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SPOTLIGHT WRITER: ALIA

Characters: Jenny Thomas, Anna Wallace, Gina Lutz, Kaida Takadai, Jackson Street, Melody Guthrie and Kitty Pryde

Thread that best shows off your writing: Training? and Jinxed.

Writing strengths? Quick responses with meat (so not just a few words). Digging into characters motivations a bit.

What are you working on as a writer? Making my posts longer, using different words and really trying to find ways of digging in further to the characters psyche.

What were the biggest influences to your writing? Heinlein, Lucas, Herbert, JMS, Whedon.

Favorite X-men storyline/comic/artist/series? Storyline: Reaching way way back is probably the inital Brood one or the original Dark Phoenix. Single issue comic: Uncanny X-Men 303; it was the first one that I ever picked up. Artists: Oh god, The Kurbert brothers (Andy and Adam); Silvestri; Madureira; Cockrim; Byrne; Lee (I keep telling you all I have problems choosing!). Series: Original New Mutants and Generation X. Uncanny comes in third just because it's the original.

What drew you to BMF? KEL! We had a game together that died and I told her I missed gaming with her so she sent me this site.

What is your favorite aspect of BMF? The community. The fact that people work together to create plots and interconnected characters. That ideas aren't just 'no' but willing to be worked with. And the unique application.

Where would you like to see BMF go in the future? Anywhere it can. More plots. More posts. To grow and get bigger and take over the world...



In Character Posting Dates: March 1, 2015 - May 15, 2015


 
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 Powers List, BMF Approved
Eve
 Posted: Oct 21 2013, 07:55 AM
Quote
Plot Goddess


1285 angst

Ebe
254 posts
Older than my teeth... years
Offline



Below is a list of powers and their levels that are approved by BMF. If you are looking at this list to create an Original Character (OC) then make sure you read our OC Points System before picking out powers.

If you are thinking about using a power that is not on the list, contact an admin so it can be added to the appropriate list.

Powers listed in red need to be approved by an Admin prior to being added to a character(IE before you put it in an App talk to staff first, seeing banned powers in an app with no pre-approval makes us grumpy.).

Powers in red and Struck through, are banned completely: No exceptions.


Tier 6 Powers (6 Points) (Not allowed for first characters, Admin approval required for subsequent.)


Ageless: You do not age you cannot die of old age or natural causes; your physical appearance has frozen at whatever age you chose (minimum 16 years) there is no upper limit on how old you can start as (10,000 years is the maximum). Your brain has adapted with your mutation and does not suffer ‘Alzheimer's’ like effects from your extreme age. While you might not remember EVERYTHING, about your life you have the same ‘overall’ knowledge of your own history a normal adult would.(With extreme age also comes the ability to repress, you can have voluntarily ‘forgotten’ parts of your history for your own sanity) Extreme age also comes the assumption of nearly unlimited wealth, education, skills, family if you wish, and contacts. You have had centuries or eon’s to manage these things.

Previous Supernatural/Mythical/Historical identity(optional): At some point in the past you have been worshiped as a god/deity (this does NOT confer any supernatural or divine heritage.) Or you were a historical figure (Dracula, Jack the Ripper,Cleopatra)

You are also immune to naturally occurring illnesses and poisons. (This does not include venom or toxins generated by other mutants), but still need to eat, drink, and breathe, any scars/missing limbs do not heal.

*Must be bought at character creation only

Zooshift: Can shift into any natural animal, as well as a single ‘were’ form. Can also ‘miro-shift’ ie take on individual aspects of your shifted form. (IE: Wings, claws, eyes, or fangs.)


