X-23
New Recruit
Lowly Member of Society
Inside each of you is a hero. So, I leave knowing that a world full of heroes has nothing to fear.
Posts: 90
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Post by X-23 on Mar 30, 2007 22:54:46 GMT -5
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Student
Posts: 191
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Post by Icon on Apr 2, 2007 13:40:16 GMT -5
Good looks, X, I've got some information people might like...
Archetype:- Blaster- Typically a long ranged character. The name makes it quite clear what this character type does, they blast crap. Most commonly you'll see energy blasters (energy being defined as fire, water, ice, electricity, kinetic, etc.) but there are exceptions, such as characters like Marrow who throws his own bones. Examples: Gambit, Cyclops, Banshee.
- Scrapper- Melee combatants that work best in open areas at medium range to C.Q.C (Close Quarters Combat). These are fast and powerful characters that excel in speedy hand to hand moves. Examples: Wolverine, Captain America, Spider-Man
- Tanker- Big. Strong. Their, well tanks. They do extreme damage and generally their only long-range capabilities are impromptu maneuvers or throwing stuff about. Examples: The Hulk, Colossus.
- Defenders- Defenders are an odd group. There isn't so much a set list of powers, but they tend to revolve around helpful powers and abilities. Such as weather manipulation, healing others and/or forcefield creation. Examples: Storm, Elixir, Susan "Invisible Woman" Storm.
That's just a short list, there are plenty of others, but if you're looking for a nice place to start those four can be a great place to start.
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Student
Posts: 191
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Post by Icon on Apr 2, 2007 13:47:48 GMT -5
Powers: There are tons, quite literally tons, of powers to choose from... so I'll keep this brief. Firstly, I'd like to define the difference between two terms I see being confused often: Kinesis and Mancy
Kinesis: A "kinesis" is a suffix to the name of a power. Kinesis is innately more powerful than mancy. A kinesis is the creation of the specific power. Pyrokinesis is the creation of and control over created (yes, usually only the created) flame. The same can be said for Hydrokinesis, but for liquids. Telekinesis is the creation and control of movement or force.
Mancy: Mancy is the control of currently existing substance. Pyromancy is the control of flames already in existence. Hydromancy is the control of existing water. I suppose there could be a Telemancy, which would involve the changing direction or stopping of an already moving object.
The best example I can think of is this... The Human Torch is a Pyrokinetic, he creates his own flames and controls them. Pyro is a Pyromancer, he controls the flames that already existed.
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Student
Posts: 191
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Post by Icon on Apr 2, 2007 14:24:08 GMT -5
Straight Powers or Suites?
A "Straight Power" is a power that does just that one thing. A Suite Power is something that because of one particular ability, is capable of doing several things. With that said, let's get crackin' on some powers, eh!?
Absorption: The ability to absorb any one particular thing (usually) and transfer it into any other one thing (generally). Typically a character will absorb energy from any source, such as an attack, and rather than convert it, will simply use that energy to fuel their own powers, such as how Ms. Marvel powers her flight and blasts. Some characters can even absorb physical attacks and use them to increase their strength.
Animal Mimicry: Be it through a very specialized form of shape shifting or some peculiar physical quirk, the character is capable of mimicking various animals.
Animal Mastery: Think Aquaman. The character can speak, either telepathically or verbally, to animals and have them aide in battle or household chores.
Armor: Fairly simple and obvious. The character is covered or has armor. Maybe their muscles are so huge they soak damage, or they're covered in steel or rock. Doesn't matter, the affect is the same.
Bioluminescence: The ability to generate and emit light, of all sorts. Generally this ability is a suite power as the character can control the light they emit. Flash or floodlights can be emitted from the body, hard light constructs can be formed via the manipulation of said light (think Green Lantern) or even be used as a searing blast for an attack.
Bodymorph: Easily one of the greatest powers ever. The character has the ability to turn their body into... well anything. Don't take me literally. Character examples are Human Torch and Colossus. Choose something to turn into and then do it. Fun part is that abilities change because of it. Like how Torch can blast flames when he's morphed, or how Colossus becomes absurdly strong.
