Post by Vixaria on Aug 1, 2020 18:02:59 GMT
Darkness - Erebos Pack
“What’s the matter? Are you afraid of the dark?” -Raven
Shadow Cloaking - the ability to blend in with shadows/darkness.
- May be unable to become completely invisible.
- May only be able to remain hidden for a limited amount of time.
- Darkness is needed to remain hidden.
Night Vision - ability to see in the dark.
- May be sensitive to sudden flashes or bright light.
- Might take some time for the eyes to re-adapt to regular light.
- May not be able to see in complete darkness.
- May cause eyes to glow/reflect light.
Umbra Healing - ability to use darkness/shadow to heal.
- May not be able to heal injuries if they are too severe.
- May not be able to heal light-based attacks.
Darkside View - ability to control one's dark corners of their soul/mind.
- Target with no evil in their hearts are unaffected.
- Targets who are powered by evil will become even more dangerous.
Dark Aura - ability to surround one’s self with darkness can be used for defense/offense becoming almost untouchable.
- May be constantly active.
Darkness Scatter - darkness blast that splits into smaller fragments to gain a wider targeting area.
- Fragments may be weaker than the initial blast.
- Targeting multiple attacks to multiple targets may be harder than a single one.
Darkness Infusion - empowering and energizing objects with darkness to one’s use.
- May only be able to infuse certain beings, objects or powers.
Shadow Wave Emission - sends out a wave of darkness over a specific area making it almost impossible to see.
- Power can be reflected back.
- If too much energy is used all at once, the user(s) will be exhausted.
Shadow Stealth - gives one the ability to become another's shadow and spy on them without leaving a trace of ever being there.
- Must be able to touch or be near shadow or darkness to hide within it.
- Useless in the absence of shadows cast by others.
- Users can be detected if they speak or make noises while hiding
Limitations
1. May be unable to create darkness/shadow, being limited to manipulation from only already existing sources.
2. May have to be in sync with darkness, whether their own or the source of their power.
3. May become affected/corrupt through extended exposure.
4. Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user, and their power's natural limits
Fire - Adroushan Pack
“Of course you should fight fire with fire. You should fight everything with fire.” -Jaya Ballard
Fire Ball Projection - create and throw spheres of fire.
- Ability is nullified in locations that fire cannot exist (vacuum, underwater, etc.).
Fire Breath - the ability to project fire from one's mouth.
- Unless they have resistance/immunity, the user risks harming themselves.
- May be weak against cold-based powers.
Fire Wave Emission - Sends out a wave of fire that repels everything.
- Power can be reflected back.
- If too much energy is used all at once, users will be exhausted.
Fire Scatter Shot - fire blast of fire that splits into fragments.
- Fragments may be weaker than the initial blast.
- Targeting multiple attacks to multiple targets may be harder than single one.
Fire Missiles - creates missiles of fire.
- May have set a limit of missiles. After firing the user may have to either reload whenever possible, wait for the missile to "recharge", or "make" more by transmuting materials from the environment.
Incineration - instantly utilizing high temperatures and fire to burn almost anything to ash.
- May only be able to incinerate parts of an object.
- May be limited to organic/inorganic materials.
- May take time to completely incinerate said object, depending on the size, density, and properties.
- May have limited range, including touch only
Combustion Inducement - causing matter to burst into flame and explode.
- Should be careful in near flammable materials.
- Unless the user has mastered the skill, setting self on fire could be dangerous.
- Lack of oxygen may prevent the ability from activating.
Healing Fire - using fire/flames/heat to heal.
- A user is weak against opponents who can nullify fire-based abilities.
- May be overpowered by the users of Water Manipulation users.
Firestorm - ability to create a storm of high temperatures and flames, incinerates all that it comes in contact with.
- Once a firestorm has begun, it may be very difficult to stop.
- Extreme amounts of water may be able to extinguish the fiercest blaze.
- Cannot be initiated in a location devoid of oxygen.
Limitations
1. Control, discipline, and restraint are extremely important. Unconscious, emotion-influenced, impulsive, or reckless use of this power can be catastrophic.
2. Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user, and their power's natural limits.
