Feb 10, 2019 23:15:44 GMT
Post by Mel on Feb 10, 2019 23:15:44 GMT
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A mutant is someone who has developed a 'supernatural' ability through genetics. As of right now, there is no other way to achieve powers other than being born with them. There doesn't have to be a straight line in the family tree of mutants - it's enough to simply have it somewhere in your character's family.
Two mutants having children are extremely likely to produce more mutant children, and there are long lines of mutants stretching back for quite some time. It is said to be genetic, and there is some understanding as to how this has been developed and how it continues. Mutants are a minority, encompassing less than half a percent of the population (<.05%), meaning that being a mutant is an extremely rare trait.
These are some of the powers that have been reported as belonging to various mutants, meaning that they are acceptable for use on this site. This does not mean that you are limited solely to the powers on this list.
Powers develop roughly in time with puberty, from the ages of 11-15 or so, with there being some rare instances of a power developing on either side of that line (10 and 18/19 being considered very odd for development). No one develops a power and has instant control and mastery over it. While there are some prodigies who grasp their powers quicker than others, it overall takes a lot of training.
Remember: generally speaking people only have one power, though in some circumstances they can have as many as two linked powers. These two powers have to be closely related (such as power mimicry and power sensing).
The general rule of thumb is that if your power can be explained by science, then it's acceptable here, though "explained by science" is a loose term. We don't accept magic here.
The other thing to remember is that: the more powerful the ability, the harsher the side effect. With those two principles in mind, you can generally create whatever ability you wish. We reserve the right to ban any powers deemed “too silly” or “too extreme.” This is to cut back on trolls and to maintain balance on the site. We will also deny powers that are based on various elements not in our canon. This generally involves magic, other dimensions, or various canonical elements (i.e. adamantium, vibraniam, nth metal, etc.)
We will also occasionally cap extreme powers. This is to maintain site balance.
Keep in mind that all powers that revolve around making another character say, do, feel or think something they normally wouldn't (like mind control, pheromone manipulation, emotion manipulation and similar powers) needs approval from the player before being used on their character.
LOCKED POWERS
Powers under "LOCKED" are powers that aren't banned, but have reached a point where simply have too many of the power type at the current time. A power may also be locked if staff sees that an applicant's power is too strong to exist on more than one person at a time. This is a measure to avoid having too many "Jean Grey Phoenix" characters.
LIMITED POWERS
Powers under "LIMITED" are those that we want to caution people against selecting without a lot of thought ahead of them. If you want one of these powers, you need to talk it over with at least one staff member first - and if you don't, the staff reserves the right to tell you that you can't use it. This is to begin staving off any potential problems and to make sure that we have a full understanding of the power.
The staff would also strongly recommend first time applicants (Your first character.) stay away from using any powers from within the limited section. This is primarily because some of these powers are difficult to role play, and also more time consuming to apply for. We're sure most of you want to get into it as soon as possible for your first characters and we'd like to help with that!
BANNED POWERS
Powers under "BANNED" are those that you cannot use - regardless of the reasoning.
Blue is considered one of the less dangerous powers. Because of this, they weren’t terminated like oranges or reds. Blue is the color classification for individuals who developed mutant interactive powers like power sensing, power mimicry and power augmentation.
MUTANT INTERACTION
ENERGY MANIPULATION
Green is the color classification for individuals who developed enhanced mental and intellectual powers. Typically these powers manifest as heightened problem-solving abilities, photographic memory, and/or enhanced talent for technical interfaces. Since their powers do not affect the world around them, Green classified individuals are considered by far the least dangerous, and enjoy a limited amount of freedom in the rehabilitation camps, especially compared to their Yellow, Orange, and Red counterparts.
MENTALLY BASED ABILITIES
PHYSICS OR REALITY MANIPULATION
Yellow is the color classification for individual who developed various personal physical powers, such as accelerated healing, reactive adaption, teleportation, shapeshifting or durability. While considered fairly dangerous, they're still offered limited freedom under observation.
PERSONAL PHYSICAL POWERS
SHAPESHIFTING
TRANSPORTATION OR TRAVELING
The second most dangerous out of the color classifications. Individuals within the orange color classification manifest with the ability to control classical elements (such as fire, wind, earth). Like the reds, most of the oranges are usually killed on sight, but some are brought in to be trained as guards against the other mutants. While not as rare as the reds, oranges are still considered less common than blue, green and yellows.
