This is my combined list of documented Super aspects in the RP world including super-powers, afflictions, species and super-technology. New powers will be added to the list as they are discovered. If you have any questions about powers, tech and the super-physics that they are based on or a new power you'd like me to add to the list post it. If- you're planning on submitting a new power we strongly suggest you submit the power first before making a whole sheets.
IMPORTANT TO NOTE
The more primary powers you have the weaker each one will be. For example a superspeedster telekinetic will not be as fast as a straight up super-speedster. Some powers however make each other stronger. for example a metamorphic shapeshifter with regeneration would have the regeneration cause the metamorphic changes to function better and the metamorphic changes would cause the regeneration to function better. However the Metamorphic changes would not be as good as those of a pure metamorph. Some powers make each other weaker. For example superdurable skin and cloaking. Trying to make the skin do two opposite things greatly hampers both. If you are not sure whether two powers are Sympathetic, neutral or conflicting then please ask me, I will be happy to tell you. Additionally Psychokinetic powers are strictly one per character. Telepathic and Psychokinetic powers may not be used in AIs or non-sapient organisms. Other than that the only limit on organic powers is how many food calories you eat. In order to do something you have to have the energy. That means you get tired and hungry after fighting.
| Abilities that have to do with your own body, senses or mental processes.
Super-metabolism | The ability to consume large quantities of food and burn the energy gained therein. Typically a required secondary power with most other powers as they tend to use great amounts of energy especially psychokinetics, speedsters and such. Many supers eat extremely high calories super foods because of this. Others just seem to eat constantly. vampires have the thirst and werewolves have the hunger. This is essentially super-metabolism.
Super-stamina | The ability to carry large amounts of stored energy. Typically a required secondary power with most other powers as they tend to use great amounts of energy especially psychokinetics, speedsters and such. Sometimes manifests as layers of body fat. Goes hand in hand with the high metabolism that nearly all supers tend to have. Even if someone already has super-stamina they lose it when they become a vampire or werewolf.
Additional body parts | Things such as claws, extra arms, tails, wings, spikes, tentacles, cybernetics, etc.
Metamorphic Shape-shifting | The ability to bend and stretch body parts, even ones that normally don't bend and stretch, into a given shape and colour scheme. Typically used to imitate other people or to stretch and bend like a rubber person. (Limited by organic structure. If you make your arms too long your heart won't be able to pump blood to them anymore. You also have to make sure you don't crush your internal organs.)
Cloaking | A lesser form of metamorphic abilities where you can only change colour and not shape. It's like a chameleon only way better. Unfortunate side effects may include character nudity.
Unusual coloration | Things such as naturally pink hair or purple eyes. This is, in fact, one of the most common mutations.
Unusual body chemistry | Things such as immunity to poisons, toxic flesh, transparent skin, etc.
Regeneration | The ability to regrow damaged or lost parts of your body. Regeneration is typically an automatic process. Speed of the process depends on power level and diet of the supernormal in question. Typically bones are the slowest to grow though. All vampires and werewolves have regeneration.
Super-durability | Organic structure that can take more punishment than a Human being 'normally' could. This can come in a variety of forms from basic toughened skin and bones to something as exotic as flexible metal skin or an exoskeleton. This ability comes with a natural increase in density. Typically a required secondary power in order to make other powers more viable such as being able to use super strength without crushing your own fist when you punch things.
Super-strength | Muscles that can bear and lift great weight and pull with great force. (This ability increases jumping height as well but not as much as equivalent super-speed because jumping height is mostly a matter of velocity as you leave the ground. Super Strength increases your load bearing potential rather than your muscle velocity.) Super-strength muscles are very dense. All werewolves have a minor form of super-strength.
Super-speed | Muscles that can move at exceptional velocities thus allowing the user to perform actions very quickly. (Also makes the user able to jump very high.) Strictly speaking, super-speed is simply an alternate form of super-strength. Super-speed muscles are also very dense. All vampires have a minor form of super-speed.
Super-dexterity | A great degree of control over the precise movement of your muscles. Especially in the fingers. Typically a required secondary power for other powers such as super-accuracy.
