|
Post by division on Jun 18, 2010 16:38:55 GMT -5
* type data
ever wondered what a shader was? ever been confused when someone asked you about the new porter in town? well, this is the place for you. this file contains all the information you'll need about each group of talents. read carefully - one day, this might prove invaluable to your survival. division may be dead, but you never know who's watching you. please note all powers have varying degrees of strength depending on the person. it all comes down to talent and practice, so not every mover etc is going to be equal in ability.
.bleeders
bleeders aren't cute little innocents. their ability involves emitting a high pitched sonic 'scream' that ruptures the blood vessels of the unwitting victim. this, funnily enough, causes the victim to bleed. bleeders can kill with their power if they're not careful. bleeders also have a slightly different genetic makeup to the rest of us, to prevent their own blood vessels imploding while using their ability. because unintentional suicide is never pretty. this, in turn, makes them immune to the effects of other bleeders, although the scream is still highly irritating, to say the least.
.changers
shapeshifters are basically the same as your average changer, only changers are much more powerful. changers aren't limited to one form or shape. they have an original form, one that is their natural shape and that they always revert to when they're weakened. however, at their strongest, changers can be whatever they want. mammal, fish, insect, or even another human. they must have enough energy to change and hold their chosen shape, but nonetheless, they can change. however, changers are extremely uncommon. there's about one in every five or six hundred talents. so don't expect to meet one every day.
.movers
meet the movers. they're effectively your telekinetics. they can move things with nothing but the power of their thoughts. the power can be used in several ways. one of the easiest ways in levitation, where the mover hovers and moves small objects in the air. there's also the use of forcefields. these can either be used as shields or to physically throw something or someone away from the mover. think of it as an expanding forcefield - offensive rather than defensive. much more energy is required for this - so much so that it can produce a flash of light as the technique is employed. not something done without practice or considerable natural talent.
.phasers
phasers is the name, walking through walls is the game. they can, effectively, walk through any solid object. fairly simple, no? it means they can't be trapped as such, and if they're paying attention, they can't get shot or anything like that. they can simply 'phase' to allow the bullet to pass through them. however, there are flaws. if they unphase half way through a wall or something, they are very, very much in trouble. therefore, phasing can be one of the most risky of the powers. they have to be sure they can complete the phase before they begin, which can be harder than it sounds for some.
.porters
porters are fairly self-explanatory. no, they don't work in hotels - they can teleport. it takes a certain amount of effort, but they're capable of it all the same. they can transport themselves at a moment's notice, making them near impossible to contain like the phasers. there are a few limits, however. firstly, they can't teleport themselves off of planet earth. i know it's sad, but it's very true. they've got to stay on ground zero. also, the further the distance they travel, the more effort it requires. so for instance, teleporting within a building is easier than teleporting to hong kong and back again.
.pushers
pushers have a talent. and what do they do? push. a push is basically when thoughts, memories or actions are implanted into your mind. a pusher can use this ability to manipulate a person to their will, making them loyal or trusting due to a fake past. a pusher can also effectively make you their puppet too - implanting thoughts and memories is simple. but mind control is much more advanced. it takes a lot more in power, but a pusher can completely control your mind. they tell you to jump, and trust me, you will jump. they can also persuade you to do things you might not normally do. such as opening a locked door for them or allowing them to pass unchallenged. a push is signified when the pusher's eyes turn completely black. however, if you're the one receiving the push, you're not about to notice this any time soon.
.shaders
shaders - sometimes know as shadows - hide things. not literally - the object they hide is still very much there. but shaders can hide objects from the sight of other talents. this is usually only sniffs, but powerful, well trained shaders can hide things from watchers too. however, people this strong are rare, and it doesn't come without effort either. the size of the area a shader can hide is also dependant on their talent and experience - for instance, it's much easier to hide a box over a person, and then a person over a whole building. also, a shader must be awake for their ability to be in effect.
.shifters
shifters are similar to changers in some ways. they too, can change things. only rather than themselves, shifters can edit the appearance of objects. this ability can come in quite useful when you consider it properly - after all, how handy would it be to change that dollar bill into a hundred? there are a few limits, though. the object must be roughly the same size as what it seems to be whilst 'shifted'. for instance, you can't turn a glass into a box without finding a flaw. shifters change how an object looks - not it's physical properties. a larger object is more difficult to shift than a smaller one, and the effects of the shift will also wear off after a certain period of time. how long a shift lasts depends on the experience and talent of the shifter.
.sniffs
sniffs are trackers, plain and simple. you can run from a sniff, but you certainly can't hide. they get images - flashes of where you are. if they want to find you, that is. therefore, identifiable landmarks help them find you faster. they also feel a sort of a 'pull' towards the object or person they're trying to find, although the images are much more reliable. their abilities are also enhanced if the have your 'scent' as such. something you've been in contact with, such as a piece of clothing or jewellery - if they have that, it's also easier for them. the accuracy of their ability depends on their experience and natural talent, and the further away they are from your location, the harder it is to pinpoint you. but nonetheless, don't cross a sniff - because they will find you, eventually.
.stitchers
healing is a useful ability, and that's exactly what stitchers do. they heal you. they can't bring back the dead, but they can heal just about anything as long as you're still alive. it may take a while, and it may cost them a lot of effort, but they can do it. the larger the injury, the more effort it costs the stitcher, and terminal diseases and such take a long, long time to heal, but it's not impossible. it's the one downside to stitchers - healing can wear them down considerably. they also require physical contact with your injury, meaning their hands have to be touching the injury. no long-distance healing. however, beware - stitchers fix you by reconstructing cells. that doesn't mean they can't reconstruct cells to do more damage than good too.
.watchers
seeing the future can be as much of a curse as a gift, and the watchers know this fact well. their ability - if you haven't guessed - is foresight. they see the future. however, there are problems. they only tend to see things in their direct 'path', as such. for instance, most watchers don't see random futures from half way across the globe - it's usually related to them personally. also, the span of their foresight varies according to talent and practice. for instance, most watchers don't see things that are going to happen fifteen years in advance. most, not all. however, it's uncommon to find a watcher this powerful. also, the future is always changing. what they see can change depending upon a thousand tiny decisions. the future is always changing. most watchers will draw what they see, but some have been known to write it down, either in the form of notes, prose or poetry and riddles. riddles for those that don't feel like being helpful.
.wipers
the memory is a fragile thing, and wipers know how to edit it as much as they want to, to a degree. with one touch, they can wipe your memory clean. the effects of a wipe can be changed according to the wish of the wiper. temporary or permanent, selective or everything you know, a wiper can do anything they want. the only slight flaw is the less experienced the wiper, the more likely they are to mess up the memories they're removing. accuracy is something that comes with practice, and that alone. there's always the risk with a wiper - that they'll remove something you want to hang on. also, once a memory's gone, it won't come back. so don't even bother to go asking.
.anomalies
anomalies isn't a type - it's a collective. sure, our data list was expansive, but people are different. people are unique, and so are some of their gifts. this group includes all the people that don't fit into the types we listed. all the anomalies have their own type - but we can't name them 'til we know them. so watch your back - anomalies are definitely the unknown quantities of the world.
.humans
ah, the humans. if you don't this group, i wonder where you've been. these guys have no special powers, but don't underestimate them. despite their lack of talent, some of them make up for it in other ways. some of them have even proved to be more dangerous than the talented. there aren't quite so many around at [schoolnamehereplz], but they're still around. they may not be the most powerful, but i would watch out for them all the same.
|
|