Post by Camaxtli on Jan 6, 2010 14:47:51 GMT -5
Kinetic Charge - Able to send pure movement into an object until it explodes. Unable to charge living tissue.
Kinetic Blast - The blast of pure movement.
Optic Blast - The ability to blast energy from the eyes. Colors vary.
Plasma Blast - Ability to form a ball of plasma. Throwing only.
Full Body Blast - Ability to expel a gathered amount of energy from ones entire body.
Optional Body Blast - Energy that can be expelled form a certain part of the human body. Normally coming from the hands.
Absorb and Recreate Energy - Able to gather energy from another human, or a blast; with the ability to fire it back.
Bio Energy - Energy formed from the natural rhythm of a person, where it then can be concentrated and fired.
Explosion - The ability to cause an object to burst from the inside out. Unable to be used on living tissue.
Create Time Bombs - The ability to mentally project small bursts of energy on what seems to be timers.
Sound to Light - Able to change sound wave into light energy
Sonic Scream - Ability to give off loud sound waves - obviously from the vocal cords. Can often be used as a form of flight.
Heat Vision - Able to give off intense heat from ones eyes. This is not Optic Blast.
Pyro Blast - Ability to hold and throw fire as a blast. Can create fire, but cannot control it - only able to fire it at a target.
Hydro Blast - Ability to hold and throw water as a blast. Can create, but cannot control - only able to fire it at a target.
Aero Blast - The ability to cause a strong blast of wind. Can create, but can't control - only able to fire it at a target.
Geo Blast - The ability to gather large amounts of rock/ground for a blast. Can create rock/ground, but can't control it - only able to fire it at a target.
Electro Blast - Ability to gather and fire electricity. Can create, but can't control - only able to fire at a target.
Blast Field Can create a filed around oneself and push it out as a blast in all directions. When on, the person is invulnerable.
Energy Blast - The basic blast of pure energy
Vibratory Waves - Ability to waver the earths gravitational pull, only enough to cause a contact disturbance.
Mystic Blast - A blast that is formed from the mystical energy inside oneself. Ex: Chi, Ki.
Psyche Arrow - Ability to fire arrow shaped from ones own psyche.
Different Time - A person that comes from the future or the past.
Sacred Item - A special item that holds mysterious powers, which can be given to a certain host, or past down from generations.
Requirements - Cannot be virtually invincible, and you must explain how your character got hold of the item.
Android - Man made robot, holds no lift force whatsoever.
Symbiote - An alien race that attached itself to a suitable host/hostess. Everything listed below are a must for a character with a Symbiote.
- Elasticity: Able to stretch to larger sizes.
- Weapons Form: Melee Weapons.
- Enhances Status: All senses are enhanced. Speed, agility, stamina, and strength.
- Web-Swing: Able to form long, thing strands of the Symbiote for traveling.
- Wall-Crawling: Able to stick and cling to vertical and upside down surfaces.
- Sound Wave Factor: Can be damaged by incredibly loud sounds.
- Heat Factor: Intense heat can kill, even damage a Symbiote.
Sorcery/Mystic Arts - The ability to cast magic. Some spells can be done from simple memory, while others are more complicated.
Requirements: Must be able to give some type of knowledge of 'magic' to other people, if needed.
Telepathy - Mental communication. It allows a user to speak directly to another, using their mind rather than their mouth. The user is capable of broadcasting the message to a group of people, or one single person.
Telekinesis - The ability to move objects using one's mind. Those capable of telekinesis can also form solid mental energy, which can be used to make a wall, or in the form of a blast.
Psi - A psionic power that gives a mutant limited use of all mental powers.
Genius - A mutant is given the ability to understand even the most complex of information, and retain knowledge. This skill is purely informational.
Teleportation - A mutant power, enabling the user to transport themselves to another area. It can either be done from memory, or from sight.
Elemental Control - The ability to control the natural elements, earth, fire, wind, water, electricity, and even nature itself. While this does allow complete control, it does not act as a means of creation. Ex. - A fire controller can control a fire that's already been ignited, however they are not capable of creating fire with their mind.
