Crockidile

Mutation List

Apr 2nd, 2013
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  1. In the Fallout Valley Youth Zone, some were gifted with strange magical like abilities which came to bloom after the incident occurred. The following is a list of abilities that you may have been born with and are now coming to terms with.
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  3. Powers will be measured in five levels, 1-5. The higher the level, the higher the power output and strength input is, meaning that if you have a high level mutation you will not be able to use it continuously without severe fatigue problems. The lower levels will not be as powerful or extreme as higher level mutations but can be used almost indefinitely with little to no setbacks relating to fatigue
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  6. Level 1 'Powers' will mostly be passive, meaning they can be used continuously and most have to do with some physical aspect of the body. In some cases, the more malnourished and tired the body is, the weaker the passive effect and external use will be.
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  8. Wings: The player will find that over time wings will have grown from their shoulder blades, the size will grow overtime and the kind of wings will be rolled by random. The wings will grant the player the ability of flight and will allow them to reach incomprehensible speeds while airborne. Their bones will grow lighter yet more durable to accommodate for airborne battle.
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  10. Chameleon: The player will begin to slowly develop the ability to blend in with their background. This includes the ability anything their touching which ranges from clothes, items on them, large scale objects that they come in contact with or other people making physical contact with them.
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  12. Light: The player will soon find themselves able to control light. This grants them the natural ability to glow at various intensities in the dark. While at first they'll maintain a passive light glow, they'll soon be able to shut the ability off or make the glow brighter at will. Aside from that they're granted the ability to make independent sources of light that can be turned off by them and sustained with little to no effort. They'll also able to channel light from their bodies into death rays of destruction with few things in the FAYZ able to defend against them. Finally they can absorb the light in large areas and this includes areas indoors and outdoors. They can then expel that absorbed light at any time as a blinding effect.
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  14. Animal Talker: The Player who gets this ability will instantly be able to communicate with animal entities. This proves especially useful when it comes to the various mutated animals that can be found around the FAYZ. Along with the initial ability to communicate on even terms with animals, they'll soon gain the ability of controlling the wills of animals within the FAYZ all together.
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  16. Enhanced Senses: The player that gains this ability begins to slowly accumulate the greatest control over their five senses. This includes the ability to deduce the nature, health, and properties of anything they touch instantly, the ability to extend their sense of smell for miles as well as the ability to remember and track any scent they come across, the ability to deduce the nature, history, and properties of anything they taste, the ability to hear across the entire FAYZ and narrow down a sound if they know exactly what they're listening too, and finally the able to see clearly and recognize everything within the unobscured direction that they're looking towards for the entire length of the FAYZ.
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  18. Gluttony: The player that receives this power initially gains and indistinguishable hunger and is constantly driven by the desire to eat anything they can get their hands on. At first this will be a constant urge to eat usually edible foods, but soon will extend to rotten foods and garbage, and will eventually end in anything that suddenly appeals to them in their surrounding even if it's an inedible material. They're granted with the ability to expand their mouth and unhinge their jaws as necessary to eat larger quantities if need be. Their teeth are hardened and sharped past comprehensible levels allowing them to crush and tear through almost anything found in the FAYZ. After eating large amounts they're granted a reprise from their insatiable hunger for a few hours and are granted improved durability, accelerated healing, and super strength until they're hunger picks up again. If they're hunger leads to cannibalism, they'll be shown to gain a weak passive power relating to the powered human they ate if they were powered.
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  20. Living PowerPlant: This power turns the user into what is essentially a "Living PowerPlant". The player gains the initial ability to power nearby electrical entities, store energy in energy storage units or in more obscene objects as well/and generate raw energy in the form of lightning to manipulate by will. Eventually the player gains the ability to do all three passively.
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  22. Decay: This power initially manifests in the player passively generating a nonfatal and invisible miasma of death around them. This initial miasma will cause the player to smell of death and have the passive effect of tiring out, depressing, and making those in the general area of the player for too long feel uncomfortable. As the power develops the player will eventually gain the ability to create a stronger miasma which is can be concentrated into a visible entity which causes actual harm and instant death to everything it encompasses. Will also grant the player the touch of death.
