Welcome to the Gifted Glossary, containing a list of powers in this supernatural world. This is a list of the gifts you’ve met so far in the Donovan Circus world.
Airspinner: One who controls the air around/inside them. Can create wind using their mouth/breath – can be small gusts or larger, almost tornado-like depending on age, power, skill.
Chameleon: One who can affect (up to a certain point) items and their appearances (such as hair, clothing, etc. – they are not Shifters). Considered especially talented to change metal or large items/buildings; some Chameleons affect themselves and can hide in plain sight or adapt in a necessary way.
Collector: One touch from a Collector can take away an individual’s gift, leaving them a normal human for a period of time. Amount of time holding another’s gift depends on skill level; they may return the gift at any point or it will naturally leave them and return to the owner after time passes, assuming the owner is still alive – if they are dead, the Collector may hang onto it until releasing it at their discretion.
Degenerator: A rare gift, typically passive. A being who can dissipate a corpse into dust (ex: Sebastian), thus ridding bodies. In an aggressive case, such as Augustus Rivers, a being who can kill another (gifted or human) with the touch of a hand, turning them to dust beneath a Degenerator’s grip.
Doubler: An individual capable of “doubling” themselves; they create a second image that mirrors the person’s every move. Given enough skill, they can control the image to speak or fight on their own movements.
Earthshaker: One who can create earthquakes with a stomp of their foot. Size and damage of quake depends on skill.
Empath: A being who feels other people’s emotions. Must spend several years learning to control it so that they do not confuse other’s emotions with their own. With enough skill, an Empath may learn how to harness their emotions, manipulate and warp them into other feelings. Empaths make good therapists in the real world.
Firestarter: A being that can control fire and is impervious to its harm. Each talent has different levels, usually depending on age, practice, etc. Firestarters with enough power are capable of killing lesser Firestarters, though this information is not well-known for obvious reasons.
Types of Firestarters:
1.) Passive—they can only touch it or pass through it. They cannot create, but can use outside sources (such as lighters, campfires, candles, etc); given technique they may control it to a certain degree. Also called Carriers.
2.) Aggressive—can control and create it using energy and heat from body—most control through palms of hands. Some have “better than others” attitudes. Their tempers are usually the worst and most are wary of this group. It takes many years to control their Gift well, typically into adulthood. Also called Creators.
Healer: One with the ability to instantly heal wounds (themselves or others) using their hands and energy .
Influencer: One who uses their eyes or touch to get what they want. They may use this gift on other gifted but is especially powerful on humans.
Lightbringer: One who can warp light – can be both electricity (such a lamp) or outside source like flames or sunlight. When in use appears as though light is inside a bubble, where Lightbringers cannot injure themselves by electrocution or the like. Depending on skill level, may harness large amounts of light. Requires great energy.
Manipulator: Reminiscent of the Greek Muses. This gift affects others as opposed to the gifted individual. Some may warp song and word (inspiring writers, musicians, artists, etc.) while others may affect memories. Memory manipulation can be especially dangerous as they can alter, create, or delete memories from a person’s mind.
Runner: One with the ability to run at lightning-fast speeds. Length of speed, ability to carry others, etc. depends on skill.
Shapeshifter: There are two types of shifters – those who can shift into other humans and those who can shift into animals. No cross-shifting exists. A shifter must touch the object of transformation before they can turn.
Summoner: One who can summon any object at a moment’s notice. Does not come without consequence, however, as objects they summon will be taken from nearby (for example, summoning a knife will take it from the neighboring kitchen, etc.)
Telekinetic: A being who controls an object’s movement with their mind, eyes, or hands. Skills start small and grow to larger object such as buildings or heavy machinery after years of practice.
Telepath: One who hears other’s thoughts. Range and volume depend on skill level. Often times Telepaths retreat to quiet spaces to get away from the noise.
Timekeeper: A being who can control time. Several different levels of this gift. Most may only freeze time (and with it, the people and objects around them); they have the capability to unfreeze certain people while still maintaining an overall freeze. Others may slow down and speed up time, usually for their own benefit. Lastly, and it is very rare, Timekeepers can go backwards and forwards in time, though it is not recommended as there is imminent danger in altering history.
Tracker: One who can sense the use of a gift. Depending on skill level, a Tracker may often be able to tell what gift was used, as well as the skill level of the user. Cannot trace to exact user (for example, a Tracker can tell a powerful Firestarter used their gift, but cannot name the culprit or find them as a bloodhound might).
Translator: A being who can speak any language after briefly hearing a few words and cadence from a native speaker (those who choose to live in the human world often become translators for political members or language instructors). Note: Most translators are for human speech, but a select few can speak with animals (these beings make excellent vets, animal trainers, and circus travelers).
Transporter: One who may travel from one place to another in an instant. Distance and the ability to carry others depend on skill level. They must often study their grounds and learn how to get within certain places before moving on, for example going from a spot in the US to a spot in another country.
Unbreakable: A being with the ability to withstand most injuries, as well as have impenetrable skin. Most often they are able to lift certain amounts of large weights (even up to cars, buildings, machinery). People often mistake their strength for immunity; most are immune to pain and sickness, but they can die of old age, as well as other incidents such as drowning, fire, disease, etc (“from the inside out”).
Volter: A being who creates electric blue lightning from their hands. Often used to kill or maim. A rare, dangerous gift not often found amidst the public or human world as it is difficult to hide. History includes a few Volters using their gifts for science or medical fields (such as an EMT bringing a stilled heart back to life). Not much else is known about these beings.
Waterbearer: One who controls water; certain beings can create water from their bare hands, while others must have water nearby to “borrow” for their creations. Can create water orbs or other shapes, as well as large waves with enough skill and practice.