Ability Limit - One per mutant.
Pyrokinesis - The ability to manifest fire, with a mere thought, by causing molecules in the air to superheat, and ultimately burst into flames.
Electrokinesis - The ability to manifest electricity, by mentally causing a spark within molecules in the air.
Hydrokinesis - The ability to manifest water with one's mind, by adding extra water molecules to atoms in the air.
Geokinesis - The ability to harden molecules in the air, to the point that they form a solid, rock-like substance.
Aerokinesis - The ability create extra air molecules with one's mind.
Cryokinesis - The ability to form ice in the air, with one's mind.
Matter Control - The ability to will matter to perform the actions specified by the user, through the power of their mind alone. Attempts at matter control on living tissue is not possible.
Weather Control - The ability to control the weather, with the power of one's mind.
Time Slip - The ability to temporarily paralyze a group of molecules, making it appear as if the user has slipped out of existence.
Time Stop - The ability to temporarily freeze a selected group of molecules, making it appear as if time has stopped.
Psi Weapons - The ability to charge a weapon with psionic energy, enabling it to do mental, rather than physical harm. Usually, this is limited to blunt weapons, or weapons such as swords.
Magnetism - The user is capable of changing the magnetic polarity around themselves.
Phasing - An ability that, when used, causes one's molecules to shift out, Electronic devices make phasing difficult.
Multiply Self - The ability to create a copy of one's self through physical contact. The doubles act as drones for the original to control.
Starting Limit - Two.
Creature Shift - The ability to absorb energy from an animal, to physically change into that animal. Normally, it's limited to an anthropomorphic look, and only to one kind of animal.
Mental Time Bombs - The ability to form small balls of energy, that will detonate after a short amount of time. It is, however, limited to minor explosions.
Shadow Shift - The ability to blend into the shadows.
Mental Healing - The ability to use one's mind to give a psionic diagnosis, and to do surgery.
Combat Skill - The ability to learn fighting skills, by watching others, or reading.
Synchronization - An ability that allows a mutant to synchronize his X-Factor with that of another mutant, thus enabling them to use a chosen power of that mutant's.
Limit - One power.
Charm - The gift of smooth talking.
Astral Projection - The ability to project one's astral self to another place.
Book Learning - The ability to read, understand, and retain information for long periods of time.
Maxi Sense This fine tunes one of the five senses to an ultimate max. It gives the user the ability to either hear, smell, touch, taste, or see things that might have been from a past life, or spirits.
Vertigo - Waves of pure confusion. Oftentimes, the user becomes sick as well.
Animal Speech - The ability to speak with, and understand animals.
Containment Field - An ability that forms a protective barrier around its user, protecting it from anything outside of its walls. This ability can be an automatic defense mechanism, as well.
Hypnotism - The ability to assume control of another through eye contact alone. It is usually only limited to a small amount of time.
Rewind - The ability to turn time back a few seconds. This is usually only limited to a few seconds.
Pipedream - The ability to put someone into a dream-like state.
Momentum Build - The ability to increase the speed of an object without making physical contact. This cannot be used on living tissue.
Hyper Keen Senses - All five senses are enhanced to superhuman levels.
Psionic Detection - The ability to detect other psionics in the area.
Hypnotic Voice - The ability to take control of others, through the use of one's voice.
Language Skill - The ability to decipher even the most complex of languages in a short period of time.
Psi Drain - An ability that enables a mutant to consume psionic energy. It is either used to make the mutant stronger, or to sustain life.
Weapon Skill - An ability that enables one to learn how to use weapons at an alarming rate, by just watching others use that weapon. Basic weapons are easier to learn.
Instant Charm - An ability that causes others to instantly feel comfortable around the user. Most children have this affect.
Perfect Aim - The ability to understand mathematical equations, and use them to aim perfectly from practically any angle. If there is an object obstructing view, then the Perfect Aim is rendered useless.
Aura Detection - The ability to determine one's true nature and motives, through their aura.
Empathy - The ability to understand the emotions of others.
Amp Factor - The ability to use mathematical equations, in order to get out of tight situations.
