Superhumans
Superhumans are people who have special powers and abilities that differentiate them from other human beings. Though most of the Superhuman population chooses to live normal lives, some choose to use their abilities for noble or ignoble pursuits—they are known as superheroes and supervillains, respectively, or “Heroes” and “Villains” for short.
Superhumans have a complicated history in society, which includes years of secrecy, intolerance, and oppression. As of the year 2000, in the United States as well as many other countries of the world, Superhumans are granted the same rights as Humans, though some tension still remains between both groups.
Kindling
The time that a superhuman’s powers first manifest themselves is called the “Kindling.” Popularly, when a superhuman discovers their powers, it’s said that they have “Kindled.” The term to describe the event itself varied for years—mainly due to the lack of openness about superhuman identity—but was finally popularized as Kindling by anthropologists who learned that this was the most commonly used term. It has since become the official term to describe the manifestation of superhuman abilities.
It’s impossible to say how or why Kindling occurs at different stages for different individuals. Some superhumans are born with an awareness of their powers, and some wait years before their powers manifest. There doesn’t seem to be any clear trigger either: in some cases superhumans have Kindled due to a life-changing experience (for instance, as a result of Post-Traumatic Stress Disorder) or in order to protect themselves in a dangerous situation; in others, superhumans have simply awoken one morning to find that they have abilities that they didn’t previously have. There’s so much variation within all Kindlings that it’s nearly impossible to understand it.
Strangely it remains, to this day, one of the least-understood aspects of Superhuman existence.
Classification
The current system of classification is the one devised in the late 1990′s by supranthropologists, taking into account the genetic factor of abilities. It has since been updated to include rarer abilities or ones that were misclassified, but is generally assumed to be correct.
According to the classification, superhumans can be categorized into four major areas: Changers (those who change their body or appearance), Elementals (those who manipulate the elements), Fighters (those who specialize in physical combat), and Mentals (those who manipulate cerebral impulses). There is also a fifth, more disputed category of Diviners, set aside after some deliberation when supranthropologists couldn’t verify for certain that it would be better off in another category such as Mentals.
If a superhuman has two abilities, those abilities aren’t necessarily unrelated. In fact, a superhuman may benefit immensely from having two abilities, as one may feed into the other and empower it. For instance:
- Powers that require intense focus like Elemental Alchemy can be facilitated if the superhuman is also a Reasoning Mental, as this gives the superhuman the brainpower to manage his or her abilities without losing track of the battlefield.
- A hand-to-hand Fighter might benefit from a change that would give him or her claws or some other power to physical attacks.
- Someone who is both a Stone and Fire Elemental would have a lot more freedom when dealing with rocks and metal, allowing him or her to shape it much in the way that an Alchemist could.
- Anyone with an ability that would put him in direct combat situations would probably benefit from being a Healing Mental, since he or she could take care of injuries during short pauses.
However, while superhumans with two abilities tend to gain special benefits from the way they influence each other, this is not to say that superhumans with a single ability are any less powerful. In fact, the focus on a single ability tends to mean that they are better versed with that specific power than one might be if he or she has a second ability to train.
While the classification has been incredibly helpful in terms of understanding existing superhumans, there is still a lot of mystery surrounding the heredity of powers. While entire families of a certain class of superhumans do exist, some children of superhumans have abilities that differ completely from those of their parents, painting an image of haphazard heredity. However, no supranthropologist has yet attempted a genetic study of superhumans, so the classification has simply been a useful tool for understanding the tactical dynamics of superheroes and villains, as well as to help superhumans understand what they are capable of.
Changers
Changers are superhumans with the ability to alter their body, either partially or in its entirety. The transformation that they undergo is officially called a change, though it is sometimes referred to a mutation, a term that is considered politically incorrect, if not downright offensive. Changers arguably have the biggest stigma of all superhumans due to their sometimes incredibly inhuman appearances. In particular, Changers with changes that cannot be concealed—otherwise known as permanent changes, which are fortunately quite rare—receive the most hostility, from non-superhumans and even some superhumans.
