[Note: You'll see references to 'Parahumans' and human Parahumans. This is confusing, I'm sure. Before I started editing this piece I referred to all 'Parahumans' as 'human Paranormals'. I tried to do a document-wide search and replace and this is the temporarily not-so-great result. I'll be correcting that and adding some editing touches in the days ahead. But for now...this is a good basic primer on the 'Parahumans' of my 2029 fictional universe. Enjoy.]
PARAHUMANS
General
Generally
speaking, human Parahumans don't discover their powers until adolescence. A few
get their powers early, in early childhood. Others are “late bloomers” and
don’t get their powers until their 20’s, 30’s, or even beyond.
Most
human Parahumans’ powers don’t seem to have any genetic component, or, at
least, not one that has been found. Some families seemed to show a history of
paranormal powers. Others, not so much.
Many
Para powers are time-limited, requiring a rebound time. Others are ‘on’ all the
time. Different Para types had powers that they have to ‘activate’ or ‘turn on’
while others have their powers on always. It just depends on the type of
Paranormal.
There
are no clear physical signs or ways of testing to see if someone was a
Parahuman. No medical tests seemed to turn up paranormal powers. No blood
tests, no EEG’s, nothing. Only seeing a paranormal use their powers gave clear
proof that a person was a human Parahuman. All reports of paranormal activity
were investigated and those suspected to have paranormal powers were put on a
watch list until definitive proof was obtained.
In
general, most Parahumanss don’t know when other Parahumans were around though a
few Paras were very good at recognizing others. The list of Paras who can
‘read’ the presence of other Paras was fairly small.
All
human Parahumans have regular human DNA and mostly share all human weaknesses.
Some have powers that make them more special than others but they are not
immortal and are generally susceptible to most all human frailties and
weaknesses.
It
is estimated that between 10 and 20% of the general population had some form of
paranormal ability. No one knew if that figure was accurate one or not.
Psi
Psi
was considered a hypothetical “power” that might explain paranormal
abilities. No one knew what it entailed, where it came from, how it could
be measured or what it’s limitations were. Many psi powers appeared to
have common limitations (silver and lead, for example) but there was no understanding
of how anything fit together or worked on any level. This didn’t stop
scientists from positing that this energy, “psi” was the source of paranormal
ability.
Scientists,
on the whole, hated the idea of psi because there was no way to measure it. For
most scientists it was a nice descriptive word but nothing else. Without some
way of measuring whether psi energy existed or not it seemed to many a
meaningless concept.
Some
physicists believed that psi is related to quantum mechanics. Some neurologists
believed that an understanding of psi and what it was would unlock the secrets
of consciousness. Evolutionary theorists wanted to trace the history of
paranormal powers back to when they first emerged, believing that paranormal
ability was a sign of a leap in human evolution.
What
the concept of psi is good for is in determining the relative strength of
different Parahumans. Criticisms of the psi ratings were found all over.
Many Para powers couldn’t be forcibly tested, so, it was uncertain for many
what their true powers were. Some Paras repressed their powers, clouding
their true strength. Others didn’t push themselves to their full potential but,
in general Parahumans who were thought to be powerful were given a high “psi”
rating relative to others. The government used this imperfect measurement
system to rate various Paras because it had nothing else to work with.
Ironically,
other Paras were often used to gauge a Paranormal’s psi rating. When possible
Telepaths were used to read minds. Recorders looked into a para’s past. Cybers
might be used to examine all their computer correspondence. Most courts
rejected the validity of evidence obtained through paranormal means meaning psi
ratings and the process in which they were determined were deemed to be off
limits.
Legal
Legal
issues surrounding human Parahumans were many and varied. Depending on the Para
involved there may be only a few laws involved or, for some, there may be many.
Each paranormal is forced to deal with laws applying to them in their own
ways. One law that covered all human Parahumans was the Paranormal
Registration Act (PRA). Another law that has serious consequences for human parahumans
was the The True
Patriot Act.
The
Paranormal Registration Act required all persons who discovered they had a
paranormal ability to register themselves with the federal government within 72
hours of learning of said ability under penalty of law. As a rule, the time
frame regarding the need to register is mostly ignored. The government only
cared about registration and identification of Parahumans, not so much the
speed in which they “came out”.
Once
registered, Parahumans were expected to update their registration once a year
(many did this at tax time, while filing their taxes) or upon any important
life changes (a move, new job, marriage, divorce, birth of child, etc..).
Failure to update also carried with it penalties.
All
registered Parahumans were required to carry smart card enabled ID’s that could
be scanned at a distance, identifying them and their powers. Being caught out
and about without one’s ID was an arrestable offense.
The
True Patriot Act
built upon the PRA by giving the government special powers to deal with Parahumans
who were deemed a risk to the community. By going to court, the government
could get a protective warrant, allowing law enforcement to either arrest or,
in some cases, kill a resisting Para who was deemed a threat to security.
Certain powers were seen as greater threats than others and treated
accordingly. When arrested, if the process of incarcerating a dangerous
Para was deemed too difficult a Paranormal could be forced to undergo a
lobotomy. While lobotomies didn’t seem to rob Paras of their powers, or, if
they did, they did so incompletely, they did seem to make the vast majority of Parahumans
more ‘manageable’. Many paras out and out forgot that they had paranormal
powers after undergoing the procedure.
The
FBI was charged with oversight of Parahumans and investigation of paranormal
offenses, though, in general, they left minor offenses up to local law
enforcement, picking and choosing the cases they felt were truly in “the
national interest”. The FBI unit charged with all this was the Paranormal
Investigations Unit, or PIU. Members of the PIU were often Parahumans
themselves. Local law enforcement agencies were allowed to have PIU’s of their
own but were greatly limited in the size and powers of the Parahumans they were
allowed to employ. Some got around this by hiring Parahumans as “consultants”
who weren’t technically part of their PIUs. It was understood by the FBI that
any severe Para crimes would be referred to them for their handling, cutting
local law enforcement out of the picture limiting the need for local PIU units
to employ Parahumans past a certain level of power.
The
FBI worked closely with the NSA who, under the True Patriot Act, received expanded powers to
do domestic surveillance on suspected Parahumans. Also working close with the
FBI was the Attorney General’s office and their Judge Examiners Division.
The
Judge Examiners, a special branch of judicial investigators within the Department
of Justice with special powers, were attached to the Department’s Paranormal
Crimes Division. They were given the authority to directly represent the
president and the US by using their powers. They could declare a local
emergency, triggering martial law in a limited area for up to 72 hours after
which, any further martial law had to be approved by federal judicial review.
National
emergencies could be declared but needed immediate presidential approval unless
there were extreme extenuating circumstances. Whenever the PIU and a Judge
Examiner were in the same area, the Judge Examiner could pull rank and gain
access to any PIU information.
Employing
Parahumans in the private sector often required a “waiver”, depending on the
Para’s powers and strength. The “waiver” process was often long, intrusive and
intensive. Many employers sought to hire Parahumans under the table as a
result, though, if caught doing so, this could result in criminal
punishments.For those working under a waiver, waivers had to be updated yearly
with their Paranormal registration.
Medical
Many
Paranormal powers seemed to be linked to certain medical and psychological
conditions. No hard scientific proof has ever shown that the one caused the
other but a link still existed in many cases. It seemed that most Paranormal
powers come at a price and seemed to increase the odds of certain diseases and
conditions. Though causality couldn’t be proven, each individual type of Para
seemed to have certain diseases and conditions that were more common for them.
Limitations
All
Parahumans had limitations that came along with their powers. For each
individual Para we’ll explore their particular limitations but there are some
hat are broad enough to cover many, if not all Parahumans.
Aging
--
Most all Parahumans suffered issues surrounding their powers as they aged. All
Para powers required concentration and aging tended to negatively effect the
ability to concentrate on one’s powers while using them. For Shapeshifting
Paras, those who could shift into other forms, aging could cause unintentional
shifts and make intentional shifts harder. Many found that they weren’t able to
keep shifts going for as long as they are used to and have problems shifting
back into their base form.
Unintentional
power usage was also an issue that many aging Parahumans had. Not only
did they have a hard time controlling their powers when they used them, but
many suffered from a form of Paranormal power ‘incontinence’, accidentally
using their powers at inopportune times without meaning to.
Emotions
--
During times of strong emotion, many Parahumans found it hard to control their
powers, unintentionally triggering their powers or, if trying to use them,
finding it hard to focus in their controlling of them. Mental disorders were
known to create real problems for human Paras, often requiring mandatory
medical treatment to help them control their powers. While the meds wouldn’t
affect a Paranormal’s powers directly, they would help the Para better focus on
their powers by allowing them to better deal with their mental and/or emotional
issues.
Brain
Injuries/Damage
-- While no area of the brain had been identified as controlling Paranormal
behavior, it seemed that human brains were the location of a human Para’s
powers. Parahumans who suffered brain damage and/or medical conditions
affecting the brain (brain cancer, brain aneurysm, etc.) suffered severe issues
with their powers. Many paras will permanently lose control of their
abilities. Others, lose their abilities partially, or, altogether. Some lose
the ability to use their abilities on command, finding that their powers come
and go intermittently. Since the exact relationship between brain and powers is
unknown, no treatments exist for how to help these paras, although, it’s been
shown that pre-frontal lobotomies do make paras more calm and manageable, thus
helping manage severe cases where a para’s powers are beyond their control.
Lunar
Cycles –
Many parahumans were affected by lunar cycles. For shifters, the longest amount
of time they can stay in a shifted form generally coincides with a lunar cycle.