Bone Mastery: The control over one's own bones, perhaps the bones of another. This power is tough for freeform, but it can involve the breaking of other's bones, locking of joints to cause immobility, and increasing or reducing bone density for a plethora of affects.
Claws: The character... makes... claws. Metal or bone are common, but don't forget that energy is a commonly used technique as well.
Clone/Minion: Either through manipulation of energy, physical matter or just creating a clone of one's self, this power enables a character to make more of itself... or just others.
Density Decrease: The ability to decrease one's density to become utterly intangible.
Density Increase: The ability to increase one's density to become quite resilient and strong.
Disintegration: The ability to disintegrate living or non living matter. Note: Disintegration of animate tissue is hard to do in a freeform RP and should be discussed with the target prior to use.
Elemental Anima: This is a mancy technique. The "element" can be anything. Fire, water, fish bones. Doesn't matter. You control pre existing sources of the "element." In my opinion, air and earth are the best choices for anima.
Elemental Mastery: This is a kinesis. Same rules apply as in Anima, but you create the element as well.
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Student
Posts: 191
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Post by Icon on Apr 2, 2007 14:43:51 GMT -5
Entropy Manipulation: One, with this power, can control and alter entropy (clearly). Entropy is vaguely defined as being the correlation between time and probability. No, you can't quite control time, but you can alter what we refer to as luck. Creating an entropic shield that can cause any caught in the area to have a lower success rating in the things they are doing. This can also be used, due to the aforementioned ability, against machines, causing the probability of destruction within them to... well increase.
Flight: You can fly. Be it with wings, via energy manipulation, jet pack, rocket boots. No one cares, you just fly.
Forcefield: Whatever the reason is doesn't matter much, all that matters is the character creates and controls forcefields.
Gravity Manipulation: The character has the power to manipulate gravity. Make things heavier and more durable, or make them light as air to simulate super strength. Glide and fly. A lot of potential here.
Healing: Most commonly seen as healing one's self, but this power, if properly adapted can be used to heal others as well.
Homunculus: The ability to remove one's body parts and feel no pain from it.
Hypermovement: Essentially, this is super speed. Do you run fast? Swim fast? Fly fast?
Illusion/Mirage: Create and manipulate illusions. Many feel this power is just for sight, but sounds are possible as well. If one has both visual and audible, perhaps even semi-solid, it would be more of a mirage as opposed to an illusion.
Immobilize: Trap someone. Common uses are creating energy prisons, trapping someone in the earth or encasing them in a block of ice. The desired effect remains, however. The target doesn't move.
Immolate: Fire? Extreme Cold? Acid? Noxious Fumes? Whatever it is, the character is encased in it and causes extreme difficulty, if not agony, to make contact with them.
Invisibility: Turn invisible!
Magnetic Mastery: Control the earth's pre-existing magnetic forces to move metal.
Matter Chameleon: Touch something, anything will do... be it liquid, solid, gaseous, energy-based, and turn into it, giving the character different abilities and properties based on what was touched. A broad version of Bodymorph.
Matter Create: Create anything out of nothing. Is it the ambient energy in the area, or stray molecules that create it? Made of ice? Made of fire? Made of magic? Your call.
Poison: The character creates poisons, perhaps diseases, and can, upon contact either physically or via bodily fluids, transmits said disease or poison.
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Student
Posts: 191
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Post by Icon on Apr 2, 2007 14:50:08 GMT -5
Shape Shift: Turn one's physical form into another. Other people, animals, mythical beasts? Bigfoot? It's all right here.
Sizemorph Grow: Grow, perhaps to astronomical heights, and have the character's natural strength and stamina increase accordingly.
Sizemorph Shrink: Shrink, perhaps to nearly nothing, and have the character's natural strength and stamina decrease accordingly, but be harder to see, detect or hit.
Warp: Create warp holes for one's self, others and perhaps objects. Remember, warping isn't teleporting, one must step through the warp hole to be transmitted and it must lead somewhere. This power can be very effective with a creative player at the reigns.
That's all for now. Hope this all helped.
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