Since they have such a negative reputation, most Changers will keep their changes a secret to everyone except for their loved ones. Similarly, very few Changers become superheroes, mostly due to lack of desire to reveal their abilities. Those who are superheroes feel that they need to try harder to gain public approval, which may mean emphasizing their second ability—if they have one—and rarely if ever using their change. Changer supervillains and gang members are much more common, however, generally due to their disregard for a good public image. This has obviously not done much to dampen the general public’s condemnation of Changers.
Full Changer
Full Changers have the ability to alter their entire body, without being restricted to any particular shape, species, size, etc. This generally involves changing into another animal, though the animal is not limited to conventional animal taxonomy, meaning that they can transform into something mythological, a hybrid of other species, or something seemingly drawn from the imagination. Full Changers can more rarely change into other organic life, such as plants. However, it is important to note that a Full Changer only has one change, and cannot transform into multiple creatures.
Famous Full Changers: Blight
Isolate Changer
Isolate Changers focus on changing their shape and appearance while still being restricted to the human form. They can alter a limb and/or grow extra limbs, even if the transformation involves part of the body becoming inanimate, so long as they remain recognizably human or humanoid. Though their skeletal structure may shift to allow for certain changes, Isolate Changers must also retain their size. It is important to note that Isolate Changers only have one change or set of changes, and cannot deviate from that change—so for instance, an Isolate Changer whose skin turns to stone cannot change their skin into any other substance.
Famous Isolate Changers: Matt, Jake
Shapeshifters
Shapeshifters focus on changing their appearance alone so that they may resemble other humans. While they are limited to human anatomy, they are able to change their body’s size and shape to better match the person they are impersonating. However, they consistently have a physical “tell,” a marker that they are not the person they are imitating. Generally, this is a physical characteristic left over from the Shapeshifter’s original appearance, like a bump on their nose or the color of their eyes, but strong Shapeshifters can control this so that it’s as simple as a mole or scar, or a body modification like a piercing or tattoo, which may instead serve as a calling card rather than a flaw in the illusion. It is important to note that Shapeshifters cannot imitate another superhuman’s abilities, including any changes that they might have—such as wings or a tail.
Elementals
Elementals are superhumans with powers over the elements, which are defined as the materials of the world. The two major divisions of Elements are the Physical Elements (earth, water, air, and fire) and the Intangible Elements (light, sound, and time). The Physical Elements themselves are divided into the Extensive Physical and the Concentrated Physical, with the Concentrated Physicals serving as more focused versions of the Extensive powers. Elementals either draw Element from their environments or create new Element based on natural law. They don’t “conjure” Element, as they are unable to fabricate it if it makes no sense—for instance, creating fire without heat caused by friction or growing a plant without soil.
Elementals, like Mentals, are usually more accepted by Humans for having powers that are relatively easy to hide, though they are sometimes feared for their manipulation of their surroundings, particularly for those with control over more destructive elements like fire and lightning.
Extensive Physical Elementals
Extensive Physical Elementals have control over the four Physical Elements: earth, air, water, and fire. Their control is in the broadest sense; for instance, an Earth Elemental can control most anything in the soil from plants to rocks, and a Water Elemental can control water in all its states. It is unheard of for an Elemental to have control over more than one Extensive Physical Element, though he or she may have control over an Extensive as well as a Concentrated Physical Element.
Earth Elementals
Earth Elementals have control over most everything in the ground. They can move rocks and metal, create earthquakes, and grow and control all plant life. Earth Elementals must draw their element from its natural source, and cannot create rocks where there are none—though they can draw rocks and earth from some distance, depending on the strength of their abilities. They’re able to grow plants in any kind of soil so long as they have the seeds, though growing plants in unlikely environments does require a lot more effort and concentration. As a result, savvy Earth Elementals always have an assortment of seeds on hand for a number of situations. Earth Elementals tend to have a strong connection to nature, and gravitate towards careers that would place them in those kinds of environments.
Famous Earth Elementals: Silicis
Air Elementals
Air Elementals have control over air. They can move the air as gently or harshly as they please, create storms, and create and control lightning by charging the air around them. While Air Elementals can create storms, they are generally to control whether or not rain will appear with that storm as they cannot control water—it depends on a few variables, such as the humidity in the air. Air Elementals are generally considered the most versatile, as their element is present wherever they are, and as such they are never truly without a weapon. The only exception to this would be if they were in a void, but that is fairly improbable. Air Elementals are drawn towards wide, open spaces, and are interested in fields such as aviation and ornithology.