At the end of the cycle, they are “force shifted” back to their base form. From
there, they are forced to sit out their rebound time.
Some
non-shifting Parahumans get a “full moon boost” and were able to use their
powers longer, suffering less impact as a result. Parahumans who had this
boost, also saw their rebound times greatly reduced on a full moon. Many Paras
also saw power upgrades, not only were they able to use their powers longer and
suffer less, but some Paras get more power on a full moon. Some weak Parahumans
received powers equal to an average Para, average Parahumans, powers equal to a
strong. Strong Parahumans who received a full moon boost generally didn’t get
any stronger and just gained the ability to use their powers longer for less of
a price in energy.
The
100 Virus
-- The 100 Virus was a proposed condition, not really a virus, that was
believed to affect some Parahumans and limit their use of power to a total of
only 100 uses. Back before science could identify things, the condition was
named a virus but no science has been able to show that such a virus existed.
Medical tests done on Parahumans with the condition versus Paras without show
no differences.
Several
symptoms were used to determine whether a Para had the condition or not.
All-over body pain after using powers which increased with each use, increasing
lethargy, coupled with longer rebound times after power use, severe headaches
and migraines after power use, nausea and stomach problems after power
use and worsening depression after power use were all hallmarks of the
condition. If at least 3 symptoms were present, it was assumed that the
Para involved had this condition.
After
the 100th use of their powers, the Para was thought to lose the ability to use
their powers altogether. The depression that they felt, as a result, was often
long-lasting and sometimes resulted in self-harm and even suicide. The only
known ‘cure’ was for the Para in question to not use their powers at all.
Gawainism
--
Gawainism affects some paras as well. Like the knight in the Arthurian tales,
paras who suffer from Gawainism gain in strength as the sun climbs in the sky
& lose strength as the sun goes down. Gawainism sufferers are
their strongest around mid-day & have little to no power at all while
the sun is down.
Seasonals -- Some
paras have seasonal disorder in which their powers are stronger in certain
seasons than others. Cryos who have seasonal disorder may, for instance,
be stronger from fall to spring while Pyros may be stronger the opposite
way. Some paras are stronger in the seasons they were born than they are
in other seasons (they refer to this as being a child of the season in
question, "a child of summer", "a child of winter").
Equinoxity -- Some Paras
suffered from equinoxity, a condition that robbed them of their powers at the
spring and autumn equinoxes. They can do nothing during those times.
Dormancy – For reasons not entirely
known, some Parahumans went into “remission” and found that their powers became
“dormant”. Why this happened led to many theories but no one theory seemed to
have a good explanation. What happened afterwards varied greatly. For many, a
remission of powers could be partial or total. If partial, they merely saw
certain aspects of their powers diminished or lost or, they may have had access
to all their powers but at a weaker level.
Most
Paras who suffered a dormancy period lost their powers for a varying period of
time. Some lost them for a short time, others, a long time and a few, lost
their powers altogether. If a Paranormal was in a dormant state, generally,
they could receive brief flashes and surges of power, now and again, only to
see these “teases” vanish and disappear.
Having
a dormancy period once seemed to increase the risk of having a dormancy period
again if one were to even get their powers back.
Restored
powers coming out of a dormancy period might return at full strength, as they
had prior to going dormant, or they might return at lesser strength. Some Parahumans
suffered a power “eruption” when their powers returned, suffering a brief,
intense period where they were overwhelmed by their returned powers before they
could get control of themselves again.
Rebound
Times --
Many Parahumans required a down time, often referred to as “a rebound”, after
using their powers. Rebound times varied due to several factors: age,
health, strength of powers, length and effort of using powers, and emotional
state. Rebound times generally got longer with age, younger Parahumans having
much shorter times, on average, than older ones. Health is a factor. A
sick para will require a longer rebound time to recover their full powers than
a healthy one. Paras who naturally have very strong powers recover faster, all
other things being equal, than weaker paras. One rule that is always constant
is, the more effort and energy used while using one’s powers, the longer the
rebound time required to get back to full power. Emotional states also affected
rebound times. A depressed Para, for instance, took much longer to rebound than
a non-depressed one.
A
good rule of thumb for Parahumans was that, strong Paras rebounded in half the
time they were used to when using their powers (‘half time’), average Paras
will rebound in the same amount of time they were used to when using their
powers, while weak Parahumans would rebound at a rate of two times the time it
usually took them when they were using their powers. However, young, healthy,
powerful Paras could rebound faster than ‘half time’. The rule of thumb just
cited was true, for the most part.
After
an hour or two of rebound time, a Paranormal could often use their powers,
weakly, for a limited time. Anytime a Paranormal used their powers during their
rebound time, they just lengthened their rebound time, making it take longer
for them to reach full strength. While a Paranormal could use their powers
while rebounding, they wouldn’t be at full strength, might not be able to use
the full range of their powers and might not be as “sharp” in controlling their
powers.
Not
all Parahumans required a rebound time, as mentioned before, some have their
powers ‘on’ all the time.
Supernaturals
While
Paranormal is the term used for humans with ‘other than natural’ abilities,
there are Others, who are Near-Human, Werebeings or Undead who make up the
greater world of “Supernaturals” thus making the term a catch-all.
Major
v. Minor Powers
A
human Paranormal may have a major power or a minor power, depending. The
definition of ‘major’ and ‘minor’ is often hotly debated where certain powers
are concerned.
Multiple
Powers
With
few exceptions, human Parahumans born with one major power are limited to that
power. Parahumans born with a minor power may have two, even three minor powers
or, in some cases, may have a major power to go along with their minor power,
though this is rare.
13/30’s -- They can shape
shift into their 13-year old self or their 30-year old self but their
shapeshifting ability begins only at certain times. As a shapeshifter, they can
begin shifting back to their 13-yr old self only after they’ve turned 21 and
they can only begin shifting back into their 30-yr old self after they’ve
turned 50. After 50, they can shift back to either form as is their want.
Shifts are time-limited and there’s a rebound period after where the power
can’t be used. Shifts are almost always intentional. Their DNA stays the same
and they keep their current memories and life experiences with them into the
shifts they make. For reasons no one quite understands, there are more women
who have this power than there are men.
23’s -- Every 23’s power is
different but all of their powers revolve around the number 23. It’s a
late-blooming power, not becoming apparent until the user turns the age
of...23. Then their power is revealed to them in an extremely vivid dream. Some
23’s have a minor power, others, a major one. It is almost always unique to the
individual.
24/7/365’s -- Human parahumans
who can go without sleep for varying lengths of time, so long as they are
willing to sleep an equal amount of time afterwards to repay the accumulated
sleep debt. During the repaying of their sleep debt, 24/7’s will wake for
minimal amounts of time to eat, drink and take care of bodily functions but
will spend all the rest of their time sleeping to make up for the time they
spent totally awake. In their awake periods they’re hyper alert, hyper focused
and never get tired or drowsy. The length of time they stay awake is
intentional but the power to stay awake for up to a year at a time is always
there.
500’s -- Human parahumans who
can live to be 500 but not one day older. Their blood is favored by magic users
and True Vampyres, especially the older they get, as it is thought the better
they taste. Though long-lived and hardy, they can’t have many children, only
being able to have a child once every dozen years or so. All 500’s move around
a lot, needing to change identities to keep themselves secret. Also, they all
have a specific birthmark on the back of their necks. Even if they mate with
another 500, there’s no guarantee their children will be 500’s as it’s not
thought to be a hereditary trait, just a random occurrence. While very hardy
they can, occasionally be struck down by very virulent forms of rare diseases.
They can, of course, also be die before reaching 500 by their own hand, in a
murder or in an accidental death. They have near photographic memories and
often become very good at many things due to their extremely long lives. Power
is always ‘on’.
Agers -- Can age
backwards to a previous age that they’ve been. They seem to get better at their
power with age, unlike many human parahumans. Agers also, naturally, seem to
reach the upper limits of the ‘normal’ human life span, many living into their
120’s. While spry and vibrant in old age, they love nothing better than
shifting back to a younger form of themselves. It’s a time-limited power and
has a rebound time. Shifts are almost always intentional.
Allergies – Can give others allergies
to certain things that vary in severity. Time limited power, requiring a
rebound period. A major power.
Animators -- Power to
animate inanimate objects. A time-limited power, Animators make objects ‘come
alive’ and give them mission-specific jobs which they will continue to try and
do unless the Animator runs out of time on their power, the objects themselves
are destroyed, or the jobs are finally accomplished. Once ‘animated’ the
objects owe their loyalty to their animator and seem to be able to see, hear,
smell and touch. They seem, literally, ‘alive’. Strong animators can animate
many objects at once while weak ones may have to work very hard to just animate
one thing. Power is time limited and intentional. It requires a rebound period.
Practice at animating certain objects makes future animations easier and less
energy-intensive.
Anipaths -- Can
communicate with any non-human, non-paranormal mammal and many species of
birds. To a very minor degree they can also communicate with reptilians and
amphibians but most Anipaths find these conversations boring and one-sided as
there’s not a lot going on in the brains of most reptiles and amphibians. Many
Anipaths prefer to speak to certain animal species over others and become
‘fluent’ with those animals while a few seem to have a knack for talking to
just about everything. Strong Anipaths can create mental links with the animals
they’re talking to and actually see and hear things through them, from the
animal’s point of view.
