Name | Type | Description | Doubloons ($) | Coins |
Tactile Mimicry | Psychic | Limited form of Power Mimicry. Able to take on the abilities of others when touching them. Does not include divine characters. | 4500 | 3 |
Mind Static | Psychic | The ability to create static noise in the mind as a weak form of mind blocking. Makes it difficult for others to read your mind. | 1500 | 1 |
Lullaby | Psychic | Weaker form of Sleep Manipulation. The ability to induce sleep in others. | 1800 | 1 |
Elasticity | Physical Self | From "The Incredibles". The ability to streeeetch your body far. | 2000 | 1 |
Shadow Animation | Physical Environment | The ability to create living shadows which can move on their own accord. | 2000 | 1 |
Turtle Projection | Psychic | The ability to project turtles which are usually illusions, but can become solid when the user touches them. | 2000 | 1 |
Extended Breath | Physical Self | The ability to hold one's breath for an unnaturally long length of time. | 1500 | 1 |
Divine Virus Manipulation | Physical Environment | The ability to generate, control and disperse divine virus. | 8000 | 4 |
Navigation | Psychic | The ability to always orient oneself so that you know where you are and can't get lost. | 2000 | 1 |
Retractable Claws | Magic Trait | Claws (of any type) which can retract into the body. | 2000 | 1 |
360 Degree Vision | Magic Trait | The ability to see at 360 degrees, all around the body. | 2000 | 1 |
Growable Scales | Magic Trait | Scales which can grow or shrink at the owner's will. | 2000 | 1 |
Made of (substance) (repressible) | Magic Trait | Your character is fully or partially composed of a substance, e.g. fire/metal, but can change into a normal form at will. | 2000 | 1 |
Poisonous Skin | Trait | Skin secretes poison when broken. | 1500 | 1 |
Semi-Robotic | Trait | Partially robotic, e.g. a robot arm/leg. | 1800 | 1 |
Pointed Ears | Trait | Pointed ears like an elf from a fairytale. | 500 | 1 |
Venomous Saliva | Trait | The ability to spit venom, like a snake. | 1800 | 1 |
Guard Hairs | Trait | Hairs (anywhere you like on the body) which are hollow, trapping heat. This trait is found naturally in arctic mammals like reindeer and polar bears and helps keep your character warm in cold weather. | 1500 | 1 |
Animated Hair | Trait | Hair which moves of its own accord (like a shampoo advert) but can't pick anything up. | 1000 | 1 |
Prehensile Hair | Magic Trait | Hair which can act like an extra limb and has the ability to pick things up. | 2000 | 1 |
Changing Mark | Trait | A permanent mark/tattoo which changes shape/form/place on the body and/or moves. | 1000 | 1 |
Glows (circumstance related) | Trait | Your character glows at a specific time, e.g. in the dark/when wet/when in love. This is uncontrollable. Can be limited to a body part. | 1000 | 1 |
Glows (at will) | Magic Trait | Your character can cause all or part of their body to glow at will. | 1800 | 1 |
Wet Hair | Trait | Your character's hair is always wet, no matter what they do! | 500 | 1 |
Psychic Locker | Psychic | The ability to store inanimate objects in a "psychic space" which can be accessed at any time. Cannot store living things or anything which is too heavy to lift. | 2000 | 1 |
Psychic Weaponry | Psychic | The ability to generate psychic weapons which can be operated telekinetically. Can only produce "real" weapons which have natural abilities; no magic weapons. | 2000 | 1 |
Shadow Travel | Psychic | The ability to teleport through shadows; to disappear into one shadow and appear instantly in another. | 2000 | 1 |
Power Sensing | Psychic | The ability to sense which powers other characters have. | 2000 | 1 |
Water Healing | Psychic | Weaker form of healing. Ability to heal self or others using water. | 1500 | 1 |
(Element) Weapon | Elemental | The ability to create a weapon made purely of a single element, e.g. a water pike or a fire sword. Characters can create different types of useable weapons with this power but only from the given element. | 2000 | 1 |
Flame Immunity | Physical Self | Immunity to fire. Will never be burnt. | 2000 | 1 |
(Element) Construct | Elemental | The ability to create "living" creatures made entirely of a single element, e.g. a water mouse or a fire horse. | 2000 | 1 |
Flammable Blood | Magic Trait | Character's blood is flammable, like petrol. | 2000 | 1 |
Fake Death | Physical Self | Ability to appear completely dead for a limited amount of time (no heartbeat, breathing etc). | 2000 | 1 |
Sentience Transferal (animal) | Physical Environment | Ability to make a specific type of animal more intelligent/sentient while around them. This enables the animal to perform more advanced tasks or errands. | 2000 | 1 |
Hospice | Psychic | Ability to ease the process of dying for another person/animal. | 2000 | 1 |
Pain Suppression | Psychic | Ability to suppress pain in self or others for a limited amount of time. This won't heal the injury, just remove or reduce the pain experienced. | 1800 | 1 |
Corpse Mind | Psychic | Ability to temporarily possess the mind of a deceased person/animal to relive the last moments of their life. | 2000 | 1 |
Psychic Resistance | Psychic | Ability to resist psychic attacks, such as hypnosis or possession. Please note this is resistance not blocking, so it makes it harder for a psychic attacker to penetrate the mind, not impossible. | 2000 | 1 |
Super Equilibrium | Physical Self | Ability to maintain perfect balance at all times. | 2000 | 1 |
Vampirism | Physical Self | Ability to gain sustenance and self-rejuvenate through imbibing blood. | 2000 | 1 |
Blood Memory | Psychic | Ability to access others' memories by ingesting their blood. | 2000 | 1 |
Reverse Blood Memory | Psychic | Others will be able to access your memories by ingesting your blood. | 2000 | 1 |
Earthshaker | Physical Environment | Ability to shake the earth at will. | 2000 | 1 |
Phoenix Physiology | Physical Self | Character can take on aspects of a phoenix. This includes shapeshifting into a phoenix, healing tears and the ability to rebirth, although this can go wrong. | 8000 | 4 |
Super Endurance | Physical Self | Enhanced endurance and stamina. | 2000 | 1 |
Nightmare Illusions | Psychic | Ability to sense another person's worst fear and manifest into an illusion of their worst fear. | 2000 | 1 |
Air Walker | Elemental | Ability to walk on air without needing to use wings. Not quite the same as flying without wings; character would need to make a walking/running motion as they would on land. | 1200 | 1 |
Sex Swap | Physical Self | The ability to change one's biological sex to male, female or intersex at will. | 2000 | 1 |
Luck Manipulation | Psychic | The ability to affect probability or luck, for example in a game of cards. | 2000 | 1 |