Luck - An ability that makes things go in your favor.
Flight - An ability that allows the user to become practically defy gravity.
Kinetic Blast - The blast of pure movement.
Optic Blast - The ability to blast energy from the eyes. Colors vary.
Plasma Blast - Ability to form a ball of plasma. Throwing only.
Full Body Blast - Ability to expel a gathered amount of energy from ones entire body.
Optional Body Blast - Energy that can be expelled form a certain part of the human body. Normally coming from the hands.
Absorb and Recreate Energy - Able to gather energy from another human, or a blast; with the ability to fire it back.
Bio Energy - Energy formed from the natural rhythm of a person, where it then can be concentrated and fired.
Explosion - The ability to cause an object to burst from the inside out. Unable to be used on living tissue.
Create Time Bombs - The ability to mentally project small bursts of energy on what seems to be timers.
Sound to Light - Able to change sound wave into light energy
Sonic Scream - Ability to give off loud sound waves - obviously from the vocal cords. Can often be used as a form of flight.
Heat Vision - Able to give off intense heat from ones eyes. This is not Optic Blast.
Pyro Blast - Ability to hold and throw fire as a blast. Can create fire, but cannot control it - only able to fire it at a target.
Hydro Blast - Ability to hold and throw water as a blast. Can create, but cannot control - only able to fire it at a target.
Aero Blast - The ability to cause a strong blast of wind. Can create, but can't control - only able to fire it at a target.
Geo Blast - The ability to gather large amounts of rock/ground for a blast. Can create rock/ground, but can't control it - only able to fire it at a target.
Electro Blast - Ability to gather and fire electricity. Can create, but can't control - only able to fire at a target.
Blast Field Can create a filed around oneself and push it out as a blast in all directions. When on, the person is invulnerable.
Energy Blast - The basic blast of pure energy
Vibratory Waves - Ability to waver the earths gravitational pull, only enough to cause a contact disturbance.
Mystic Blast - A blast that is formed from the mystical energy inside oneself. Ex: Chi, Ki.
Psyche Arrow - Ability to fire arrow shaped from ones own psyche.
Different Time - A person that comes from the future or the past.
Sacred Item - A special item that holds mysterious powers, which can be given to a certain host, or past down from generations.
Requirements - Cannot be virtually invincible, and you must explain how your character got hold of the item.
Android - Man made robot, holds no lift force whatsoever.
Symbiote - An alien race that attached itself to a suitable host/hostess. Everything listed below are a must for a character with a Symbiote.
- Elasticity: Able to stretch to larger sizes.
- Weapons Form: Melee Weapons.
- Enhances Status: All senses are enhanced. Speed, agility, stamina, and strength.
- Web-Swing: Able to form long, thing strands of the Symbiote for traveling.
- Wall-Crawling: Able to stick and cling to vertical and upside down surfaces.
- Sound Wave Factor: Can be damaged by incredibly loud sounds.
- Heat Factor: Intense heat can kill, even damage a Symbiote.
Sorcery/Mystic Arts - The ability to cast magic. Some spells can be done from simple memory, while others are more complicated.
Requirements: Must be able to give some type of knowledge of 'magic' to other people, if needed.
Telepathy - Mental communication. It allows a user to speak directly to another, using their mind rather than their mouth. The user is capable of broadcasting the message to a group of people, or one single person.
Telekinesis - The ability to move objects using one's mind. Those capable of telekinesis can also form solid mental energy, which can be used to make a wall, or in the form of a blast.
Psi - A psionic power that gives a mutant limited use of all mental powers.
Genius - A mutant is given the ability to understand even the most complex of information, and retain knowledge. This skill is purely informational.
Teleportation - A mutant power, enabling the user to transport themselves to another area. It can either be done from memory, or from sight.
Elemental Control - The ability to control the natural elements, earth, fire, wind, water, electricity, and even nature itself. While this does allow complete control, it does not act as a means of creation. Ex. - A fire controller can control a fire that's already been ignited, however they are not capable of creating fire with their mind.
Ability Limit - One per mutant.
