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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. | |
| 2 | ||
| 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 | |
| 4 | ||
| 5 | (Rolls for the Mutations) | |
| 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. |
| 6 | + | Tier----per---D20 |
| 7 | Tier 1: 25% 1-5 | |
| 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. |
| 8 | + | Tier 2: 20% 6-10 |
| 9 | Tier 3: 20% 11-15 | |
| 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. |
| 10 | + | Tier 4: 5% 20 |
| 11 | Tier 5: 10% 16-17 | |
| 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. |
| 12 | + | Tier 6: 10% 18-19 |
| 13 | - | |
| 13 | + | |
| 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. |
| 14 | + | 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. Using them while tired or malnourished, will of course result in the inability to use the powers correctly or for them to fail in the middle of use. The following are all considered Level 1 abilities. |
| 15 | ||
| 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. |
| 16 | + | Wings: The player will find that over time wings will have grown from their shoulder blades, the size will grow overtime, the kind of wings (Be it scaley or wingy etc) will be random. The wings will be capable of sustaining flight. The player will be able to move in thinner air and will weigh much lighter than they normally would've weight while still being able to pack a punch |
| 17 | ||
| 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. |
| 18 | + | Chameleon: The player will begin to slowly develop the ability to blend in with their background. At first the player will only be able to blend their body and it will happen randomly every few posting turns at the roll of a die10. Over time the player will gain control of the ability and will be able to blend their clothes and small items in their possession |
| 19 | ||
| 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. |
| 20 | + | Human Flashlight: The player will begin to sort of 'glow' at night in a pulsating white color. Over time they will learn to be able to release condensed rays of light from their body in different colors of their choice as well as have it concentrated into moving balls of light which they can have suspended over themselves with careful concentration. It can also be used for precision blinding, and with the proper repetition of turning it off and on cause anywhere from disorientation to seizures and convulsions. |
| 21 | ||
| 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. |
| 22 | + | Level Reader: The player will be able to by simply concentrating on another player within the sight of the user to read the level of power of another player's mutation and find out what they can do. The same works with mutated animals the Level Reader encounters. |
| 23 | ||
| 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. |
| 24 | + | Animal Talker: The player will begin to hear the voices of other mutated animals through their mind when near, and will eventually will be able to talk to and understand all nearby mutated animals within their hearing range. Animals will also have a somewhat better disposition to them from an aura the mutation gives and even going toward an out straight alliance if they communicate enough. |
| 25 | ||
| 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. |
| 26 | + | Enhanced Senses: The player will be able to see farther than most humans should. Their hearing range is enhanced as well. Their reaction speed from stimuli will also increase as well as they get used to their abilities. Their precision will also increase. |
| 27 | ||
| 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. |
| 28 | + | Gluttony: Expanding stomach, Never will grow fat, always hungry, able to expand jaw and consume anything presented. A temporary buff to their being will also be had as they absorb materials they eat and their skin will start to turn into a material that they are eating. (that will slowly wear off and shift as they eat different materials.) |
| 29 | ||
| 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. |
| 30 | + | Living PowerPlant: The User first manifests his power in ports opening in his back, stomach, and hands that can create sparks of electrical energy even weaponized. They then start to crave anything flammable, radioactive material, and various other means of creating power traditionally so that they can fuel themselves. Where they get their fuel from determines how much they can produce. |
| 31 | ||
| 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. |
| 32 | + | Decay: The user brings death and decay wherever he walks. Plants wilt as his touch, clothes become dirty and wither away, and even the flesh and bones of others become frail and weak while said person is touching them. An aurora of sadness and loss of hope surrounds this user at all times and usually brings others down while around him HAR HAR. |
| 33 | ||
| 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. |
| 34 | + | |
| 35 | ---------------------------------------------------------------------------------------------------------------- | |
