Project V17/Powers/Shard/Power Copy

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Acidbath

Cost: 8 SP

You can change into a form of acid and can shoot acid at people.

Aegis

Cost: 4 SP

You can adapt to damage and can fly. Your adaptation allows you to act as if your body was at peak capacity no matter how much damage has been done to you. You do not feel pain.

Agnes Court

Cost: 8 SP

You can grow artificial organic structures from 'seeds' you create. These seeds will swell into pillars, stairs, houses etc. growing exponentially given enough time in your sphere of influence. The organic wood-like substance will eventually harden into a stone-like substance of varying colors of your supposed choosing after you have terminated the growth.

Alabaster

Cost: 6 SP

You have a power that resets you to your base form every five seconds. You also have a minor thinker power related to mechanics.

Antares

Cost: 4 SP

You have a force field that can block any blow no matter how powerful, but any powerful impact will bring it down for about two seconds, longer if it's a sustained hit. You can fly at almost 80 miles per hour. You have super strength, strong enough to allow you to lift about 14 tons. You have an emotional aura that makes it so those around you are either in awe or fear of you. Your Force Field is larger than your body. You can choose the exact shape, but it cannot be larger than 10x your size.

Armsmaster

Cost: 5 SP (Cache)

Cost: 2 SP (Cache)

You are a Tinker whose specialization is miniaturization and efficiency.

Assault

Cost: 4 SP

You can control the kinetic energy of yourself and things you touch. You can absorb kinetic energy into a battery of sorts and redistribute that energy later.

August Prince

Cost: 6 SP

You have a stranger power that makes it impossible for anyone to willingly impede you.

Bakuda

Cost: 9 SP (Cache)

Cost: 4 SP (Cache)

You are a Tinker whose specialization is explosives. You are able to create bombs with an incredibly wide variety of effects, not all of them lethal. You don't have complete control over what you build and sometimes don't even know what the end result will be.

Ballistic

Cost: 7 SP

You can imbue any inorganic object you touch, from ball bearings to automobiles, with kinetic energy, causing it to go flying faster than the speed of sound.

Bastard Son

Cost: 8 SP

You can grant inhuman levels of skill with obscure objects that your subjects can use in innumerable ways as tools and weapons. However, this has a detrimental effect on the subjects' mental integrity and independence, leaving them highly suggestible.

Battery

Cost: 3 SP

You can charge up energy, expending it to trade each second of time spent charging for several seconds worth of invulnerability, super strength, super speed and electromagnetic repulsion/attraction.

Bitch

Cost: 4 SP

You can empower dogs by giving them symbiotic biological armor that vastly increases their size - on the order of three thousand or more pounds - grants enhanced strength, durability, agility, and an asymmetrical covering of bony plates, spikes, exposed muscles, calcified flesh, and prehensile tails. The armor only lasts a certain amount of time, however. It starts weakening after about ten minutes on average, and is usually completely defunct by fifteen minutes. You have trouble trying to socialize with humans, your power having hardwired you to better understand canines. You do not automatically control the dogs that you empower.

Blasto

Cost: 3 SP (Cache)

Cost: 1 SP (Cache)

You are a biotinker specialized in creating lifeforms.

Blindside

Cost: 5 SP

You have a stranger power preventing anyone's eyes from pointing in your direction, unless an obstacle is blocking you, or their eyes are closed. Others are prevented from physically touching you, and you cannot be pointed at by fingers, weapons, cameras, or Master minions. This power is always active, and cannot be turned off without a perk allowing it to be.

Bonesaw

Cost: 12 SP (Cache)

Cost: 6 SP (Cache)

You are a powerful biotinker specializing in medical sciences.

Cherish

Cost: 9 SP

You have the ability to both know the complex emotions of those in a very large range around yourself, and control emotions within a smaller radius.

Chevalier

Cost: 5 SP

You have the power to combine the properties of several items into one - selectively taking their attributes into his primary weapons, you need stamina and concentration to use this power. These different attributes appear as shapes and lines in an abstract representation of the object's properties. You can see glimmers and images that represent the powers of others.

Circus

Cost: 2 SP

You have an array of powers including enhanced balance and coordination, a pocket dimension you can use to deposit items and limited pyrokinesis.