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  24. Hot Blooded: The player gains what can be likened to demon blood. Their blood is a thousand times hotter and more potent than any other substance in the FAYZ and their body is the only thing that is protected against their strength. Even with their natural resistance to their own blood, the player will find that their body puts off way more heat than the normal person and over time they can increase their body temperature to put out heat at extreme levels either as concentrated bursts, rays, or area of effect. Their blood will poison and burn anything it comes in contact with and will kill everything organic that it lands on and will rob it of it's ability to ever be healed or made viable again.
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  26. Accelerated Healing Factor: The player will find that they have an insanely high healing factor. They can recover from any form of injury in various amounts of time depending on a multitude of factors. At first the process of healing various injuries will likely be painful but soon the player will grown accustomed to almost all forms of pain. This power renders the player virtually immortal and impervious to all forms of death except for being unable to breathe.
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  28. Perfect Balance: The Player will soon fine that they're virtually able to maintain their balance at all times and are incapable of being knocked over. This partially stems from a gravitational force that focuses on whatever is rooting them to something they're balancing on. This force greatly reduces the amount of force it takes to damage them and basically makes them impervious to anything except for the most extreme of blunt force. It also as a side effect allows the player to have perfect balance on something as little as the tip of a pin from any point on their body.
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  30. Ultimate Defense: The player gains the ability of having the most durable body in the FAYZ. Nothing will be able to injure them externally and they'll be impervious to poisons or sickness.
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  32. Rubber body: The Player will initially gain a superhuman sense of elasticity. This will manifest in the player being completely resistant to lightning/energy based attacks as well as the player being able to stretch their limbs and body out to incomprehensible levels and be more resistant towards blunt based attacks. As the power develops the player will gain the ability to stretch further and absorb/redirect more damage.
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  34. Lack of Pain: The Player will lose the ability to feel any form of pain or discomfort. They're body will soon begin to lose the ability to feel fatigued and they can stay conscious and moving past the point of most normal people.
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  36. Charisma: The Player will initially gain the passive ability of gaining the instant devotion of whoever is looking at them. This devotion will prevent anyone looking at the player incapable of causing the player harm and will also make them susceptible to the player's demands. Eventually the player will gain the ability to control when this effect is active or not and will be able to able to make the devotion of those who see her last longer once they break visual contact.
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  38. Level 2 Powers are less passive and are usually noticeable, tangible, and have to do with the player's body. Unlike Level 1 powers, Level 2 powers will persist no matter the state of damage, malnourishment, or energy that the player has. Level 2 also includes the Beast/Plant powers which are mostly passive transformations and abilities.
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  40. Living Blade: The Player initially gains the ability to generate various sized blades from different points on their body. Later on they can turn entire limbs into a large blade or generate more of these bladed limbs from points on their body. These blades generated can cut through most things in the FAYZ and are incredibly durable and sturdy.
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  42. Sludge: This player initially finds that they'll generate a thick, gasoline smelling, highly flammable, toxic, and force resistant black sludge when under duress. The Sludge can be easily absorbed by the player after being forcibly produced and in time the player will be able to produce and absorb the sludge on command and will be able to generate it at greater quantities and for longer periods of time. The sludge can be used as an alternative power source for various electronics as well as an alternative source of fuel for most things that require gasoline. It also burns easily and for long periods of time and is heavily unstable and will detonate if lit and under enough force.
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  44. Vampirism: The Player begins to take on traits of a generic vampire. They gain superhuman abilities such as super strength, an accelerated healing factor, heightened durability, and increased agility at the price of being weakened and fatigued while in direct sunlight and having the craving for human blood once every couple of days. Animal blood will suffice to sedate the hunger if consumed more regularly. Physically the player's skin will become deathly pale and they'll grow noticeable fangs/will notice that their ears have grown bat-like in shape.
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  46. Prehensile Hair: The Player's hair will soon become prehensile and will be able to be controlled by the player at will. The Player will soon be able to control the properties of their hair and will be able to change it's length, density, and strength at will.
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  48. Blood Magic: The User can control their blood and use it as a weapon. Also immune to diseases and cannot die from lack of blood as they're red blood cells have an advanced rate of production.
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  50. Detachable Limbs: The user can take parts off from their body almost entirely as they please and have them float around and function as if they were still attached to their body. It's as though they were at two places at once. There is a limit within one mile and or else you tired very quickly.
