Post by Chuck Shurley on Dec 10, 2012 14:51:38 GMT -5
...WITCH...
Necromancy - the act of conjuring the dead, who become puppets of the necromancer, doing their bidding.
Illusion - Ability to alter or deceive the perceptions of another. Can be sensory, a light or sound-based effect, or an alteration of mental perceptions.
Conjuration - Ability to summon objects for assistance. This may range from invoking simple implements to mighty familiar spirits.
Voodoo – this generally will run in a family, being a way of life rather than a traditional power or ability.
Fire/Heat manipulation - Ability to control the kinetic energy of atoms to generate, control or absorb fire.
Water/Ice manipulation - Ability to reduce the kinetic energy of atoms and thus reduce temperature, can be used to control, generate, or absorb ice. Ability to control, generate or absorb water.
Earth manipulation (sand, stone, etc.) - Ability to control earth; sand, stone, rock, lava, dirt, or other minerals.
Plant manipulation - Ability to control, manipulate or animate all forms of plant life.
Wind manipulation - Ability to control, generate, or absorb air or wind.
Electric manipulation - Ability to control, generate or absorb electric fields.
...PSYCHIC...
Telekinesis - Ability to manipulate and control objects with the mind, often in ways not visible to the naked eye.
Healing – (Yourself or Others) - Ability to heal rapidly from any injury; the rate of recovery varies from character to character. Can sometimes result in the slowing of aging.
Medium - Ability to see and communicate with the dead (i.e., ghosts).
Invisibility - Ability to render the user unseen to the naked eye.
Empathy - Ability to read or sense the emotions and/or control the emotions or feelings of others.
Psychic Weapons - Ability to create a weapon of psychic energy that can harm mentally and not physically.
Psychometry - Ability to relate details about the past or future condition of an object or location, usually by being in close contact with it.
Visions – Night, X-Ray, Telescopic, etc.
Super-Hearing, Strength, Senses, etc.
...METEOR FREAKS...
Meteor Freaks, also known by the more politically correct term, metahumans, are altered beings that possess superhuman abilities. Most metahumans in the Smallville area are a result of kryptonite radiation, hence the term meteor freaks. In many cases, the circumstances of the meteor exposure appear to influence the types of powers developed. The majority of kryptonite-infected individuals display phenomenal metahuman powers, but most are also psychotic versions of their former selves, with personality traits or desires often enhanced to the point of obsession.
Two factors greatly increase the odds of meteor infection:
- The specific type of exposure: ingestion, inhalation, bug bite, genetic manipulation, etc.
- A catalyst such as electricity, intense heat, magnetism, or even death itself.
The actual ability that a person will acquire is broad. Many of these abilities overlap those that witches and psychics have.
...HUNTERS...
Hunters are mostly regular humans who have chosen to hunt down and kill supernatural beings.