Super-agility | The ability to change body position rapidly and accurately without losing balance using coordination, and dynamic flexibility. Typically a required secondary power for other powers such as super-speed.
Super-reflexes | The ability to quickly process and react to stimulus without actually thinking about it. (or not a lot anyway.) Just like when you touch something hot and pull back only faster. Typically a required secondary power for other powers such as super speed.
Super-accuracy | The ability to aim at and hit targets by intuitively figuring out the math in your head. Technically an Intuitive ability but worth its own separate slot.
Super-senses |One or more senses that can perceive more than 'normal'. This is a category of sub-abilities and can mean heightening of the normal senses or an altered version of normal senses (such as seeing UV light) or an entirely new sense altogether (such as sensing EM fields like a shark does.)
Super-intelligence|When any of a number of processes of the brain simply work more efficiently. This is a category of sub-abilities and can mean the brain works to greater capacity, faster, parallel, or whatever.
Intuitive abilities | Abilities that allow one to understand something as if by instinct. This is a category of sub-abilities and examples can include the ability to precisely target, knowledge of biology or other sciences and immediate grasp of languages. (They cannot do so without any contact with the information though. for example you can't learn Spanish if you've never heard of the language before but you can learn it very quickly if you have "Intuitive abilities: Spanish".)
Learned abilities or skills | Things like acrobatics, martial arts or knowledge that you study or train in. goes under powers even though most might not consider these to be powers.
| Abilities that generate chemical effects. These are usually part of the mouth (or sometimes the hands) unless otherwise specified in your sheet.
Fire breathing | The ability to secrete organic fuel and ignite it as you spit it out.
Venom | The ability to secrete bio-hazardous materials (usually liquids.)
Acid | The ability to secrete organic compounds capable of quickly corroding certain materials.
| Abilities that aren't quite physical and aren't quite psychokinetic.
Healing | The ability to control cell growth and inject materials into an organic subject by touching near the area you desire to manipulate. typically used to heal or hurt but can also be used for cosmetic changes. This ability is completely at will so it requires active thought and concentration to work. This ability does work on your own body body but unlike regeneration you have to do it on purpose. You don't heal yourself automatically.
Psychometabolism | The ability to control your own hormones and nervous system to enhance your own bodily functions, though without an outwards change in appearance. Those with a high enough level of this power can use it like healing power except without the ability to affect other people.
Kinetic Blast | The ability to project force through air (or water or whatever) to push things away. Also the ability to draw things towards you and cling to them. Essentially the same as magnetism but for any solid mass instead of only working on magnetic metals.
Microwave Blast | The ability to project microwaves from any part of your body in order to fry stuff.
Plasma Blast | The ability to ionize and superheat air in a stream as you breathe it out. This affect is basically the same a blowtorch in form and function. A very dangerous and tiring ability with devastating damage potential
Organic LASER | The ability to generate photon beams capable of causing concentrated heat damage. This is achieved by a separate organ that works much the same way as a regular LASER does. It is not the same organ as the eyes since that would make you unable to see.
Electrocution | The ability to to produce a jolt of electricity capable of causing pain and convulsions.
EMP Blast | The ability to charge up and release an organic electromagnetic pulse. This ability takes a bit of concentration and time to charge up and a lot of energy with each use.
| Mental abilities which allow one to to manipulate a specific particle or force depending on which ability they have. Psychokinetic abilities are able to produce vibrations to the extent of sounds and temperature changes, all Particle abilities can do this but only a few have a noticeable effect (Hydrokinesis, Ventrokinesis and Pyrokinesis are the best examples of this). These abilities burn calories (food energy) and require mental focus. Those with Psychokinetic abilities have a special organ in their brain that is separate and different from the one for telepathy. Psychokinetic is often shortened to PK.
The Body Rule | Psychokinetic abilities cannot manifest control within sentient beings. This is due to brain-wave interference; which is strongest in the living parts of their body, including the matter within it. You can, however, use them on the inside of your own body. PK abilities also cannot manifest control within kinetic barriers, computer systems, radioactive materials or anything else with a significant energy signature. However once you control something you maintain control, even if it enters something with a significant energy signature, until it is completely surrounded and cut off from you. As long as part of it is outside you can control it.
