Character Info

Cured Mutants

Following is a list of those abilities acquired by either adults or children cured by Adam McCoy.  Children's abilities started about puberty, adults about a year after their cure. Or in rare cases experimentation as well.

Mostly everyone has only one ability, to have more then one need GM's approval.

All mutants here are as strong as their normal human body.  Unless otherwise stated. Children born to either cured or scientific can also be born with one of these abilities or one from the scientific list.


Mutants are categorized into four different groups -Elementals, Ferals, Moleculars, and Psionics depending on their abilities.
 
 
Elementals are Mutants with the ability to channel, project, and control different types of energies through their bodies. 
 
1-Electricals-who can absorb and channel electrical energy. Electricals have the ability to absorb electrical energy. They also project it from parts of their bodies [mainly the hands]. Electricals can absorb too much energy and cause themselves to explode.

Example-electric manipulation, electrical absorption, electromagnetic transmutation/cybernetic travel, electrical shockwave, electron speed manipulation, electromagnetic projection.

2-Thermals-who can absorb and control fire or cold. Thermals have the ability to channel heat or cold through their bodies. Thermal transfers can also project that energy.

Example-thermal transfer, fire creation, solar energy conduction, body temperature control, fire wall creation.

3-Sonics-who can control sound waves. Sonics have sound-related abilities, including creating intense, and even concussive sound waves, dispersing sound waves, dispelling sound, and absorbing and sending sound over vast distances.

Example-superhuman hearing, supersonic voice projection.

4-Chemicals-who can project chemical substances, such as acids, from their bodies. Chemicals have the ability to project chemical substances [acid, etc] from their bodies, create poisons, disperse various chemicals, or even survive indefinitely in toxic environments.

Example- oxygen molecule manipulation

5-Botanicals-who can control and manipulate plants. Botanicals can control and manipulate plants and other organic substances, with results ranging from giving life, growth, or death.

Example-plant defoliation

6-Geologicals-who control earth, who are extremely rare. Geologicals channel various earth-related substances. (Requires GM Approval)

Example-tornado creation, air absorption

 
 
Ferals are Mutants with a combination of animal and human DNA, allowing them to use the abilities of the animal DNA within them. They are also the rarest of all mutants, there might be one or two from sub category, for example one tiger, one panther...etc.
 
1-Feline-Typically possessing the DNA of the lion, tiger, panther, leopard, cheetah or other Feline species, these Ferals often display inhuman speed and agility, enhanced senses (particularly eyesight, smell and hearing) and greatly, augmented, physical, strength (although not as strong as an Ursine Feral). Feline Ferals often display great sociability and are extremely territorial. All Feline Ferals have a heightened fear of fire and are sensitive to hypnosis.
2-Ursines-Possessing the DNA of bear species such as grizzly, black, brown and polar, Ursine Ferals are superior to all other Ferals with regard to physical strength. They have above human hearing, smell and superior speed as well. Ursine Ferals are often quite solitary, which often disagrees with their human side, which craves human interaction. Like Felines and Canines, they are fiercely territorial as well.
3-Canines-Typically possessing the DNA of a specific family of dogs such as the wolf (Lupine), fox, coyote or other canine species, these Ferals have the keenest sense of smell of all Ferals, acute hearing and eyesight. Like Feline Ferals, they have extreme physical strength, speed, stamina, and agility. They are the most social of all Ferals and but are easily provoked and quick to anger. Due to their sense of smell, Canine Ferals are also expert trackers.
4-Reptuses-Possessing the DNA of reptilian species such as snake and lizard (including alligator and crocodile), these Ferals display both enhanced physical skills and exotic physical features. These features can include additional membranes (e.g., eyes) and concealed venom sacs, while enhanced skills include reptilian reaction and reflexes as well as augmented strength (if the applicable DNA is alligator, crocodile or a larger lizard such as the komodo dragon). In addition, most Reptilian Ferals crave external heat as they display the features of cold-blooded organisms. Reptilian Ferals are also immune to the form of hypnosis.
5-Porcines & Bovines-While Porcine Ferals possess pig, hog and boar DNA, Bovines typically have the DNA of domestic cattle, buffalo, bison and yak. Due to the similarity of the two classes of animal, some of these Ferals may possess DNA of both. Above human strength and hearing are essentially the only advantageous traits among these breeds, however their strength coupled with charging speed can create a devastating attack. They also tend to be quick to anger.
6-Cervines-Possessing the DNA of deer species, which also includes similar species such as moose, antelope or gazelle, Cervine Ferals display speed, agility, and grace unparallel, even in Feline Ferals. Their sense of hearing is heightened to inhuman extremes, yet their other senses are only slightly enhanced beyond those of normal humans. Cervine Ferals have an inner sense that warns them of impending danger and have the remarkable ability to remain completely motionless. Some Cervine Ferals may even display physical mutations such as antlers and elongated limbs.
7-Amphibians-Typically possessing the DNA of amphibious animals such as frog, toad, newt or salamander, Amphibious Ferals, like Reptilian Ferals, display both enhanced physical skills and the exotic physical features. These Ferals, depending on the nature of the associated DNA, have incredibly strong legs and are able to jump incredible heights and possess additional membranes for underwater activity. Most if not all Amphibious Ferals are adaptable in water and their agility increases while in water. They are able to hold their breath for considerably longer than a normal human being. They may also possess an unusually long, prehensile tongue.
8-Piscis-Typically possessing the DNA of any of the non-mammalian aquatic vertebrate breeds, including the lamprey, shark or other fish breeds, these Ferals possess many common characteristics of the aquatic breeds such as functional organs (e.g., gills, swim bladders, webbing, additional membranes) and enhanced skills including superior agility and speed underwater and perhaps most important of all the ability to breath underwater. They feel an intense urge to be in water although they are functional on land. Some Piscis Ferals may also possess extendable spines with poisonous or paralyzing effects.
9-Insectums-Typically possessing the DNA of any of various arachnid breeds, including scorpion or spider, these extremely rare Ferals may possess functional organs such as extendable stingers, spinnerets, antennae, venom sacs, pheromone ducts and exoskeletal structures. These Ferals may also possess greatly enhanced physical skills, particularly speed and agility. They can be prone to acts of violence as their mammalian and insect physiology constantly rejects the other.
10-Aves-Possessing the DNA of any of various species of bird, including eagle, hawk, falcon or owl, this rare Feral breed possesses many common characteristics of birds including functional organs such as enhanced respiratory and skeletal systems as well as an enhanced ocular system and organs. However, functional wings are rare if at all possible. In addition, other varieties of DNA may be infused for additional desirable characteristics such as penguin DNA for cold resistance. (Requires GM Approval)
 