CLASSICAL ELEMENTS
One of the most dangerous and feared out of the color classifications. Individuals with physical or mental domination powers (such as mind control, pheromone manipulation, possession) and those with extra sensory perception or communication powers (such as telekinesis, telepathy, empathy) are considered reds. These powers are the most rare, and most of the captured mutants with red powers are killed on sight. Utilizing these powers require a great deal more experience and control
PHYSICAL OR MENTAL DOMINATION
EXTRA SENSORY PERCEPTION AND COMMUNICATION
KNOWNMUTANTPOWERS
MUTANT ABILITIES
A mutant is someone who has developed a 'supernatural' ability through genetics. As of right now, there is no other way to achieve powers other than being born with them. There doesn't have to be a straight line in the family tree of mutants - it's enough to simply have it somewhere in your character's family.
Two mutants having children are extremely likely to produce more mutant children, and there are long lines of mutants stretching back for quite some time. It is said to be genetic, and there is some understanding as to how this has been developed and how it continues. Mutants are a minority, encompassing less than half a percent of the population (<.05%), meaning that being a mutant is an extremely rare trait.
These are some of the powers that have been reported as belonging to various mutants, meaning that they are acceptable for use on this site. This does not mean that you are limited solely to the powers on this list.
Powers develop roughly in time with puberty, from the ages of 11-15 or so, with there being some rare instances of a power developing on either side of that line (10 and 18/19 being considered very odd for development). No one develops a power and has instant control and mastery over it. While there are some prodigies who grasp their powers quicker than others, it overall takes a lot of training.
Remember: generally speaking people only have one power, though in some circumstances they can have as many as two linked powers. These two powers have to be closely related (such as power mimicry and power sensing).
The general rule of thumb is that if your power can be explained by science, then it's acceptable here, though "explained by science" is a loose term. We don't accept magic here.
The other thing to remember is that: the more powerful the ability, the harsher the side effect. With those two principles in mind, you can generally create whatever ability you wish. We reserve the right to ban any powers deemed “too silly” or “too extreme.” This is to cut back on trolls and to maintain balance on the site. We will also deny powers that are based on various elements not in our canon. This generally involves magic, other dimensions, or various canonical elements (i.e. adamantium, vibraniam, nth metal, etc.)
We will also occasionally cap extreme powers. This is to maintain site balance.
Keep in mind that all powers that revolve around making another character say, do, feel or think something they normally wouldn't (like mind control, pheromone manipulation, emotion manipulation and similar powers) needs approval from the player before being used on their character.
LOCKED, LIMITED AND BANNED POWERS
LOCKED POWERS
Powers under "LOCKED" are powers that aren't banned, but have reached a point where simply have too many of the power type at the current time. A power may also be locked if staff sees that an applicant's power is too strong to exist on more than one person at a time. This is a measure to avoid having too many "Jean Grey Phoenix" characters.
LIMITED POWERS
Powers under "LIMITED" are those that we want to caution people against selecting without a lot of thought ahead of them. If you want one of these powers, you need to talk it over with at least one staff member first - and if you don't, the staff reserves the right to tell you that you can't use it. This is to begin staving off any potential problems and to make sure that we have a full understanding of the power.
The staff would also strongly recommend first time applicants (Your first character.) stay away from using any powers from within the limited section. This is primarily because some of these powers are difficult to role play, and also more time consuming to apply for. We're sure most of you want to get into it as soon as possible for your first characters and we'd like to help with that!
- Weather manipulation; this is generally followed up with a lot of profile edits. It can be a tough power to get down.
- Animation.
- Mind control/hypnosis/altering manipulations; any powers that allows your character to make another say, feel, think or do something they normally wouldn't.
- Kinetic combustion; powers related to blowing things up via some sort of charge.
- Biokinesis/biological manipulation; Powers that can control life on a cellular level, including but not limited to, genetic alterations and physical distortion and/or augmentations of biological functions.
- Time related powers; Time travelers, time stoppers, time manipulators.
- Portaling.