| 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. |
| 36 | + | Level 2 Powers will be more leaned towards combat and self defense purposes, more so than the level 1 abilities. They too will be heavily leaned towards physical uses and wont take much energy out of the player as well. These powers need the user to be physically fit and well nourished else the abilities will lack in effectiveness. |
| 37 | - | -------------------------------------------------------------------------------------------------------------------- |
| 37 | + | |
| 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. |
| 38 | + | Hardened Skin: This one is really self-explanatory. Players will notice that most things will not pierce their skin and they will feel little to no pain from injures most of the time. They will also be able to do more damage with physical attacks with appendages such as punches and kicks. |
| 39 | - | |
| 39 | + | |
| 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. |
| 40 | + | Skin of Blades: Over time in stressful situations, the player will find that their skin suddenly turns into one giant blade which will cut through most material less then steel and defend from it as well. This will continue to occur until a die10 with a 5+ roll determine they are ready to handle controlling when this happens to their body. The Amount of area changed into a blade will increase over time and their control over how many/how big the blades are will increase over time as well. |
| 41 | ||
| 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. |
| 42 | + | Healing: The player will be able to heal injuries of other players. Not illnesses or mental related conditions though. |
| 43 | ||
| 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. |
| 44 | + | Rubber body: One's body will be able to stretch and store kinetic energy and release it on demand but at a strain of the body by how much energy absorbed, but they are otherwise immune to blunt force trauma and can later on "bounce" back energy attacks as well. |
| 45 | ||
| 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. |
| 46 | + | |
| 47 | ||
| 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. |
| 48 | + | Pollutant: This person's body becomes a factory much like the powerplant, creating heat and electricity though not as reliably or efficiently, their real ability is the fact their body is increasingly mutating into a sort of sludge. They can survive on nearly any substance but they constantly produce this "sludge". It's highly poisoness, but they also are immune to a lot of physical damage as the attacks are merely absorbed into their sludgy body and even go right through. They can also mildly regenerate anything up to an arm but these requires an arm's worth of material and releases a fair amount of sludge by product. This sludge is also highly flammable so it can be used as a fuel. With training they can probably make their sludge into a sort of oil to make things from plastic to car fuel. |
| 49 | ||
| 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. |
| 50 | + | Lack O' Pain: The user will feel no pain! Will be able to walk through a pit of spikes without wincing a bit! Can have his arm amputated with a yawn! |
| 51 | ||
| 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. |
| 52 | + | Vampirism: The sun burns your flesh, you grow pale, you begin to seek out blood! You gain all the common traits of a vampire making you stronger, have enhanced senses, and lust for blood at night! You tend to become very sleepy or inactive during the day and u have a connection with rats and bats allowing you to control them over time! |
| 53 | ||
| 54 | Charisma: You are an usual sort, your body overtime reads the minds of everyone around you and morphs itself into the most attractive person anyone's seen. You also gain better social skills, even if you don't try, and can bend others to your will much easier. You also release pheromones that drive people's sexual lust or even making them stronger by controlling body chemistry. | |
| 55 | ||
| 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. |
| 56 | + | -Animalistic Mutation: A person's body adapts and changes with characteristics of an animal, either one they are near often or one by random. They can require more food, sleep, water, or other substances however. |
| 57 | ||
| 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. |
| 58 | + | -Shark: They gain a scaley shark scale skin over time that helps protect from damage and their bones become more elastic, helping prevent breakages. Their teeth gain new rows and become sharper. They also gain more strength and small blades form on their arms that give them an alternate melee attack. They require more meat and dry out easily. |
| 59 | ||
| 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. |
| 60 | + | -Wolf: They gain a thicker hair on their body as well as sharper teeth. Strength, sense of smell, and speed increase, but you are more prone to getting lonely, and not being around people for too long can lower your stats. You can survive without food and water a bit longer however. |
| 61 | ||
| 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. |