Tier 4.5 Powers (4.5 Points)
Astral immortality-Upon death your consciousness enters an unborn child, you have no control over where your mind ‘lands’.
  • At this level you can perfectly recall as much or as little of your previous lives and skills as you desire. How ever all knowledge is purely mental, if you were an Olympic gymnast before and attempt to replicate that skill without training you will fail.
  • Your last 12 lives have perfect recall

    Any older than that and the memories of your other lives are scattered, fragmented, you might remember snippets of conversation, a place may be familiar. You might understand a foreign language but be unable to speak it. Knowledge is at the tip of your tongue but rarely accessible.
Invulnerability:(Grouped together, but separate powers)
  • Physical: Any Massive trauma or large weapon damage from blunt force, slashing or piercing are ignored. Note:Other indestructible(I.E. Adamantine) weapons will still harm you.
  • Mental: Ability to shield your thoughts from intrusion, This blocks the Telecommunication, and Telepathy powers unless consciously ‘allowed’ to occur.
  • Energy: Ability to ignore all damage from a single type of energy source (Fire, Ice, Radiation, solar, etc..)
Shapeshifting:
  • Animal/Hybrid Morphing - Ability to take on the form of one animal as well as the Hybrid form (a ‘were’-animal).
  • Mythical Creature - Shift into a single ‘unnatural’/legendary creature, IE Dragon, manticore, unicorn. Can also ‘micro-shift’ ie take on individual aspects of your shifted form. (IE: Wings if dragon, claws, eyes, or fangs.)
    • While you have proportionate strength, agility, etc (physical traits) to your mythological creature, you do not gain any additional abilities or attacks beyond the physical attributes that come along with your shift. IE: claws, teeth, wings, etc.
      This means venom, toxins, resistances, breath weapons, etc. must be bought separately.
Telepathy:
Inherent powers assumed:
  • Telecommunication: The ability to send/receive surface thoughts as a form of communication. This only works if both people speak the same language; if there is a difference in native languages the telepath only gets vague images and not full thoughts. This has two versions: a range of 40ft if within line of sight, or a 20 ft radius if not limited by line of sight. (This is a more limited version than the 1.5pt power)
  • Sense presence: Can ‘feel’ other minds around, and hear surface thoughts. At this level you can pinpoint which thoughts come from which person based on ‘personal mental flavor’ Targets:anyone in range.
  • Mind Image: The ability to project one’s image into the mind of another.
Pick Two from below list:
All ranges are sight or 100ft max radius.
Single target unless noted in the individual descriptions
  • Psionic Blast – Ability to overload another’s mind causing damage, short term memory loss(last few minutes) and unconsciousness (up to five minutes) able to use on multiple targets sequentially up to 15.
  • Ethereal Projection – Ability to separate and control one’s astral body, visiting the astral plane and communicating with others through that means. Range to connect with another is unlimited but must have a preexisting ‘link’ to make contact. Single target. Physically vulnerable while on astral plane.
  • Memory Manipulation – Ability to erase or enhance the memory of another, unless the target has reason to trust you (I.E Teacher/Lover relationship) or agrees(lowering barriers) they will be able to ‘feel’ something is off about a missing memory. Single target
  • Skill projection: Ability to ‘teach’ someone a skill/language you possess nearly instantly and permanently. Drawback: the target will ‘lose’/forget a similar skill (s)he already possesses. IE give someone English and they lose another secondary language (or part of their native one.)

    *Note:The skill implanted is at the telepaths own level and is purely mental, so while (s)he can impart an Olympic level of fencing (assuming you your self posses it) (s)he cannot change the physical body to have the flexibility or coordination to use it fully unless the target's body is already conditioned.
  • Psychic illusions: Can create realistic psychic images or sensations, making the person sense things that they perceive as real in the real world. Can either be made a part of their active life and affect their responses to the world around them, or it can override them completely and leave them otherwise unresponsive to the outside world, effectively unconscious. (Single Target, Line of sight.)

