Standardized Powers

Standardized powers, more commonly referred to as "kinetic/kinesis powers", are a set of powers that are constant between all godly parents who have them.

## Kinetic Powers; What Are They?

The title of "kinestic power" refers to any power which relates to the manipulation or creation\* of various different sources, some more niche than others, that stems solely from the mind. These powers are telekinetic in origin (though telekinesis itself is an entirely different ability), meaning they are performed using solely (or primarily) the mind to complete the tasks. The sources these abilities can manipulate can manipulate varies greatly, and is not solely restricted to things like fire or air. It can be as basic as water with Hydrokinesis, as specific as tornadoes with Lilapsokinesis, or as bizzare as dreams with Oneirokinesis.

\*There is also another kind of "kinetic" power, known as a "genesis" power, which is exclusively the generation--or creation--of the respective source. In the TNO servers, we often conflate genesis into kinesis for simplicity, meaning that many, if not all, kinesis powers have some degree of genesis about them, whether that be a secondary feature or the primary allure. You will likely never see, or need to make, a genesis power on its own, as it likely already exists (or can exist) within an existing kinesis power.

## Standardized Powers

Standardized powers have been designed for the TNO Universe servers so that all gods have some form of "constant" that they can fall back on. All gods who have a -kinesis power should use the ones provided on this list, and if they do not exist, then they should be submitted to this list before they are applied to other gods.

Their unique levelling structure is unlike most other powers. At a baseline, they are all Major/Moderate/Minor powers, though you may use them however you want. They are leveled as 1, 2, 3, 4-6, 7-8, with the occasional one also including a "Level 8 Superpower" (primarily when created or used by someone who designs their Major Powers with this optional feature). This is so that they can be used as complete powers no matter what tier you choose to apply to a god.

These powers have been designed in such a way that any god can utilize them, and that they can be slightly modular to fit the specific god. For example, one might apply the "Chlorokinesis" power to a god of strawberries as a Minor Power, but might choose to individually add clauses to the power that makes it so they can only manipulate strawberry plants. Alternatively, they might decide to do the same with Karpóskinesis (fruit manipulation). In either situation, they may also decide to put the label of "Limited" on the power, further selling its limited pull on the overall source the power is referring to.

## List of Standardized Powers

\*Powers are organized alphabetically by their *kinesis* name, but also include what they control on their label.

### C

#### Cryo - ice

**Cryokinesis (Ice manipulation)**

* Users of Cryokinesis are able to create and manipulate small amounts of ice and bend them to their will, as long as it keeps the original surface area of the substance that’s being manipulated. They can create simple structures out of ice such as walls, spikes, and even some blunt weapons or tools.
	+ Level 1: Users of Cryokinesis are able to create and manipulate a 1 foot cube of ice. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 2: Users of Cryokinesis are able to create and manipulate a 2 foot cube of ice. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 3: Users of Cryokinesis are able to create and manipulate a 3 foot cube of ice. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 4-6: Users of Cryokinesis are able to create and manipulate a 6 foot cube of ice. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 7: Users of Cryokinesis are able to create and manipulate a 9 foot cube of ice. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 8 Superpower: Users of Cryokinesis can use their power to freeze over a large area of water–covering 15 feet–creating a layer of ice thick enough to walk on. This ice remains until it comes into contact with direct sunlight or a heat source, upon which it melts normally. They can use this power once every 24 hours.

### F

#### Ferro - metal

**Ferrokinesis - metal manipulation**

* Users of Ferrokinesis are able to manipulate small amounts of metal and bend it to their will, as long as it keeps the original surface area of the substance that’s being manipulated. . It's easier for them to manipulate processed metal, but they can also manipulate raw forms of metal like ore. Users of Ferrokinesis cannot create metal with the normal levels of this power.
	+ Level 1: Users of Ferrokinesis are able to manipulate a 1 foot cube of metal. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 2: Users of Ferrokinesis are able to manipulate a 2 foot cube of metal. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 3: Users of Ferrokinesis are able to manipulate a 3 foot cube of metal. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 4-6: Users of Ferrokinesis are able to manipulate a 6 foot cube of metal. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 7: Users of Ferrokinesis are able to manipulate a 9 foot cube of metal. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 8 Superpower: Users of Ferrokinesis have now unlocked the ability to process other forms of earthen materials to create metal which they can then manipulate. They can turn a targeted area in a 3 foot cube of some kind of mineral into metal. They cannot create magical metals in this way. They can do this once every 7 days.

