Watchers have the ability to foresee the future to varying degrees. As knowledge of the future invariably causes that future to change, Watchers' visions of the future in their direct sphere of influence are subject to frequent shifting. Watchers' visions are like a sense of deja vu. Watchers can get visions at will. Drinking alcoholic beverages can temporarily enhance a Watcher's abilities.
- Movers:
Movers are powerful telekinetics who are trained to identify the specific atomic frequency of a given material and alter the gravitational field around it, usually causing the nearby air to appear warped. This allows them to move both animate and inanimate objects. Advanced Movers can work at the molecular level, creating energy shields in the air around them or create power fists and kicks, a strike that delivers three times the power of a normal punch.
- Pushers:
Pushers have the ability to implant memories, thoughts and emotions into the minds of other people in order to manipulate them. The skill level of the Pusher determines how many people the Pusher is able to control at one time, and how vivid the implanted memories are. A powerful Pusher can push a large group of people at the same time, basically creating a personal army. A Pusher is able to make a person do anything the Pusher desires, even commit suicide. A Pusher's eyes indicate how powerful they are: their pupils will dilate to certain degrees depending on how powerful the push is.
- Bleeders:
Bleeders have the ability to emit high-pitched sonic vibrations that cause ruptures in a target's blood vessels. While using this ability, their pupils turn into vertical slits, like a snake's, because of synthetic materials implanted in them to protect the blood vessels from the effects of their own ability. They are also sometimes known as Screechers or Screamers.
- Sniffs:
Sniffs are highly developed psychometrics who can track the location of people or objects over varying distances. Like bloodhounds, their ability is increased if they have tactile access to an object that has been in direct contact with the subject. Sniffs receive information in the form of images, which is why identifiable landmarks help increase their effectiveness.
- Shifters:
Shifters can temporarily alter the appearance of an object by manipulating patterns of light interacting with it. Once the illusion is established, it remains with the object for a short period of time. For example, a Shifter could touch a one dollar bill and alter it to appear as a one hundred dollar bill until the effect expires. The object shifted must have roughly the same dimensions as the object it is shifted into. The length of time that the effect will last is based on the Shifter's experience.
- Wipers:
Wipers are skilled at either temporarily or permanently erasing memories, an invaluable asset in espionage. Experience will dictate the accuracy of their wipes, though there is always the danger that they will eliminate a desired memory. Wipers need to be in contact with the person(s) they choose to wipe.
- Shaders:
Shadows are trained to block the vision of other clairvoyants, such as Sniffs, making any subject within their target radius appear "dark". Experience will enhance the size of the area they can shadow and the intensity of their shielding effect. Shadows need to be awake to manifest their ability, so it is common for a detail of two Shadows to operate in shifts while protecting a person or object for extended periods. Most Shadows are effective only against Sniffs, but some extremely powerful Shadows are able to block even Watchers.
- Stitches:
Stitches are psychic surgeons trained to quickly reconstruct cells to their previous or healthy state. Using only their hands, they can heal and even un-heal whatever they have done. They must be in contact with the person in order to use their powers. For more detailed work, Stitches use a silver-based cream on their hands which acts as a conductor for their ability.
- Jumper:
Jumpers are people who can Teleport, anywhere with just a simple thought.
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