3. Fire Immunity and/or Thermal Resistance isn't always part of the package, so burning yourself is possible.
4. May be limited to controlling/immunity to the fire which they create.
5. May be unable to create fire, being limited to manipulating only from already existing sources.
6. Users can be overpowered by water, ice and/or cold.
Water - Nereus Pack
“Water is the element of change.” -Iroh
Healing Water - using water to heal.
- May not be able to heal every ailment/injuries if they are too severe.
- Lack of water renders ability useless.
- Internal injuries may be hard to heal.
Blindness Inducement - using the water on one’s eyes to blur vision.
- May need to be able to see the target.
- May not be immune to the ability itself. (e.g. may have to close their eyes when using it)
- May be temporary.
Water Striding - the ability to walk on water.
- Users may have to be focused to stay on top of the water.
- May have to build up momentum to move across the surface of the water.
- May only be able to stand on water and will fall in if knocked over.
Liquid Surveillance - to spy or communicate using any type of liquid.
- Can only use this power through the elements/or other related substances to water.
- Useless in a place or wherever a place has no water. (A dessert for example.)
- May not be able to communicate to others if they have no powers.
Water Augmentation - to increase the amount of water.
- May dehydrate user.
- Unable to control the generated water.
Motor-Skills Manipulation - to control another’s body with the water that is in their bodies.
- May become overpowered through subject's greater will.
- If unaware of a subjects presence or loss of interest upon maintaining control, the subjects are no longer influenced by the skill.
- May be unable to focus on multiple subjects for long periods.
- May be unable to force upon movement when out of line of sight.
Hydrokinetic Invisibility - to become invisible when in/on/touching water.
- The user must be in/touching the water.
- May be not able to stay submerged for long.
Hydromancy - to read someone's past, present, or future using water.
- When the water is disrupted, a user cannot properly see a vision.
- May require time and concentration to make a vision.
- If the user is nowhere near water, they won't be able to utilize the visions.
Whirlpool Generation - to create a whirlpool to trap or attack an enemy.
- Must have large enough source of water.
Omnidirectional Waves - sends out waves of water in all directions.
- May be limited to the amount of water one can release.
- May be limited to 2-dimensional 360 degrees in terms of "omnidirectional".
- User may kill allies unintentionally.
- Some may use this ability to sacrifice themselves as self-detonation.
- Radius may be limited.
Limitations
1. May be unable to create water, being limited to manipulating only from already existing sources.
2. Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user, and their power's natural limits.
3. Controlling and manipulating great bodies of water (ponds, lakes, seas, oceans) over an excessive period of time is exhausting.
4. Can be opposed by Fire Manipulation or Ice Manipulation.
“Earth is the element of substance” -Iroh
Earth - Adamo Pack
Healing Earth - using earth to heal.
- May not be able to heal every ailment/injuries if they are too severe.
Petrification - the transfer of matter into stone.
- May be constantly active.
- May require constant contact with the object/person to prevent it from returning to its normal form.
- May require eye-contact, touch or some other action.
- Effects may be temporary or irreversible.
- May be limited on how much matter can be changed at once.
Ground Rupture - causing the ground to break and burst.
- May work only on certain types of ground, such as soil or stone only.
Seismic Sense - ability to feel vibrations in the ground/earth.
- Anything not standing on a solid surface evades detection.
- Loose matter, such as sand, may distort perception.
Ground Liquification - an ability to turn the ground into a liquid, such as quicksand, and control it.
- Cannot liquefy organic material.
Burrowing - the ability to tunnel through the earth.
- The user may be limited on how long he/she may be able to stay underground before they have to come up for air.
- Some ground may contain minerals or other substances too hard to dig through.
- The ground may collapse while digging, though the user can simply dig back up.
Subterranean Attack - ability to channel attacks directly under an enemy.
- Targets that are high enough can't be attacked.
Gravity Control - ability to control gravity.
- May be unable to create gravity, being limited to manipulating only from already existing sources.
- May be useless in areas with no gravity (not much of an issue though since technically anywhere even space has gravity).
- Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user, and their power's natural limits.
- Gravity is the weakest of the fundamental forces, so this power may lose out against manipulations of the other forces.
Earth Spike Projection - the ability to project spikes from the earth.
- Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user, and their power's natural limits.
Zap - a low powered release of earth, to cause discomfort or pain.
- Cannot inflict much damage.
