost conveys are cryptic but deliberate. The medium is capable of interpreting the messages only through deduction and with prior knowledge. This information may be obtained through the spirit themselves by questioning. Spirits and ghosts are mostly limited to answering questions during conversation. For this reason, the spirit is not susceptable to outside influence.

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§  Limits: The medium, must interpret messages and phrases through deductive thought because of the enigmatic way the two beings communicate ideas. This translation method differs from animals and spirits. Because of heightened sense of purity in the animals they are able to understand situations or behavior and recognize the quintessence of them. The spirit medium is only capable of hearing the words of a ghost or supernatural entity. The spirit is not capable of being controlled and will only tell what they want to tell though the spirit sees things in a very biased and personal way. They are closed off and unsuceptable to influence making communication often frustrating and one sided. The power only extends to hearing what is said, as anyone can ask spirits questions but simply not hear or have the capacity of interpreting the answers. Only on rare occasions will the spirit be able to act through a medium but even then it is only ever acting on its own accord.

§  Eidetic Memory: This power allows the user to recall information from their memory with perfect accuracy. Information and experiences are memorized instantly and are retained indefinitely. Unlike Muscle Mimicry, simply recalling information perfectly does not allow them to perform physical feats with the same athleticism. The Champion is capable of recalling anything they have ever seen and able to recite strings of words upon hearing them only once. While this ability is very powerful for cataloging information, the mind of the Champion will eventually become too detail oriented and will have difficulty focusing on one task. All of their thoughts will become a constant stream of information that will continually bombard the Champion affecting their attention span. Certain things will be unable to keep their attention and they will begin to constantly strive for new information, becoming bored very quickly. Many at advanced age will begin to develop a form of mental illness as well.

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§  Limits


 

  • Energy Projection: This circle of powers is related to producing energy and force that can be manipulated in a variety of ways to break apart matter or create physical forms of energy. Class: Destruct

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·         Shock: This power is capable of stunning or completely killing people with a touch by absorbing any force exerted on the Champion. The power absorbs impact force and kinetic energy exerted on the Champion which is then released through contact. By touching another individual, the energy is then channeled into a bolt that stuns and will ultimately kill the other person. The amount of energy and power of the bolt depends on the energy that is stored up by the Champion. This energy translates first into usable energy while it is stored, allowing the Champion to perform strenuous activity for longer and sustain a great deal of damage though it does not increase their strength to any super human degree. After the energy bolt is released, the Champion is then drained of a great deal of energy and must recuperate for a short time. This is dependent on the amount of energy released with more powerful bolts draining more energy. Stunning others takes less energy and requires less of a cool down. Physically, when the Champion absorbs more energy, they start to give off a great deal of heat and their skin even begins to smoke. The energy must be released and cannot be permanently held or the Champion risks overheating or their heart stopping. Upon release, however, their body begins to instantly cool down. The energy can be released upon objects and other matter as well. The effect ranges from heating up the object to making it combust, again depending on the energy.

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·         Limits: The power of the bolt is dependent on how much energy is stored within the Champion upon it's release, therefore, if no kinetic energy is built up then there can be no power to Shock. To build up energy, the Champion must have force exerted upon them first, essentially hurting themselves to build up energy. The more damage they take, the less it affects them and the more powerful they become.

·         Shield/Shielder/Shielding: The power to create shields produces kinetic barriers of energy relative to the user that are of varying strength and size. The shields are generated through movement of the body that create an energy wave that is pushed away from the user, though the strength and force of the barrier is relatively greater than the strength of the user and the force exerted. Quick, concentrated movement is required to produce the barrier by sending a wave outward away from the shielder. In this sense, it is different than telekinesis in that the wave only travels away from the user by way of physical force. The amount of force given by the user can then be generated into a force of energy that can either be immediately in front of the moved body part or can be extended creating a wave that travels with decreasing strength. The size and strength of the energy is determined by the amount of force the user exerts towards the wave. A punch, for instance, can extend to several feet by pushing the barrier with the fist and creating a wave of energy that blasts an area as directed. By projecting a small barrier in front of his fist, the density or texture of the target is obsolete. In this sense, the user never has to physically touch an object or enemy but simply create a barrier between the object and him or herself through quick movement of the body. 

