reassures: (Default)
nill ([personal profile] reassures) wrote2014-10-02 08:35 pm
Entry tags:

powers.

exsilium-given weapon:
Nill has been in a number of situations where her weapons, which she relied on previously, were taken away from her, leaving her helpless; as such, she'd be unlikely to pick an actual weapon, but wish for herself to be the weapon, with the request that she be made "as strong as possible".

Stage 1: Stage 1 will be unlocked directly upon choosing her weapon. She'll immediately regain her telepathy, but her range of use will be weakened considerably. She'll still be able to read the surface thoughts of others, but she'll only be able to hear people or sense their feelings maybe up to fifty feet away from her. She'll be able to do more than this if she pushes herself, but it'll be tiring work. In much the same way that she'll be able to 'talk' to people, she'll be able to push feelings or experiences onto them, but overuse of it will completely drain her of energy. Showing someone an image or a memory will make her need to sit down almost immediately. With practice this will become easier and less draining. One thing of note is that Nill will be able to turn off her telepathy if it ever occurs to her to attempt to do so, and it will turn off automatically when she falls asleep.

Stage 2: At stage 2 Nill will unlock further abilities with her telepathy. She'll be able to create realistic illusions from the environment around her, and effectively be able to hide herself for extended periods of time by masking herself with a reflection from the environment. Naturally, the average mind will be easy to fool with this power, but she won't be able to trick any cameras or cyborgs, or anyone else that might be immune to it. Her range extends from 50 feet to 100. She'll also develop some basic telekinetic skills, which she will need to hone as she will need to do with most other powers. It will be difficult to control at first, but eventually she'll be able to move objects at will, and eventually even be able to change the trajectory of bullets.

Stage 3: At this stage Nill will be able to create 'solid' illusions that don't necessarily reflect on her environment; she'll be able to conjure any image, and trick the mind of the person seeing it into thinking it's real. If they were to try to touch it, it would be appear to be there. Nill would need to have a good understanding of whatever she's showing, because the person would definitely be able to call it being a fake. Like the last stage, her abilities won't be able to trick a video camera. If done correctly, Nill will be able to create entire environments that aren't actually there, though this will be understandably draining. Telekinesis will evolve to the point that Nill will be able to not only move objects, but also crush things with enough concentration, hold something in place, and if she's quick enough, potentially stop bullets.

Stage 4: By the time she gets to this level Nill will be extremely experienced in her telepathic capabilities, and she'll have figured out how to rework them enough that she'll be able to manipulate the mind directly. It's unlikely she'd find a need to doo so very often, but at this point she'll be able to modify the mindset of someone, potentially altering their memories or even preventing them from remembering something entirely. As this could have permanent, very detrimental effects on other characters, even if it's unlikely that Nill would use it, this will never be done without permission. Telekinesis at this stage will start to take on different properties; she'll be able to do undo locks, and with enough practice even be able to make objects spontaneously combust. Theoretically she'd even be able to regenerate her own cells or the cells of others, healing injuries as needed.

Stage 5: By this point Nill will be able to manage most of her telepathic abilities without much physical drain, and be able to go for extended periods of time with her illusions in place or keep up a telepathic relay for however long is necessary. Her telekinesis will evolve to the point that she'll be able to temporarily stop time, though not without detrimental effects. At first she'll only be able to do it for a few minutes, and with a great deal of practice she'll be able to keep it stopped for up to two hours. Doing this for extended periods of time will leave her almost completely drained, and likely to pass out. This will never extend to the point where she might be able to time travel.

Stage 6: By this stage, Nill will have mastered all aspects of her abilities. At this point she'll be able to use her telekinesis for up to nine hours straight, though it will always be a great strain. Telepathy, meanwhile, will come much more easily, and use up little energy if the conditions are right.