 
Moleculars are Mutants who manipulate their body structure and molecular density in various ways. Some Moleculars possess more than one ability GM Must ok more then one ability.
 
1-Intangibility-Intangibles have the ability to lighten the mass of their molecular structure to the point where they can pass through solid objects but can still be affected by electrical fields and not be able to pass through it. An Intangible is only able to "Phase Out" for the length of Time the individual can hold his/her breath. Also, if this form is held too long, they may not be able to Phase solid again, as their molecules will lose cohesion, and they will literally cease to exist.

2-Impervious-Impervious' have the ability to increase the mass of their molecular structures to the point that they become completely immune from physical penetration. Also, this state gives them superhuman physical strength, invulnerability to pain, energy-based attacks and telepathic intrusions. But leaves them very slow so they can't run and even walk because of incredible body mass. An Impervious is only able to 'Mass out' for the length of time the individual can hold his/her breath. Impervious is vulnerable to weapons that affect their nervous system.

3-Invisibility-Invisibles also known as Stealth New Mutants have the ability to project an aura around their bodies which shields them from the naked eye. They can be spotted by infra-red light or by Ferals or Psionics with certain abilities. A side effect is that Invisibles live short lives as their cells begin to deteriorate because of the mutation.
4-Propulsive-the ability to move at high speeds
5-Gravitative-Gravitatives have the ability to alter the body mass of anything they desire.

Example-density manipulation, organic matter density increasion, weight manipulation.

6-Chromatics-Chromatics have abilities which effect light, shade, color, etc. This can include making oneself invisible, without the side-effects of an Invisible.

Example-light manipulation, dark anti-matter manipulation, x-ray vision

7-Stasis Suspension-Moleculars with the ability of Stasis Suspension can alter or freeze time.

Example-temporal stasis, chrono-skimming/time travel

8-Replication-Replicators have the ability to make perfect replicates of any non-living object they desire and it will work for about a day.
9-Elasticity-Elastics have the ability to alter their shape or size. This is arguably the rarest New Mutant subclass. (Requires GM Approval)
10-Teleportation-Teleporters have the ability to teleport anywhere they desire. If they are unskilled with their powers, they may teleport into a wall. They can not take people with them till they are much older and much more skilled.
 
 
Psionics are Mutants who have heightened mental abilities.
 

1-Telepaths-Telepaths have the ability to read and alter the thoughts of others. Some can also communicate with other people - especially other Psionics, mentally. Powerful Telepaths can completely alter a person's personality. They can also control others with their minds. Some can even speak to and control animals with their minds.

Example-telepathy/extra-sensoral perception, telepathic link with a child/sibling, telepathy/memory projection, new mutant detection, memory manipulation, sensory link by touch, mental freezing.

2-Telekinetics-who can move solid objects with their minds.
3-Tele-Empaths-Tele-Empaths have the ability to feel and to alter the emotions and perceptions of others. Some can also project their own feelings into the minds of other people. Tele-Empaths are prone to severe migraines.

Example-tele-empathy/mental manipulation, mind control/dream manipulation.
4-Tele-Cybers-Tele-Cybers have the ability to manipulate and interact with electronic devices. Tele-Cybers are prone to violent mood swings.
5-Precognitives-Precognitives, aka Precogs have premonitions of the future. These are only of a possible future and outcomes can be altered.
6-Illusionists-Illusionists harness the power to project fake visuals and occasionally attitudes. The quality of illusions can be poor, appearing in a holographic form, or incredibly convincing, depending on the ability of the illusionist.
7-Astrals-Astrals have the ability to project their consciousness elsewhere. In said state, their body goes limp, and their mind is invisible intangible, and can fly at great height and speed. Skilled Astrals can actually absorb, or control the spirits of others.
8-Pain Synthesizers-Pain Synthesizers have the ability to project pain into others. NOTE: Pain Synthesizers can only apparently project pain they feel.




The examples are what we can think of, if you can think of another for that category, please let us know.