    Pick 3 senses that can be affected: Hearing, Sight, Touch, Smell, Taste.
    • Example: making it feel as though the doorknob a person touched burns them by overriding their sense of touch.
    • Example: Making them believe that they are going about their daily life, when in fact they’re sitting unresponsive in a chair.
    • Example: Making them believe that a person they know just walked up and asked them a question which they would only answer to someone they trust.
  • Deep scan: Can delve into an unprotected mind and read any thoughts, or memories that person has/ had. Time requirement is proportional to the amount of information gathered. Single target per use.
  • Relay - Can link up multiple minds to speak to one another through you. Up to 8 others. Can concert with another telecommunication/telepath to increase group. Willing minds can also share memories/information faster this way.
  • Sedation: Can telepathically "sedate" your targets so that they are rendered unconscious(no memory loss), they remain so for as long as you continues to "sedate" them. Duration: Concentration, up to 4 targets.
Tier 3 Powers (3 Points)
Astral immortality-Upon death your consciousness enters an unborn child, you have no control over where your mind ‘lands’.
  • At this level you can perfectly recall as much or as little of your previous lives and skills as you desire. How ever all knowledge is purely mental, if you were an Olympic gymnast before and attempt to replicate that skill without training you will fail.
  • Up to 5 previous lives
Adoptive Muscle Memory - Ability to copy any movement/action after seeing it performed, including acrobatics, martial arts, and other physical stunts.

Animal Manipulation – Ability to communicate with and control animals.

Animation – Ability to bring inanimate objects to life.

Atmospheric Adaptation - Ability of the lungs to acclimatize and breathe any gaseous mediums, whether hostile or deficient, users lungs also filter away non-gaseous substances such as dust, asbestos, etc.

Bone Manipulation – Ability to change one’s own bone structure. Example: creating new bone mass (spikes or armor), rearranging one’s bones, or creating bone projectiles.

Breath Weapon - Ability to either exhale gale force winds or breath fire or steam.

Combat Prowess - Ability to become superhumanly skilled in most known forms of fighting and weapons.

Conjuring - Under 10lbs, nothing electrical, no self moving parts, he has to have seen the item before, and they pulled from nearby places(within a few miles of his current location), only ‘real’ items may be conjured in this manner.

EX: Anything with an electronic component cannot be conjured. So, something as simple a solar calculator or as complex to a mac book air - these are not able to be conjured due to their complex nature. Non Electronic items are dependent on their mechanical complexity. Something as complex as a hand gun would not be able to be conjured, but something as simple as a pair of pants (with a zipper) would.

Cyclone Spinning - Ability to spin like a tornado for both offensive and defensive purposes or create cyclones from their hands.

Density Control – Ability to change the density of an object or one’s self.

Dimensional Travel – Ability travel between two or more dimensions.

Disintegration – Ability to destroy matter through beams or touch.

Duplication - ability to replicate oneself, others and/or objects.

Ethereal Projection – Ability to separate and control one’s astral body.

Elemental Manipulation (Grouped together, but are separate powers) –
  • Air – Generate and control wind.
  • Cold – Generate and control temperature and ice.
  • Earth – Generate and control sand, stone, lava, dirt and other minerals.
  • Electricity – Generate, control and/or absorb electricity.
  • Fire – Generate and control temperature and fire.
  • Water – Generate and control moisture and water.
  • Weather – Mentally make changes to the weather.

Empathy – Ability to read and manipulate the emotions of others.

Energy Attacks (Grouped together, but separate powers) –
  • Concussive Beams – Ability to transform energy into solid concussive beams.
  • Energy Blasts – Ability to expel various forms of energy from the body.
  • Energy Constructs – Ability to create simple forms or machinery out of energy.
  • Energy Conversion – Ability to convert one form of energy into another.
  • Energy Force Field – Ability to create powerful protective shields out of energy.
Energy Absorption – Absorbing energy and manipulating it in some way.

Feral Mind - Ability to tap into primal, unstoppable rage that allows them to perform in vastly increased capacity, taking and inflicting damage that they wouldn't in their normal state. In some cases, the user's mind descends so far into the feral rage that, mentally, they are little more than animals.

Flight - Flight through any means. (Cosmic energy, energy projection, gravitational manipulation, magnetic levitation, molecular manipulation, sonic repulsion, telekinesis, thermo-chemical)

Gravity Manipulation – Ability to generate or manipulate gravitons or other gravitational interactions.

Healing Factor – Ability to heal rapidly.

Immobility - The user can never be moved by an external physical force, but may freely position themselves.