Antidotes -- Just a pin-prick of
an Antidotes blood can stop the most lethal drug overdoses, poisons, venoms and
toxins. Antidotes themselves are, of course, immune to all of these things as
well, though they are not immune to diseases and/or medical conditions. Their
power rests in their blood but they have to ‘turn it on’ for it to be used, so,
killing and bleeding an Antidote, while it will get you a lot of blood,
won’t get you the power that their blood is capable of producing. For an
Antidote to ‘turn on’ their blood, they have to ‘will’ it on, sincerely willing
their blood to take on its healing properties.
Anubi -- Human Parahumans who
can mummify the living and then un-mummify them. They are amongst the most
powerful of Human Parahumans and can ‘end’ many Undead species with a simple
touch. All Anubi are immune to other Anubi. A mummy created by one Anubi can
only be ‘resurrected’ by that same Anubi. While mummified, a person doesn’t age
and falls into a timeless sleep. Once ‘resurrected’ they awaken as if nothing
had happened to them. This can cause difficult re-adjustments for those who’ve
been mummified a long time. It’s an intentional power but there is no time
limits on it nor is there a rebound time. Anubi have to ‘will’ their power on
for it to work. Just brushing up against someone, for instance, won’t mummify
that person.
Aquas -- Have power over
water. Cannot be drowned. Can expel water out of their hands in powerful jet
streams. Can draw water out of anything that has it in it. Unlike Cryos and
Pyros, they can save up a ‘reserve’ of water they can tap into at any time so
they don’t really have a time limit on their power per se, nor do they really
have a rebound time. Power is intentional and considered a major one.
Audios -- Power comes
from their voice. Their Scream can not only shatter glass but burst eardrums and
cause those within range to pass out from the pain. Their Whisper can drive some people mad.
Their Mantra
makes it impossible for a person to think of anything else. Their Hum is annoying and incredibly
distracting. Immune to other Audios. A major power, intentional. No time
limitations, no rebound time required.
Automatic
Writers
-- Get messages from ‘the other side’ and are compelled to write them
down, no matter what they’re doing. Their messages are often important and
because of that they’re usually considered ‘protected’ persons by others
with supernatural abilities. A side-effect is that many a Writer goes mad. The
messages may be in other languages and mostly make no sense to the Writer
themselves but they’re still compelled to write the messages down. They come
when they come. Some are constantly busy to the point of near exhaustion while
others get messages only rarely. Power is always on. there’s no rebound time or
time limitation.
Babels -- Can cause others to
speak gibberish. Powerful Babels can do this to large groups of people. Babels
reach into the minds of others and mess with their language centers causing
them to temporarily speak total gibberish. Power is time limited, intentional
and requires a rebound period. Are immune to other Babels. Usually considered a
minor power.
Baby
Whisperers
-- Can telepathically communicate with babies from newborn up to one year
of age. Those they can’t ‘talk’ to they can ‘tap into’ to and see, hear,
and sense what they’re sensing. Lose the ability to communicate with babies
once they turn about a year old but even years later those kids, should they
meet the Whisperer that communicated with them, will feel a special bond.
Telepathy is usually considered a major power but this one is hotly debated.
Power is always on and intentional. No time limitations or rebound times
involved. Can’t communicate telepathically with anyone else.
Balancers -- Can never lose
their balance. Ever. This applies to their ability to balance objects. They
can’t drop anything unless they want to. Power is always on. Considered a minor
power.
Balloons – Human Parahumans who can
levitate and can control their ups and downs on their own they just can’t
steer, putting them at the mercy of the wind as far as the direction they
travel in, just like a balloon. Flight is considered a major power. Power is
intentional. No time limitations or rebound times.
Barbed
Wires
-- Human Parahumans who can create barbed wire and draw it out of their
skin (arms, chest and back). They can keep the barbed wires (or razor wires)
attached to them, or they can ‘spin them loose’ where the strings of wire can
take on ‘life’ on their own and do the bidding of their creator. A major power.
Power is intentional. Their are time limits on the power and a rebound time is
required after using before the power can be used again.
Beards -- Almost always
a male power (though a few women grow them) Beards can us the hair in their
beards in multiple ways. The hair is wire strong and can be used to strangle
another person. Tugging on the beard can free a strand of hair that one can lay
down as a place marker, helping them find their way. Individual hairs can be
tugged out and thrown as darts. Beard can be lengthened by pulling on it or
folded up like a shade. Power is always on. Hard to define. Power is intentional.
Berserkers -- When in a berserker
rage, they’re invincible. During a Berserker rage they can’t be harmed in any
way. Time limited power. Requires a rebound time. During their rages they don’t
sustain any injuries. Many don’t remember their rages but some do. Time limited
power with a rebound time required. Strong Berserkers can go for a half hour in
a rage while weak ones may only last 5-minutes (they can still do a lot of
damage in those 5-minutes however. Power is mostly intentional. Considered a
major power.
Bleeders -- Universal
donors. Unlimited blood supply. Can never bleed to death. Are immune from any
blood borne diseases. Are big favorites of True Vampyres who like that they can
feed on them seemingly forever. Usually considered a minor power. Power is
always on.
Blobs -- Can shapeshift
into a gelatinous blob form. Mucus Blobs are gross and slimy but still sticky.
Tar Blobs are hot and sticky while Lava Blobs are destructively hot and sticky.
Can absorb any written information they ‘blob over’ in its entirety. Time
limited power, rebound time required. Are pretty much invulnerable in Blob
form. Blob sex is pretty amazing, supposedly. A major power.
Blues -- Power is over
anything blue. Red trumps blue, meaning that the mere presence of red keeps a
Blue from being able to use their powers. Can’t control anything alive but,
like an Animator, can control any and all other objects just so long as they’re
blue or a shade of blue. Power is always on. Considered a major power.
Bodymorphs -- Human parahumans who
can control their body weight and shape. They can expand to be 400-lbs if they
want or shrink down to just 99-lbs. Time limited power that requires a rebound
time. One bonus is no stretchmarks. Usually considered a minor power.
Intentional.
Boomerangs -- Anything they
pick up and throw they can summon back to them if it doesn’t circle back to
them on its own. Power is always on. No time limitations, no rebound times.
Usually seen as a minor power. Not always the most accurate of throwers,
however.
Borrowers -- Can ‘borrow’
other human Paranormal powers temporarily. Time limited power. Requires a
rebound. ‘Borrowing’ puts the other Para into a coma while their power is being
‘borrowed’. Stronger Borrowers may be able to ‘borrow’ more than one power at a
time and hold on to them for longer periods than weaker ones. Usually
considered a major power. Other Paranormal are not able to sense them. Some
powers are more attractive to ‘borrow’ than others and some ‘powers’ take a lot
of practice to be able to master.
Breathers -- Human parahumans
who’s power revolves around breathing. Lungs are able to filter out almost
everything and get the air they need. Can also store up an oxygen reserve for
use if needed later. Capable of exhaling pure oxygen and giving it go someone
in need. Can breathe in all the oxygen in a room, leaving it without any. Since
their lungs are amazing filters they can’t breathe in anything toxic or
poisonous. There’s a time limit on how long they can go without air as their
reserves aren’t inexhaustible, however, their power is always available to
them. Usually considered a major power.
Bulletproofs -- Doesn’t matter
what the bullet is made of, if it’s a bullet, they’re impervious to it. But
that’s the limit of their abilities. They’re ‘merely’ bulletproof. Usually
thought of as a minor power. Power is always on. Can be stabbed, get sick, can
be hurt and or killed any number of ways but being shot by a bullet isn’t one
of them.
C/T’s -- Human Parahumans,
Comedies & Tragedies (C/T’s) can induce fatal hilarity or fatal sadness
and anything that leads up to either condition. Their power over emotions are
only over these two, however. Any power that can compel death is usually
considered a major power. Power is intentional.
Cadejos – Shapeshifting human Parahumans
who can assume a Cadejo form (a large shaggy dog with burning red eyes or
glowing blue eyes, goat legs and cat’s tails. They come in three color
combinations, black, white and both black and white. Black Cadejos have red
eyes, white ones, blue, black and whites can have either. Black Cadejos are
generally violent and aggressive and nasty predators. Whites are usually very
protective and have strong herding instincts. Black and whites are unpredictable
wild cards. Can only shift at night. Basically invulnerable in shifted form,
only a Cadejo can kill another Cadejo. In human form, same frailties and
weaknesses as any human. Usually seen as a major power. Intentional.
Cambions -- Their powers
are strongest against False Vampyres but they’re very seductive to even True
Vampyres. None of the Undead can harm them though they’re very attracted to
them. Cambions draw the Undead but when an Undead tries to harm them, they
experience sharp pain. Normal human frailties. The Undead pretty much lose
their minds around Cambions, finding it hard to focus, think and react, making
Cambions excellent vampyre hunters. Always on power. A major power, at least
where the Undead are concerned.
Cannibals -- Consuming other
Parahumans gives them the powers of the paranormal they’ve eaten. Eating
humans, adds their remaining years to their life. The powers they gain by
eating other Parahumans have the same limitations for them as they did for
their victims. Often very aggressive with sociopathic tendencies. Major power.
Intentional.
Carproofs -- Can’t be
harmed by cars or in them. Can be harmed in every and any other possible way
but are ‘carproof’. Power is always on. Intentional. Usually seen as a minor
power.
Casanovas -- They can get
any of their lovers to do anything they want. Very charismatic, Casanovas are
naturally very attractive to everyone they meet. A kiss gives them some power
over you. Physical intimacy gives them great power over you. Strong Casanovas
can control many ‘lovers’ for long periods of time while weak ones are more
limited. Those who have been affected by a Casanova can be ‘tapped’ again but
being ‘tapped’ too many times increases the risk of the other going mad. Each
‘tapping’ increases the strength and length of time of the connection.
