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Must be a superhuman trait - This category does not include characters who can lift less the 2,000 lb (910 kg) [1 ton]; if the character is non-human, the character must exceed the limitations of their species. For perspective, the average physically fit human is able to "lift/drag/carry" one's own body weight; up to double one's own body weight.
This is generally by means of mechanisms such as cybernetic body parts, genetic modification, telekinetic fields in science fiction, or magical/supernatural sources within fantasy. A plethora of comic book superheroes and super-villains display some degree of super strength. Some films invoke a fictional substance or drug that gives the superpower.
This is a list of psychic abilities attributed to real-world people. Many of these abilities pertain to variations of extrasensory perception or the sixth sense . Superhuman abilities from fiction are not included.
Comic book superhero Shazam has superhuman abilities derived from magic. A superpower is a special or extraordinary superhuman ability far greater than what is considered normal. Superpowers are typically displayed in science fiction and fantasy media such as comic books, TV shows, video games, and film as the key attribute of a superhero.
In Marvel Comics, genetic mutation has been used as an explanation for super-powers since the 1950s. [2] [3] [4] Mutants have played a major role in Marvel Comics, particularly the X-Men and related series. In the Marvel Comics Universe, they are a heavily persecuted minority where most people fear and hate them.
The daevas, or Homo sanguinus, [2] is an extinct human cousin species who lived in matriarchal clan-based societies and regularly practiced human sacrifice, slavery, and thaumaturgy. Before the Common Era, the daevas founded the Daevite Empire that covered most of Eurasia, and remains a threat to humanity despite having long since fallen.
In American science fiction of the 1950s and '60s, psionics was a proposed discipline that applied principles of engineering (especially electronics) to the study (and employment) of paranormal or psychic phenomena, such as extrasensory perception, telepathy and psychokinesis. [1]