Intelligence - Gifted with higher mental faculties such as a more powerful memory, better calculation skills, greater reasoning skills, and a more superior learning capacity.

Invisibility – Ability to make self unseen and possibly undetectable by other senses.

Damage Reduction:(Grouped together, but separate powers) Depending on the level of damage reduction requested this may be a 1.5 pt power per admin approval –
  • Physical:-Knives, gunshots and regular hits are ignored. Massive trauma or large weapon damage still wounds.
  • Mental:-Ability to shield your thoughts from intrusion, This blocks the Telecommunication Power unless consciously ‘allowed’ to occur. As well as gives ‘warning’ to a stronger telepathic assault.
  • Energy:-Ability to ignore some damage from a single type of energy source (Radiation, solar, electrical, etc..)
  • Elemental:-Ability to ignore some damage from a single type of elemental source(Fire, Ice,etc..)
Magnetism Manipulation – Ability to generate and control magnetic fields.

Matter Ingestion – Ability to consume matter without damage.

Memory Manipulation – Ability to erase or enhance the memory of another.

Microwave Manipulation – Ability to convert electromagnetic energy into microwaves to produce heat, light and radiation.

Muscle Manipulation - Ability to completely control over their muscles, allowing them to freely alter and manipulate them, including altering muscle tissue itself, its development, increase/decrease muscle mass/strength and thus stamina, flexibility, reflexes, etc. They can move muscles without or keep them from moving, cause them to over or under-react to nerve-impulses, etc.

Omni-linguism – Ability to understand any form of language; a natural polygot. Spoken languages only.

Phasing – Ability to phase one’s self or others at the quantum level to pass through solid matter.

Pheromone Manipulation – Ability to create and control pheromones with various affects.

Plant Manipulation – Ability to communicate and control plants.

Poison Generation – Ability to create and deliver lethal or paralytic toxins with varying effects.

Portal Creation – Ability to create wormholes for travel between to non-adjacent locations.

Power Manipulation (Grouped together, but are separate powers) -
  • Augmentation – The ability to enhance or weaken the powers of others
  • Bestowal – The ability to give another temporary power or trigger latent powers
  • Mimicry / Absorption – The ability to copy another’s power.
  • Negation – The ability to cancel the powers of others.
  • Sensing – The ability to recognize powers in others.
Precognition – Ability to perceive the future.(not allowed for first characters, Admin approval required for subsequent.)

Probability Manipulation – Ability to alter probability making unlikely things to happen and likely things to not happen.

Radiation Manipulation – Ability to generate, control and have immunity to your generated toxic radiation.

Retrocognition - Ability to see the past. Either first person perspective for unlimited time, or all emotions and thoughts of the ‘holder’ of the object/person for a limited time (between a week and month.)

Self-Detonation - Ability to build up immense energy and pressure within their body, and then literally causes themselves to explode. One with this ability usually can vary the power of the explosion after some practice.

Self-Sustenance - The need of one of the following is removed or greatly reduced.
  • Food
  • Drink
  • Sleep
  • Bodily Evacuations
  • Movement
Shapeshifting -
  • Animal Morphing - Ability to take on the form of one animal. May be taken more than once.
  • Hybrid Form:: Ability to take on a ‘were’-animal, one form only.
  • Elasticity - Ability to stretch, deform, expand or contract one's body into any form imaginable
  • Inorganic - Ability to transform completely into an inorganic substance while retaining organic properties
  • Liquefaction - Ability to turn partially or completely into a liquid
  • Metamorphosis - Ability to change ones physical, biological form to mimic the appearance, characteristics and/or power set of other individuals
  • Size shifting - Ability to increase or decrease one's size
  • Sublimation - Ability to transform into a gaseous, mist, or fog-like form
  • Substance mimicry - Ability to transform into any substance touched
Sonic / Sound Manipulation – Ability to generate and/or manipulate sonic waves.