Famous Air Elementals: Jake
Water Elementals
Water Elementals have control over water in all of its states. They can manipulate liquid water from rain, lakes, oceans, etc; change water to and from as well as manipulate steam; and change water to and from as well as manipulate ice. The water that Water Elementals use must be drawn from an actual source, such as any freestanding water or ice, or moisture in the air. A Water Elemental could technically draw moisture from themselves if they had no other option, but given how dangerous and painful that is to do, it is generally not advised. They could technically also move the liquid in someone else’s body, but that’s considered grotesque to the point of being taboo, even by most supervillains. As a result, a savvy Water Elemental will always have some liquid on hand. Water Elementals also tend to have a close connection to water and marine life, and gravitate towards careers that will place them near bodies of water.
Fire Elementals
Fire Elementals have the power to create and control fire. They can control pre-existing fires, as well as create new blazes by generating heat from friction. They also have the ability to heat objects to extreme temperatures as well as absorb heat, but only through physical contact. It should be noted that a Fire Elemental’s ability to create flames would be hindered if the surface being used to create friction is wet—making this a major weakness for this otherwise flexible ability. Fire Elementals have an unfortunate reputation for being pyromaniacs, which is only sometimes true. They also tend to make excellent chemists.
Famous Fire Elementals: Flint
Concentrated Physical Elementals
Concentrated Physical Elementals are Physical Elementals that only focus on a specific ability within an Element without being able to control it in its entirety—for instance, an Ice Elemental would be proficient with Ice, but could not manipulate Water as a whole. The Concentrated Physical Elements are: stone, wood, wind, lightning, sea, ice, and steam. Fire is the only element which does not have a concentration.
Although their abilities aren’t as broad, Concentrated Physical Elementals are no less powerful than their Extensive Physical counterparts, as their abilities allow them to focus more specifically on that one aspect of the Element, creating a greater sense of mastery than the corresponding Extensive Physical Elemental would naturally achieve. It is possible, albeit rare, to have power over two Concentrated Physical Elements, or even an Extensive and a Concentrated Physical Element simultaneously.
Stone Elementals – Concentrated Earth Elemental
Stone Elementals control the materials that make earth. Their power goes from the movement of rocks to the creation of crystals, and from the movement of sand to the earth itself. Stone Elementals must draw their element from its natural source, and cannot create rocks, sand, and soil where there are none—though they can draw these materials from some distance, depending on the strength of their abilities. Stone Elementals are often drawn towards careers in geology, and many take up mountaineering as a hobby.
Wood Elementals – Concentrated Earth Elemental
Wood Elementals have power over all living plants, and can revitalize ones that are close to death. They can grow, move, and otherwise influence all plantlife from trees to flowers. Stronger Wood Elementals even can grow plants under unlikely circumstances, such as a tropical plant in a temperate climate, or even under impossible circumstances like outside of the soil or in darkness—however, this requires a constant connection to the plant or it will wither and die. This ability gives them the ability to grow plants wherever needed so long as they have the seeds in the first place, and a savvy Wood Elemental will carry many varieties of seeds to plant or even just place on the ground in case they’re attacked away from nature. Wood Elementals have the strongest connection to nature out of all the Concentrated Earth Elementals, and are the most likely to work in gardening, agriculture, or with animals.
Wind Elementals- Concentrated Air Elemental
Wind Elementals can change the direction and strength of wind, or create new wind entirely. They can create and control windstorms. While they can create storms, they are unable to control whether or not rain will appear with that storm as they cannot control water—it depends on a few variables, such as the humidity in the air. Wind Elementals would technically be powerless in a void, but given the improbability of that situation, they are generally considered one of the more versatile Physical Elementals. Wind Elementals are often drawn towards wide, open spaces, and towards careers in weather prediction and aviation.
Lightning Elementals – Concentrated Air Elemental
Lightning Elementals can control lightning from existing storms or manipulate circuited electricity for their purposes. They are also not limited to drawing the element from their environment, and can generate electricity by charging the air around their bodies and focusing it in specific points. Lightning Elementals in particular have to be judicious with the way they use their abilities, as they are as much at risk of electrocution as any other human or superhuman. They are often drawn towards working with electronics.