The Bootstraps Rule | Psychokinetic abilities that lift substances cannot be used to fly by lifting yourself up or standing on lifted mass. This is because for every action there is an equal and opposite reaction. It would be like trying to lift yourself up by your bootstraps. However, you can push yourself up by applying force down. Meaning you can hover as long as there is something within range of your to power to push down upon. The reason powers of this type do not crush the user is because they can brace themselves by controlling two different things at once to help cancel out the force.
The One Per Character Rule | Unlike other powers, Psychokinetic abilities are limited to one per character. The exceptions to this rule are the doubles abilities; which specifically state that they are a combination of two other powers. If you choose a doubles ability, however, the odds of you having any other powers at all is very low. Exceptions can be made for minor powers such as mind reading.
Hydrokinesis (Water-Mover) | The ability to control the location and temperature of H2O (water particles). For example, to make waves or gushes of water. They can force state changes of water particles into a gaseous or solid state effectively creating steam or ice. This is a specific particle power, so the body and bootstraps rules apply. You can use this ability to hover but only over a mass of water.
Ventrokinesis (Wind-Mover) | The ability to control the location and temperature of N2 (nitrogen particles) AKA air. For example, to create pressure waves for wind, sounds or to achieve flight. This is a specific particle power, so the body and bootstraps rules apply. As there is almost always air around, you can use this ability to fly, so long as you don't go so high that you freeze and/or suffocate.
Pyrokinesis (Fire-Mover) | The ability to control the location and temperature of O2 (oxygen molecules). For example, to control the strength and shape of a fire or to make someone feel dizzy or lightheaded. Heating a small area or object to flash point is possible with a high enough level of concentration. This is a specific particle power, so the body and bootstraps rules apply. This ability is rarely strong enough to lift a Human body so hovering does not apply. (You're welcome to attempt being a Human rocket.)
Electrokinesis (Lightning-Mover) | The ability to control the location of free electrons (electrons not bound to an atom). Examples being electrons floating in the air or in metals. For example, to make magnetic fields and lightning bolts by spinning or hurling the electrons respectively. This is a specific particle power, so the body and bootstraps rules apply. This ability is rarely strong enough to lift a Human body so hovering does not apply. (You're welcome to attempt magnetic lift though.)
Psammokinesis (Sand-Mover) | The ability to control the location of silicone particles (sand and glass). For example, to make shapes out of sand, move or shatter glass into shards or simply into sand. This is a specific particle power, so the body and bootstraps rules apply. You can use this ability to hover but only over a mass of silicone. Remember, sand is heavy and is the main component of most rocks and dirt.
Arborkinesis (Tree-Mover) | The ability to control cellulose (the stuff paper, cardboard, lumber and other plant materials are made of). For example, you can make paper airplanes actually fly, wrap someone up like a Christmas present or throw logs at people. This is a specific particle power, so the body and bootstraps rules apply. You can use this ability to hover but only over trees or rolls of paper or the like.
Trichokinesis (Hair-Mover) | The ability to control keratin (the stuff that skin, hair, nails, scales, feathers, wool and shells are made of). For example, you could snare people with your hair or use sharpened feathers as darts. This is a specific particle power, so the body and bootstraps rules apply. You can use this ability to hover but only over keratin. Remember, most of dust is made up of keratin.
Osteokinesis (Bone-Mover) | The ability to control Calcium-Hydroxylapatite (the stuff bones and teeth are made of). For example, to make skeletons walk, throw teeth around or sharpen bones. This is a specific particle power, so the body and bootstraps rules apply. You can use this ability to hover but only if there are bones on the ground.
Metallokinesis (Metal-Shaper) | The ability to reshape metals or mostly metallic alloys. For example to turn a manhole cover into a sword. This is a particle shaping power, so the body rule applies but the bootstraps rule does not. The only way to lift the metal is to reshape it so that it is taller.