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  52. Chimera: The player initially gains the power to undergo seemingly random beast-like mutations while under stress or in danger. These mutations will at first be permanent changes to the players body but over time they'll be able to undo their transformations and control them. Examples of mutations include growing wings, gills, claws, and other inhumane traits.
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  54. Darwinism: The player will be able to adapt to survive, and survive only, to stimuli around them, either slowly or fast depending on how much radiating energy is coming and especially against other mutations. It can adapt the body to less food, less water, less oxygen given enough time OR close to the radiating power of a mutant. The Power can sustain itself on it's own power but often feeds off of others meaning it drain a lot of none at all. It's a quick acting mutation that the user has no control over as well.
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  56. Shark: The Player will gradually gain shark-like attributes and abilities. This includes the blue discoloration of their skin, growing a set of gills, growing a dorsal fin, gaining the ability to swim at extreme speeds underwater, having their teeth replaced with multiple rows of super durable and super shark shark like teeth, gaining the ability to bite through almost anything, and being able to track the blood of anyone no matter the distance. The player will be able to gain an accelerated healing rate while fully submerged and will be prone to dehydration and being sunburnt at a rate faster than normal.
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  58. Canine: The Player will gradually gain canine attributes and abilities. This includes the growth of a short but course wolf like fur over most of their body, the growth of extremely durable and sharp claws, the growth of longer and more lethal canine teeth, more of a canine facial structure including a snout like appendage instead of a nose, enhanced senses, and super-human strength. On full moons the Player's powers are augmented and they become bloodlusted.
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  60. Dragon: The Player will gradually gain draconic attributes and abilities. This includes the growth of highly durable and extreme temperature resistant scales, the ability to breathe fire, and the growth of dragon-like wings.
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  62. Tree: The Player will gradually gain tree like attributes and abilities. This includes the growth of a bark-like substance over their skin which essentially acts as armor or an outer shell. It also includes the player gaining super strength, the ability of rejuvenating/healing themselves while standing in direct sunlight of being immersed in fresh water, and finally the ability to manipulate their bark-shell.
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  64. Fungal: The Player will gradually gain fungal like attributes and abilities. This includes the player's skin becoming rubbery in nature and more resistant to blunt trauma, the player's ability to produce airborne spores for various purposes, and the ability to spread a unique fungal growth that spreads to other organic material through contact and mutates said organic material to be beneficial to the player. If used on living things such as people, this usually makes said living organism susceptible to orders from the player.
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  66. Level 3 Powers will be non passive intangible powers. They focus on the manipulation of various substances/energies, the spirit and other planes of existence, and other people. The strength and magnitude of Level 3 powers depend directly on the state of well being of the player. The healthier and more rested the player is, the more they'll be able to do with their power.
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  68. Gravity Inversion: The player will soon find themselves able to invert the force of gravity between their exterminates and whole limbs. This will allow them to climb and adhesive themselves to various surfaces and be irremovable from them at will. They will eventually gain the ability to invert gravity in entire enclosed areas and eventually outdoors as well.
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  70. Imperceptibility: The Player will suddenly find that they're unable to be remembered or perceived for random periods of time. During these initial periods of time, the player will be erased from the memories of every sentient being within the FAYZ and only when directly in front of something sentient will they be intractable with. Eventually the player will gain the ability to control when this ability is active and can allow certain people to retain their memories of the player after everyone's memory is erased again.
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  72. Astral Projection: The Player gains the ability to separate their consciousness from their physical body to adopt an astral form. This form is invisible to most people in the FAYZ, and cannot be harmed by anything from the physical plane. The form can fly at high speeds, phase through solid objects, and does not need oxygen. The player will be able to sustain their astral for as long as their physical body is living. While in astral form the player's physical body will be rendered unconscious and will be susceptible to harm.
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  74. Dream Walker: The Player will initially gain the ability to randomly enter the dreams of those asleep around them. While in other people's dreams, the player's body will become comatose until the person wakes up, realizes that there's someone else in their dream and evicts them, or until the player decides to leave. In time the Player will soon gain the ability to shape and manipulate the dreams of those they infiltrate and will be able to choose whose dreams they enter if they're in range. They'll also gain the ability of taking other people into dreams with them.
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  76. Object Permanence: The Player will initially find that they'll randomly remove other people's ability to perceive structures/objects/another person/or the player themselves. In time the player will gain the ability to control this ability and will be able to make things/people in range invisible at will.