Famous Lightning Elementals: Spark
Sea Elementals – Concentrated Water Elemental
Sea Elementals control water in its liquid form, drawn from rivers, rain, larger bodies of water, or whatever standing liquid happens to be near them. While they are unable to control Ice or Steam, they are able to transform water in those states into its liquid form so that they can manipulate it. A savvy Sea Elemental will always have some liquid on hand, as their element must be drawn from nature. They also have the strongest connection to water and marine life out of all the Concentrated Water Elementals, and are the most likely to work in careers that will place them near bodies of water.
Ice Elementals – Concentrated Water Elemental
Ice Elementals control water in its solid form. They can either control pre-existing ice and snow, or turn nearby liquid and steam to Ice—though conversion from the latter is dependent on the strength of the user. In order to shape the ice they must quickly convert it to and from water, but beyond that they are unable to control water. Accordingly, a savvy Ice Elemental will always have some liquid on hand to turn to ice, as their element must be drawn from nature. Ice Elementals tend to have a fondness for cold weather and polar creatures.
Steam Elementals – Concentrated Water Elemental
Steam Elementals can control water in its gaseous form. They can either control the moisture in the air, or turn nearby liquid and ice to Steam—though conversion from the latter is dependent on the strength of the user. Steam is slightly more difficult to control than Ice and Water because of its low density, but with adequate training they can shape it in its actual state. A savvy Steam Elemental will always have some liquid on hand to turn to steam, though they can just as easily draw from moist air, or, more rarely, from their own breath. Steam Elementals tend to have a fondness for hot and humid weather.
Intangible Elementals
Intangible Elementals control the four Intangible Elements: light, sound, time, and essence. The Intangible Elements are named for the fact that, despite the fact that they are omnipresent, are not palpable—it is the Elemental who renders it into something tangible for their use. Due to the abstractions surrounding their abilities, what Intangible Elementals are capable of doing is very poorly understood. Oddly, despite the lack of formal understanding on the subject, Intangible Elementals themselves tend to grasp their powers very well once they begin training them, often crediting this to using their instincts and things just “feeling right.”
Light Elementals
Light Elementals make light tangible, which they can use as a weapon, or as a means of protection or concealment. A very common variant for this ability is shadow, which is identical to light abilities only with a different manifestation, and is in no way a reflection on the personality of the user. It is said that those who control both light and shadow are driven insane, though it is more commonly said that it is impossible to be born with both. Light abilities tend to be strongest during the day and shadow abilities at night, though that doesn’t mean one is powerless when the other is strong. Both elements are strong when they are stark—so for instance, a dramatic shadow on a sunny day can be a very powerful weapon, as can a beam of light from a flashlight cutting through the darkness.
Famous Light Elementals: Carol
Famous Shadow Elementals: Jiang Shi
Sound Elementals
Sound Elementals make sound waves tangible, which they predominantly use for offensive means. The sound they use is generally self-generated, such as a vocalization—like a shout—or body percussion—like a clap or stomp. However, more skilled Sound Elementals can manipulate the noises around them, like ambient noises or the noises that another creature, including the Elemental’s opponent, makes. The strength of the tangible sound wave depends on the strength of the noise itself, so a clap of thunder will create a stronger attack than a finger snap. Sound attacks, according to people who have suffered them before, create not only the impact of the hit, but also cause the noise to echo in the target’s head, which can be quite unbearable.
Famous Sound Elementals: mysterious new guy
Time Elementals
Time Elementals are rare not only amongst Elementals, but also amongst superhumans in general. They have rather unique abilities, able to manipulate the passage of time on a small or large scale. Time abilities usually strengthen as the users age, so while younger ones might be able to freeze people in a room for a few seconds, older ones can slow or speed up time in larger spaces, or in more precise ways. Time Elementals remain unaffected by their own powers, which allows them to move in the areas of altered time without any difficulties. These time control powers are generally seen as taboo due to how easy they are to abuse, and as a result most Time Elementals never train their powers out of fear of being ostracized or unintentionally committing a terrible evil. As a result, the number of known Time Elementals is very small, and the few that there are tend to take a younger Time Elemental under their wing in the hopes of setting them in the right direction.