- Full precognition; seeing the future directly.
- Retrocognition; powers related to seeing the past.
- Reality manipulation or distortion; These powers have a penchant for not only being overpowered, but also being incredibly broad in their scope, it's not that they can't work, but more that they only will if they are specific in their scope, and very well balanced.
BANNED POWERS
Powers under "BANNED" are those that you cannot use - regardless of the reasoning.
- Powers that are unique to other canon universes.(E.g. Adamantium).
- Magic.
- Inter-dimensional/planar powers; this includes teleportation or portaling that utilizes other dimensions.
- Invulnerability - unless specialized.
- Oxygen Manipulation.
- Flight involving no visible or tangible form of propulsion. There needs to be some sort of reasoning backing the ability. This usually means having wings, but some types of mind abilities work as well; the staff reserves to judge case by case basic. Telekinetic flight, however, is not allowed.
- Immortality or powers that affect the overall aging process. Meaning that people cannot live longer or fight off the effects of their powers. People aren't going to live far beyond that of a normal human being.
- Power storage/removal. You can still use powers that nullifies another power for a short amount of time.
- Mythological/demonic powers and creatures.
- Concussive beams fired from the body.
- Powers that are related to ghosts/the dead and 'supernatural beings'; these elements does not exist in this universe.
- You cannot mix telekinesis and telepathy, meaning that you cannot have one as a main power and the other as a sub-power.
BLUE POWERS
Blue is considered one of the less dangerous powers. Because of this, they weren’t terminated like oranges or reds. Blue is the color classification for individuals who developed mutant interactive powers like power sensing, power mimicry and power augmentation.
MUTANT INTERACTION
- Power augmentation: Ability to enhance or weaken the powers of others. This is often proximity based, i.e. you have to be touching the person in order to increase their power. This often results in someone feeling “over energized” and needing to unleash the power, and doing so can often lead someone feeling “drained.”
- Power Mimicry: ability to mimic the powers of another. These are often proximity based, and difficult to control. The overall side effect is the usual side effect of the mimicked power.
- Power negation/suppress: the ability to suppress or negate the powers of another mutant. This generally entails engaging in a battle of will or strength with the mutant involved. Side effects generally include the standard straining you would expect, depending on whether the power is more mental or physical.
- Power sensing/detection: Ability to sense and in some instances, identify the power of another mutant. Often a secondary power to mimicry or suppression. Side effects include headaches, nausea, and the standard straining.
ENERGY MANIPULATION
- Energy blasts: Ability to expel various forms of energy from the body. This energy usually has to come from somewhere, and that is generally from the person doing it. Therefore the power is generally related to the person doing the ability, with some variation. The most trained person can only manage moderate explosive force. Side-effects include need to replenish energy, overall exhaustion, difficulties with containment, and occasional energy “sparks” (like static only energy based).
- Energy constructs: Ability to create complex shapes (such as giant boxing gloves or cages) or even functional machinery (such as fire extinguishers or laser rifles) out of solid energy. Again, this energy has to come from somewhere, and is often the person doing it (see blasts). Side-effects include need to replenish energy, overall exhaustion, and occasional energy “sparks” (like static only energy based).
- Energy conversion: Ability to absorb one form of energy and convert it into another form of energy. This could be as simple as translating nuclear power into electricity. This ability is extremely rare and usually quite taxing on the individual, with a wide and often fatal range of side effects.
- Force field generation: Ability to project powerful fields of manipulated energy. Generally limited to a specific range or duration. Even highly trained individuals would be unlikely to cover more than a building, and the strain and side effects of doing so would be quite strenuous. Often the force-field damage translates directly onto the person making the field, sometimes via mental pain/exhaustion as opposed to physical. Side-effects include difficulties with spatial recognition, exhaustion, and the above mentioned connections to the fields themselves.
GREEN POWERS
Green is the color classification for individuals who developed enhanced mental and intellectual powers. Typically these powers manifest as heightened problem-solving abilities, photographic memory, and/or enhanced talent for technical interfaces. Since their powers do not affect the world around them, Green classified individuals are considered by far the least dangerous, and enjoy a limited amount of freedom in the rehabilitation camps, especially compared to their Yellow, Orange, and Red counterparts.