Casanovas are always male but their victims can be either male or female. Basic
charisma is on all the time. Power over others is time limited. Powers are
mostly intentional and considered major.
Cassandras -- Psychics see
possible futures, Cassandras see the future. Only, they’re not able to communicate it in
an intelligible way. The true futures they see drive them temporarily mad and
come to them in dreams, visions and/or hallucinations. They try to communicate
wheat they’ve seen, often with great urgency but find that they can’t make
sense of it or make others understand them. Some ‘interpreters’ can bond with a
Cassandra and learn to interpret their visions with a fair degree of accuracy
but this takes a lot of time, trust and practice. Power is always on and
considered a major power. Some men have the power, despite the name, but the
power seems to ‘affect’ women disproportionately.
Cephalophores -- Can detach their
heads and in detached form are more or less invincible. Time limited power with
rebound time. Even in attached form, Cephalophores can rotate their heads a
full 360-degrees. Torsos seem to have all their senses even without their
Heads. Both can be separated for a period of time with no ill effects but at
some point the Torso will be compelled to reunite with its Head and will do
just about anything to do it. Heads are awake and alert while separated, even
if they can’t move. Like their Torso’s, a detached Head is basically
indestructible. They’re vaguely aware of their Toro’s whereabouts and
activities but don’t get ‘filled in’ on it all until after they are reunited.
Decapitating a Cephalophhore just activates their power, so, there’s no good
way to cut their heads off. A major power. Intentional.
Chameleons -- Can shape
shift but only into other human forms. Can assume their appearance their
voices, their scent but keep the Chameleon’s DNA. Also, don’t gain any
knowledge or memory of those they shift into. Every person they shift into adds
another person to their ‘wardrobe’. Shifts are time limited and require a
rebound time. Very convincing in Chameleon form. The form they ‘grab’ though is
the form they keep for use later, so, it can look ‘dated’ and isn’t reflective
of the true person’s current form, though this often doesn’t matter at all.
Considered a major power. ‘Grabbing’ a form requires intent.
Chocolatier -- Can turn anything
into chocolate. Anything non-organic and inanimate. And their chocolate...is
amazing. In fact, it’s so amazing that eating it causes people to fall under
the Chocolatier’s power for varying degrees of time. Are immune to chocolate
and many of them, ironically, don’t like chocolate much. Weak Chocolatiers only
have the power of suggestion while strong ones can really get into a person’s
head (with a minimal amount of chocolate) and control them for a period of
time. Depending on who you talk to it’s either a major or minor power.
Intentional.
Clowns -- Can shape
shift into a Clown form. Time limited, requires a rebound time. Tend to be very
aggressive and volatile in Clown form. Many develop a taste for human kids and
enjoy eating them. Can be destroyed in Clown form with silver, fire or being
decapitated but are otherwise invulnerable. Shifts are mostly intentional and
seem to have an addictive effect making those affected want to shift whenever
possible. In fact, some Clowns live for their shifts ‘enduring’ the time
between. Usually considered a major power.
Consciences -- Human Parahumans
who’s power is always on. They appear as past victims to those who’ve harmed
others, looking like them, sounding like them, seeming to know all about what
happened. They get a ‘glimpse’ of the event involved and know that they
have this power over another person but it’s not a power they control, they
just sort of have to go with it. Usually considered a minor power, it’s always
on.
Cryos -- Power over the
cold. Time limited power, requiring a rebound time. Can generate cold out of
nothing several different ways. Are sensitive to heat, even when not using
their powers, they get overheated very easy. More powerful Cryos can use their
power for long periods of time. Freezing a living thing always kills it. Power
is intentional and a major one.
Cybers -- Able to
project themselves into electronic devices and computer networks by
shapeshifting themselves into data. As data they can move through any and all
computer networks and are very good at evading security measures. Time limited
power that requires a rebound time. A major power in the minds of many.
Transitioning from data to person can be a bit challenging for many.
Intentional power. Can ‘finger read’ data networks by just touching a monitor
and mentally projecting themselves into them but it’s not as thorough and as
effective as going into them themselves.
Daedalae -- Human Parahumans
who can fly but only for a temporary period of time. Arms turn into wings but
wings only last for a limited amount of time before they go away. Experienced
Daedalae can feel their ‘flight times’ ending and get down before their wings
disappear. Power is time limited and has a rebound time. Is intentional. Most
consider human flight to be a major power.
Dancers – Human Parahumans who can
hypnotize others while dancing and make themselves invulnerable in the process,
just while they dance. Usually thought of as a minor power, it’s time limited
and requires a rebound time. Power is intentional. Powerful Dancers can
hypnotize large groups and go at it a long period of time. A minor power.
Depriveds -- Can go extreme
long periods of time depriving themselves of necessities. Can go decades
without eating, if they want. Same with breathing, drinking water, sleeping,
taking care of bodily functions. Most Depriveds can only deprive
themselves of one thing at a time while some strong ones can deprive themselves
of multiple needs. Time limited, requires a rebound time. Intentional power.
Some see it as a major power, others, as a minor one. Don’t have to binge eat,
or drink or anything when they stop depriving themselves. Most consider it a
major power.
Dhampirs -- Connected to
vampyres and have the power to track and incite fear into any and all vampyres,
True and False. Most powerful connection is to True Vampyres who have no power
over them and can sense them coming. Vampyres fear a strong surge of fear when
a Dhampir is around. Like Cambions, Dhampirs make great vampyre hunters. Power
is always on and a major one where the Undead are concerned.
Digitizers -- Human Parahumans
who can digitize anything, living or no. They can store the digitized
information on anything that they save digital information. Anything they
digitize they can restore in perfect form. A major power. Power is intentional.
Power is intentional but not time limited and has no rebound time. Can digitize
anyone and anything just at will and undigitize it as well. Strong Digitizers
can have many things digitized at once while weak ones are more limited. A
major power.
Disgustings – Can control and conjure up
vomit, feces, urine and mucus on demand. Can control their scent and make
themselves smell really, really revolting if they want to. Can conjure up
feces, urine, vomit and mucus several different ways and use them as ‘weapons’.
Power is always on and requires no rebound time though their ability to control
their smell weakens as they age, making them smell worse as they get older.
Mostly an intentional power. Usually seen as a minor power.
Dolls -- Shape shifters
who can turn into a doll, any doll, any type of doll. Are impervious in doll
form but retain all their senses. Usually have favorite dolls they like to
switch into, sort of signature dolls. Power is time limited and requires a
rebound time. It’s an intentional power. Most shapeshifting is seen as a major
power.
Dopplegangers – Can ‘imprint’ on one person
at a time and shift into them gaining all their knowledge, all their
experiences, thoughts and memories as well as looking just like them and having
their DNA. Limited to just one person at a time however. When they sleep they
get that day’s “update’ from their double so, they’re always a day behind
information, feeling and experience-wise. When their double dies, a Dopple has
a period where they can’t imprint on to another, a ‘grieving period’. This
varies and is shorter for stronger Dopples. Shifts are time limited and require
a rebound time. Power is a major one and is intentional.
Dorian
Grays --
As long as their photo or painting stays safe, they’re invulnerable and
ageless. Stop aging at age 21. The first picture or painting taken of them
after age 21 is the picture or painting (real or digital) that they have to
protect at all costs. While they protect it, they don’t age and are totally
invulnerable. Anyone gaining power over this image has total control over the
Dorian. While the name implies a man, there are plenty of female Dorians as
well. A major power, it’s always on and not time limited.
Dream
Divers
-- Can project themselves into the dreams of others. Can only use their
power while sleeping. Strong Divers can interject themselves into more than one
person’s dream at a time and can stay in them longer periods of time. They’re
not passive observers but active participants with power to mold, change and
shape another’s dream experience while in their heads. With a touch, they can
‘grab’ a person to Dive into later, while asleep. Power is time limited and
requires a rebound time. Is intentional and seen as a major power.
Dream
Weavers –
Human Parahumans who, if they start out asleep physically linked to another,
they can do one of two things: 1). They can draw the other into
their dream world (a world they can control down to the most minute thing) or
2). They can enter the dream world of the other, where they have no control and
can act only as an observer. Power is intentional and thought to be a major
power. Requires physical contact with the other person at all times to work,
unlike with Dream Divers. There are no time limits and no rebound time required
but excessive power use cuts into needed REM sleep time.
Duos -- Have a male and a
female side that share the same body, in shifts. One is usually slightly more
dominant than the other but both have to deal with the fact that they inhabit
the same body and have to share it. While one form is ‘out’ the other is
‘asleep’. Shifts can be forced (by the more dominant) or come at regular times.
Dominant side is the side they are born as originally. The other gender
is usually ‘born’ around age 12 or 13 and the ‘sharing’ begins. The other
gender often swears that they were present all along but they just hadn’t
developed enough to reveal themselves. The DNA of both halves of a Duo are
identical. Each half of a Duo may (or may not) have the powers of a Paranormal themselves,
as if they were a separate person.
Dusk
and Dawns
-- Power to become invisible, like Invisibles, but only for a brief time
at dusk and at dawn. However, they are even better at being invisible at these
times than Invisibles are generally. The shifts happen, every dusk and dawn and
they can’t be stopped. Usually seen as a minor power it is automatic and
regular.