Quintessence Elementals
Quintessence Elementals use Essence—their own, or drawn from other people and/or their natural surroundings—manipulating it into a tangible energy that they can use as a weapon. The manipulated Essence will eventually “run dry” and vanish, making them something of an opposite to Alchemists, whose abilities are based on transforming the same mass rather than attempting to conserve what they’ve drawn. Quintessence Elementals value conservation due to the risks involved with drawing life energy from any source, though the Essence will regenerate over time as long as it wasn’t extracted in fatal amounts. A more careful Quintessence Elemental will favor creating blunt objects, as they will keep their form longer than, say, a projectile weapon or a simple blast of Essence. However, Quintessence Elementals can be reckless in the use of their abilities, addicted to the rush of manipulating Essence and desperate to avoid the crash of having less energy and vitality. In extreme states, Quintessence Elementals who are addicted to their abilities may have extreme delusions of power, and, in some cases, have attracted followers who have built cults around these godlike superhumans who seem to be able to control life itself. The Quintessence Elemental walks a fine line between control and madness, and as such, they have developed a rather negative reputation as megalomaniacal, manic-depressive, and sociopathic people, despite the fact that many do not suffer from these symptoms—only the worst do.
Famous Quintessence Elemental: Jiang Shi
Manipulative Elementals
Manipulative Elementals are unique amongst Elementals due to the fact that they use the Elements differently than the rest. Much of their work lies not in a standard elemental attack, as is the case for most Elementals, but in the ways that they change and alter the elements to suit their purposes. Manipulative powers are famous for not being entirely straightforward, and having a wide range of options that are regulated by a series of strict laws. While the fact that they can use all of the Elements for their abilities may make them seem incredibly powerful, the time and discipline required to hone these skills more than balances things out.
Elemental Spellcasters
Elemental Spellcasters manipulate the elements into spells that they use to attack. These spells are learned over time, either from a secondary source like a spellbook or by experimentation. The spells use the elements, which must be drawn into the user’s body—the capacity of element that can be absorbed grows with time and practice—so that the needed elements for spells are available during combat. Spellcasters often have an arsenal of spells that they know, which they organize in the hopes of being the most effective in battle. Should a Spellcaster run out of element, they can draw more from the environment around them, but this process takes time, leaving the Spellcaster somewhat defenseless if they have no other skills. As air is usually the easiest to absorb and most readily available, “dry” Spellcasters often rely on wind attacks when they have nothing else. As such, intelligent opponents will realize that a Spellcaster is dry when they see more wind attacks. However, a Spellcaster can fool people into believing that they are relying on wind attacks when they still have more element at their disposal, using that trick against them.
Elemental Alchemists
Elemental Alchemy is one of the most difficult to use forms of the Elemental abilities, but when mastered can be quite fearsome. Alchemists manipulate the physical elements in their attack, often changing one Element to another to produce a desired attack. Rather than being able to create an Element like any Extensive or Concentrated Elemental, Alchemists deal with controlled transformation. They will often choose a material—one of the more solid ones like earth, metal, plant, water, or ice—and change it from one element to the other, bound by the exact mass of material that they are using, and unable to generate any additional material. By switching to a more insubstantial element—lightning, air, fire, or steam—they risk altogether losing their material due to it burning out or dissipating. For this same reason, Alchemists cannot start with materials like lightning, air, fire, or steam, since their flimsy nature makes it difficult to concretely gather for their purposes. Alchemy requires a lot of concentration, and if the Alchemist loses focus, the bond between user and Element is broken and the materials they were working with will fall uselessly. Alchemists are generally very creative, as their abilities require a lot of quick and unconventional thinking in order to be effective in battle.
Famous Elemental Alchemists: Angel
Fighters
Fighters are superhumans with a strengthened physical aptitude that allows them to be skilled in combat. They still have to train to maintain their level of skill, much less improve, but Fighters learn faster and tend to be stronger than non-Fighters, even with equal amounts of training. On top of their combat skill, Fighters also seem to have enhanced physical abilities that are a sustained though much weaker version of the adrenaline rushes that Agility Mentals have.
