Common Powers
Telekinesis - The ability to move objects with one's mind. Not a particularly strong power, as it is limited to mostly picking up objects or moving them from one place to another. This ability can be used in combat as well by knocking an opponent down or away.
Poison - Just like many aquatic creatures, many Aquarians have developed the ability to generate their own poison. There are several ways for them to administer this ability, through bites or scratches or secreting it on their skin. Some can even spit poison projectiles.
Healing - Probably the most common ability, Aquarians have developed a way to use their magics to mend broken bones, restore vitality, or heal wounds. A few can even leech out poisons from the body. This ability, unfortunately, does not work on the self and must be used on others.
Whalesong - This is a two-fold power combining echolocation and sonic vocalization. Aquarians with this power can find their way through darkened areas, locate items/people, jam radio frequencies, and cause damage to objects, animals, and other people with high frequency noise emissions.
Camouflage - Some Aquarians have the ability to change their hair, eye, or skin coloring to reflect their surroundings or simply as a cosmetic feature.
Sight Enhancement - This power allows for Aquarians to see great distances away without the aid of a telescope, or see infinitesimal organisms/objects without need of a microscope.
Luminosity - Aquarians living in darker regions of the ocean depths have developed the ability to glow or make lights appear nearby.
Force Field - As the ocean is a dangerous place, it only seems right that one of the natural defenses the Aquarians have developed is the ability to generate a small force field about themselves to protect themselves in the water from sharp rocks and coral or encounters with other sea life.


Uncommon Powers
Elemental Control - Some Aquarians have found they have the ability to control the elements around them. These elements must be pre-existing and cannot be created by the Aquarian. They can only control one chosen element from fire, water, air, or earth. Other elements can be earned over time.
Magnetism - A strange power that has developed over recent decades, this allows an Aquarian to manipulate magnetic fields around them as well as use magnetism on metal, pulling it toward them, pushing it away, or twisting it.
Regeneration - This power allows for an Aquarian to heal themselves to various degrees up to and including regrowing limbs. The worse the wound is, the longer it will take to heal it and the more recovery time is needed.
Precognition - Quite a number of Aquarians have the strange ability to get visions of possible futures. The visions are sometimes sparked by touching objects or people, or they can be spontaneously generated without any warning.
Bioelectricity - As deadly as the ocean can be, some Aquarians have adapted to become just as deadly. Those wielding this power have the ability to generate electricity within their body, using it to protect themselves by shocking opponents, or to power machinery to a small degree.
Legerity - This power gives Aquarians enhanced speed whether in water or on land. As a bonus, it also makes them extra nimble.
Persuasion - Occasionally, an Aquarian will find themselves with the ability to influence others' actions or thoughts. While they are unable to completely control another person, they can nudge them mentally into following their way of thinking.


Rare Powers
Esping - This is the power to be completely aware of one's surroundings and is automatic, never being able to be shut off. Espers are a rare group and most of them are not sane, due to constantly being "plugged in" as it were.
Gremlism - With the Aquarians' slow adaption to technology, a few have developed the ability to control machines and mechanisms from lock tumblers to engines.
Density Control - One of the most unique and rarest of powers, this allows an Aquarian to become intangible or add to their mass without changing shape to become incredibly heavy. An Aquarian can only do one or the other.
Illusion projection - Imaginative Aquarians have found the power to project their creations into the minds of others or cloak people/objects with illusions. These hallucinations are completely harmless, though they could cause the person they are directed at to run blindly into danger or go temporarily mad with fear.
Elemental anima - An extremely rare power, only a very few Aquarians have the ability to create elements from nothing or create constructs of these elements such as weapons or cages. Only one element can be used and only one ability or the other. More elements and the second ability can be earned over time.


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Common Skills
First-aid - Many Terrans have rudimentary skills in stitching wounds or setting broken bones.
Streetwise - Due to high poverty levels, quite a number of Terrans have become very adept to life on the streets, able to blend in seamlessly with the locals to pick up gossip, understand slang, or dabble in criminal activities.
Intimidation - Persuasion comes in many forms, from outright threats and violence to force of personality. Terrans possessing this skill always seem to know the right method to handle any occasion.
Brawl - Easily the most common skill for any Terran to acquire as all should have some level of innate ability for unarmed combat, be it martial arts or drunken boxing.
Melee - Probably the second most common skill as anyone that can pick up a stick can hit another over the head with it. This skill does cover all basics such as swords and clubs to more sophisticated martial arts weaponry such as sai an nunchaku.
Seduction - A skill most often utilized at parties of the aristocracy, many commoners are finding it useful to take advantage of their wiles to persuade others into doing their bidding. Seduction doesn't always pertain to sex, however, as it can be temptation of any kind.
Subterfuge - This skill is all about lying and lying well, the more creative and believable, the better. It is the epitome of pulling the wool over one's eyes.
Acrobatics - Nimble and dexterous, Terrans possessing this skill are agile and quick, able to tumble and perform stunts that would amaze less energetic and skilled persons.
Survival - At one with nature, Terrans that have this skill can survive almost anywhere, adapting to their surroundings. They are equally skilled at hunting, trapping, and tracking.
Haggling - Quick with their tongues and quicker with their wits, Terrans that can haggle well are able to get the best deals anywhere on Ephraim, be it buying an apple from a street vendor or trying to get the best price when fencing goods or purchasing passage for their travels.


Uncommon Skills
Sleight of Hand - Quick with their hands, Terrans possessing this skill are nimble enough to perform magic tricks that can fool most into thinking they could be Aquarian. They're also very adept at lock-picking and theft, particularly pickpocketing.
Navigation - Some Terrans have an innate sense of direction and can never get lost. They're usually seen as a welcome addition to any traveling group.
Firearms - Sometimes a stronger weapon is needed than melee provides and Terrans adept with firearms find themselves doing quite well in combat.
Disguise - Terrans with this skill are able to alter their appearance or the appearance of others with props, clothing, or cosmetics in order to fool others.
History - This skill allows Terrans to have a fair idea of social, political, economic and technological conditions in various past times and places. They must specify Aquarian or Terran history. The other history may be learned later.
Lore - Terrans knowledgeable in this skill have a decent grasp on the myths and legends and culture in a given area. They must specify Aquarian or Terran history. The other history may be learned later.
Linguistics -This allows Terrans to not only learn to speak Aquarian, but also other Terran languages aside from Commonspeak. Those that are most adept in this skill can learn to recognize accents and dialects, and gain a fairer idea of how languages work.


Rare Skills
Medicine - Terrans possessing this skill are knowledgeable in how the body works and how to diagnose and treat a variety of ailments. They also have some forensic skills in being able to determine causes of death.
Occult - This allows for Terrans to gain knowledge of mysticism, religions, and folklore. Sure, most of it is probably false, but the secrets that can be learned are well worth sifting through legends for truth.
Science - Steeped in a culture rich with technology, many Terrans have learned quite a good deal about science. They are adept with experimenting, inventing, and sometimes collecting grotesque medical oddities.
Apothecary - Terrans with this skill have a vast knowledge of how various substances react together and are able to create a number of chemical compounds from perfumes to poisons.
Diplomacy - Extremely skilled with negotiations, Terrans with this skill are able to deal with people of all types and creeds and can handle diffusing most disputes.
Investigation - Terrans possessing this skill are more apt to notice the little things that most overlook. They not only have a good eye for detail, but the know-how to research and follow leads.