| 62 | + | -Bear: You gain a thicker complexion, gaining more muscle mass as well as fat and even height upward to 1d6 / 3 feet. Your hair grows out more, and your nails grow out to be claws. You require much more food than normal, and much more sleep, but you can enter a state of hibernation where you won't wake up for 1d4 days, but require no food or water for all of that time. |
| 63 | ||
| 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. |
| 64 | + | -Bee: (Only Female) The User starts growing Bee wings as well as a stinger on both hands. The Stingers have a poison that will only cause one to pass out and take a day to grow back after each use. Even their eyes compound giving them both worse but better vision. Their hair starts turning black and their skin turns yellow and slimmer with an exoskeleton providing some defense starting to grown over it. If there are multiple bees they will alter each other, mutating further. |
| 65 | > Worker (Only Female): Some of the Bees will turn into workers, gaining more strength, more durability, faster regeneration of their stingers, being a half of a day but are nearly blindly obedient to their queen. They also Secrete honey. | |
| 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. |
| 66 | + | >Queen Bee (Only female): This Bee starts growing taller and large, but also more "feminine" if you know what I mean. They're stingers take on a poison that can kill now, but are much slower to regenerate, taking a full week. They also gain nearly complete obedience from lower workers but also generally detest other queens. |
| 67 | ||
| 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. |
| 68 | + | -Human: You become a better human. Your body optimizes all processes, meaning you are better in every way, but require much more food and much more water and you even have the tendency to wear yourself out much more. This is definitely the least impressive of abilities, but it's one of the most versatile. IE it creates Captain America. |
| 69 | ---------------------------------------------------------------------------------------------------------------- | |
| 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. |
| 70 | + | Level 3 Powers will be more ranged in fighting uses, as well as be more based on mind prowess. Most of these abilities need the player to be strong in mind at the time of use else mistakes will occur. Being tired or drowsy won't help at all. |
| 71 | - | |
| 71 | + | |
| 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. |
| 72 | + | Density Change: The player will suddenly find that when agitated they will sink into the ground because their body became much denser. Over time they will be able to use the ability both ways and become lighter as well. |
| 73 | - | |
| 73 | + | |
| 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. |
| 74 | + | 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. |
| 75 | ||
| 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. |
| 76 | + | |
| 77 | ||
| 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. |
| 78 | + | Poison breath: You can create a range of poisonous gases, ranging from knock-out gas to something more deadly. The user also becomes immune to poisons. Though, control over the gas can lead to problems, as well as one's body wearing out from prolonged physical activity faster. |
| 79 | ||
| 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. |
| 80 | + | 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. |
| 81 | ||
| 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. |
| 82 | + | Astral Projection: The User can create an astral body they can see and hear from and walk around with that can't also be seen or heard from, unless it's a special power that allows it, and can walk through walls in the body of. |
| 83 | ||
| 84 | Badluck: The User can cause an area around them to experience badluck, though no fatally normally, things just won't go people's way. | |
| 85 | ||
| 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 |
| 86 | + | |
| 87 | ||
| 88 | Nightmares: The Nightmare user can psychically link with a person to enter their dreams and control them, and can even do so to a number of a people, but more people means more energy. | |
| 89 | ||
| 90 | Seer | |
| 91 | -------------------------------------------------------------------------------------------------------------- | |
| 92 | - | Complete hypnosis: Can make people perceive the user as whatever they choose |
| 92 | + | Level 4 Powers will take a whole lot more energy to pull out and will often leave players tired after each use. Continuous usage of these abilities will result in major fatigue and will often lead to players blacking out in the middle of use. |
| 93 | ||
| 94 | 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. | |
| 95 | ||
| 96 | Swapping Powers: The player with this ability will at first find that the mutations of allies and enemies will randomly swap while they are near him. Over time they will be able to control what mutations they swap and do it within a greater range. | |
| 97 | ||
| 98 | 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. | |
| 99 | ||
| 100 | 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. | |
| 101 | - | |
| 101 | + | |