Fighters are not well-liked by Humans, second only to Changers, particularly those with permanent changes. They are viewed as brash and aggressive, if not downright violent, and show little care for hurting people and damaging property. While this is a stereotype, some aspects are technically true: Fighters tend to have more aggressive personalities, and it is more often than not the case that Fighters will cause collateral damage in the heat of battle, as it is very easy for them to get caught up in a sort of bloodlust. Another thing that tends to frighten Humans and even some superhumans is the fact that weapon-based Fighters will keep their weapons on them at all times—not only in case of emergency, but due to a strong bond with their weapon. This propagates the stereotype that Fighters will constantly rely on fear tactics to get their way, which is not always the case.
To Fighters, combat is an important emotional outlet. Without it, they are jittery, paranoid, angry, and sometimes prone to fits of violent behavior—all described as an “unbearable haze” and “sense of incompleteness.” In the past, people with those symptoms were institutionalized, and children who showed signs of this were forced to go through extensive therapy because parents thought that something was “wrong” with their children. Now that more is known about Fighters, people who display these symptoms are often encouraged to pick up a fighting style to see if that does anything to alleviate the problem.
Fighters will train in a specific skill, such as a weapon or combat style. They are born with a predisposition towards the style in which they end up training, and will hunt relentlessly for their style until they find it. It’s unknown whether or not this is a conscious choice on the part of the Fighter, as many will show aptitude in other skills or weapons while still claiming that they haven’t found the right one. Usually a Fighter will gravitate towards a weapon or style that already exists, though it’s theorized that many forms of martial arts and weapons were invented by Fighters who were looking for their medium and found that the only way to achieve this was to draw from their imagination and create it themselves.
Once a Fighter finds his or her weapon or style, they feel a sense of attachment to it that cannot truly be explained by anyone who isn’t also a Fighter. One weapons-based Fighter once described his sword as “an extension of [his] arm,” and claimed to “never leave its side.” A Fighter who specialized in boxing said that it made “no sense to ever kick someone when [he] could just throw another punch.” While this entire range of abilities may seem incredibly violent, in reality Fighters who feel the sense of completeness from finding their style can be quite serene. They fight not because they like to hurt people, but because it’s a form of expression that is relaxing, fulfilling and, ultimately, a lot of fun.
Famous Fighters:
Jo – naginata
Jem – switchblade
Mentals
Mentals are superhumans with the ability to manipulate cerebral impulses, both their own and, depending on the ability, someone else’s. The powers are internal, based on the user’s mind’s ability to take their thoughts and manifest them into reality, making the improbable possible due to brainpower. As a result, most Mentals—with notable exceptions—do not rely on their bodies as much as they do their minds. The strength of their abilities is entirely dependent on the strength of their minds, which is determined not necessarily by intellect alone, but by willpower and the emotional state. If the Mental’s mind is in turmoil or compromised by something like a headache or other illness, he or she will have a lot of difficulty controlling his or her abilities, as well as accomplishing as much as he or she usually can. However, a confident and clear-headed Mental will probably perform even better than he or she normally would.
Elementals, like Mentals, are usually more accepted by Humans for having powers that are relatively easy to hide, though they are sometimes feared for having abilities that can be manipulative and invasive. Anyone interacting with a Mental, Human and superhuman alike, may feel intimidated by what they assume is freakishly superior intellect and confident behavior that is sometimes interpreted as being haughty—when in reality, their emotional strength is simply what allows them to be strong.
Agility Mentals
Agility Mentals boost their physical capabilites for limited periods of time. The boost is actually a controlled adrenaline rush that allows the user to be unnaturally physically adept for a period of time that is based on the user’s mental strength. Savvy Agility Mentals will use these boosts in controlled bursts, taking short breaks whenever they can so as not to deplete themselves. The affected physical boosts include strength, speed, agility, the height of jumps, stamina, resilience from attacks, and even the ability to perform stunts.
Famous Agility Mentals: Silicis
Duplication Mentals
Duplication Mentals have the ability to create copies of themselves, the number and duration of which depends on the user’s mental strength. These duplicates are completely identical to the user in both appearance and personality—and while they may exhibit the same powers as their original, they will not be nearly as strong. Duplicates are always aware of their status as copies, though strong Duplication Mentals can create duplicates that are completely autonomous and don’t require direct control. Increasing the number of duplicates, however, will make it more and more difficult to maintain. Duplicates can be harmed without hurting the original, but if the Mental were to come under any physical harm, the duplicates will mirror these injuries. If the Mental is rendered unconscious, the duplicates will disappear, as the concentration required to maintain them is broken.