Pyrokinesis - The ability to manifest fire, with a mere thought, by causing molecules in the air to superheat, and ultimately burst into flames.
Electrokinesis - The ability to manifest electricity, by mentally causing a spark within molecules in the air.
Hydrokinesis - The ability to manifest water with one's mind, by adding extra water molecules to atoms in the air.
Geokinesis - The ability to harden molecules in the air, to the point that they form a solid, rock-like substance.
Aerokinesis - The ability create extra air molecules with one's mind.
Cryokinesis - The ability to form ice in the air, with one's mind.
Matter Control - The ability to will matter to perform the actions specified by the user, through the power of their mind alone. Attempts at matter control on living tissue is not possible.
Weather Control - The ability to control the weather, with the power of one's mind.
Time Slip - The ability to temporarily paralyze a group of molecules, making it appear as if the user has slipped out of existence.
Time Stop - The ability to temporarily freeze a selected group of molecules, making it appear as if time has stopped.
Psi Weapons - The ability to charge a weapon with psionic energy, enabling it to do mental, rather than physical harm. Usually, this is limited to blunt weapons, or weapons such as swords.
Magnetism - The user is capable of changing the magnetic polarity around themselves.
Phasing - An ability that, when used, causes one's molecules to shift out, Electronic devices make phasing difficult.
Multiply Self - The ability to create a copy of one's self through physical contact. The doubles act as drones for the original to control.
Starting Limit - Two.
Creature Shift - The ability to absorb energy from an animal, to physically change into that animal. Normally, it's limited to an anthropomorphic look, and only to one kind of animal.
Mental Time Bombs - The ability to form small balls of energy, that will detonate after a short amount of time. It is, however, limited to minor explosions.
Shadow Shift - The ability to blend into the shadows.
Mental Healing - The ability to use one's mind to give a psionic diagnosis, and to do surgery.
Combat Skill - The ability to learn fighting skills, by watching others, or reading.
Synchronization - An ability that allows a mutant to synchronize his X-Factor with that of another mutant, thus enabling them to use a chosen power of that mutant's.
Limit - One power.
Charm - The gift of smooth talking.
Astral Projection - The ability to project one's astral self to another place.
Book Learning - The ability to read, understand, and retain information for long periods of time.
Maxi Sense This fine tunes one of the five senses to an ultimate max. It gives the user the ability to either hear, smell, touch, taste, or see things that might have been from a past life, or spirits.
Vertigo - Waves of pure confusion. Oftentimes, the user becomes sick as well.
Animal Speech - The ability to speak with, and understand animals.
Containment Field - An ability that forms a protective barrier around its user, protecting it from anything outside of its walls. This ability can be an automatic defense mechanism, as well.
Hypnotism - The ability to assume control of another through eye contact alone. It is usually only limited to a small amount of time.
Rewind - The ability to turn time back a few seconds. This is usually only limited to a few seconds.
Pipedream - The ability to put someone into a dream-like state.
Momentum Build - The ability to increase the speed of an object without making physical contact. This cannot be used on living tissue.
Hyper Keen Senses - All five senses are enhanced to superhuman levels.
Psionic Detection - The ability to detect other psionics in the area.
Hypnotic Voice - The ability to take control of others, through the use of one's voice.
Language Skill - The ability to decipher even the most complex of languages in a short period of time.
Psi Drain - An ability that enables a mutant to consume psionic energy. It is either used to make the mutant stronger, or to sustain life.
Weapon Skill - An ability that enables one to learn how to use weapons at an alarming rate, by just watching others use that weapon. Basic weapons are easier to learn.
Instant Charm - An ability that causes others to instantly feel comfortable around the user. Most children have this affect.
Perfect Aim - The ability to understand mathematical equations, and use them to aim perfectly from practically any angle. If there is an object obstructing view, then the Perfect Aim is rendered useless.
Aura Detection - The ability to determine one's true nature and motives, through their aura.
Empathy - The ability to understand the emotions of others.
Amp Factor - The ability to use mathematical equations, in order to get out of tight situations.
Luck - An ability that makes things go in your favor.
Flight - An ability that allows the user to become practically defy gravity.