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o    Limits: The energy barrier can only be produced by physical movement and through strength. Enough force must be applied through the movement to create the strength of the shield. The shield is not simply on but must be generated by quick movement. As such, successive use of greatly strong shields will begin to fatigue the user as much as excessive exertion would. The further away the wave travels from the body the greater the decrease in the force of the wave. Concentration and skill is required to manipulate the size of the energy wave area as well.

o    Weakness:Prevent excessive movement or halt movement altogether will only allow limited strength shields as shield strength relates to force of movement. Eyesight is relatively necessary for targeting as well and can also be manipulated.

·         Transvection is the ability to reduce or release the effects of gravity on oneself or other beings and objects, levitating them off the ground. The power is able to lessen the effect of gravity on themselves to be able to jump great distances as well. In contrast to flight, the Champion cannot move freely in the air, just lessen the pull of gravity. The Champion using Transvection can also enhance the strength of gravity on other things. This power can create a field that releases the pull of gravity in a surrounding area effectively floating objects around and allowing very limited flight or enhanced jumping ability. They can increase the gravity on one's self to pull things toward them. In addition, the Champion can also increase their own gravitational field toward another direction, allowing them to walk on walls or ceilings. The field can be focused on individual or several objects and in the surrounding area as a whole. When enhancing gravity for an individual, the user can create enough pounds of pressure to make targets collapse or slow down moving objects. In contrast to telekineses the floating object cannot be manipulated or moved without physical touch. This control of gravity can be changed enough to allow the affected area to potentially have reversed gravity.

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o    Limits: Transvection cannot directly manipulate floated objects without physical force. The power can levitate objects by releasing the effect of gravity on them but cannot move them in space as Telekinesis can. The amount of pressure that can be applied to enhanced gravity is based on the strength of the individual user. The speed of this power can vary but a catapult like inertia can only be achieved through faster rates of gravity loss. This power does not allow for flight inside or outside the affected area but can only levitate using the effects of gravity in the area.

  •  Matter Manipulation: This set of powers deals with assembling matter and manipulating its shape, even the rearranging of molecules, base materials and elements. Class: Construct

·         Alchemy/Alchemist: Involves the rearranging of molecules to produce a given effect mostly a conversion of materials from one form to another. It is the power to transmute a base material into another form or to the basic material through the rearranging of molecules. The alchemist, for example, can change base metals into other base metals (iron to gold) and separate objects to their purest form (clothing to cotton and dye). Alchemical properties must be taken into account for the process to take place and the user must have at least a general understanding of the physical makeup of the object. Objects can then be broken down based on the inherent substances and rebuilt in another material. Furthermore, the power only allows for chemical properties to be rearranged, it cannot create shapes from materials. The user must also use a catalyst for the transmutation reaction to take place. The process requires a small portion of the users life energy for a reaction to occur. The effects on the user vary according to the size and type of the transmutation but are mostly temporary if the alchemist has enough time to recuperate between uses. 

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o    Limits: The alchemist can only transmute an object from its base properties if materials are available and has a clear image in mind of the object in question. Objects can only be transmuted if the resulting product is of equal or less mass than the initial object. The alchemist power requires that the user must also give up a bit of life energy for a reaction to occur. The effects of such a cost are minimal but increase in severity with successive transmutation. A small transmutation, turning wood into paper for instance, would cause slight numbness in the hand of the alchemist. Further use of alchemy may result in a slight cough or an increased heart rate. Continued transmutations can lead to pain in the body or headaches. If the alchemist continues to create reactions without pause or eating, the effects become life threatening with bouts of coughing blood or loss of consciousness.

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·         Morph: The Morph power allows the user to change their form to take on the appearance of others living beings including animals. The power rearranges the physiology of the user to change their shape to that of another. It is capable of changing the Morpher into an entirely different animal upon touch. Morphing can change anything from the shape of the face to the entire body but the process is painful and completely permanent. Upon touching a being, the Champion can morph into the same being of similar size though not completely accurately. For this reason, the morpher must see the individual as well touch them to more accurately copy their appearance. Mannerisms, body language and speech patterns are not copied during the change as well. 