MENTALLY BASED ABILITIES
- Ecological empathy: The ability to sense the overall well-being and conditions of one's immediate environment and natural setting stemming from a psychic sensitivity to nature. Often paired with earth/plant manipulation or communication. Side-effects include extreme reactions to environmental shifts.
- Innate capability: Ability to naturally have skills and/or knowledge typically earned through learning. This generally manifests either through memory or visual stimulae.
- Omni-linguis: Ability to understand any form of language, a natural polyglot. This can be accomplished in various ways. Side-effects include headaches, strain, and occasional locking into a specific language.
- Superhuman intelligence: Intelligence far above that of a genius level.
- Superhuman tracking: Ability to track an individual or object through supernatural means; sometimes referred to as "pathfinding."Often manifests through particular urges. Side-effects include extreme desire to find things, OCD, and disorientation.
PHYSICS OR REALITY MANIPULATION
- Animation: Ability to bring inanimate objects to life, almost always temporarily. The energy has to come from somewhere, so the animator will often exhaust themselves in the process. Side-effects include difficulty determining what is alive and what isn't and energy level issues. Keep in mind that animation does not imbue free will onto the object being animated.
- Darkness or shadow manipulation: Ability to create or manipulate darkness, almost always via manipulation of already existing dark materials (for there are almost always shadows in existence). Side-effects include headaches, strain, light sensitivity, and occasional personality issues (often become “withdrawn” or “self-destructive”).
- Density control: Ability to increase or decrease the natural density of an object and/or one's self. Often paired with size or mass manipulation. Side-effects include difficulties with weight, dietary concerns, and spacial awareness difficulties.
- Disintegration: Ability to disintegrate matter through touch or in rare cases, via beams. Touched based is more common and less taxing than a beam related ability. Usually involves alterations at the molecular level. Side-effects include headaches, strain, difficulties with contact, exhaustion, psychological issues (often god-complexes or abandonment issues), and difficulties in day to day activities (because of repeated disintegration).
- Elemental transmutation: The ability to alter chemical elements, changing them from one substance to another by rearranging the atomic structure. May be limited to self-transmutation. The shifting usually follows the periodic table of elements and involves alterations on a molecular level. Side-effects include headaches, strain, “Midas touch” syndrome, and various psychological issues.
- Gravity manipulation: Ability to manipulate or generate gravitons, or other types of gravitational interactions. This is usually how people achieve wingless flight. Side-effects include headaches, strain, difficulties dealing with normal gravity, and occasional altitude related issues.
- Intangibility or phasing: Ability to phase through solid matter without harm. Most frequently involves alteration of self though can occasionally involve alteration of others. Frequently extends to clothing and/or various items touched. Side-effects include headaches, strain, difficulties maintaining solid form, bodily ache and exhaustion.
- Light manipulation: Ability to control, generate or absorb light particles. Usually relies upon already existing light (since there is generally some light particles in even the darkest of places). Side-effects include headaches, strain, glowing, occasional weakness in dark places, and occasional personality issues (often become more “needy” and “mothering”).
- Magnetism manipulation: Ability to control and/or generate magnetic fields. Can technically be used for “flight,” but this would require a high amount of metal in the blood or something upon which to stand. Cannot be used to create very powerful force-fields or manipulate the average human. Side-effects include headaches, strain, and magnetism issues.
- Mass manipulation: Ability to increase or decrease mass in an object. Often paired with size-manipulation or density control. Side-effects include spatial recognition difficulties and weight control issues.
- Microwave manipulation: The ability to convert ambient electromagnetic energy into microwaves and manipulate it into various effects such as heat, light, and radiation. Usually reserved for effectively producing heatwaves. Side-effects include radiation difficulties, headaches, strain, and skin conditions.
- Molecular manipulation: Ability to mentally manipulate the molecules of objects and/or one's self on a molecular level. Extremely difficulty to master and control, often resulting in severe side effects, depending on the molecules being manipulated.
- Radiation manipulation: Ability to generate, manipulate or have immunity to toxic radiation. Usually paired with something that allows resistance to radiation (though not always). Side-effects include dietary concerns, radiation related illnesses, and radiation production.
