Anomalistic Abilities:
I highly recommend utilizing the Power/Character Discussion Thread before posting a character's ability. The mechanics are simple:
- Post either your explanation of an ability or a list of skills you would like the character to be capable of.
- Someone else (namely a veteran RPer) will review it and make suggestions. Generally if it has their stamp of approval the MODs will have no contentions.
All abilities fall into a specific category depending on what exactly it allows the holder to do. For examples I've only used abilities from cannon Heroes (that is the TV show and the Graphic Novels) to aid in simplicity.
Generation Abilities allow the holder to make a certain substance or energy and manipulate what they have created. Also, along with these come the Ted Rule; the heat does not burn the oven. That is to say the holder is immune to all of the negative prospects of generating the subject in question.
Examples:
Ability supercharging, Acid secretion, Bone spike protrusion, Chlorine gas exudation, Cloning, Forcefield projection, Freezing, Future terrorist's ability, Gravitational manipulation, Induced radioactivity, Laser emission, Luminescence, Magnetism, Microwave emission, Nerve gas emission, Oil secretion, Plant Manipulation, Poison emission, Pyrokinesis, Sound manipulation, Water generation, Bliss and horror, Electric manipulation, Seismic burst, Metal duplication, Metallic sweat, Earthquake causing, Corrosion, Reality distortion
Extra-Sensory Perception Abilities allow the holder to know some information they cannot gather from the normal five senses. Generally they fall under the passive aspect of Telepathy.
Examples:
Clairsentience, Clairvoyance, Electronic communication, Lie Detection, Mediumship, Omnilingualism, Precognition, Precognitive Dreaming, Telepathy, Evolved Human detection
Alteration Abilities allow the holder to make a specific change to the environment. Most people confuse this category with the Generation category or try to combine the two. For simplicity this should not happen. Generally it is the ability to affect a change in the environment with the mind.
Examples:
Activation and deactivation, Alchemy, Appearance alteration, Crumpling, Healing, Imprinting, Melting, Mental manipulation, Neurocognitive deficit, Plant growth, Puppet master, Space/time manipulation, Technopathy, Telekinesis, Weather control, Animal control, Hair manipulation, Nervous system manipulation, Temperature manipulation, Empathic manipulation, Life force transferal, Outfit morphing, Dream, Manipulation, Illusion, Persuasion, Sedation, Dehydration, Disintegration touch, Earth manipulation, Gordon's ability, Trevor's ability, Deoxygenation, Object displacement, Summoning
Mimicry Abilities allow the holder to copy the physical, genetic, or mental aspects of something else. Generally the object of mimicry can be dynamic (as in Shape-Shifting) or static (as in Water Mimicry).
Examples:
Ability replication, Adoptive muscle memory, Aura absorption, Empathic mimicry, Metal mimicry, Power absorption, Shape Shifting, Water mimicry, Dynamic camouflage, Electric mimicry, Gas mimicry, Shadow mimicry, Snake mimicry, Mohinder's ability
Enhancement Abilities allow the holder to access a drastically enhanced feature common to humans. These are normal human processes kicked into over-drive and considered by all rights super-human.
Examples:
Accelerated probability, Constriction, Elasticity, Enhanced hearing, Enhanced memory, Enhanced strength, Impenetrable skin, Intuitive aptitude, Lung adaptation, Primal rage, Rapid cell regeneration, Super Speed, Telescopic vision, Acidic blood, David's ability
Negation Abilities allow the holder to break a specific scientific rule as it applies to them. Generally the scientific rule in question is unknown, and the exception allows a specific ability.
Examples:
Age shifting, Body insertion, Electrical absorption, Flight, Invisibility, Levitation, Phasing, Sound absorption, Teleportation, Underwater breathing, Wall crawling, Induced explosion, Size alteration, Light absorption, Alejandro's ability, Transportation, Shifting
Characters and Powers:
Create a character first. A power serves only to explore the psyche of the person that controls it, never vice versa. If you create a power and try to build a character around it will never last. Trust me on this one. I hold the record on this. I have built more characters around powers then I care to admit and they all failed miserably. It wasn’t until I created a character and added a power in afterthought did I find one I was happy with. I wanted an Adam Munroe type of character who had been around the block a couple times and had the hang of things. I initially believed he would have to be a Regenerating character, until a creepy dude gave me an idea. But I digress.