Carbokinesis (Diamond-Shaper) | The ability to reshape carbon into its various allotropes (graphite, diamond or nano-tubes). For example to create objects out of diamond or nano-tube mesh. This is a particle shaping power, so the body rule applies but the bootstraps rule does not. The only way to lift the carbon is to reshape it so that it is taller.
Photokinesis (Light-Shaper) | The ability to make photons (light) 'bounce' off of nothing as if they had struck a one-sided mirror. This applies to the entire EM Spectrum. For example, you could make light bounce back and forth until you had enough for a LASER blast or you could make a mirage image (You can sort light for colour and brightness). This is a photon shaping power, so the body rule applies but the bootstraps rule does not.
Microkinesis (Precision-Mover) | The ability to arrange many tiny objects in precise ways. For example, to assemble the gears of a watch or to pick a lock or to vibrate an object to make a sound. This is a generalized power, so the body and bootstraps rules apply. This ability is rarely strong enough to lift a Human body so hovering does not apply.
Macrokinesis (Heavy-Mover) | The ability to target and move heavy objects or multiple lighter objects. For example, to lift a car or even yourself. This is a generalized power, so the body and bootstraps rules apply. You can use this ability to hover over solid objects or to super jump.
Telekinesis (Doubles-Ability) | Macrokinesis and Microkinesis combined. This is a doubles ability. It's finesse plus raw power, however, it is highly physically draining and mentally overwhelming.
Gravitokinesis (Weight-Changer) | The ability to create false gravity (Force exerted by mass that isn't there with deep but very narrow gravitational troughs.). For example, you could make sideways gravity to stand on a wall or vertical gravity to float through the air. This is a natural force manipulation ability, so the body rule applies but the bootstraps rule does not. You can use this ability to fly by having the gravity pull you up or whatever directions you want to go.
Magnetokinesis (Magnetism-Changer) | The ability to create artificial magnetic fields. For example, attracting a collection of paperclips to a specific point in space. This is a natural force manipulation ability, so the body rule applies but the bootstraps rule does not. You can use this ability to fly by wearing magnetic materials on your body and having the magnetic field pull you up or whatever directions you want to go.
Chronokinesis (Time-Changer) | The ability to speed up or slow down relative time within a bubble. For example, you could slow someone else down, or make yourself faster. This is a natural force manipulation ability, so the body rule applies but the bootstraps rule does not. You can use this ability to fly if you make your bubble of time skintight and swim in the slowed down air. You canNOT use this ability to travel back in time.
Ostrakinesis (Barrier-Maker, Qi-User) | The ability to create and move transparent objects that feel solid even though they have no mass. For example, to create a wall to protect you or a stabbing weapon to attack with. Each ostrakinetic's objects have a specific colour; one ostrakinetic user might make red fields while another might make blue fields. This is a natural force manipulation ability, so the body rule applies but the bootstraps rule does not. You can use this ability to fly by standing on a created object and lifting it into the air.
∆therkinesis (Portal-Maker, Teleporter) | The ability to fold space until it overlaps in order to make wormholes (portals). For example, to get from one side of a wall to another or to get up on top of a wall without a ladder. This is a natural force manipulation ability, so the body rule applies but the bootstraps rule does not. You can use this ability to fall through the air and open a portal under you to a higher point to get up to a higher altitude.
Phantasmokinesis (Ghost-Flyer, Hammer-Space) | The ability to twist off a section of space to make a pocket dimension off to the side of reality that you can move around at will. For example, you could store items or you could go inside of it yourself and travel 'through' a wall. This is a natural force manipulation ability, so the body rule applies but the bootstraps rule does not. You can use this ability to fly by having just your feet in the pocket dimension while you move it around.
Sustrephokinesis (Doubles-Ability) | AEtherkinesis and Phantasmokinesis combined. This is a doubles ability. It's more flexible while also highly physically draining and mentally overwhelming.
Psychokinetic Mimicry | The ability to sense PK abilities in others and copy them. You can only copy PK abilities from one person at a time and when you sleep or are otherwise greatly distracted your mind resets to none. You can sense the 'flavour' of a PK ability but if it's one you've never seen in action before you won't know what it is until you try it out.