- Sound manipulation: Ability to manipulate sound. Usually requires an existing sound but can sometimes have the ability to create sounds as well. Side-effects include hearing difficulties, vocal distortions, headaches, and strain.
YELLOW POWERS
Yellow is the color classification for individual who developed various personal physical powers, such as accelerated healing, reactive adaption, teleportation, shapeshifting or durability. While considered fairly dangerous, they're still offered limited freedom under observation.
PERSONAL PHYSICAL POWERS
- Accelerated healing/Regeneration: Ability to heal rapidly from any injury; the rate of recovery varies from character to character. Will often result in a slowing of the aging process. The side effects generally include a need to consume more calories or otherwise take in energy; exhaustion after intensive regeneration; and the need to replenish various minerals/materials used in regeneration (i.e. iron, chemicals, etc.)
- Acid generation: ability to generate acid, typically through the standard bodily fluids (sweat, tears, spit, etc.). Side effects generally include halitosis, teeth or skin issues, special dietary restraints/requirements.
- Animal mimicry: Ability to take on the abilities of certain animals. This is generally reserved for one “class” of animals, such as “bats” or “canines” or “felines” but can sometimes be wider. The side effects generally including carrying various animal tics and needs into human life, susceptibility to various animal related illnesses, and sometimes pain in instances of more physical alterations.
- Biological manipulation: Ability to manipulate the body or living tissue for various purposes, often for grafting additions onto existing body parts. Very rarely includes altering the tissues of others. Extremely draining and painful to use, also laden with side effects such as strain, dietary issues, aches, pains, and susceptibility to various illnesses.
- Body part substitution: Ability to replace one's limbs or other body parts with those of another. Generally joints and muscles are required for such a swap to function (i.e. a leg would have to be attached at say the elbow). Generally results in various skeletal/bone and other bodily problems, dietary requirements, and in extreme instances, organ/cellular rejection (i.e. autoimmune diseases).
- Bone manipulation: Ability to manipulate the bones in one's own body. This includes, but is not limited to, the generation of new bone mass, projecting bones out from the skin or rearranging one's own bones. Can also be creation of weapons or other materials via bone. Generally is a fairly painful process. Often paired with regeneration of some kind. Side-effects include calcium deficiency, exhaustion, and various skeletal related illnesses.
- Duplication: Ability to create physical duplicates of oneself. How this operates various wildly from person to person. Oftentimes the various copies will have slight differences between one another, either in strength or intelligence. Side-effects include memory issues, psychological issues, and exhaustion.
- Echolocation: Ability to determine location of objects in the environment by use of reflected sound waves, whether generated by the character or ambient sound. Also known as sonar or radar sense. Often paired with various animal mimicries. Side-effects include disorientation, difficulty in seeing leading to occasional blindness, and headaches.
- Invisibility: Ability to render the user unseen to the naked eye. How this functions varies wildly from mutant to mutant. Sometimes only portions of the body become invisible, sometimes clothing is not rendered invisible, and in some cases an “invisible field” is positioned over the mutant in question. Side-effects include paleness, skin conditions, and mental proclivity toward isolation.
- Invulnerability: Ability to be immune to one or more forms of physical damage. Generally specialized, as in someone may be “bullet-proof” or “cut proof.” Most of the side effects are self-explanatory. High occurrence of internal issues such as organ failure, autoimmune diseases, and system failures. ONLY SPECIALIZED IS ALLOWED.
- Kinetic absorption: Ability to absorb forms of kinetic energy into oneself and utilize it in some way, such as by converting it into physical strength or using it to power energy blasts. This usually puts extreme strain on the body and can cause side effects to that effect. This includes overall pain, systems failures, and various physical illnesses.
- Matter ingestion: Ability to consume any sort of matter without any ill effects on the user. Often paired with enhanced teeth or some other means of actually breaking down the manner. Also quite frequently paired with acid of some kind or another. Side effects almost always include some version of excessive caloric requirement which generally results in several problems on its own. Acid related side effects are also common, as is diabetes and other consumption related illnesses.
- Merging: Ability to temporarily merge two beings into a single being, which results in a completely new and stronger being. This ability most often occurs with twins or others who share genetic bonds (who both generally have the ability). The increase is generally multiplied by a factor of 5 to 10, depending on the people involved. Side-effects include melding of personalities, various psychological difficulties, shared flaws and contagions, and overall exhaustion.