If you want to explore a power that’s fine, but never sacrifice character development. The character comes first, your ability is second, never forget that and you’ll have a ball here.
Power Originality:
Just because everyone and their cousin has the ability to manipulate electricity does not mean it is unoriginal. One character can use it to create magnetic fields, another throws it from her hands, a third absorbs it, and yet one more can convert herself into electricity and move through wires. Think of it this way: they all have the same foundation but build different houses. The same thing happens with Pryokinesis, Hydrokinesis, Enhanced Senses, Cognizant Abilities and Enhanced Physique. Never assume that just because the same ability has been done that it is unoriginal. Originality is how it’s used, not how it is.
If you want ideas, Kinesis brought these links to my attention. Keep in mind some of these powers do not compute with the RPG. You may end up getting your idea but then tailoring it to rules of this universe.
Activating Evolution - A good source for ideas. The links below are a larger list from the same site.
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List of abilities: A - Im
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List of abilities Im - Ps
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List of abilities: Ps - Z
Superhero Database - I have no real experience with this site but comes recommended by Kineses. Looked useful.
Wikipedia - Based almost entirely on Marvel and DC comic-book characters.
Degree of Power:
With great power comes great responsibility.
That is to say unless you’re really damned responsible you shouldn’t have a really powerful character. God-modding is common and can happen without even knowing it. I’ve done it before and others that have will tell you it never feels like they’re being too powerful, just really specific in their weakness. Instead of looking for something that give all around good defense and attack skill look for an ability that allows the character to excel in one specific area. Also, a powerful ability tends to over-shadow the character and dictate their direction. It’s much easier and more enjoyable to have a character with a special skill, rather than a power and a vessel for the power.
If you think you are a gifted enough writer and thinker to balance the requirements between a character and their power, you’re probably still new to this place which means your street credit is zero. No one trusts you since you’ve yet to prove yourself. If you are out to RP the next Peter Petrelli or Gabriel Gray work your way up to it. No one here, especially Esquin, is going to just hand Power Mimicry or Omniscience to the next guy to show up. In the RPG there has been only one cannon Mimic (Esquin’s baddie) and select few other multi-powered characters. Those were created by very old RPers. To sum that up; if you want more power prove you’re responsible. Show us you can make a balanced character.
Multiple Powers:
In general anything that gives a character more than one special skill (Power Mimicry – Power Theft – Power Generation – Darkness Manipulation – Probability Manipulation – Reality Manipulation – And the list goes on) is disallowed. These powers are not expressly banned so experts and veterans can contribute to the RPG in a more specific way. These characters have always been plot elements and serve to create a story for everyone. Don’t ask for one because you won’t get it. It’s nothing personal; we’re just trying to keep the RPG balance of power in equilibrium.
Power Complexity:
Generally speaking the more inclusive the subject is the more power it yields. While this is an excellent method for creating an extremely powerful ability, it is self-limiting in a sense. The methods usually employed are using quantum physics or other advanced scientific information to explain an ability and what they can do. However, one must also abide by these rules in order to use their ability effectively. Generally it is difficult to do so without being a subject matter expert or otherwise highly skilled in this area of science.
Therefore, unless one has spent a considerable amount of time studying the power subject of choice I highly recommend not utilizing it as those of us learned and others with degrees will be able to spot inconsistencies. Generally it is best to simply state what you want the character to be able to do, and then have other people name it for you. Unless you are an expert and can explain the ability and its function to others well.
Changing Abilities:
I have a character with the ability to manipulate abilities. Patrick Kowalski was created with the dilemma in mind that one likes the character, but abhors the power. This happened to me with Jake Karambit, I was fond of my blind thief but his ability was far too excessive (omniscience the ability to know everything). In the end I had to retire the character because I couldn't think of a way to limit his ability while making the character concept possible. Hence the retcon of Patrick Kowalski into being a massively powered supporting character. If you want your character's ability changed toss me a PM and we will start a conversation.