Superhuman Physical Traits
  • Agility – Faster reaction, flexibility and jumping capacity
  • Audio & Olfactory – Ability to hear more at a greater distance (Up to 200ft in crowds and a .5 mile in isolation) and to detect odors or scents from a greater distance (Up to 300ft in crowds and a mile in isolation)
  • Endurance – Ability to exert oneself for long periods of time and resistance to the effects of damage (Nightcrawler) (IE able to continue to fight/use other powers while both legs are broken, for several hours (assuming non life threatening, you CAN still bleed out.))
  • Strength – Ability to lift and pull large amounts of weight and deal massive damage (Max Lift- 3500lbs Sustained Lift- 3000lbs Carry- 2600lbs)
  • Speed - The ability to move, react, think, and sense at faster speeds. (Quicksilver)
  • Vision – Ability to see in one different light scale (Night, X-ray, Heat and Telescopic, etc)
Technopathy – User can manipulate technology and technological constructs, computers, robots, hardware and other devices that can be termed as "technology".

Telekinesis - Ability to move objects and people with ones mind, limited to line of sight. (Max weight 500lbs)

Telepathy:
Inherent powers assumed:
  • Telecommunication: The ability to send/receive surface thoughts as a form of communication. This only works if both people speak the same language; if there is a difference in native languages the telepath only gets vague images and not full thoughts. This has two versions: a range of 40ft if within line of sight, or a 20 ft radius if not limited by line of sight. (This is a more limited version than the 1.5pt power)
  • Sense presence: Can ‘feel’ other minds around, and hear surface thoughts. Targets:anyone in range. No control over how many minds or which surface thoughts you hear. IE (I need to wash the car, or ‘i’m gonna kill my boss’ might come from the same person or two differnt in range and without training you can’t tell who thought which.)
  • Mind Image: The ability to project one’s image into the mind of another.
Pick One from below list:
All ranges are sight or 100ft max radius.
Single target unless noted in the individual descriptions
  • Psionic Blast – Ability to overload another’s mind causing damage, short term memory loss(last few minutes) and unconsciousness (up to five minutes) able to use on multiple targets sequentially up to 15.
  • Ethereal Projection – Ability to separate and control one’s astral body, visiting the astral plane and communicating with others through that means. Range to connect with another is unlimited but must have a preexisting ‘link’ to make contact. Single target. Physically vulnerable while on astral plane.
  • Memory Manipulation – Ability to erase or enhance the memory of another, unless the target has reason to trust you (I.E Teacher/Lover relationship) or agrees(lowering barriers) they will be able to ‘feel’ something is off about a missing memory. Single target
  • Skill Projection: Ability to ‘teach’ someone a skill/language you possess nearly instantly and permanently. Drawback: the target will ‘lose’/forget a similar skill (s)he already possesses. IE give someone English and they lose another secondary language (or part of their native one.)

    *Note:The skill implanted is at the telepaths own level and is purely mental, so while (s)he can impart an Olympic level of fencing (assuming you your self posses it) (s)he cannot change the physical body to have the flexibility or coordination to use it fully unless the target's body is already conditioned.
  • Psychic illusions: Can create realistic psychic images or sensations, making the person sense things that they perceive as real in the real world. Can either be made a part of their active life and affect their responses to the world around them, or it can override them completely and leave them otherwise unresponsive to the outside world, effectively unconscious. (Single Target, Line of sight.) Pick 1 sense that can be affected, Hearing, Sight, Touch, Smell, Taste.
    • Example: making it feel as though the doorknob a person touched burns them by overriding their sense of touch.
    • Example: Making them believe that they are going about their daily life, when in fact they’re sitting unresponsive in a chair.
    • Example: Making them believe that a person they know just walked up and asked them a question which they would only answer to someone they trust.
  • Deep scan: Can delve into an unprotected mind and read any thoughts, or memories that person has/ had.
    Time requirement is proportional to the amount of information gathered. Single target per use.
  • Relay - Can link up multiple minds to speak to one another through you. Up to 8 others. Can concert with another telecommunication/telepath to increase group. Willing minds can also share memories/information faster this way.
  • Sedation: Can telepathically "sedate" your targets so that they are rendered unconscious(no memory loss), they remain so for as long as you continues to "sedate" them. Duration: Concentration, up to 4 targets.
Teleportation - Ability to move from one place to another without occupying the space in between.