- Poison generation: Ability to assault others with one or more varieties of toxins, with widely disparate effect. This could be touch based (textile paralysis, poison touch, et al), or transferred through another means. Side-effects include difficulties interacting with other humans, necessity to consume various toxins, dietary restrictions, and occasional chemical imbalances.
- Prehensile/animated hair: Ability to animate and lengthen one's hair. This can often involve changing the density or make up of the hair, creating “razor” hair or “steel hair” or the like. Side-effects include needing specific hair treatments, self-injury, and dietary restrictions.
- Reactive adaptation/evolution: Ability to develop a resistance or immunity to whatever they were injured by or exposed to. This is generally a temporary effect, altering in respect to a specific environment. Most instances of this result in extreme side effects, usually with the body having difficulties adapting to disease or having issues regarding medicines or other treatments. Most mutants with this ability therefore have drastically reduced lifespans.
- Self-detonation or explosion: basically the ability to self-destruct in some form or fashion. Almost always paired with some version of regeneration. Highly volatile with extreme side effects, including chemical intake, organ failure, and various control issues.
- Sonic scream: Ability to generate vocal sounds of a higher amplitude than a normal human. This generally involves some alterations in the vocal cords. Side-effects include voice loss, difficulty in adjusting to volume, and headaches (if not compensated in some fashion). Extreme use can result in complete vocal paralysis.
- Superhuman breath: Ability to inhale/exhale with superhumanly powerful strength. This ranges widely from person to person, but generally stops short of tornado/hurricane forces. Can often result in temperature alterations (either via heat or cold, depending). Side-effects include breathing issues and various troubles.
- Superhuman durability: Ability to have a higher resistance to one or more forms of damage before being injured. Usually paired with super-strength or various other “super” abilities to compensate. Often result in loss of sleep or rest, which can often lead to severe mental side effects.
- Superhuman reflexes: Ability to react faster than a normal human.
- Superhuman senses: Ability to see, smell, taste, feel and/or hear more than a normal human. Side effects vary depending with the sense amplified and are usually self-explanatory (i.e. a super-hearer will have difficulties with sound and volume).
- Super Strength: Ability to possess strength that is impossible for humans to possess. This is generally capped at some level, though said level varies drastically depending on whomever is the user. Side-effects include caloric regulation, muscle tearing, skeletal issues, and difficulty with everyday tasks (i.e. squashing a doorknob instead of opening a door).
- Wallcrawling: Ability to crawl on vertical and horizontal surfaces. Generally this is in conjunction with some variation of spider manipulation and usually manifests via suction cups or small hairs of some manner. Side-effects vary with the method of wall-crawling.
- Waterbreathing: Ability to respirate through water in lieu of a gaseous medium. Not to be confused with an ability to go without breathing or to be able to breathe an alternate air supply. Effectively allows transfer of water into oxygen and often paired with aquatic animal mimicry/communication. Side-effects include occasional difficulty breathing air and various respiratory issues.
SHAPESHIFTING
- Animal morphing: not to be confused with Mimicry; this entails the actual shifting from human form to animal and the reverse. Like Mimicry, this is also generally reserved for one “set” of animal: canine, feline, ursine, et al. It is usually a painful process unless the shifter has some kind of chemical side effect (this should be noted). Side-effects include animal related diseases, shortened life expectancy, and difficulty adjusting to human behaviors.
- Elasticity: Ability to stretch, deform, expand or contract one's body into any form imaginable. Generally not quite that extreme, however, as there is still a human body doing the stretching and what not. Side-effects include weakness of organs or bone structure, “loose” skin or limbs, and various skeletal problems.
- Inorganic: Ability to transform completely into an inorganic substance while retaining organic properties. This generally entails a “skin” of some kind, i.e. stone, steel, etc. Can also refer to an ability to transform into inorganic items. Side-effects include system failures, extreme skin conditions, disorientation, and various substance related side effects.
- Liquification: Ability to turn partially or completely into a liquid, i.e. “melting.” Side-effects include difficulties retaining shape, extreme sweating, skin issues, and in some cases, organ malfunctions.