#### Funga - mushrooms

Fungakinesis (mushroom manipulation)

* For a long period, The ability to control mushrooms was considered a subset of the power of chlorokinesis. However, nowadays, their is a singular power completely dedicated to it: The ability to control the growth of mushrooms. While they cannot kill mushrooms with this ability, they can spread Growth of most species, with the speed of the growth and the amount grown increasing with the power. Also, as the power increases in strength, more species become available for growth, eventually including poisonous and even magical species. Their are two catches: The user must have touched a natural (IE: grown without Fungakinesis Version of the mushroom), And the mushrooms must have a food source to grow (Plant roots or dead organic material.)
	+ Level 1: You may grow up to One square foot of mushrooms, they can't be poisonous or magical, and doing so takes about Three turns. Doing so greatly tires you out.
	+ Level 2: you may grow up to two square feet of mushrooms, no poisonous or magical mushrooms, and doing so tires you out quite a bit. It takes you three turns to grow it.
	+ Level 3: You may grow up to two Square feet of mushrooms, they can be non-lethally poisonous, but not magical, and doing so takes two turns to grow the full amount. Doing so is fatiguing, but not overly so.
	+ Level 4-6: You can now grow Up to four square feet of mushrooms, they may be fully poisonous, and if you have access to it, you can grow common Magical mushrooms. It still takes two turns to do so. Doing so with regular plants is only somewhat tiring, wheras doing it with magical plants will nearly knock you out.
	+ Level 7: You can still only grow up to six square feet  of mushrooms, they may be fully poisonous, and you may now grow Uncommon magical mushrooms. It takes only one turn to do so. Growing an uncommon magical mushroom will Completely exhaust you, but growing regular mushrooms is quite simple.
	+ Level 8 Superpower: You can now grow up to six square feet of mushrooms, including fully poisonous and Uncommon magical mushrooms. It takes you only one turn to do so, And while non magical mushrooms are nearly effortless to summon, Growing magical mushrooms is tiring, but roughly usable three times. As of now, you can also temporarily grow mushrooms on the body of living creatures, although they can only be non magical, and they last for about 6 hours before harmlessly falling off. Still, you can make stinkhorns grow on someone's head. So that's fun.

### O

#### Osteo - bone

*Osteokinesis* - bone control

* Users of Osteokinesis are able to manipulate bone, usually their own or the bones of already deceased creatures, and bend it to their will. It’s impossible for them to reach the bones inside of living creatures that aren’t themselves, as they’re not able to establish that connection. They also cannot manipulate fossils, since they are no longer bone. This power is not necromancy, so they can’t “raise the dead” with this power, only manipulate the bones themselves.
	+ Level 1: Users of Osteokinesis can manipulate small bones (those of small mammals like rodents or those of birds) that are present on the surface. Doing so drains them physically, and overextension can lead to exhaustion and fainting. They cannot pull bones from under the surface of the ground.
	+ Level 2: Users of Osteokinesis can manipulate small bones that are somewhat submerged under the surface, meaning part of them can be under but some of them must be showing. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 3: Users of Osteokinesis can manipulate small bones that are completely under the surface of the ground to a depth of up to 3 feet, pulling them above ground. In addition, they can now fortify their own bones for up to 1 turn to brace them and reduce the risk of fracturing, but not breaking with a cooldown of 6 turns. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 4-6: Users of Osteokinesis can manipulate medium bones (larger mammals like dogs and wildcats) that are completely under the surface of the ground to a depth of up to 4.5 feet, pulling them above ground. In addition, they can now fortify their own bones for up to 2 turns to brace them and reduce the risk of fracturing or breaking with a cooldown of 9 turns. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 7: Users of Osteokinesis can manipulate large bones (large mammals like elephants) that are completely under the surface of the ground to a depth of up to 6 feet, pulling them above ground. In addition, they can now fortify their own bones for up to 3 turns to brace them and reduce the risk of fracturing or breaking with a cooldown of 12 turns. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 8 Superpower: At this level, they’ve now unlocked the ability to bend bone matter as if it were putty, allowing them to create elaborate shapes and advanced structures with the bones using just their mind. This takes a LOT of energy to perform, though, and should be used sparingly.

### P

#### Prifma - crystal

Prifmakinesis - crystal manipulation

* Users are able to manipulate small amounts of crystal and bend it to their will, as long as it keeps the original surface area of the crystal that’s being manipulated. They can only control and summon crystals that are obviously crystals. These don’t need to be polished but their outer coating must be gone in enough spots that it’d obvious that it’s not just a rock.
	+ 1: Users of prifmakinesis are able to manipulate a 1 ft cube of crystal. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ 2: Users of prifmakinesis are able to create a 1 ft cube and manipulate a 2 ft cube of crystal. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ 3: Users of prifmakinesis are able to create a 1.5 ft cube and manipulate a 3 ft cube of crystal. Doing so drains them physically, and overextension can lead to exhaustion and fainting. They can also identify normal looking rocks which are actually crystals hidden by an outer layer of stone.
	+ 4: Users of prifmakinesis are able to create a 2 ft cube and manipulate a 5 ft cube of crystal. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ 5-6: They can also spin a crystal hidden by an outer-coating of rock so fast that it goes through the first two stages of tumbling which makes it smooth, and give them a dull glow which semi-shows their patterns. This takes a tremendous amount of energy and should be used sparingly.
	+ 7: Users of prifamakinesis are able to create a 3ft cube and manipulate a 7 foot cube of crystal. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ 8: They can spin a crystal hidden by an outer layer of rock so fast and with a bit of magic touch that it goes through all four stages of rock tumbling. This makes the crystal very shiny and silky smooth. This takes a tremendous amount of energy and should be used sparingly.