Post by Food With Sauce on Sept 6, 2009 0:48:49 GMT -5
.:List Of Available Powers:.
Written by co-operative effort
This is not a comprehensive list! Powers not mentioned in this list are not necessarily unavailable; this is simply a list of powers which have been invented for new characters which are free for the taking. If you wish to use one of these powers simply post in this thread and let me know which power you want, and I will remove it from the list.
Power 1. - Tactile Transformation - The ability to take on the physical properties of whatever the subject is touching. e.g., if holding onto a piece of steel, they can turn their body into living steel, but if they drop it, they revert back to their natural state. This power is limited in that the character is restricted to taking on only the properties of whatever it is they happen to be physically touching. This forces them to carry around a wide variety of different materials in order to use their power to its fullest degree.
Codename Suggestions: Parasite, Tick, Scavenger, Scavvy
Power 2. - Potential Energy Projection - The ability to invest inanimate objects/items with potential energy, which gain increasing momentum after being released. This would allow different objects to be invested with a sort of inertia 'in potentia', so that they would rapidly accelerate after being let go; it can also potentially lead to a simulation of flight by way of investing one's own body with this potential energy, as well as increasing one's physical strength and speed. Of course, this would take an incredible amount of practice and control to do without injuring oneself. As a direct result of this power, the character could also remove potential energy, taking away the 'inertia' from other objects. For example, with enough practice and control, one could stop an oncoming projectile from harming them by removing it's potential energy before it could reach them.
Codename Suggestions: Sharpshooter, Dead Eye, Cold Shot, Gunslinger, High Noon, Top Shot
Power 3. - Selective Feral/Lycanthropy - Through manipulating DNA and the ingestion of genetic material this character will possess the ability to engage in rapid metamorphosis by altering its own DNA based previously consumed genetic material. For example, if he or she ate a swan, he or she could then grow human-sized swan wings (though they might not necessarily allow flight) if he or she drank some of Logan's blood, it would allow him/her to grow bone-claws, and so on. One could also modify one's internal tissues and other fundamental physiological traits with different types of musculature to effect better strength, speed, etc. This character could change size (within reason) even its appearance, and heal by morphing into an undamaged version of itself. Naturally this is all provided the character has enough biological fuel, of course, all being based on what and how much he or she has recently consumed.
Codename Suggestions: Blood Hound, Metamorph, Apex, Hell-Hound, Blood-Hunt
Power 4. - Super Eating - physical enhancements via caloric intake or the ability to use food to increase one's physical prowess and healing abilities. The more this character eats the stronger he or she gets. Eating more will also boost its natural healing to superhuman levels. This character’s abilities result from an exceptionally modified hypothalamo-pituitary axis, the existence of multiple stomachs, etc.
Codename Suggestions: Munchies, Crunch, Hunger, Maw, Glutton
Power 5. - Tactile Intangibility - The ability to change the phase state of different forms of inanimate matter by touch. By touching steel, for example, you could cause it to melt or boil, or water to freeze. On more extreme levels and with greater power and control, one could even turn gas into plasma.
Codename Suggestions: Phase, Plasman / Plasgirl, Shifter, Switch
Power 6. - Fire Starting - - The ability to set any combustible material on fire through psionic means, with higher concentration and time required for less combustible material. Whatever is combustible can be set on fire; the higher the temperature at which the object combusts, the more concentration and time it takes. This is essentially the reverse of Pyro; although you could create fire out of raw combustible material, you could not directly manipulate or control that fire after it has been created.
Codename Suggestions: Match-Boy / Match-Girl, Firestarter, Burn, Blaze, Pyre, Ember, Bonfire, Firestorm
Power 7. - Hyper-Teleportation - The ability to rapidly teleport over extremely short distances, simulating an ability akin to that of a stop motion speedster. The distance and range is very limited, less than one foot, but jumps can be done in rapid succession. As such, this character could cross a room just as quickly as a speedster could though not by running or teleporting directly; instead the character would utilising a series of short, successive ports. It would appear to anyone watching as though the character were rapidly crossing the room in ‘stop-motion.’
Codename Suggestions: Flicker, Quick-Jump, Hop-Skip, Quick-Step, Two-Step
Power 8. - Friction Manipulation - The ability to manipulate friction within a limited sphere, increasing or decreasing it for a variety of degrees. For instance, by decreasing friction in an object, the character could keep it moving forward indefinitely; by increasing it, he or she could stop it. With practice, this can be applied to the character’s own body, allowing him or her to swiftly glide their body over terrain as if they were skating on ice by decreasing the friction of their feet, or to make themselves frictionless, i.e., slippery, to the touch.