Electros -- Have power
over electricity. Cannot be electrocuted. Tend to attract lightning without any
effort. Can expel lightning out of their hands. Can draw electricity out of any
device that has it. Unlike Cryos and Pyros can save up a ‘reserve’ of
electricity they can tap into at any time so they don’t really have a time
limit on their power per se, nor do they really have a rebound time. Power is
intentional and considered a major one.
Emoters -- Can strongly
influence the emotions of others. Emoters can nudge emotions in one direction
or another. If a person is sad, they can be made sadder. If a person is
susceptible to jealousy, they can be nudged to be jealous. Emoters power is
always on. It’s mostly seen as a minor power. More common in females than
males.
Epicureans -- Their meals
have a special paranormal power. Their power lies in their cooking and what
they cook is truly magical. They can make meals that drive people mad with
passion or mad with sadness. They are quite the cooks. Have to make the meals
themselves for the meals to have power. Are immune to the meals of other
Epicureans. A minor power but a very well thought of one in the Paranormal
community.
Exes -- Supernaturally
bond with all those they have sex with. They’re forever linked telepathically
and emotionally afterwards. Exes can ‘tap into’ their past lovers and see,
hear, feel, experience what that person is experiencing, no matter how far
away. They know when they’re afraid or when they’re in danger. They can read
their thoughts no matter how far away, at any time. This can be a good thing or
it can be a terrible thing depending on the Ex involved. The power is usually
seen as a major one due to its telepathy. The power is always on. There is no
rebound time.
Exorcists -- Can see ghosts just
fine, even when ghost don’t want to be seen. Can ‘cleanse’ haunted buildings.
Can ‘end’ ghosts who are causing a haunting or are behind a possession. Immune
to possession themselves much of their power is on all the time but the actual
act of exorcising a ghost...that takes energy and requires a rebound period
after. A major power.
Faces -- Human
Paranormal shapeshifters who can change their face at any time. They can’t
change their body, they can’t change their DNA, their height, their body
type...any of these things. But they can change their face to that of another
at any time. Mostly thought of as a minor power, the power is on all the time.
Familia -- Can shapeshift
but only into members of their immediate family. Requires a rebound time and is
time sensitive. Even after an immediate family member dies, a Familia can
continue to shift into them. A Familia’s DNA doesn’t change and they don’t
absorb their relative’s experiences but they look and sound just like them and
since they’re immediate family, a Familia may know a lot just on their own. A
power that is thought of as both a major and a minor one, depending on who you
ask.
Fausts -- Can choose a path of
unlimited knowledge or unlimited pleasure through a ritual but with
consequences. The ‘time of choosing’ comes for them at age 16, on their 16th birthday. They are doomed to
choose and each choice gives consequences. Unlimited knowledge gives long life
but much suffering. Unlimited pleasure gives a short life but, well, unlimited
pleasure. By choosing one path or the other their fates are sealed. If they
choose not to choose a choice is made for them, by the Universe apparently, and
it is revealed quite quickly. The power (such as it is) is thought of as minor.
It’s always on. More common in males than females.
Feelers -- Using their
fingertips they can ‘feel’ and learn a lot of stuff. Can read printed works,
even in languages they don’t know, through their fingertips. Can track people
and animals with their fingers, by touching a track. Many feelers can ‘feel’
illness with their touch. By touching something can learn who the last person
to touch it was and what they did. A minor power, it’s always on.
Fireproofs -- Like
Bulletproofs, Fireproofs have one power and in this case, they’re ‘merely’
fireproof. Can never burn, be burned, get a sunburn even. So, cremation after
death is out of the question. Many like to take ‘fire baths’ liking the way the
flames ‘ticke’ since they can’t be burned. Mainly thought of as a minor power
but it’s always on.
Flagellants -- Flagellating
themselves, Flagellants build up the ability to endure unspeakable pain. Even
without flagellation, they’re highly pain resistant but regularly practicing
flagellant acts greatly increases their pain resistance to unbelievable levels.
They don’t need painkillers. Power is always on and is usually considered a
minor power.
Floaters -- Human Parahumans
who cannot drown or sink in water, they always float, no matter what. A minor
power that is always on.
Foggers -- Human Parahumans
who can generate different kinds of fog and control them. Foggers can create
many different types of fogs and are always immune to the kinds of fogs they
themselves can create. It’s a time limited power that requires a rebound time.
Because some of the fogs can have lethal effects, the power is considered a
major one.
Gifters -- Human Parahumans
who can ‘gift’ powers, either temporarily or permanently, to Normals. That’s
the extent of their power. A major power, it’s always on.
Greens – Human Parahumans who’s
power is limited to any and everything green. But whatever is green they can
control and make to do their bidding. Blue trumps green, however, and their
power is useless around things that are blue. Can’t control anything alive but,
like an Animator, can control any and all other objects just so long as they’re
green or a shade of green. Power is always on. Considered a major power.
Guides – Human Parahumans who can
never get lost, who can always find their way, always. GPS doesn’t work around
them but isn’t needed, obviously. No matter where they go, they not only know
where they are, but they know all the ways in and out of where they are that
are possible, automatically. Power is always on. It’s often thought to be a
major power.
Hammerheads -- Their skulls can
never be broken. It’s impossible for them to suffer any sort of blunt force
trauma to the head. By the same token, if something happens in their brain
(cancer, aneurysm) their skulls can’t be opened up to get at it. Their necks
are equally strong and unbreakable. Punching them in the face is a painful
experience. usually considered a minor power, it’s always on.
Harveys -- Human Parahumans
who, when very young, use their imagination and their abilities to actually
create a ‘real’ imaginary friend that they are bonded to for the rest of their
lives. Their Imaginaries are created at age 5 and are always present the rest
of their lives (just a summoning away). Harveys can see their Imaginaries but
no one else can, until they are attacked and dealt with by them. Power is
always on and a major power.
Headhunters -- Human Parahumans
who keep the heads of those they kill. Headhunters can ‘summon’ the heads they
keep to talk and often seek to be ‘friends’ with them. They can ‘end’ any head
that displeases them or they grow bored of. As long as a Headhunter is alive,
the heads they collect are sentient, aware and can talk. A major power, it’s
always on.
Hearers -- Human Parahumans
who’s power revolves around extraordinary hearing. They can understand languages
they don’t speak by hearing them. They can hear frequencies others cant. They
can hear the slightest sounds at a great distance. Usually considered a minor
power it’s always available even if it’s not ‘on’.
Heartless – Human Parahumans who have
no hearts. Their power is always on but their being alive is something of a
conundrum without hearts. No one understands how they can be alive, least of
all them, but their not having hearts does have its perks, True Vampyres won’t
usually feed on them because they say their blood tastes ‘stale’. Being shot in
the chest or stabbed in the chest...there is no danger of going through their
heart.
Horuses – Human Parahumans who are
protected against all things supernatural and who’s presence creates a
supernatural free zone around around them. Similar to Neutralizers but
different.No Supernatural being (including human Parahumans) can harm them.
People close to them are protected as well. A major power, it’s always on.
Hypochondriacs -- Human Parahumans who
can take on any disease and/or medical condition they want to take on and
appear to actually have it, even though they don’t. They’re so good at assuming
these things that all tests will show that they do, indeed, have what they
pretend to have. Power is time limited and requires a rebound time. Usually
considered a minor power.
Illusionists -- Human Parahumans
who can create illusions in their targets minds. Strong Illusionists can affect
large groups all at once while weak ones can only affect one person at a time.
A major power that is time limited and requires a rebound time. Illusions are
extremely life-like and effective.
Immaterials -- Human Parahumans
who can de-materialize and go through walls and rematerialize. Can partially
dematerialize if they want. A major power, it’s time limited and requires a
rebound time.
Immunes -- Immune to diseases,
toxins, poisons and any and everything supernatural. Can’t get sick, can’t get
possessed, can’t be poisoned. Power is always on and is thought to be a major
power.
Inkers -- Human Parahumans
who can generate ink out of their index fingertips and use it to write with.
Their inks can be permanent or invisible. They can tattoo people with their
inks and this connects that person to the Inker no matter how far apart they
are. A minor power it’s always available even if it’s not on.
Ironfists -- Can turn their
fists into iron gauntlets (complete with iron claws). Powerful. Pack quite a
punch. Because they’re made of iron they’re lethal to many Supernaturals. Minor
power it’s time limited and requires a rebound period.
Insectiforms – Shape shifters who can
shift into numerous bugs and, as long as one bug lives, they live. They can
turn into a colony of ants, a swarm of flies, a swarm of bees, of hornets, a
mound of termites, a plague of locusts. They experience things through all of
their insect forms and as long as one of their ‘bugs’ survives, they survive.
Time limited power with a rebound time. Considered a major power.
Inside-Arts -- Human Parahumans
who can hide inside man-made works of art (not digital ones). Can project
themselves into any man-made art (sketches, paintings, pottery, sculpture, bas
reliefs) and hid there with all their senses intact. Time limited power with a
rebound time required. Strong Inside-Arts can alter works of art to better aid
in their hiding. Thought by most to be a minor power.
Invisibles -- Simply put,
they are Human Parahumans who can become invisible. Time limited power that
requires a rebound time. With but a few exceptions, they can’t be seen at all.
A major power.
Invulnerables -- For brief
periods of time they can be totally invulnerable but the damage they absorb
during these periods take away from their lifeline. The more severe injuries
they survive in their periods of Invulnerability, the more time they take off
their life expectancy. Power is time limited and requires a rebound period. A
major power.