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  78. Seer: The Player will initially begin to experience dreams depicting future events and will in times of extreme stress or extreme comfort will have sudden "visions" of future events. In time the Player will gain the ability to stop these visions and dreams from occurring and can choose to evoke visions of the future through meditation and other means.
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  80. Haunted/Ghost control: The Player gains Haunted by spooky ghosts. The Ghosts tend to do random things around the PC; basically, you're haunted, and they move things around you without you willing it at first. Later you can grow the ability to control/manipulate the ghosts to do your bidding.
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  82. Seance: The Player will be able to summon and communicate with the undead consciousness of those that have been killed during the FAYZ. This power will at first be uncontrollable and the player will often be engaged by the souls against their will and at random intervals but eventually they'll be able to do it on command and force the souls to cause minor disturbances in the physical plane as well as to disclose any information they demand.
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  84. Ghost: You can turn invulnerable to attacks for a very limited number of times and can do a few other ghost related effects, one of them being to "haunt" people and take control of their body. This all wastes a lot of energy. (Think of Danny Phantom)
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  86. Injury Push: You can take an injury from someone and put it on yourself or vice versa. IE: You heal someone's broken arm and then get a broken arm yourself. But then you can touch someone else and transfer your own broken arm to them
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  88. Technopathy: Using your own innate electrical energies you can actually make otherwise non-functioning electronics work, at least in a limited fashion. Over time, you can make larger electronics work and even make them work without having to touch them and even multiple ones at once. Sometimes you do need to get some extra sparks into your to get things working however and if you strain yourself too much you'll need to be "recharged". One's body also becomes more mechanic, gaining electrical wiring and such. The body will also adapt and no longer need food nor water only electricity.
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  90. Shadow Control: The User can control and make tangible the shadows themselves, even melding into them with practice. The Effects can take many forms from creating dark poisons to nearly infinitely sharp blades.
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  92. Complete hypnosis: Can make people perceive the user as whatever they choose
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  94. 5: Heat (Different in fire in that you can cool something down, and then melt it. It's more pinpoint and small when it comes to firing it as fire is good at large areas.)
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  96. 7: Water
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  98. 8: Wind
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  100. 9: Metal
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  102. Ice
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  104. Mistweaving: The ability to control mist or use scalding steam. Maybe have healing mist vapors?
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  106. Level 4 Powers will have to do with the manipulation of powers within the FAYZ. All Level 4 powers require no energy to be used and will be available no matter the state of the player.
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  108. Canceling out Other Mutations: The player that has this ability will find that nearby mutated allies or enemies will be unable to use their mutations around them in a specific range. Over time they can extend this range and wrap it around a single target for that target will lose their mutations until he lets up.
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  110. Swapping Powers: The player with this power will initially cause two people with powers within a certain vicinity of them to randomly switch powers. In time the player will gain the ability to control these switches and can do them at a greater range.
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  112. Level Reader: The Player that gets this ability will immediately conceive the 6 Tiers of Power Hierarchy System and will instantly be able to outline the basic characteristics of each tier. Finally they'll be granted the ability to tell if someone in the FAYZ has a power and what tier the power is once they get within a certain distance of them.
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  114. Dual Personality: A "second self" is generated and both get mutations
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  116. Absorbing other player's Mutations: The player with this ability will be able to absorb other player's mutations randomly at first and then be able to do it at will and sustain the power until they absorb another person's. When a power is absorbed, the person it was absorbed from will lose this power.
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  118. Sharing Other's Powers: The user will be able to share the power of someone within a specified range with someone in the same range allowing two people to have the same power through the user as a middle-man.
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  120. Power Amplifier: Amplifies the powers of ppl within the user's range also allowing them to draw power from the Amplifier him/herself instead of their own.
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  122. Two Powers: The user is then re rolled and given two more powers, if this is picked again a re roll is done again. These powers will also adapt to each other to better utilize themselves and possibly even fuse into one big power. The user can't go full throttle on both powers at the same time however and must split it inefficencitenly between them or just focus on one.
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  125. Level 5 powers are The most destructive and powerful. They consist of the complete control of various elements, energies, and substances and include comic-book like super powers such as Telepathy and Super Strength.