Unchanging Visage: You do not age normally, the process has slowed to the point where you age approx. 10 years for every 100. Your maximum age is between 900-1000 (and will have a appearance of a human between 90-100)*Must be bought at character creation only

Previous Historical identity(optional): At some point in the past you were a historical figure (Dracula, Jack the Ripper,Benedict Arnold)


Tier 1.5 Powers (1.5 Points)
Astral immortality-Upon death your consciousness enters an unborn child, you have no control over where your mind ‘lands’.
  • The memories of your other lives are scattered, fragmented, you might remember snippets of conversation, a place may be familiar. You might understand a foreign language but be unable to speak it. Knowledge is at the tip of your tongue but rarely accessible.
  • Up to 5 previous lives
Enhance mutation: Double a benefit (or half a disability) one numerical factor in your mutation. I.E. Double range, radius, duration or other factor.

Acid & Non-Lethal Poison Generation – Ability for the body to generate acid or non-lethal, non-paralytic poison and deliver it through touch or attack (spitting, streaming, etc).

Anatomical Liberation - Ability to detach and reattach a head, limb, hand or foot. Detaching a head would leave the body, blind, deaf and mute.

Animal Mimicry – Ability to take on the abilities or characteristics of a type of animal without being able to actually change into the animal. A single trait at a time, sight/scent/hearing/fangs/claws.

Botanilingualism - Ability to communicate with flowers, trees, fruits, vegetables, pollens and other botanical life. The user can communicate either telepathically, by speaking verbally, or by touching it physically.

Camouflage - The user can make their coloration blend with the coloration of their background to avoid optical perception without movement. Some users can affect their attire by means of "static camouflage"

Cosmetic shapeshifting -Change visible age/Minor appearance.
Alter your physical appearance to be older or younger, only effect is only skin deep; facial features/hair are altered, height and weight unaffected. You may also change hair color and eye color.

Danger Intuition - Ability to detect impending danger.

Cyberlingualism - Ability to intuitively understand computer language and communicate with computers. The user can hack into cyber systems, restore information and break computer codes.

Echolocation – Ability to create a picture of surroundings using sound waves.

Ecological Empathy – Ability to sense the overall well-being of one’s environment.

Eidetic Memory - Ability to remember great volumes of information, in greater detail and for much longer than the average human, they can read books, listen to song lyrics, encounter people or experience events and recall details more quickly.

Electronic Transportation – Ability to travel through electrical conduits.

Elemental Affinity - Ability to draw power and sustenance from one element.

Enhanced Bite - Incredibly powerful bite due to sharp teeth, strong jaw-muscles, unusual jaw-structure (mandibles of insects) or some other reason.

Ethereal Trapping - Ability to trap an astral projector to the astral plane.

Elemental Transmutation – Ability to alter chemical elements and changing them at the atomic level to another substance.

Energy Sourcing - Ability to draw power from sources of energy

Enhanced Visibility - Ability to become more noticeable and visible to others perspective. They become more likable, attractive and draw people to them.

Innate Capability– Naturally has a skill/knowledge typically learned through earning. Must take once for each skill/knowledge desired.

Lie Detection - Ability to detect when someone is lying.

Light Manipulation – Ability to create, control or absorb light(Creation of ‘lasers’ or hard light projections is a 3pt power).

Longevity – Ability to live longer than a normal human. You age at approx. ⅓ as slowly as a human (Max age 300, and will appear to be 90-100) *Must be bought at character creation only

Marksmanship - Ability to aim a ranged/projectile weapon with accuracy and precision is drastically improved. Aim is only needed for an instant before they can precisely hit a target with a ranged/projectile weapon.

Mass Manipulation – Ability to increase or decrease one’s mass.