Limitations
1. May be unable to create earth, being limited to manipulating only from already existing sources.
2. Distance, mass, precision, etc. depend upon the knowledge, skill, and strength of the user and their power's natural limits.
3. May have to be/stay in contact with earth.
4. Glass and artificial solids may be hard or impossible to control.
5. May not be able to control extraterrestrial (Alien) earthen elements.
6. Earthen materials are weak against erosion caused by water, ice or air.
Ice - Kypo Pack
“Nature? Fire? Bah! Both are chaotic and difficult to control. Ice is structured, latticed, light as a feather, massive as a glacier. In ice, there is power!” -Heidar
Frostbite - an ability to freeze things on an atomic level.
- Maybe unusable near heat-sources.
Cryo Bomb - create explosions of ice/cold.
- Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user, and their power's natural limits.
Frozen Surface - ability to turn a surface into ice.
- The size of the area and ice/cold that depends on how powerful the user is.
- Extreme heat can counter the effect.
Cryokinetic Surfing - the ability to control ice to aid in increasing the ability to move over ice.
- Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user, and their power's natural limits.
Ice Bolt Projectile - release of ice shards.
- Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user, and their power's natural limits.
Ice Cutting - manipulation of ice to cut.
- May not be able to cut through some materials.
- May be vulnerable to heat.
Cryostasis - an ability to freeze cells, tissues, and any substance that can be damaged by sub-zero temperatures.
- May have a limit for how long target can be kept in stasis.
Ice Healing - the ability to heal with ice.
- The users of this power may be unable to use this power near a source of heat.
Ice Mimicry - the ability to turn one’s self into ice.
- Fire and heat are highly effective against the user.
- Not exactly invulnerable since limb can be broken off.
Avalanche Creation - the ability to create an avalanche.
- May only cause avalanches in snowy mountainous areas.
- Mostly occurs in winter seasons only.
- The user can only create the avalanches, not control them.
- May be unable to create ice/snow to cause avalanches, being limited to the ice in the natural surroundings instead.
Limitations
1. Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user, and their power's natural limits.
2. May be unable to create ice, being limited to manipulating only from already existing sources.
3. The creation of ice may depend on the amount of moisture available; dry areas could make this difficult or impossible.
4. Ice is affected by everything that normal ice would be, although the user is perfectly able to use their power to return the ice to its original shape and/or controlling it even under these forces:
5. Melt under extreme heat (Fire Manipulation)
6. Vibrations are difficult (if not impossible) to freeze, as they cause the ice to shatter.
Hybrid Powers
With these powers only 1 pup will develop a special power out of every hybrid litter, other pups will either develop no power or a power from the father or mother.
Light Powers
Light Cutting - Use of the light to cut opponents.
Light Bullet Projection - Fire in short sequence over a wide area, hits multiple targets
Wind
Air - to be able to control the flow of air around oneself and others.
Enhanced Senses using air/wind:
-Enhanced Hearing - amplifying air molecule vibrations.
-Enhanced Touch - reading the airwaves and feel any disturbances.
Storm Elemental Powers
Lightning Storm - Bring forth multiple strikes of lightning to be used to hit the target(s).
Shocking - Release extreme electric current in a person or object.
Tempest - Cause rain to shower heavily from the sky. As more power is gained in those with storm powers they can make it hail instead of rain.
Wind Fury - Cause rapid winds to gust around you. Can make foes unsteady on their feet, even pushing them down, or be used to whip up debris as a sort of deterrent for attackers. As a user becomes more powerful can gain control of wind direction, using it to push downward or lift upward as well.
Static Resistance - Immune (or maybe just resistant) to any damage caused by electricity. Could even survive a lightning strike.
Shocking Shield - The user is surrounded by static that shocks anyone who touches him/her with a powerful arc of lightning.
Wicked Twister - The ability to create small cyclones or tornadoes that may pick up and fling debris, and as they gain power, even their attackers.
Storm’s Thunder - Cause a loud thunderclap to disorient opponents. May even temporarily deafen opponents as the user becomes more powerful.
Thunder Song - Howl to create a powerful sound wave that acts as a strong gust of wind.
Limitations
1. Distance, mass, precision, etc. depend upon the knowledge, skill, and strength of the user and their power's natural limits.
2. If the using wolf is knocked unconscious their powers will immediately come to a halt until they awaken.