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·         Limits: The process is painful and takes several seconds to several minutes depending on the change. It is also completely permanent, making the morpher's initial appearance lost entirely after the first change. Changing into an animal does not allow the morpher to communicate in their language or speak like a human. For this reason, animals become agitated around the morpher as they can see right through their appearance.

·         Fade: This ability is capable of manipulating the molecules of themselves and other materials so that light passes through. This effectively renders the Champion or object nearly transparent. The Champion can Fade themselves to the point of being invisible to the naked eye when standing still though quite difficult to detect even when moving. During quick movement, there is a slight blurring around the silhouette of the figure which makes them somewhat easier to see. The Champion is blind when completely invisible but is capable of leaving just their pupils visible to capture light and keep their sight. This also is the main weakness of the Fade ability, light may shine off of their eyes creating small glowing sparks. This means the Champion is only completely invisible when their eyes are closed. When Fading other materials, the Champion must be in constant contact with the object for it to remain invisible, otherwise it reappears. This allows for the Champion to Fade their own clothing just as they would their own body. Furthermore, Champions with Hypersensitivity are capable of detecting the silhouette of the Faded Champion at nearly all times. Furthermore, Fading takes a certain amount of concentration and is similar to flexing a muscle, it can be done for longer periods but cannot be done permanently. The amount of time is dependent on the Champion's skill with the power, but extended periods are difficult to maintain effectively.

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  • Movement and Space: This set of powers deals with movement and moving through space. Class: Shift

·         Quicken/Quickener/Quickening: This power halts the flow of time for a split second or several seconds allowing the user to move at blinding speed to the untrained eye while moving to a nearby location. The user appears to teleport to another location but in actuality is moving at incredible speeds. As such, unlike teleportation, the user needs to actually move the distance themselves. This allows for movement outside of standard time but only allowing a movement distance that can normally be traversed in the alotted time of a few seconds. In essence, the process speeds time for the user for several seconds, halting normal time around himself. The user, for example, will be able to use this power to dash at super speed and upon re-entering standard time, do so at a highspeed using the built up momentum. The user essentially is able to enter a full sprint from a standing position. The momentum gives the user a catapult or rubber band like kinetic energy that is carried over from the time stop. At such high speeds, normal physics of gravity and heat begin to be distorted and the effects are even evident after returning to standard time.  Gravity begins to gradually release it's pull during this short period as well giving the user a lighter weight the faster they are traveling. The user's body temperature and the area that is traversed during this super time begin to heat up exponentially. 

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o    Limits: The several second limit for the stopping of time is essential because of the physical properties that appear when moving at such high speeds. The body temperature of the user increases greatly the more the power is used making a cooling period a necessity. The movement can, therefore, only be used in short bursts and must eventually be halted completely for a period of time to prevent overheating. Furthermore, the area being traveled begins to heat up as well and as a consequence the heat will eventually make traveling at higher speeds intolerable to the body or create small flames altogether.

o    Weakness: Immobilize the user in someway or otherwise prevent movement by limiting it to any degree. Higher temperatures limit the use of this power as well as prolonged use of quickening will overheat the user.

·         Flight: The power allows the user to negate the pull of gravity on his or herself allowing levitation and short to moderate distance flight. The Champion is able to raise off the ground for quick bursts of levitation using a catapult like push from the ground. The initial push upward affects the user after the first pull away from gravity, creating momentum that can speed the Champion to great heights. The user is then able to move through the air with the ease of a hummingbird but with similar effort to running. In contrast to transvection, flight is capable of moving a Champion through the air freely, not just in a single direction. The Champion is also capable of carrying objects into the air with them but only as much as they can carry when on the ground. With this in mind, the length and of speed are based on two factors. The time period of flying is based solely on the stamina of the user, with longer stretches of flight tiring the user as much as a lengthy run. The speed of flight will be slightly faster than what the user can run when on the ground albeit with generally the same effort. As such, the Champion flying will have a higher capacity for strenuous activity. 

·         Limits: The longer the Champion stays in the air the further strain it places on the body. While short rounds of levitation are easily pulled off, lengthy times of flight will have an effect similar to running at high speed. Periods of flight are based on the stamina of the user and tolerance for physical activity. Any weight that can be carried by the user normally can be carried in flight but not any more.

