@AdobeFlash@Eris@SuddenSardines Excellent! Like the OP says, the OOC is almost finished. We'll have it up sometime this weekend, and we'll be sure to notify everybody and throw a link here. While we
Your sig might just be the greatest thing on the planet. Like....*swoon*
A T T E N T I O N !!!
Below will contain a list of potential powersets and banned out abilities. Note: This is not a comprehensive list! If you have any suggestions, please put them forward. We'll review it and get back to you.
Please note: we're not putting the CS up juuuuust yet because we're still working out a couple things for the setting/relevant lore, so while we encourage ya'll to come up with your basic ideas, just keep in mind that the more in-depth stuff may need to change. History and Personality will likely be affected by this.
General rule of thumb for powers (be they custom or suggested):
Avoid generalizations! Be specific in what the ability can/can't do, Have ready some weaknesses/limitations for the ability.
Be aware that one can have up to two abilities! Someone specializing in one ability will have better control/capabilities than someone with two abilities from the same tree, who in turn will have better control/capabilities than someone with abilities from two different trees. Do you want one great tool, or many* okay ones? *Many is two. Firm.
Duplicate abilities, while allowed, are not encouraged. Diversity makes things interesting. With so many powers to choose from, we encourage characters to pick abilities that are not yet represented. This is more to keep any two characters from being too similar. That being said, we are not ruling out the possibility. We just ask that should two characters both end up with the same powerset, just spice it up! For example: maybe out of two Ice Manipulators, one has freezing breath, while the other physically envelopes their body in ice? Just play around with it. And remember: BE SPECIFIC!
All characters will have roughly the same amount of experience with their abilities! As of the start of the RP, all charries will have only had their abilities for up to a year. People aged 15-20 are tested annually for the mutation. In general, it tends to activate between those years, with no cases showing it having activated post-puberty. While some may be inherently stronger than others, we won't be seeing any battle-tested super-ninjas.
Stuff that will get you executed: 1) Death touch 2) Mind/emotion control 3) Time travel 4) Gravity control 5) Copying powers 6) Immortality 7) True invulnerability 8) Omnipresence 9) Toon Force 10) Reality Warping 11) Your power being strong enough to OHKO another super or destroy a building in one hit
Known Mutation Variants: 1) Extrasensory Perception a. Telepathy: ability to communicate mentally b. Telekinesis: ability to move objects with mind c. Spiritual mediumship: Ability to see and communicate with the dead (i.e., ghosts) d. Empathy: ability to read or sense the emotions e. Technopathy: Ability to manipulate technology.
2) Personal Physical Powers a. Acid generation: ability to generate acid, can be manifested through touch or as a spray (e.g. acid spit, acid blood, etc.). b. Bone manipulation: ability to manipulate the bones in one's own body. This includes, but is not limited to, the generation of new bone mass, projecting bones out from the skin or rearranging one's own bones. c. Echolocation: ability to determine location of objects in the environment by use of reflected sound waves, whether generated by the character or ambient sound. Also known as sonar or radar sense. d. Elasticity: ability to stretch, deform, expand or contract one's body into any form imaginable e. Self-healing: ability to heal rapidly and with greater finality from any injury. Can sometimes result in the slowing of aging and immunity to illnesses and other defects. f. Healing Hands: ability to heal others rapidly, but not one’s self g. Invisibility: ability to render the user unseen to the naked eye and/or other forms of perception. h. Intangibility/Phasing: Ability to quantum tunnel through solid matter without harm i. Poison generation: ability to generate toxins from one’s body j. Superhuman durability: ability to have a higher resistance to one or more forms of damage before being injured k. Superhuman agility / reflexes: ability to react faster than a normal human and to possess greater flexibility and with higher/farther jumping capacity. l. Superhuman senses: ability to see, smell, taste, feel and/or hear more than a normal Human. m. Superhuman strength: ability to have a level of strength much higher than normally possible given their proportions.
3) Elemental Manipulation: a. Air Manipulation: ability to control, generate, or absorb air or wind. b. Ice Manipulation: ability to reduce the kinetic energy of atoms and thus reduce temperature, can be used to control, generate, or absorb ice. c. Earth Manipulation: ability to control earth; sand, stone, rock, lava, dirt, or other minerals. d. Electric Manipulation: ability to control, generate or absorb electricity and electric phenomena. e. Fire Manipulation: ability to control the kinetic energy of atoms to generate, control or absorb fire. f. Plant Manipulation: ability to create, control, manipulate or animate plant life. g. Water Manipulation: ability to control, generate or absorb water.
4) Energy Manipulation a. Concussion Beams: ability to generate or transform various forms of energy into a "solid" or concussive beam of energy. b. Energy Blasts: ability to expel various forms of energy from the body. c. Energy Constructs: ability to create complex shapes or even functional machinery out of solid energy. d. Energy Conversion: ability to absorb one form of energy and convert it into another form of energy. e. Force Field Generation: ability to project powerful fields of manipulated energy.
5) Transportation and Travel a. Flight: ability to fly, either through levitation that is limited exclusively to one’s body, or through body manipulation (growing wings) b. Superhuman speed: The ability to move, run, fly, react, and sense at speeds much faster than a normal human. c. Teleportation: Ability to move from one place to another without occupying the space in between
We do have a character with telepathy at the moment in the works, but like I mentioned, we are allowing duplicates. He, for example, is a long-range telepath. He can connect with one person from a distance and transmit/receive thoughts.
With that in mind, perhaps something along the lines of a short-range multi-connector would be interesting? They could be a human party-line xD
For telepathy, at least in this setting, we're barring outright non-consensual mind-reading. We discussed it to an extent and concluded that we felt like it wandered to much into the realm of mind control. At least, that's how the paranoid peeps in-universe would see it. So Mals with that ability would likely be dealt with.
How do you feel about Illusion/Hallucination Manipulation, Light Manipulation, Blood Manipulation, or Plasma Manipulation?
Now, those categories are pretty broad, so we'd have to know exactly how you'd want to implement it in the character. I don't believe that we've exactly ruled out any of these (light would probably be the most iffy of the bunch, but it'd mainly depend on how you'd go with it) and of course, something like using Blood Manipulation to just rip all the blood out of a broski wouldn't exactly fly here. (sorry to our gore fetishists out there~)
If you'd like, shoot a PM to Nightmare Bunny, Zoldyck, and myself with the details on the potential powerset and we can discuss it further.
*edit*
Also, bonus points for poker reference. If there are just three things in this world that Ogo loves, they'd be whiskey, poker, and that tiny existential crisis which hits in the middle of the night following an evening of drinking and gambling. I'm a shell of a man T^T
How do you feel about relatively/outwardly useless superpowers? For instance, the ability to turn into a sea-cucumber, or to walk into paintings, and so on?
How do you feel about relatively/outwardly useless superpowers? For instance, the ability to turn into a sea-cucumber, or to walk into paintings, and so on?
Bitingly realistic? Oh, darling, yes. You ain't seen nothing yet.
As for relatively useless superpowers... well, as the only GM who's awake right now (China Standard Time, baby!), I'm a sucker for those next to useless powers. However, you're going to have to wait for the others to talk about it with me -- we make decisions as a group!! =D
@Nightmare Bunny Just wondering, did you check out the link I posted on the General Interest Check for this? I can always paste the power section here if you want, because I really enjoyed writing about that power and it'd be a shame to see it go to waste.