Unlisted PK powers | Particle abilities can be specific to any particle, this means that if a particle or compound exists there is a PK ability to control it (Keep in mind that uncommon substances lead to uncommon powers). You can pick a specific molecule from unusual compounds like acetylsalicylic acid (Aspirin) to more straight forward compounds like Carbondioxide and have a PK ability to control it, it might be near useless but you can do it if you want to.
| Mental abilities that allow you to sense and command with your mind. Those with Telepathic abilities have a special organ in their brain that is separate and different from the one for Psychokinetics. Unlike psychokinetic abilities it allows for multiple telepathic powers on the same character.
Mind Reading | The ability to sense the thoughts of others (including words images, sounds, etc.) Cannot delve deep but rather only senses currently or recently active thoughts.
Thought Sending | The ability to send suggestions (including words images, sounds, etc.) to communicate mentally with people.
Empathy |The ability to share emotions with other people including sensing theirs and sending them yours. You can also send them original emotions you're not actually feeling.
Illusions | The ability to influence people's senses to put them in a world of your creating. In other words you sense everything they sense and you can then alter what they are sensing. This functions a lot like dreaming and sleep-walking.
Machine Speak (Technopathy) | The ability to read info from and send commands to quantum computer systems (even when that system may not have com equipment.) In the case of AIs this is essentially the same as Mind Reading. Please note that you can't actually hack AIs.
Animal Speak (Zoopathy) | The ability to sense and control the behavior of animals. You can also sense what they sense. Many with this power are limited in what animals or category of animals they can control.
Zombie Speak (Necropathy) | The ability to sense and control zombies You can also use any of their senses they have that still work. For more on Zombies see the affliction section.
Virus Speak (Viropathy) | The ability to sense and control viruses. Used for genetic engineering with retroviruses.
| Essentially infections that you can catch but for which there is no known cure, even with healing powers. Although, sometimes regeneration abilities can prevent you from catching them in the first place. They occurred naturally as far as anyone can tell and have been around for ages. Once they get into your body they change what you are into something else and then stick around in order to maintain your new form and to spread elsewhere.
Vampirism | Vampires are many times faster and more agile than Humans. Most can lift twice their own body weight. They have enhanced hearing and eyesight (especially in the dark) but those senses can be overloaded (Loud sounds, bright lights etc.) They also have regenerative powers so they can regrow any missing body part as long as they're still alive and being fed. They have the thirst. Their super-metabolisms are always in high gear and they have low stamina even if they had super-stamina before they were infected. Vampires are especially susceptible to sunlight. (Ultraviolet radiation causes cancerous growths that, coupled with their speedy regeneration, can kill them rather quickly.) Vampirism is considered an STD. Vampirism also tends to make you immune to other diseases including lycanthropy.
Lycanthropy | Werewolves are usually strong enough to lift six to ten times their body weight and are reasonably fast and agile. Werewolves are colourblind. They have amazing senses of smell and hearing but those senses can be overloaded (strong smells, loud sounds, etc.) Werewolves normally subside in Human form but when they have an adrenaline rush hair grows suddenly covering most of their body and their nose and heels change into a more wolf-like shape, hence the name. They have regenerative abilities so they can regrow any missing body part as long as they're still alive and being fed. They have the hunger. Their super-metabolisms are always in high gear and they have low stamina even if they had super-stamina before they were infected. Lycanthropy is also considered an STD. Lycanthropy tends to make you immune to other diseases including vampirism.
Zombification | Zombies have a brain that has basically turned to mush. A blithering idiot searching only for food in the stupidest, most straightforward way you can imagine. (walk towards food, bite, repeat as needed.) Zombies are also completely immune to disease as their flesh is lethal (Most anything that tries to eat them dies,) and they have a tendancy to keep moving even when their heart has stopped. In fact most zombies don't stop unless their brain is no longer hooked up to their limbs or they run out of juice. Whichever comes first. It is an incurable disease that completely kills anything recognizable as the persons mind. They are therefore considered dead by most governments, so you can legally kill them even if they are not threatening you.