Jeckyll
& Hydes (J&H’s) -- Just like the story, they have a dark
side. Like Duos they are two people sharing the same body. Their gender may or
may not be the same. The ‘Jeckyll’ side will always be dominant but keeping
their ‘Hyde’ side at bay is difficult and can’t be done forever. A major power.
Jibber
Jabbers
-- Speak a language no one can understand, unless the Jibber Jabber wants
them to. Each Jibber has a unique language, no two can understand each other
unless they want each other to understand. A minor power that is always
available, even if it’s not on.
John/Jane
Does
-- Human Parahumans who have no fingerprints and who’s DNA is ‘generic’
and can’t be traced back to them. They have no smell and they don’t leave an
impression on another person’s memory as they are considered most
‘unremarkable’. Power is always on. Considered a minor power.
Keymasters -- Human Parahumans
who can unlock any lock of any type, ever made. Period. Power is always on and
seen as a major power since no lock can keep them out.
Kites -- Human Parahumans
who can levitate into the air but use energy ribbons they control to anchor
themselves to the ground so they don’t simply fly off into space. Once they
begin levitating they can only control their altitude through use of their
energy ribbons. Ribbons anchor them so, they’re stationary. Not protected
from the elements or the dangers of altitude, however. Once the begin
levitating all of their senses become super heightened. An intentional power
it’s thought to be a ‘minor power’.
Landers – Human Parahumans always
land on their feet. Always. No matter how far they fall. Always land safely
with no harm done. They can’t land any other way. It’s a minor power and is
always available to them.
Laser
Pointers
-- Can generate focused laser dots with their index fingers. These laser
dots can be annoying but can also be intensified to burn through metal cleanly.
A major power, it’s always available, even if it’s not ‘on’.
Lawners -- Odd human Parahumans.
They can shape shift into pretty much any common lawn ornament or thing one
would find on a lawn (garden gnomes, plastic flamingos, lawn chairs, stepping
stones, garden statuary, etc.). It’s considered a minor power, is time limited
and requires a rebound period.
Lazarine -- Can raise the
recently dead and some more older dead bringing them totally back to the
living. Anyone ‘raised’ by a Lazarine who dies a 2nd death is dead for good and
beyond their reach. Not everyone they bring back from the dead is glad to be
back. It’s a major power and requires a rebound time after each use.
Leaches -- Human Parahumans
who’s mere presence saps the strength of other Human Parahumans, making them
weaker than normal. They’re undetectable to other Parahumans though they can
‘read’ and ‘sense’ a Paranormal nearby just fine. They have their uses but
they’re not very popular with most other Parahumans. A minor power, they’re
power is always on.
Leapers -- Can leap to
great heights and for very long distances. Their landings are always a roll of
the dice, especially if they can’t see where they’re leaping to. A minor power
that is always available, even if it is not ‘on’.
Leashes -- Can generate energy
ribbons that they can use to lasso others and create leashes with. Time limited
power that requires a rebound period. Leashes burn and can’t be broken in most
cases. It’s a minor power.
Lucretias -- With their
vagina dentata, they’re not like any women you’ve ever come across ever.
They’re vagina dentata can bite off anything inserted into their vaginas (up to
steel rods). Sexual assault of a Lucretia is not a good idea. A major power it’s
always on.
Mara -- Human Parahumans
who can generate insomnia and/or sleep paralysis. Theirs is a time-limited
power that requires a rebound time but is a major power due to its effects on
others and their sleep patterns. Touch is the key to the power. More
often female than male.
Markers -- Human Parahumans
who can mark others with energy and use it to track them anywhere, anytime.
Their energy marks remain in place while the Marker who placed them there
lives. Getting rid of the mark is difficult and often impossible. A minor
power, it’s always available even if it’s not ‘on’.
Morgauses -- Always female
human Parahumans who can bear you whatever daemon you want to do your bidding.
You have to have sex with them and tell them what you want during the act and
they can will themselves pregnant with the daemon of your choosing. What
happens after that is all on you, not them. They just bring daemons into the
world. Power is always available. They’re immune to the daemons they create and
tend to be looked upon favorably by other daemons due to their being a
‘gateway’ into the world so most daemons are loath to do them harm even if
summoned into the world through other means. A major power.
Masks -- Can generate masks,
of any kind and any number to wear and hide their true appearance. Peel away
one mask and another can take its place, just like that. Masks are always
available, even if not on. Considered to be a minor power.
Maximizers – Like other Sensors but they
can only “Maximize” one sense at a time, however, they have the ability to
maximize any of their senses and are not just limited to one. So they can
maximize their vision, their feelings, their hearing. It’s a major power but is
time-limited unlike other sensors who have their powers always available to
them. Power requires a rebound period.
Medeas – Can see child murderers and
abusers who have either committed a crime or possibly may commit one. They can
clearly tell the difference between the two as they know the details of the crime
that’s been committed but only see one path of a possible future crime. Always
female, never male. Some consider it a major power, others, a minor one. Power
is always available even if it’s not on.
Mediums -- Can
communicate with the spirits of the dead. Can summon the spirits (if the
spirits are willing and able to be summoned). Are extremely sensitive to ghosts
and the spirit world. Power is always on and is considered a major power.
Mimics -- Can verbally
mimic most anyone and anything. Power is always available even if not on. Have
a great ear for sounds and once they hear something they can mimic it perfectly
again and again, anytime. Thought by most to be a minor power.
Mirrors
--
Can see things in mirrors as well as hide in them. While hiding in a mirror
they are usually undetectable but an see, hear and sense any and everything
happening in view of the mirror they’re in. They can view all the happenings
the mirror has seen from the previous hour, for weak Mirrors to the previous 48
hours for strong ones. A major power it is time limited and requires a rebound
time.
Necros -- Can
temporarily bring the dead back to life by having sex with them. The length of
time they can bring the dead back for varies. Strong Necros can bring the dead
back to life for up to a full day, while weak Necros can only do so for an hour
at a time. A major power it’s time limited and requires a rebound period. The
dead must be in good enough shape to have sex with.
Networkers -- Form voluntary
bonds they can use at any time, for a limited time only. Can communicate
telepathically with those they’ve formed these bonds with. Can ‘tap’ into them
when they need to in order to get information. A major power it’s always available,
even if not on.
Neutralizers -- Their power is to
neutralize the powers of all human parahumans who are near to them.
Neutralizers don’t have to do anything, they merely need to be. Their simple
presence neutralizes all other human Parahumans’ powers. A major power that’s
always on.
“Niners” -- Have 9 lives
meaning they can die up to 9 times. A major power, obviously. They always
‘revive’ the night after their death. A major power that is always on.
Numerics -- Their powers
are all in the numbers. They have photographic memories where numbers are
concerned. They can perform immense mathematical calculations in their heads.
They can see patterns in large sequences of numbers. They can manipulate
numbers when and where it is possible. It’s thought to be a major power and is
always available even when not on.
Oedipals -- Can erase the
emotional pain of others by taking it on themselves but, go blind in the
process. The length of time that they are blind varies depending on the
severity of the emotional pain they are taking on. Those they help always
report feeling a great weight lifted. A major power that is time limited and
requires a rebound time.
Orpheuses – Human Parahumans who can
use music to summon the spirits of the dead to do their bidding. It’s a time
limited power and requires a rebound time. An Orpheus can only bring a spirit
to them and control it for a brief period of time. The spirits they bring into
existence come from the ‘Ether’ and weren’t ghosts before as they have no power
over spirits that are already ‘in being.’ A major power.
Overseers -- Human Parahumans
who are immune to the zombie virus and have the power to attract and control
zombies, forcing them to do their bidding. A major power. They can see the
living who are infected by the zombie virus. Power is always on and a major
power. .
Penelopes -- Bond with
those they have first fall in love with and are forever loyal and linked to
them, no matter what. Can never love again. Are always female. A minor power in
the minds of most, it is always on.
Peter
Pans
-- Always male human Parahumans who stop physically growing old at a
certain point in their youth and remain young-looking the rest of their lives.
A minor power that is always on.
Pied
Pipers
-- Parahumans who, by playing music, they can control others. The control
they have over others only lasts while the music is playing or, for strong
Pipers, for a brief time after the music has ended. Time limited, requires a
rebound time, a minor power.
Plantiforms -- Can shapeshift
into any plant form or into a hybrid human/plant form. Keep all their senses in
plant form. Can shift at any time but the power is time limited and requires a
rebound time. A major power.
Pogos -- Parahumans who can
hop and bounce like no other. Time limited power with a rebound time required.
While hopping and bouncing, they’re hard to get a hold of and even harder to
hit. A minor power.
Popeyes -- All Popeyes
have a special food or drink that gives them temporary, immense strength and
fighting ability. But it’s only when they consume this one food or drink. Power
is time limited. Rebound time is required. The name implies males only but this
is not the case as females are just as likely to be a Popeye. A major power in
the strength it provides.
Possessors -- Parahumans who
can possess ghosts and make them do their bidding. Strong Possessors can
forcibly control multiple ghosts. Are immune to unwanted possession but are
good at drawing ghosts’ wraths. Time limited power that requires a rebound
time.
Possums
--
Experts at playing dead. Are so convincing, that medical science believes them
to be dead. Can not only play dead convincingly but keep it up for a while. A
minor power. Time limited. Requires a rebound time.
Pricklies -- Very similar
to Spikers except they break out in pricklies, cactus-style. The barbed thorns
aren’t just painful but can easily become infected. A mostly minor power. It’s
always available even if it’s not on.