Codename Suggestions: Slip, Slider, Friction, Traction, Grinder
Power 9. - Biological Telepathy - The ability to psionically affect the biological processes of the physical brain. Instead of attacking the mind or the consciousness, one could instead directly affect the brain itself, meddling with synapses, neural pathways and chemical reactions instead of thoughts or feelings. This is not a true telepathic ability; one could not use this power to send or read thoughts, or probe a mind of its memories, or project oneself onto the astral plane. Instead, it is a psionic ability that allows one to affect the physical brains of others, either to hurt or to heal.
Codename Suggestions: Hijack, Plug’n’Play, Brain Tap, Freak-Out, Head Trip, Mind Bandit, Synapse
Power 10. - Hypermutated Digitiradeism - A physical mutation that directly affects the legs, causing them to be super strong and digitigrade (toe-walking) in appearance. With these legs, one could run very at incredible speeds (something like 100mph) but not otherwise be a speedster, leap high into the air (60 metres or so) deliver hugely powerful kicks, and so on. Particular care should be paid to their description, too, with a good physical explanation. For example this character would need to possess ultra tight tendons, cushioned, super-strong joints, muscular hypertrophy, and so on.
Codename Suggestions: Crazy-Legs, Dash, Fleet Foot, Road Runner, Leaper
Power 11. - Vitality Based Psychokinesis - The ability to put one's life-force into foreign objects, forms of energy, etc. One could, for example, put a degree of life-force into the ground to make earthquakes; the strength, duration and power of the quake depending on the amount of life-force one spends. Although it is potentially powerful because of its variety, it's also nicely limited because it's based purely on how much life-force the character in question possesses. The less life-force they put into something, the less powerful, 'friendly' and controllable it is. For example; if you put a small amount into a statue, it might just run around attacking randomly - including yourself - but may also be very easy to destroy. By putting more in, it could become a properly obedient golem, very tough and hard to destroy, but at a greater personal cost to oneself. Further, although they have an above average amount of life-force to throw around, once they use it, it is gone. Once the effects end, the life-force dissipates, and it doesn't come back without rest and recovery.
Codename Suggestions: Wizard, Warlock, Witch, Medium
Power 12. - Animation - The ability to animate and anthropomorphise (Giving them human-like traits and a degree of motility) otherwise inanimate object.
Codename Suggestions: Animator, Re-Animator, Life-Giver.
Power 13. - Interdimensional Gateway - The ability to open two types of gateways into another dimension; portals and tears. This dimension is inimically hostile to our own and incompatible with the matter in our dimension to the point where the gateways function as no more than ‘holes into nothing’ which repel physical matter and disperse energy, meaning they can be used as shields or weapons. Portals are round, several feet in diameter and appear as empty black circles through which no light can be seen; they are capable of resisting any physical force and cannot be destroyed by any kind of energy attack, though mystical abilities may be able to close them. Tears run anywhere from one to ten meters in a roughly straight line, slicing through whatever objects stand in their way.
Codename Suggestions: Rift, Tear
Power 14. - Physical Assimilation / Integration - This character has the ability to absorb inanimate, third-party objects into his or her body for a variety of purposes. Certain objects provide useful additions, some in simple and some in complex ways. For example a small sheet of steel could be brought to the surface of the chest or back as armour-plating, while knife blades could be extended from the fingers or knuckles to serve as close-combat weapons. There is an upper-limit on the amount of material this character can absorb at any one time however.
Codename Suggestions: Amalgam, Alloy, Multi-Tool, Fusion, Combo, Army Knife
Power 15. - Phase-State Modification - This character has the ability to partially, or completely change the phase-state of his or her own body; the body, naturally, being a malleable semi-solid under normal circumstances containing large amounts of liquid; this character can alter that to make their body a solid, full liquid, semi-liquid, gas or even plasma. While in various other forms the character retains a full range of motion and can therefore move in variety of different ways depending on the exact nature of the state assumed. This can be used by the character to protect him/herself; changing to liquid or gas to disperse the impact of physical blows, or changing to solid to protect against minor impacts, and so on.
Codename Suggestions: Flux, Shift, Phaseman / Phasegirl
Power 16. - Emo-Kinesis - This character is a psychokinetic, able to manipulate objects and persons mentally although unlike a tele-kinetic, who’s ability is determined by the strength of their conscious mind, will-power, and desire to manipulate the object in question Emo-Kinesis is determined instead by emotional concerns. An emo-kinetic generally finds it easier to make large gestures with their power, destructive, sweeping or large movements being simple and coming as a result of equally large, negative emotions such as anger or embarrassment; they may find delicate work exceedingly difficult. Further an emo-kinetic may often use their power when they do not desire to, as it is their emotional wants or needs which activate it; for example if an emo-kinetic desired a glass of water it would be this desire which would cause the glass to come toward them, unlike a TK who would need to focus upon moving the glass before it would move.
Codename Suggestions: E-Motion, Emogirl, Emoboy, Mr.E-Motion, Ms.E-motion, Passion-Play, Zealot