Doppelganger | Doppelgangers are infected with transmutic cells. These cells have the ability to 'scan' people and objects at extremely short range. It's sort of like a cat-scan where you can see all the different layers except this is much more detailed and much higher resolution. The transmutic cells are then able to form a cocoon around the body and alter every atom of your being. Each time this happens you are fully remade into an exact copy of a person the transmutic cells have scanned recently in the exact way they were when they scanned them. (Including clothing and equipment.) The cells usually only remember the last 8 or so organic sentient life-forms who have been scanned. They always exclude non-sentient life-forms. Those infected with transmutic cells do not actually have any control over any of this. Usually upon your death the transmutic cells choose an organic sentient life-form for you to become based on how you died. Occasionally this ability is triggered by severe injury or even seemingly at random. The ability furthermore causes severe memory loss each time it is used due to transcription errors in your memories. You typically only remembers things that have happened recently or things that happen frequently.
| Like races; you have to be born them in order to be them at all.
Non-sapient Species | Basically everything from cats and dogs to grass and trees to the common cold. Animals can have powers too. However there are many powers that animals cannot have. They never have psychokinetic or telepathic powers. They never have abilities that require complex thought such as intuitive abilities, healing or psychometabolism. If they have super-intelligence it doesn't make them sapient. Some animals can be capable of talking but they can't visualize complex concepts. They typically have to stick to simple commands and information. Animals are also capable of being infected with vampirism, lycanthropy and zombification. They do not, however, become doppelgangers. The Transmutic cells appear to only choose sapient forms. Many Animals have exaggerated forms of their natural abilities. For example; cats with super speed, skunks with knock-out gas or super-sugar with fifty times the calories of normal sugar cane.
Transgenic Hybrids | Humans whose DNA has been altered with enhancements from animal DNA (or sometimes other humans) done for specific purposes. Typically the animals used are supernormal in some way. Hybrids can also refer to virtually any sentient being created by genetic engineering. Hybrids are an everyday sight in most cities. Hybrids are typically capable of reproducing with other humans except in extreme cases. Typically children with one hybrid parent and one non-hybrid parent are less visually different from non-hybrids. Most hybrids only have the powers of the supernormal animals they're based on. However with one hybrid parent and with one non-hybrid parent with another power they can inherit both. This is generally the only way you can have a hybrid with a psychokinetic or telepathic ability.
Cyborgs | Cyborgs are still basically human. Often times they require replacement limbs or internal organs from an accident. Other times people simply prefer to be cybernetic for their own personal reasons. Some people like to think of them as a separate species from regular humans but there's not that much difference between a regular cyborg and and a regular human. Of course some cyborgs are so extensively modified that they're no longer recognizable as human any longer. In general the main difference between a cyborg and a copied intelligence is whether they still have their original brain or whether they've transferred their consciousnesses to a computer. Some animals are made cybernetic sometimes as well.
Sapient Artificial Intelligences | Artificial Intelligences that have gained or were created with sapience and thus have rights. Robots and advanced computers are common but it's not always easy to tell which are sapient. VI or virtual Intelligences are non-sapient. Sapient AIs are generally copied minds or imitation minds. They fall into one of three categories: Q-puter-AIs, Foglet-AIs or Gel-Circuitry-AIs (see Collective tech for Gel-circuitry). As can be inferred from the name these are based on the medium the AI runs on. Copied minds are considered, by law, to be people in their own right. This is because originally the only way to copy minds destroyed the original. This led to the copies being considered to be the original person themselves. However, as the technology progress, Humans became able to copy minds without destroying the original or even create new minds based on what is known about minds in general. Because of this the law was changed where a copy is considered a new person. Mobile robots and non-mobile networked AIs and VIs are fairly common on Earth.
Collective AIs | Artificial Intelligences made using Gel-circuitry. Gel-circuitry brains were created by the founder of the Collective and have never been made available outside of the Collective.
| Humans have all the same technology we have in the real world. We also have several things that do not exist in the real world. Some of these technologies are based on powers.
Cellular WiFi | Instead of cellphone service there is wide range internet access. Cellphones use this system to make calls over the internet. Cellphones also have the same computing power and capabilities as laptops in our world. Laptops themselves are much more powerful since we had modern day level laptops back during the Cold War in this world.
