Powers


These are by NO MEANS an exhaustive list of powers. There are literally thousands within the marvel/dc multiverses, feel free to come up with your own.

Shape shifting: The ability to metamorphosis into any living object, whether it be animals or plants or other people.

Metamorph: The ability to become any non-living object, from a chair to stone. Beware, no one wants to shoot their fingers. Non-separitive transformation.

Omnimorph: The ability to become ANYTHING, this brand of shapeshifting becomes very taxing.

Electrical Control/Generation: The ability to create or control the flow of electricity. This can be an incredibly potent power.

Weather manipulation: The ability to manipulate weather and use it as a weapon. Spot showers, lightening storms, gale force winds, and hail of varying sizes.

Telepathy: The ability to project one’s thoughts or images into another target’s mind. Frequently can sway the behavior of others.

Empathy: A subclass of telepathy that deals with emotions. Most empaths have the ability to manipulate emotions of large crowds with more training.

Telekinesis: The ability to move objects with the force of thought. Without thorough training, a kinetic is limited to the weight of the object they can lift, but with proper training that limit can be pushed, just as we get better at lifting heavier things when we work out our muscles.

Fire Generation/Control: The ability to start fires with a thought. Without training, this gift has a tendency to devour the user, however, with practice, fires can be lit up to a mile away or more with the help of a clairsentient.

Plant Control: The ability to manipulate the natural world: Make plants grow at super speeds, cause nature to strike in an aggressive manner.

Animal Control: The ability to speak with and empathize with animals, most frequently a specific kind.

BioMod Repair: The "Laying on of Hands" ability. To be able to diagnose where an injury is and heal it. In some RARE cases, some healers have been able even to send cancer into remission.

BioMod Stun: This biomod ability allows a mutant to cause a massive chemical stun within the body of another creature, rendering it temporarily harmless, for a number of minutes equal to the class used. The creature it is used on collapses harmlessly in a heap unless they have some kind of resistance.

Force Fields: The Catch all impenetrable field of force. Typically psychically created, but is easily reproduced as several kinds of power stunts. No level of attack lower than the field can breach it, but a level equal to or higher does so immediately, dissapating the field.

Force Field vs. : The types are innumerable, vs gasses, hostiles, projectiles, energy, heat, cold, undead, extra planar, nacho mind you a Force Field vs. Nacho’s isn’t terribly useful….... as per standard fields.

Plasma Generation/Control: capable of creating a highly ionically charged high temperature gas like substance. Or of controlling it.

Body Resistance: Super Hero Skin, you are capable of withstanding damage up to a specific level, but it degrades as you are pummeled, by one per strike.

True Invulnerability: You are, permanently, immune to a specific class of physical harm from any source, beware of magic and mental attacks though!

Hyper Strength: You are very strong!

Hyper Speed: You are very fast! This immediately adds one action per post.

Hyper digging: You have the ability to rend through a class of inanimate material for several minutes per use of this ability.

Hard Radiation Generation/control: The ability to generate or control any number of different kinds of hard radiation…. This can be a dangerous destructive force.

Shadowcasting: The ability to generate and shape shadows in a semi-real form.... can be very powerful, and very dangerous. Whatever is created, can make dangerous weapons.

Body Coating: The mutant has the power to create some kind of body covering that forms a protective barrier. The body coating degrades each time it is struck...... and repairs itself when it's "turned off". Body coatings degrade with each strike regardless of the strength of the hit. They reduce the power of any hit by their class. You may recharge an body coating as many times as you like within it's use.

Energy Sheath: The energy equivalent to the Body Coating power. Can cause damage to someone who isn't prepared to handle that kind of energy! (flame shroud, electric aura, plasma sheathes, things like that are under this power.) Energy Sheathes degrade with each strike, They reduce the power of any hit by their class, and deal their current class against anything striking them, though this would further lower their class by one as part of the sheathe is discharged. An energy sheathe offers it's class in protection against that kind of energy. An energy sheathe may be dropped and reformed, but not recharged.

Body Transformation: This power transforms the users body into a cohesive mobile form of some matter, be it flame, plasma, living electricity, or organic steel. Per class of transformation, acts like a constant form of protection or energy sheath, but beware attacks that target that kind of material.

Telereformation: A curious power, the ability to detach your life force from the shell of your body, and reform a new body in a new location from the inorganic materials at hand. These materials can typically be transformed back into a simulacrum of the original body at will, or will remain the patchwork receptacle for as long as you like. Not being able to change back might be considered a weakness.

Natural Weaponry: Built in offense, be they sharp teeth, retractable claws, or a scorpion stinger on the end of a tail.

Berserker: A berserker can ignore an amount of damage totaling his class in berserker, but will be in an absolute frenzy until his maximum is reached and nothing short of powers could bring him down from the rampage. Unlike Iron Will, this damage is halved after the fight.

Iron Will: The more controlled version of Berserker. Iron will allows you to shunt off as many strikes as you have classes in this power, but you will feel all the effects of them after the battle, even going so far as to kill you if you haven’t the stamina to withstand them.

Light Generation/Manipulation: Coming in a broad catch all category, or in one of three separate powers, this allows you to generate any spectrum of light you wish, up to the effects of coherent lasers at class three or better, or you could specialize: Lasers, Photon Blasts (solid light), or Holograms.

Phasing: Phasing puts a character out of alignment with normal matter. Since matter is mostly empty space, this power allows you to pass through what would normally be solid. Beware suffocation though! Phasing is typically quite powerful.

Disintigration: This power is perhaps one of the most dangerous conceived, it breaks matter down into it’s composite atoms, obliterating it utterly. Even feeble forces of this power can be lethal if used on the right portions of something.

Vampirism: Please note this is classic vampirism, the ability to draw strength from the blood of living creatures. More often than not, the classic drawbacks come with this. This is NOT white wolf, nor is this a license to bring characters from the Vamp realms into this room, they are NOT compatible. Disciplines will not be recognized.

Energy Absorption: The character becomes a receptacle for a specific kind of energy, feeding off of it and restoring their health, this of course makes them immune to the energy up to their class level, or technically twice, since damage done from the source would be instantly healed by the absorbed energy. Can be very useful.

Matter Transformation: This power lets you transmute either one or any form of matter, into one, or any, of something else, remember though, the broader the power, the more difficult it will be to perform.

Multi-Strike: For some reason or another, you may double a motion, striking twice within the same attempted motion, perhaps you have four arms or launch a volley of something….. you may post two hits per action expended, they both must be responded to.

Additional Strike: Because of combat prowess, superior speed and agility, foresight, or some other strange sense, you have an additional strike per class of this power.

Sculpting: Another specific/general power, sculpting allows the mutant to shape another kind of matter into the desired shape. Together with matter transformation, this power lets you create oatmeal out of sand, or hand guns out of paper.

Colorization: This power is all to frequently overlooked….. highly useful, it allows you to color anything to another shade.

Invisibility: Transparency. Is this so hard to understand? An invisible person still leaves scent trails and heat.

Non-detection: NOT invisibility. However, you leave no heat trails, scents, fingerprints, and do not show up on electronic surveillance.

Weapon Creation: The ability to spontaneously generate weapons, be the blades, projectiles, or protrusions of a dangerous nature. As many of these can exist as your class in weapon creation, then the oldest one crumbles to dust as the newest is formed. The damage of these weapons is your standard damage class. Artifact Creation: The ability to spontaneously generate a specific weapon, often with certain powers, be they blades, projectiles, or a glowing shield of holy light. The Classo of this weapon and it's damage are the same, meaning it can be damaged and the damage goes down.