Psychics -- Can see
possible futures. Do so in various ways. Can’t say with any certainty which
future is the ‘true’ future. Power is always on and is a major one. Some see
things in dreams, others in bowls of water, others use crystal balls, some see
it through the art they feel compelled to make. The various ways in which
psychics ‘see’ are as varied as they are as individuals.
Pumpkinheads -- Turn into
pumpkin headed creatures. Are invulnerable in their Pumpkin forms. Their heads
seem to glow from inside, as if they were lit from within, perhaps by a candle.
The rest of their skin is an orangish-yellow and they have dark claws on their
hands. All their senses are intact. Major power. Time limited. Requires a
rebound time.
Puppeteers -- Similar to
Ventriloquists but they can take physical control of others and make them do
their bidding. Strong Puppeteers can control a lot of people at once, weak
ones, only one at a time. Time limited power that required a rebound period. A
major power.
Pyros – Power over heat and fire.
They are the opposites of Cryos. Time limited powers with rebound time
required. They can generate fire any number of ways, through their breath, with
their hands, by seeming to ‘pull it out of the air’ and some strong
Pyros, just with a stare. Like fireproofs, Pyros are immune to fire themselves.
A major power.
Quicksilvers -- Can turn into
liquid mercury blobs but can unlike Blobs can form into a liquid mercury
humanoid form as well. Can conduct electricity. Can shift between liquid and
solid easily and quickly. Time limited power that requires a rebound time.
Virtually invulnerable in quicksilver form. A major power.
Racials -- Paranormal
shapeshifters who can shift into any racial identity that they want to. Their
DNA stays the same, they can’t change gender or size but they can change their
racial appearance. A mostly minor power. Time limited, it required a rebound
time.
Radars -- Have an
internal radar that tells them when non-natural beings are nearby. Power
includes but is not limited to other human Parahumans. It’s always on and is a
major power.
Rapunzels -- Always female Parahumans,
their power lies in their hair. Like Beards, their hair can grow and can become
‘alive’. Their hair is powerfully strong and can act as a rope, can strangle
others, is bulletproof and create a ‘hair shield’ for the Rapunzel. Power is
always available, even if not on. Their hair seemed to have an intelligence all
its own. A major power.
Rebirthers -- Parahumans who can
choose to be reborn, over and over and are able to choose their mothers ahead
of time. They can recall all their past lives. They can accumulate a lot of
knowledge in the process. They can choose to come back as the same gender or
change genders as they wish. A major power.
Receivers -- Can pick up
any and all messages, normal and paranormal that are sensed by them. Encrypted
messages don’t matter as they are able to break any encryption known. Their
power is always on and is a major one. Any message they sense in the air around
them, they can ‘pull out of the air’ and read.
Recorders -- Able to see
any and all events that have happened in the past involving Parahumans. Their
view is always to the past and always captures the activities of Parahumans
only. They’re unable to see other Supernaturals (generally). A major power,
it’s always available, even if it isn’t on.
Red
Riding Hoods
-- Always blonde female Parahumans who’s power is focused on Werewolves
only. They’re immune to their bites. They can sense them while Werewolves are
unable to sense them back, mostly, until it’s too late. Power is always on and
a major one, where Werewolves are concerned.
[Note:
It seemed a neat idea to me to find a foil for Werewolves (the most popular
Werebeings, by far). As I thought about it I could think of no better foil than
Red Riding Hood. There’s a little “Buffy the Vampire Slayer” thrown into the
idea as well, I admit.]
Reds -- Human Parahumans
with power over anything red. Green trumps red. Can’t control anything alive
but, like an Animator, can control any and all other objects just so long as
they’re red or a shade of red. Can’t control anything when green is present.
Power is always on. Considered a major power.
Regrowers -- Can’t regrow their
head, if lost, but can regrow any other organ or body part if lost or damaged.
Some body parts take longer to regrow than others and in that case, a Regrower
may enter a coma-like state until the regrowing is done. Not invincible or
invulnerable and too much damage done to their body all at once can overwhelm
and kill them. A major power. Always available, even if not on.
Regurgitators -- Can swallow
and store pretty much anything in their digestive track, throwing it up (in perfect
condition) later, when needed. Not only this, but while swallowed, the object
doesn’t show up on any MRI’s or x-rays. Strong Regurgitators can ‘hold onto’
many things, while weaker ones are more limited. The power is time limited and
requires a rebound time. A major power.
[Note:
I’ve always been fascinated by birds regurgitating their food for their young.
It seemed to me that keeping things safe by swallowing them and then
regurgitating them safely would be a clever, magical way to store things of
import.]
Relivers -- In their
sleep, Relivers can travel back in time and ‘relive’ past events. Need
something from the event or depicting the event (that something has to be
physical) for them to go back and ‘relive’ it. While they ‘relive’ the event,
they can’t interact or participate in it but they can change their point of
view to see an event from any and all possible viewpoints. A major power, it’s
only available to the Reliver in sleep. It’s a time-limited power and
requires a rebound period.
Remote
Viewers
-- Can see things happening in the present, remotely, from a distance.
Power is always available, even if not on. A major power. Weak Remotes can only
see things, strong Remotes can see and hear and sometimes even smell at a
distance.
Resurrectors -- Can shape
shift into the form and identity of a deceased person bringing that person
‘back to life’. During that shift they can ‘become’ that person, accessing that
person’s memories and experiences but they never truly ‘become’ that person just
the closest approximation possible. Time limited power, requires a rebound
period. It’s a major power. Seems to be much more common in women for some
reason, than men.
RGB’s -- Powers over
all 3 colors. However, 3 colors trump them when present, white, black and gray.
Can’t control anything alive but, like an Animator, can control any and all
other objects just so long as they’re red, blue or green or a shade of one of
the three. Power is always on. Considered a major power.
Rocks -- Can turn into
rocks or into rock people. Time limited power, requiring a rebound period.
Invulnerable in rock form. A major power. Have all their senses in rock form
even though they don’t appear to have eyes or ears or even a mouth.
Rubbernecks -- Can’t be
decapitated or suffer a broken neck. Human Parahumans who’s necks can stretch
out up to 6-ft and can twist and turn in the process. Power is always
available, even if it’s not on. Allows a Rubberneck to literally stick their
neck out and look around a corner. A major power.
Sadists -- Gain power
from inflicting pain. They gain power from inflicting pain but they enjoy
giving pain because it gives them power. The more pain they inflict, the longer
they live. The inflicting of pain becomes an addiction as Sadists feel immense
pleasure in the process. A major power.
Sampsons -- Always male human Parahumans,
who, with hair over the collar, have amazing strength. Short hair, not so much.
Tend to lose their hair as they grow older. As long as their hair is long, their
strength is always available, even if not on.
Scarecrows -- Can change
into animated scarecrows. Time limited power that requires a rebound time.
It’a major power. Scarecrows are invulnerable in shifted form. Can summon
and control murders of crows to do their bidding.
Scribes -- By touching a
person and then, immediately writing their name down on a piece of paper, a
Scribe can create a Scroll of Life, a Scroll that contains all the information
about a person’s life up to that point and which magically updates on the fly
as the person lives their life. Scrolls of Life can only be read by Scribes.
The piece of paper turns into a scroll over night and can’t do so if someone is
looking at it. A major power that is always on.
Sedatives -- Parahumans who
can calm and sedate others. Their mere presence is calming. Power is always on.
A major power.
[Note:
In such a fast-paced world, it seemed to me only right to have a Paranormal who
could calm things down a bit.]
Shades -- Shapeshifting Parahumans
who can take on a spirit-like form which is obviously human but white and
covered in a shroud, hiding their identity and giving them a traditional “ghost
in white sheets” look. Can fly. Solid but not, in shifted form. “Normals” who
see a shroud are often affected by it and report strong feelings of grief and
sadness after seeing one. Are able to take the heat out of a room. Ghost rules
affect them, even though they’re not a ghost. A major power, it’s time limited
and requires a rebound period.
[Note:
Ancient death shrouds have always interested me so I thought, why not a
shapeshifting Paranormal who could become ghost-like while still alive and
somehow tie into the whole ghost in white sheets thing?]
Shadowcasters -- Can create
shadows of themselves that do their own bidding. Strong Casters can generate
multiple shadows to work for them. Time limited power with a rebound time
required. A major power. Casters can sense any and everything through the
shadows they cast.
[Note:
Shadow people are a fascination. So it seemed to me a natural to have a
Paranormal who could create them and control them to do their bidding.]
Shells -- Can create
bony shells that cover their torsos. Can seal themselves up in their shells
like a turtle. Time limited power, it requires a rebound period. Many consider
it a major power. Shells may look ‘just bony’ but are bulletproof, fireproof and
mostly blast proof. While they only cover the torsos, many Shells say they’re
not that uncomfortable to be holed up in.
[Note:
The “Teenage Ninja Turtles” are a clear inspiration here but so too any
magical/mythical creature that is bony and skeletal.]
Shielders -- Are able to
project invisible energy shields. Time limited power, a rebound period is
required. It’s a major power. Strong Shielders can weaken their shields and
split some of their power off to ‘lend’ to others nearby. Very effective against
many Supernatural and magical powers, not just real world threats. Can seal
their shields against air born threats for a limited time. Can reverse their
shields to serve as cages, capturing others and sealing them up within them.
Short
Circuits
-- Their mere presence short circuits any and all electrical devices and shuts
electricity off. Their power is always on. Considered a major power.
[Note:
Electricity, in one form or another, is so essential to the world in which we
live, a Paranormal that could render it useless seemed to me a must.]