| 102 | - | Ice |
| 102 | + | |
| 103 | ||
| 104 | - | Mistweaving: The ability to control mist or use scalding steam. Maybe have healing mist vapors? |
| 104 | + | |
| 105 | ||
| 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. |
| 106 | + | |
| 107 | ||
| 108 | 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. | |
| 109 | ||
| 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. |
| 110 | + | |
| 111 | -------------------------------------------------------------------------------------------------------------- | |
| 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. |
| 112 | + | Level 5. All the generic powers people hope for when being super-heroes and stuff. |
| 113 | ||
| 114 | - | Dual Personality: A "second self" is generated and both get mutations |
| 114 | + | |
| 115 | ||
| 116 | Super Speed: | |
| 117 | ||
| 118 | Telepathy: | |
| 119 | ||
| 120 | Laser Beams: | |
| 121 | - | |
| 121 | + | |
| 122 | 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. | |
| 123 | ||
| 124 | 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. | |
| 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. |
| 125 | + | |
| 126 | Shapeshift: The User can resume the form of a person they've seen before and even take the form of an animal they've seen but taking more time to change. The changing is limited in the numbers of changes a day depending on how different they are from the animal and size. | |
| 127 | ||
| 128 | Telekinesis: Fucking Boss Ass Power that allows them to move vibrate, bend etc etc | |
| 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. |
| 129 | + | |
| 130 | ------------------------------------------------------------------------------------------------------------------ | |
| 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. |
| 131 | + | (Energy absorption and release: The User will randomly absorb nearby energy of that kind, sucking it away from any source they can, but will soon be able to release all they absorbed at once from the palm of their hands. After they find they have the ability they will start craving it. The user is resistant to their element as well, up to 75%. ) |
| 132 | ||
| 133 | - | Body Manipulation: Can Warp their flesh/bones |
| 133 | + | 1: Fire: The User of Fire can absorb fire from outside forces and sort of throw it back. |
| 134 | ||
| 135 | 2: Electricity | |
| 136 | ||
| 137 | 3: Gravity: When absorbs everything gets lighter around them, even to the point of zero-Gs. | |
| 138 | ||
| 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. |
| 139 | + | |
| 140 | ||
| 141 | - | Mimic: Can take the form of any human the user has seen in the fayz |
| 141 | + | |
| 142 | ||
| 143 | (Physical Elemental Powers: These powers are much like the energy absorption but is limited but is about as powerful or more powerful as the telekinesis. These powers allow near complete control over a physical element. Their body will also soon take on this and start creating this element. The user however before they start creating it will crave massive amounts of it for consumption or in the case of air, breathuction...) | |
| 144 | ||
| 145 | 6: Rock | |
| 146 | ||
| 147 | 7: Water | |
| 148 | ||
| 149 | - | Adaptability: In extreme circumstances your body will evolve to make you more resistant to whatever put your body under duress. |
| 149 | + | |
| 150 | ||
| 151 | - | Shapeshift: Can shape shift to different animals/mutated beasts. |
| 151 | + | |
| 152 | ||
| 153 | 10:(Special Element) These are elements that are too awesome to be grouped with the others or too special. | |
| 154 | ||
| 155 | - | Genius Intellect: Infinite knowledge |
| 155 | + | 1:Lava: Unlike the other elements this normally must come from their body itself and is rather unstable releasing randoms amounts of lava at a time. It however can be the most devastating but puts massive stress on the body. |
| 156 | ||
| 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. |
| 157 | + | 2:Crystal: This user instead of eating crystal, must eat materials that can create crystals but must also affect themselves to create different forms. IE, they can put themselves under extreme heat and use their powers to cover themselves in carbon to try and create diamond. |
| 158 | ||
| 159 | - | Control Corpses: Can Control corpses. |
| 159 | + | 3:Absolute Zero-Ice: The User's core becomes absolutely cold, freezing them from the inside out and starting to take energy from around them. The user can expel beams of ice to freeze enemies but this intake of heat can destabilize their core and control if they take in too much heat too fast. |
| 160 | ------------------------------------------------------------------------------------------------------------------ | |
| 161 | Level X: These are not available to the player and are strictly Jim/Npc only. | |
| 162 | ||
| 163 | Crazy Jim: The Strange Aura of strangeness that exudes from the man named Crazy Jim. It doesn't specifically alter his physical properties but alters the world itself. He's naturally luckier as the universe bends in, strange wacky ways, for him. People with mutations around him may have their mutations altered either temporarily or permanently in strange unique ways. |