Famous Duplication Mentals: Jem
Energy Mentals
Energy Mentals create a tangible cerebral energy, which they can then use for a number of purposes. Energy can be shaped into just about anything, from balls to beams to waves to shields, making it incredible versatile as both an offensive and defensive material. Like with all Mental abilities, the resilience, strength, and stamina for using and creating energy depends on the user’s mental strength. The nature of energy isn’t entirely understood, and is often thought to be a manifestation of the user’s actual thoughts.
Healing Mentals
Healing Mentals can heal most wounds by using their minds to speed up the body’s natural healing processes, both for themselves and for others. The strength of these abilities is based as much on mental strength as it is on knowledge of anatomy and medicine: the more the user knows, the more they’ll be able to safely accomplish. Beyond that, the nature of Healing is something of a mystery, as Healing Mentals are rare and do not always seek to train their abilities beyond the healing of simple cuts. As a result, what they are truly capable of—including the possibilities of healing diseases through their abilities—is unknown.
Intangibility Mentals
Intangibility Mentals have the ability to pass through solid objects by making their bodies intangible. The amount of time spent intangible is based on the user’s mental strength, as well as the material itself. The consequences of being stuck when forced out of intangibility are only somewhat known, and incredibly feared—as a result, it is often advised for an Intangibility Mental who feels him or herself weakening to immediately return to a low-density environment. A side-effect of intangibility is invisibility, so Intangibility Mentals can also use their abilities to conceal themselves from sight, even while not passing through solid objects.
Famous Intangibility Mentals: Carol
Levitation Mentals
Levitation Mentals have the ability to propel themselves into the air using their minds, for an amount of time that varies based on the mental strength of the user. Levitation is not dissimilar to Telekinesis, in someway—although in this case, the user focuses solely on moving themselves rather than moving other people or objects. As a result, Levitation Mentals’ flight abilities are stronger than any attempts that a Telekinesis Mental would make, simply because this is their sole focus. While in the air, Levitation Mentals can be quite agile, and if they are strong enough can even carry another passenger, though this passenger would not be able to fly unassisted, and is instead relying on the Levitation Mental to hold them up.
Reasoning Mentals
Reasoning Mentals have very developed analytical and cognitive abilities. While their abilities are not necessarily useful on the battlefield, their ability to multi-task facilitates their use of other abilities, if they have them. Reasoning Mentals are also very good at problem-solving, invention, and strategizing, and are able to grasp new areas of study and skill faster than the average person, though this isn’t instantaneous and requires some effort and maintaining on their parts. Their personalities also tend to be cooler and more analytical, which sometimes makes them difficult to get to know.
Famous Reasoning Mentals: Angel
Telekinetic Mentals
Telekinetic Mentals can levitate people or objects as they desire. They can move an item from point A to B, hold up any number of items, control another person’s body with varying amounts of precision, and even imitate flight, all dependent on the user’s mental strength. It is very easy for a Telekinetic Mental to become overtasked, so they must be very careful about how much they do, lest they strain themselves.
Famous Telekinetic Mentals: Syren
Telepathic Mentals
Telepathic Mentals’ powers are based in their ability to access another person’s mind. They can either give or receive information—that is to say, either transmit certain mental commands, or read thoughts and attempt to uncover secrets. The connection between the Telepath and his or her subject can either be objective or empathetic. Empathetic Telepaths tend to form stronger bonds with their targets than Objective Telepaths do, though place themselves at greater risk for being overwhelmed by their target’s emotion, or in general experiencing a slightly abstract sensation of inhabiting the target’s mind.
Famous Empathetic Telepathic Mentals: Syren
Teleportation Mentals
Teleportation Mentals are able to transport themselves to wherever they desire, so long as they can pinpoint their exact destination. The distance of travel, as well as the number of times that a Teleportation Mental can teleport before exhausting themselves varies based on the strength of the user. They can also teleport other people based on skill level: weaker Teleportation Mentals must travel with them, which can be tiring in and of itself, but with strength and experience, they are able to teleport someone without traveling with them.