- Size shifting: Ability to increase or decrease one's size. This generally does not go too far into extremes (no titans or molecular beings). Often paired with some variation of density shifting. Side-effects include disorientation, difficulty grasping spacial relations, and organ difficulties.
- Sublimation: Ability to transform into a gaseous, mist, or fog-like form. This is generally a two-edged sword, since the various mists and fogs can have extreme, evident drawbacks. Side-effects include disorientation, difficulty grasping spacial orientation, leaking gases through breathing, and breathing difficulties.
- Substance mimicry: Ability to transform into any substance touched. Generally this is more of a “halfway” process, with an individual taking on the properties of a substance across their skin or throughout their body's system. Note: this generally entails a “shedding” process that is at least uncomfortable if not outright painful. Side-effects include disorientation, systems failure, skin conditions, disorientation, and pain.
TRANSPORTATION OR TRAVELING
- Electrical transportation: Ability to travel through electrical conduits (such as power lines or telephone lines). Can enter through devices such as televisions, electrical poles or computers, though doing so is often difficult, sometimes awkward and painful. Side-effects include disorientation, systems malfunctions, troubles with water and other electrical resistors.
- Flight: Ability to lift off the ground, to ride air currents or to fly self-propelled through the air. This generally requires wings or some other device to aid in the flight; otherwise it is more of a “gravity control” issue instead. Flight often goes along with bird mimicry or various abilities along those lines. Side-effects include visible wings (or other flying apparatus), weakened bones, altitude adjustment difficulties, and physiological alterations.
- Superhuman speed: Ability to move at speeds much faster than a normal human. This is generally paired with some form of enhanced resistance or stamina. Side-effects include attention difficulties (often expressing akin to ADHD or other such conditions), increased caloric intake, and bodily strain.
- Teleportation: Ability to move from one place to another without occupying the space in between. Generally this deals with “line of sight” teleportation, or the person at least needing to know the location to which they are jumping. Side-effects include partial teleportation (only using teleportation on part of the body), bodily malfunctions, wooziness, disorientation, and control issues.
ORANGE POWERS
The second most dangerous out of the color classifications. Individuals within the orange color classification manifest with the ability to control classical elements (such as fire, wind, earth). Like the reds, most of the oranges are usually killed on sight, but some are brought in to be trained as guards against the other mutants. While not as rare as the reds, oranges are still considered less common than blue, green and yellows.
CLASSICAL ELEMENTS
- Ability to control or manipulate the elements. Note: these powers vary wildly with the person, but are usually expressed through a “kinesis” or a physical “bending.”
- Mind-based Kinesis are generally tied to the mental strength of the person using them; the more mental training and experience, the stronger.
- Physical-based kinesis are generally tied to the physical strength of the person using them; the more physical training and experience, the stronger.
- Air and wind manipulation: Ability to control, generate, or absorb air or wind. Side-effects include headaches, strain, respiratory issues and occasional personality issues (wind manipulators have a tendency to become “flighty”).
- Cold and ice manipulation: Ability to reduce the kinetic energy of atoms and thus reduce temperature, can be used to control, generate, or absorb ice. Often paired with water or moisture manipulation. Side-effects include headaches, strain, temperature adjustment issues, and occasional personality issues (cold/ice manipulators have a tendency toward “cold” and/or “distant” personalities).
- Earth manipulation: Ability to control earth; sand, stone, rock, lava, dirt, or other minerals. Side-effects headaches, strain, excessive dirtiness, difficulties being inside, and occasional personality issues (generally become more “stoic” and “reserved”).
- Electric manipulation: Ability to control, generate or absorb electric fields. Limitations are generally in response to what electricity is naturally capable of. Side-effects include headaches, strain, difficulties with water (often extreme), and occasional personality issues (generally become more “flashy”).
- Fire and heat manipulation: Ability to control the kinetic energy of atoms to generate, control or absorb fire. Side effects include headaches, strain, temperature control issues, excessive sweating or bodily heat, and occasional personality issues (generally become more “fiery” or “hotheaded”).
- Plant manipulation: Ability to control, manipulate or animate all forms of plant life. Often paired with Earth manipulation or plant communication. Side-effects include headaches, strain, dietary issues, and difficulty associating with humans.