Peak Human Physical Traits – These traits would be at Olympic athlete levels.
  • Agility – Faster reaction, flexibility and jumping capacity(You can lick your ankle)
  • Audio & Olfactory – Ability to hear more at a greater distance (Up to 75ft in crowd, 500ft in isolation) and to detect odors or scents from a greater distance (Up to 75ft in crowd, 200ft in isolation)
  • Endurance – Ability to exert oneself for long periods of time and resistance to effects of damage (IE able to ignore a broken leg and continue to fight/walk for up to 30mins)
  • Strength – Ability to lift and pull large amounts of weight and deal damage (550lb sustained carry with 1100 burst)
  • Speed - The ability to move, react, think, and sense at faster speeds. (Dodge fists and some knives not bullets)
  • Vision – Ability to see better (Longer, better Nightvision, more Acutely)
Poison/Toxin Immunity - Ability to resist poisons and toxins.

Psionic Blast – Ability to overload another’s mind causing damage, memory loss and unconsciousness. (5min memory loss, single target, 5 min unconscious)

Psychic Weapon – Ability to focus psychic energy into a weapon harm another’s mind.

Psychometry – Ability to relate details about the past or future condition of an object or location.

Reactive Adaptation – Ability to develop resistance to injury or sickness. Immunity level needs admin approval.

Shadow Manipulation – Ability to draw shadows closer and manipulate them.

Swordsmanship - Shows a natural aptitude for the ways of the sword. The user is able to wield a sword with great proficiency in speed, power, and skill, allowing them to perform feats such as stopping and deflecting bullets

Telecommunication - The ability to send/receive surface thoughts as a form of communication. This only works if both people speak the same language; if there is a difference in native languages the telepath only gets vague images and not full thoughts. This has two versions: a range of 100ft if within line of sight, or a 60 ft radius if not within line of sight. (Limit: Up to 4 people concurrently.)

Wallcrawling – Ability to adhere to solid surfaces such as walls and ceilings.

Waterbreathing – Ability to breath while in water.

Zoolingualism - Ability to decipher any animal communication and perform any fluently. The user can understand and speak with animals.

RP Powers (.5 Points)
Athletic Endurance – Ability to exert oneself for long periods of time.
Additional Limbs - .5 points for each additional limb.

Prehensile Body Parts – A part of the characters body (hair, tail, etc) is prehensile.

Natural Weapons - Claws, fangs, bone protrusions that could be used during combat.

Defensive Displays - A hood like a snake or lizard, feathers like a peacock, puffing up like a frog.


Free Powers

Non-combat Physical Mutations - Any physical mutation that does not come into play during combat.


Over maximum point Powers at character creation:
With the new power levels there are combination that make sense from a character creation standpoint that they would have had the power, but DOESN’T work via being able to afford them at creation.

For this: We are allowing you to mark powers as ‘inactive’ for some RP or otherwise reason that particular power is currently unavailable to your toon AT THIS TIME. However you can ‘buy’/RP into it again.

On your application add on ‘Inactive powers:’

I.E Jenny use to be able to shift into a panther, how ever due to mauling her lover (a historical event in her past) she is mentally blocked from being able to turn back into full panther creature.

So later through RP or buying she can pick up shapeshifting (panther).


Gaining Powers:
Every power either via RP or bought via Points MUST have a PM (at the least we’d prefer a bit of a chat to make sure the power dovetails into your existing set/approve your plot) sent to a Staff account.

Either a single staff approved RP plot event: this must be a VERY traumatic or high stress moment that ‘unlocks’ a new power. This only gives ‘access’ to a very basic level of the power/control, we expect it to be sporadic, fail, and need training through greater time in game. This control level will be newborn level, practically no control.

OR

Ten posts over Eight in game weeks where you ‘attempt’ to gain a new power based on an existing power. IE Kara wants to learn how to fly, she can burst flares from her hands, and she has the idea that with practice...well maybe she can figure out how to use them as rockets!

After the eight weeks/ten posts contact staff to get final approval and then gain your power at a ‘moderate’ level of self control.

OR

Point buy!

Gratz you has power, at whatever control level you wish (based on the maximum listed under the power).
PM
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