Quantum Computers | Calculating machines capable of using quantum particles to perform calculations at extreme speed with a fraction of the physical space of a traditional computer while at the same time able to store and calculate a much larger quantity of data. These Q-puters have replaced practically all traditional computers in this world from cell phones to Laptops to on board car systems. These are what is typically used to house VI or AI.
Virtual Intelligence | Highly complex computer programs capable of doing various tasks and relating to Humans. They are not actually Sapient but many of them are programmed to imitate sapience as well as possible. Not to be confused with AI which are not actually programs.
DNA splicing | The ability to take what has been learned from one DNA strand and alter another DNA strand and grow a new child from them. This doesn't work on existing life forms it's simply a way to make new ones. This is where transgenic hybrids come from.
Hologram Projector | A device that can make three and four dimensional images projected into real-space for various purposes. Comes in two kinds. Sheaths project outwards from surface points but cannot appear to be smaller than the object inside. Rooms project inwards from walls but cannot appear to be larger than the room projecting them. This is the artificial version of Photokinesis.
Suspensor systems | A device that can make anti-gravity for lightening loads or allowing them to fly. It is also used to make gravity chambers with null gravity or heavier gravity or gravity going in odd directions. This is the artificial version of Gravitokinesis.
Teleportation Portals | A device that can bend space in order to bring two points together to make a wormhole. These come in two main types. The ring type has a ring at each end that keeps the portal open making it like a doorway between rooms. (The basis of the Teleportation Grid.) The variable destination type opens one point at the device and another in a secondary location. This is the artificial version of ∆therkinesis.
Dimensional Compressor | A device that can twist of a section off space like a balloon animal to make pocket dimensions. This is used to store items while using less space than they'd normally take up. It also allows you to travel through solid objects. This is the artificial version of Phantasmokinesis.
Dimensional Stabilizers | A device that detects anomalies in the curvature of space and applies a bend in the opposite direction to cancel it. This keeps portals and intangibles out of your secure area.
Repulsion Focussers | Devices that can attract or repel solid objects at close range, usually used to jump and hover or grip and climb. (Yes, you can make a gravity gun with this but it won't make things any lighter so be careful what you try to pick up, you may throw your back out.) They essentially act like magnets but for any solid mass instead of only metal. This is the artificial version of the kinetic blast power.
LASERs | The old school directed energy weapon, LASERs are condensed beams of light. They do concentrated heat damage. Typically they get fired in bursts so as not to overheat or run out of power too quickly.
Particle Cannons | Weapons that fire millions of tiny particles at once like a cross between a shotgun and a sandblaster. Used in heavy duty Shotguns, Cannons and other large sized short range weaponry. Uses solid state ammo that is shaved into slices by the firing mechanism.
Plasma weapons | Directed energy weapons that utilizes super-heated air. Looks almost the same as a blowtorch. Pretty much the most powerful in terms of armor busting but burns a lot of energy and is limited in range. Used in cutting torches and armour busting breech charges.
Tesla Weapons | Directed energy weapons that fire a guide LASER to paint the target and ionize the air and then release a burst from a Tesla coil along this path to electrify the target. These weapons are unfortunately susceptible to misdirection by metal or grounded object. Used in pistols or canons mainly for stunning.
Electro-Blades | Melee weapons covered in an electrostatic field that helps to break chemical bonds. Works on armour and flesh but not shields. Used in blades and claws. (Not to be confused with taser blades which shock things.)
Vibro-Blades | Melee weapons that vibrate while cutting to smash things on a microscopic scale. Works on armour and shields but not flesh. Used in blades and claws.
Cryo-Bombs | Weapons capable of freezing targets. They consist of highly compressed gas that becomes cold when it it expands. Usually used in grenades but smaller pellets are available.
Nano-tube Muscles | Bundles of nanotubes that contract when electrified. Used in robotic limbs and such. Faster and slightly stronger than normal Human limbs and take up a fraction of the space.
Spinners | Just what they sound like. small, high powered, fast spinning motors for grappling hook guns and mini-chainsaws and what-have-you.