·         Telekinetic/Telekinesis: Telekinesis is a class of powers that has the ability to move objects in a space without physically touching them. While this can be associated with other similar powers of manipulating an invisible force and relaying that force over a distance, the difference is in function. This mainly refers to the direct influence of moving a physical object that cannot be attributed to energy or natural force. Telekinetics can pick up and move an object through concentration of the mind. The power allows for the user to control the speed, distance and rotation of an object when moving it in a given space. Unlike shielders or aeromancers, the power is capable of moving an object in any direction and at any speed rather than simply being pushed or pulled by an energy field or the unpredictable movement of air. Also unlike shielding, the power can be consistent and not based on movement of a body part. Control over the object moving in space is determined by the mass and weight. This means that objects can only be moved with telekinesis if they can otherwise be moved physically. While the initial lifting of objects must be capable by the user physically, the inertial force of telekinesis allows for greater weight to be moved the further the distance. An example would be to throw a ball with telekinesis. The rubber band like force of throwing the ball would allow the ball to travel further with telekinesis than to be thrown physically. Likewise, with telekinesis a heavy object would initially be difficult to lift or move but once moved it could be thrown further than if it was thrown by hand. 

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o    Limits: The user must be physically able to lift or move the object in question to be able to move it with telekinesis. Objects heavier the user could normally move will not be able to be moved much if at all. In addition, the exhertion involved in moving objects with telekinesis is only minimally reduced from normal physical movement. An example would be in trying to lift a person. If the user can lift the person normally then it would require the same amount of exertion by the user to lift the person with telekinesis. In contrast to the elemental powers, telekinetics cannot move flames or manipulate wind or water, only physical objects. If, for example, a cup of water was lifted and poured out, the user would not be able to "catch" the water with telekinesis. Likewise a telekinetic cannot move a falling building with telekinesis because it cannot be moved under normal circumstances with their own strength.

  • Power Augmentation: This circle of powers deals with augmenting or changing the powers of others. They are the lowest tiers of their respective classes. Despite this, these powers all deal with the changing of abilities though they are distinct in their function so they are classified separately. 

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§  Consume allows the user to steal a power from another and take it for their own. They are capable of retaining several powers at once though the more powers they do retain in themselves places more strain on the body.This power is activated through physical touch. In addition to stealing powers from others, it is also capable of giving Consumed powers to another individual through the same form of contact by the user. The more powers Consumed will begin to confuse the user causing them to go mad. Class: Destruct

§  Absorb allows the user to temporarily copy a power from another in the same vicinity. The Champion does not need to physically touch another to attain the power but it will begin to wear off if the original Champion is no longer near. Because of this the Absorber also has an ability to sense and recognize the superpowers of others. Class: Construct

§  Resonance involves strengthening the abilities another Champion effectively enhancing them altogether. It amplifies the strength of any superpower that is used to greater, albeit possibly dangerous levels for the Champion and those around the them. An example would be the quickening power, allows a Champion to stop and start time for themselves. With the Resonance effect, it would allow the Champion to increase the duration that time can be stopped. However, this would greatly strain the body of the individual in such rapid motion and possibly kill them. Class: Panacea

 

§  Repel is the antithesis to this which weakens or cancels the superpowers of others. The user has no powers of their own to speak of but in a generally close proximity to the user, powers become ineffective. The Repel power can be spread to a certain radius around the user canceling out any powers in that area. The user basically makes a space around them where powers are ineffective. The area and distance of canceling powers can vary. Class: Seal

 

§  Bestow grants a superpower to another through physical contact. This power is accompanied by another power that the user is capable of relinquishing to another. In addition to this, it also allows the user to transfer powers between other Champions. Class: Shift

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§  Limits: Augmentation powers require physical contact to be used. Consume only allows for a few powers to be retained at one time usually limited to only two powers. As more powers are consumed, it will cause a state of dementia with the strain being too great on the users mind. Consume steals the powers of those it takes and can only be given to another through the same form of contact. The drawback is that the original owner of the power can steal back their pilfered power by coming in contact with the thief. While physical skills are not lost, these skills are also not capable of being administered to others, only superpowers.