- Water and moisture manipulation: Ability to control, generate or absorb water. Often paired with cold/ice manipulation. Side-effects include headaches, strain, hydration issues, and occasional personality issues (generally water/moisture manipulators become more “bubbly” bordering on “silly”).
- Weather manipulation: Ability to control or mentally affect the weather. This includes the ability to generate various natural phenomena (rain, tornadoes, lightning, ocean currents, etc.) or control the intensity of the weather. Almost always quite difficult to control. Ability is also incredibly rare. Side-effects include difficulties being indoors, headaches, strain, and physical/mental reactions to weather. NOTE: THIS POWER IS CURRENTLY LIMITED.
RED POWERS
One of the most dangerous and feared out of the color classifications. Individuals with physical or mental domination powers (such as mind control, pheromone manipulation, possession) and those with extra sensory perception or communication powers (such as telekinesis, telepathy, empathy) are considered reds. These powers are the most rare, and most of the captured mutants with red powers are killed on sight. Utilizing these powers require a great deal more experience and control
PHYSICAL OR MENTAL DOMINATION
- Memory manipulation: Ability to erase or enhance the memories of another. Almost always temporary. Usually involves physical contact and/or line of sight. Side-effects include psychological issues and memory loss.
- Mind control: The ability to alter the perceptions of others, and general ability to control the actions of others with the mind. Requires a battle of wills and is very tricky to maintain. Often expressed through hypnosis. Side-effects include psychological issues, headaches, strain, and in some cases loss of identity. NOTE: THIS POWER IS A LIMITED ONE.
- Possession: Ability to take control and inhabit the body of an individual. Most often expressed through a passive “riding” a person's thoughts, seeing through their eyes, feeling what they feel, etc. Actual control over a person will, again, result in a battle of wills. Side-effects include headaches, strain, psychological issues, and in some cases, loss of identity.
- Psionic blast: Ability to overload another's mind causing pain, memory loss, lack of consciousness, vegetative state or death after having created a psionic link into that individual's mind. The latter two occurring in extreme circumstance only and with extreme side effects. Usually combined with telepathy or another mental based ability. Side-effects include headaches, strain, and psychological issues.
- Psychic weapons: Ability to create a weapon of psychic energy that can harm mentally and not physically. Weapons generally require constant mental focus and are therefore tiring to maintain. Side-effects include headaches and strain.
- Pheromone manipulation: Ability to generate and control pheromones which may have various effects. This generally means amplifying already existing emotions or sensations, though in extreme circumstances (or exposures) can result in mental alterations. Side-effects include personality difficulties, social connection issues, and various chemical imbalances.
EXTRA SENSORY PERCEPTION AND COMMUNICATION
- Empathy: Ability to read or sense the emotions and/or control the emotions or feelings of others. Usually involves mental processing but can also be through a “sharing” of emotions and therefore more primal or a simple “knowing” or “detection.” Side-effects include mood swings and various psychological problems.
- Precognition: Ability to perceive the future. This usually occurs in vagueries and has never been proven to be wholly accurate, as it shows only one potential future instead of something definite. Much more common is an enhanced “danger sense” or “feeling of dread.” Side-effects include headaches, temporal disorientation, and paranoia. Common versions of this are fine; FULL PRECOGNITION IS CURRENTLY LIMITED.
- Psychometry: Ability to relate details about the past or future condition of an object or location, usually by being in close contact with it. Side-effects include headaches, temporal disorientation, fear of touching objects or persons, and paranoia.
- Telekinesis: Ability to move objects via the mind. This usually is in conjunction with the mental strength and training of the user. This is still often within reason and the more moved, the more strain, often with extreme side effects. Direct weight limits and such should be written into any personal descriptions. Often paired with other mental abilities. Side-effects include headaches and mental exhaustion.
- Telepathy: Ability to read the thoughts of, or to mentally communicate with others. Another of those abilities that varies wildly from person to person. Usually is something that can be learned to be controlled, though stronger or untrained telepaths will naturally have greater difficulty in doing so. Side-effects include headaches, strain, and in extreme circumstances, difficulties distinguishing others' thoughts from their own and various psychological problems.
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