Sin
Eaters
-- Can take away disease from others through a kiss that draws the
disease out of the sick person and into the Sin Eater. Sin Eaters need to sleep
after performing a ‘healing’ and often suffer fevers, shakes, pain and nausea
as well. Power is always available, even if not on. A major power.
[Note:
Hardly a new idea at all (see “The Green Mile” for instance) but one that is
interesting to me. Parahumans who voluntarily help others rid themselves of a
disease and suffer somehow as a result but again, are doing it willingly. That
seemed an interesting concept.]
Sizers -- Can shrink to
an inch high or grow as big as 12-ft. high. Clothing can be a problem. Time
limited power, with rebound time required. A major power.
[Note:
This idea of growing and shrinking had me consider human Paras who were
specialists in each but then I thought, what about just one Paranormal who
could do both and explore what it means to be both tiny and a giant?]
Skeletals -- Can shed their
skin and become nearly impervious walking skeletons. Bones are mostly
bulletproof but should they be broken off, they can collect the parts of
themselves for re-assembly. Their shed skin bubbles and evaporates into the air
in a matter of moments. Can flame their skulls if they desire, for further
effect. In human form they can project bony skeletal claws out of their
fingernails. They can just melt their heads if they want. leaving their bodies
intact.
Skinwalkers -- Like Chameleons
they can collect wardrobes but in order to do that, they have to kill their
victims first. This killing allows them to access all their victims knowledge
and memories as well as their look, their voices, their scents. It gives them
their DNA as well when they make their shifts. Shifts are time limited and
require a rebound period. A major power.
Sleep
Walkers
-- Their power comes during their sleeping ‘walkabouts’ where they are
totally invulnerable, totally powerful, totally indomitable. While they’re
sleep walking. They may or may not remember their adventures while asleep. A
major power. Power is time limited to when they sleep.
Sleeping
Beauties
-- Can control (while asleep) any and all they kiss with intent. Are
always female Parahumans. Even when awake, they are mostly immune from the ones
they’ve kissed and controlled in the past though people they’ve ‘used’ don’t
ever remember the fact later.
Slimers -- Can generate
slime, a smelly, sticky, gooey, icky slime to use as a weapon. Hard to get off.
Very distracting. Can also generate a slippery slime that makes them hard to
grab a hold of. Time limited power with a rebound period required. A major
power.
Slow
Mo’s
-- Can slow time down and even temporarily pause it (but not stop it
altogether) in the direct area they are in.
Sniffers -- Powers are all
about their sense of smell. They can smell things other humans can’t and learn
a lot through the scents they pick up. Power is always on. It’s status as a
major power is hotly debated.
Speed
Talkers
-- Parahumans who can speak so fast that almost no one else can
understand what they say except the person they’re directing their message to.
A ‘minor power’. The power is intentional.
Sphericals -- Parahuman shapeshifters
who can turn themselves into mirrored spheres of varying size, depending on the
need, from boulder sized to marble sized. Their spheres are hypnotic to those
who look into them for too long and can move on their own. Time limited power
with a rebound time required. A major power.
Spikers -- Can project
silver spikes out of every part of their body. Not only that, they can eject
the spikes. Clearly lethal to all Parahumans and Supernaturals who have a
problem with silver. Power is always available, even when not on. A major
power. Fire the spikes out of their palms.
Spirit
Photographers
-- With special cameras they are able to capture things that no one else
can capture on film. Only they seem to be able to identify and work these
cameras. A minor power. Power is only activated when they’re behind their
cameras.
Splitters -- Can split into
multiple forms of themselves that they refer to as Betas. As long as their main
self, the Alpha, is unharmed, they’re okay even if all of their Betas are hurt
or killed. Each Beta experiences things separate from their Alpha until they
‘reunite’ and blend back into their Alpha at which time the Alpha absorbs all
the memories and experiences of its various Betas. Strong Splitters can split
off into many Betas, while weaker Betas are more limited.
Sponges -- Can absorb any
and everything that they consume or that hits them, save it and access it for
use later expelling it later, usually through the palms of their hands. Power
is a major one and is always available.
Spreaders -- Can collect
diseases that they can willingly spread but are immune to any and all diseases
they currently have collected while the disease is in their possession. A major
possession.
Sprinters -- Parahumans who are
amazingly fast over short distances. The more fit they are, the faster they
are, but even those who are not fit can be amazingly fast. Distances range from
50 to up to 200-meters.
Stilts -- Can stretch
their legs up to 6-ft in length making it appear they’re walking on very high
stilts. A minor power. The power is time limited and requires a rebound period.
Sybils -- Invite ghosts
to live within them, to share space, as you will, with multiple souls. In
return, many of these ghosts happily do their bidding and grow very fond of
their living ‘hosts’.
Tailies -- Have tails.
Different Tailies have different types of tails: Prehensiles, Scorpions, Skunks, and Crocodiles. Power is always available
even if not on. A major power.
Telekinetics
--
Power to move matter with their minds. Major power. Always available even if
not on. A major power. Strong ‘TK’s’ can control many things at once, while
weak ones are more limited.
Telepaths -- Can
communicate with their minds and read the minds of others. Strong Telepaths can
even launch ‘mental attacks’ on others which can disable, so severe is their
pain. A major power. Women seem to be telepathic more so than men for some
reason.
Teleporters – Can teleport themselves
anyplace they can think of. Works best if it’s someplace they’ve been to
before. Time limited, rebound time is required. A major power. Strong
Teleporters can take someone with them. Weak ones are limited to teleporting
just themselves.
Therianthropes -- The classical
shapeshifters of legend, Therians can turn into any animal form living and a
few can turn into extinct animal forms (mammal and bird only, however). Always
available even if not on. A major power. One of the very few human Paranormal
powers that can be handed down genetically.
Touchers -- The power
comes from their hands and the simple power of touch. There are multiple
variations of The Touch but each Toucher has just one version of it. Some
versions include: The Touch of Truth, The Touch of Pain, The Touch of Sleep, The Touch of Forgetting, The Touch of Fear, The Touch of Spasm and The Touch of Time. It’s always available even
if not on. It’s a major power.
Traders -- Similar to Gifters,
they can collect paranormal powers to trade, however, they can only trade with
other Parahumans. A major power. It’s always available, even if not on.
Trinities
--
Always male human Parahumans who can shapeshift into their fathers, their sons
or become a ghostly spirit. Can change into the form of their son, even if they
don’t have a son. This is done by changing into the form of a potential son, a
son they could’ve had. Their ghostly form is vague, whispery, ambiguous. Their
father form is their biological father, whether they knew them or not. A major
power. Time limited with a rebound time required.
Tunes -- Parahumans
who, with every person they meet (there are rules to this) they remember, their
face, their name and have a tune assigned to them. They never forget the face and
name and the tune is always heard when that person comes near. Always. Power is
always on. Thought to be a ‘minor power’.
Twins
--
Alone, no power, together? Very impressive, very challenging power. Both Twins
are born with telekinetic and telepathic powers but one Twin is always stronger
in the one than the other. Together, they’re a formidable force and amongst the
most dangerous of human Parahumans. They’re frequently identical twins but need
not be so. They’re forever linked (in life) to one another and more deeply than
just through their shared telepathy.
Twisters -- Human tornadoes,
basically. Once they begin spinning they can create a vortex of air that is
violently dangerous. Time limited power with a rebound time required. A major
power.
Two
Heads
-- Have a second head, a real head, that comes up out of their back when
summoned. Power is always available even when not on. The second head seems to
always be aware even when it’s not present. The second head is mostly an
adviser and counsel to the first. Mostly considered to be a minor power.
Unihorns -- Parahumans who
can generate a horn in the center of their head. The horn is either reminiscent
of a rhino horn or a spiraling unicorn horn. Horns can be used as weapons.
Ageless and invulnerable as long as they have their horns. Cannot have children
while they have their horns though, so, having their horns removed allows them
to procreate.
Vaults -- Are able to
store information in their minds in such a way that it’s totally, completely
safe. No one can get to it unless they willingly give it up. Cannot be forced
to give their secrets up. Power is always available, even if not on. A major
power.
Venoms -- Have stingers.
Can inject others with venom. The stingers can come out between the first and
second finger on each hand. Different types of venom are available:
hallucinogens, neurotoxins and cytotoxins. Are immune to their own venom. A
major power. Always available, even if not on.
Ventriloquists -- Can take over people
and control them as if they were ventriloquist dummies talking through them.
Time limited power, it requires a rebound time. Strong Ventriloquists can talk
through many people at once, while weak ones are more limited. A major
power.
Vesuviuses -- Parahumans who
can belch out clouds of smoky ash, can generate and use molten lava as a
weapon, can trigger earthquakes in their immediate presence and can
occasionally ‘erupt’ sending out a shock wave of power around them. A major
power. Eruptions require long rebound times before they can be attempted again.
Other aspects of their power are also time limited but less so.
Vinos – Their kisses truly are like
wine. A very potent, highly alcoholic wine. It’s easy to get drunk on their
kisses. Power is always available, even if not on. There’s no way around
getting literally drunk off of their kisses.
Virgins -- Always female Parahumans
who’s power lies in their maintaining their virginity. They can live ageless
lives as long as they keep their virginity. The minute they give their
virginity up (willingly) they begin to age like a normal person.
Visuals -- Their
powers are all visual. Can see in all spectrums of light. Can see spirits and
ghosts even if they don’t want to be seen. Can read languages they don’t know
just by looking at them. Can see through things.
Copyright
2012, M.R. McCaffery. All rights reserved.
No comments:
Post a Comment