Nanites | Microscopic machines used for various purposes such as cleaning, repairing, constructing, deconstructing, etc. their specific purposes tend to vary a lot.
Foglets | Similar to nanobots but smarter, bigger, tougher and made to combine together to form objects Instead of making objects out of raw materials. they can't do microscopic detail work, though. These are occasionally used to house AI.
Nano-tube Weave | An extremely thin flexible cloth made from what is essentially diamond thread. It's not armour but it's nearly impossible to rip. It's main uses are for high strength rope or weaving into fabrics to help them survive more wear and tear. When not woven into a fabric this material is almost unbelievable thin, slightly see-through and very shiny.
Powered Armour | Armored suits that increase the users strength or have built in force fields or something like that. If It's armour and it has a power source then it's probably this. (Sometimes have built in systems for weapons, sensors, flight, etc.)
Kinetic Barrier (Shields)| A device that can make artificial projected objects. protection types tend to be simpler shapes that can resist more damage. Entertainment types are weaker but more complex and typically used to make holograms feel solid. All projected objects are transparent and each projector can only project objects of one colour. This is the artificial version of Qi.
Shield Metal | A carefully processed metal that creates an unfocused repulsion field when powered. You can reverse the polarity to make it either attract objects or push them away.
Impact Cloth | A normally flexible cloth that hardens when struck to distribute impact. Basically super-Kevlar. Despite the name, objects are not made out of the material. Instead it is sandwiched between layers of ordinary cloth.
Hyperdiamond Plating | Large diamond plates (A few inches each) that are able to resist far more damage than metal but shatter with a great enough impact. The bigger they are the more easily they fracture.
LASER Diffraction Array | A field that causes light to disperse and diffract making the subject appear fuzzy and greatly reducing the effect of LASERs. Upper end holographic sheathes can double as this.
Active Camouflage | A special surface coating that imitates the ambient colours and shapes of it's environment. Just like a chameleon only way better.
Active Stealth | An outward projecting holographic sheath that imitates it's surroundings in such a way as to appear invisible.
Nano-tube Capacitors | Open ended carbon nano-tubes that store electrical potential and can be recharged. They don't last long before needing to be recharged but they can be any shape and can even be woven into clothing or built into the casing of a device.
Seebeck Batteries | Cells that utilize the Seebeck effect to make energy from the passive decay of radioactive materials to make power. Very small and can last for months or years but with a small power output. These are generally used to power cellphones and other such devices. They're generally tube shaped.
High-density Chemical Batteries | Heavy cells that utilize energy from rapid chemical reactions to produce power. Due to their short lifespans, high output and general stability, they're more suited to powering weapons. They're generally boxy in shape.
Microfusion Reactors | Miniaturized fusion reactors small enough to act as the power source for things like tanks and powered armour. They are heavy, high powered and dangerous but they can usually last for hours on end before needing to be refueled. Are almost always doughnut shaped and rather large.
| The Collective are a race of sentient machines based on Earth. They have access to Human technology but are, themselves, somewhat more advanced thanks to their dedicated science division. They are focused quite heavily on military research,. They have upgraded many of the technologies that their organic counterparts have discovered and, thanks to their easy access to resources, they have developed several unique technologies the humans haven't discovered yet.
Weapons | The Collective tend to favour LASER weaponry and old-fashioned fire-arms and explosives.
Armour | Collective frames have armour plating standard. The plates overlap and slide over one another to prevent gaps. Additionally each unit is equipped with kinetic barriers and often times also LDAs. The specific armour ratings and shield power levels are customized to fit the specific unit.
Transportation | The Collective are have a small fleet of space ships but for the most part they tend to use multiapplication portal technology. Some units are equipped with these devices built in but for the most part they tend to use satellite based units.
Gel-circuitry | A substance designed to imitate the Human brain. It is partially readable by both machine speak and mind reading but it is difficult for both. All Collective AIs run on Gel-circuitry.
Civilian Camouflage | A heavily modified hologram device that projects a fully simulated opaque 3D image over the user. Most off-duty Collective AIs are equipped with this to allow them to live 'normal' lives, if they so choose