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  127. Super Strength:
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  129. Elemental Breath: The Player will initially gain the ability to release a stream or a burst of a random element at will. In time the player will be able to choose what elemental to exhale and will be able to better control the intensity of the release and the amount.
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  131. Limited Teleportation: The player will be able to cross distances instantly. At first this ability will happen at random, but over time if the player works on the skill they will be able to control the distances and destination of their teleports.
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  133. Body Manipulation: Can Warp their flesh/bones
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  135. Super Speed:
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  137. Plant Control: Able to at first spawn protective groups of vines for self defense, and then later on to grow fruits and other kinds of plants for medical usage or the like. The user is also more resistant to poisons.
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  139. Toxic Breath: The Player will initially gain the passive ability to making people nauseous if they get to close to them via fumes exhaled from their mouth. Eventually the player will be able to breathe out gasses with different effects that include drowsiness, decay, poison, and even death. As this power matures the player will be able to expel larger and more concentrated quantities of these gasses and will become immune to any form of poison or toxin themselves.
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  141. Mimic: Can take the form of any human the user has seen in the fayz
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  143. Telepathy:
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  145. Laser Beams:
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  147. Weather Control: The User can control the forces of weather itself, create gusts of wind, take flight, create tornados of varying size create storms, rain thunder from the sky, change the temperature of the area over time, create rain, hail, or snow but this all takes energy from the environment and can cost so much energy that the user can even go into a coma for a varying amount of time be it days or weeks.
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  149. Adaptability: In extreme circumstances your body will evolve to make you more resistant to whatever put your body under duress.
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  151. Shapeshift: Can shape shift to different animals/mutated beasts.
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  153. Telekinesis: Fucking Boss Ass Power that allows them to move vibrate, bend etc etc
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  155. Genius Intellect: Infinite knowledge
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  157. Suspended Animation: Can freeze people and make them impervious to damage but they're unable to move or think until you touch them again.
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  159. Control Corpses: Can Control corpses.
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  161. Sonic Scream: The user can let out a sonic scream to disorientate and even push back people.
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  165. Level 6 Powers are abilities that are godlike in nature and allow the player to often times manipulate or control the forces of natures, space, death, life, and fate.
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  167. 3: Gravity: When absorbs everything gets lighter around them, even to the point of zero-Gs.
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  169. 4: Magnetism (Magnets and such, works really weird): The User can manipulate and create a magnetic field around themselves that can alter electrical flows along lines of magnetism and control magnetic metals.
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  171. Plague: Not sure if you have this or not, but refer to plague mages in CMFRP. The ability to control disease.
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  173. Homunculus Creation: Can Create artificial FAYZ kids.
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  175. Sun: Powers depend on time of day. From Noon to 3, can create hard light structures. 3-6, gain superman like powers. Super strength, the ability to fly, and can shoot condensed rays of light. 6-9, can create up to three mini suns at a time, each sun has the ability to pull things towards it with an incredible gravitational pull, 9-12, can see in different fields of vision.
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  177. Moon:
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  179. Life breathing: The player will begin developing the ability to channel his/her energy into objects and cause it to become animate and living. At first they wont be able to do much and perhaps only be able to cause things such as dolls or toys to move on their own, but eventually they'll be able to go as far as animating dead bodies for periods of time. The amount of energy placed into an item slowly 'burns out' and eventually the animated object crumples to the ground, requiring more energy to fuel it.
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  181. Stalker: You have insane speed...but only when you're not seen. You move quietly and practically move fast enough to nearly teleport small distances.
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  183. Yandere
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  185. Pocket House:
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  187. Immortality: This power won't show up until one dies... In that case they'll stay in a state of comatose until their body can heal back what they lost for them to then suddenly, just, wake up. Too bad of injuries however won't allow them to survive, and they can still die of hunger, dehydration, or lack of oxygen if it persists for too long. Reviving one self also wastes a lot of energy and water.
  188.  
  189. Badluck: The Player will gain the ability
  190.  
  191. Revive Undead
  192.  
  193. Control Corpses
  194.  
  195. Rewind Time
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  197. Restoration: The player will be able to heal the injuries and ailments/restore living and nonliving things within the FAYZ through contact. This power manifests through healing injuries/reversing physical ailments plaguing living things no matter the severity, reversing any damage and wearing down of inanimate substances, and through the instant repair of broken appliances if damage was caused through just being old.
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