Clockblocker

Cost: 3 SP

You can freeze something in time with a touch. It stays frozen for 30 seconds to 10 minutes. You can freeze something with only a fraction of a second of contact.

Coil

Cost: 4 SP

You can use precognition to follow two timelines where you makes different choices.

Crawler

Cost: 15 SP

You have permanent adaptive regeneration. As long as you survive, any injury will heal at incredible speeds. This healed tissue often gains non-human attributes/augmentations and is altered, if possible, to be more resistant to the source of damage.

Crusader

Cost: 5 SP

You can create ghostly duplicates of yourself and your possessions, which pass through inorganic objects, but not organic ones. These ghostly clones cannot use your other powers.

Cuff

Cost: 3 SP

You have the ability to manipulate metal in direct contact with your skin, as well as for a few seconds after you stop touching it.

Canary

Cost: 8 SP

This power allows the user to be an exceptionally skilled singer, but also affects those who hear their singing. Those who hear the user's singing become susceptible to suggestions. However, the user does not have an innate ability to tell when someone is under the influence of their Master ability. This may inadvertently cause words meant for normal conversation to turn into power-enforced commands. This power does not just make those who hear its effects susceptible to suggestions. Anyone may give suggestions, with a broad range of applications. Suggestions may induce physical reactions such as nodding one's head or compel involuntary actions. Suggestions such as "calm down" can even soothe an affected subject in dangerous situations. The power's potency is minimized when transmitted through technology.

Damsel of Distress

Cost: 10 SP

You can create conical blasts of warped space that will destroy anything inside. You don't have full control over your power and your blasts have enough recoil to launch you backwards.

Dauntless

Cost: 5 SP

You can put charges into items to give them powers. This slowly makes them more powerful. Active combat speeds up the collection of charges.

Entourage

Cost: 5 SP

You are capable of long range self duplication, that operate independently with no personality degradation.

Epoch

Cost: 6 SP

You are capable of rewinding, pushing forward, or pausing time by ten seconds. You can use this power to move things to where they were ten seconds ago, move things to where they're slated to be ten seconds in the future, or pauses things for up to ten seconds, releasing at a whim.

Faultline

Cost: 5 SP

You have the ability to separate molecular bonds in any non-living material to make holes or cuts by touching it.

Flechette/Foil

Cost: 10 SP

You can infuse nonliving objects with the ability to ignore select laws of physics, including the ability to go through anything. You also have an intuitive understanding of angles and trajectories as well as an enhanced sense of timing.

Fog

Cost: 7 SP

You can turn into living fog that erodes living matter while it is inside. You can shift as much or as little of your body as you wish into a gaseous entity. You can also control your solidity.

Flint

Cost: 15 SP

You can make other people in your vicinity develop Corona Pollentias and trigger. This effect persists even through severed parts of yourself as long as you're not dead, and you may choose to selectively affect others.

(Note: If you've picked Shardless and Essence of Shard, you can even use this on yourself, since you technically aren't connected to a real shard.)

Gallant

Cost: 1 SP

You can see emotions and can shoot emotion blasts. The stronger the emotion you're blasting, the more force comes with it.

Gavel

Cost: 10 SP

Your power makes it so you can only take so much damage at a time, and reduces the severity of any damage to a set amount. Shooting you with a hail of bullets would be little different from shooting you with one or two bullets, and any given bullet would only gouge out a teaspoon's worth of flesh. Offensively, you have the ability to lift objects three to four times your own weight, and to imbue melee weapons with both your durability and with vast impact. You can also transfer your defensive power from your weapon to your target, making the target near-invulnerable as it flies through the air. The target will then be pulverized when it hits something else.

Glory Girl

Cost: 4 SP

You have a force field that can block any blow no matter how powerful, but any powerful impact will bring it down for about two seconds, longer if it's a sustained hit. You can fly at almost 80 miles per hour. You have super strength, strong enough to allow you to lift about 14 tons. You have an emotional aura that makes it so those around you are either in awe or fear of you.

Golem

Cost: 3 SP

You can embed your limbs into a surface to project a larger version of your limbs some distance away on a similar surface.

Grue (Second Trigger)

Cost: 4 SP

You can create a smoke-like darkness that erases all light and sound. It also weakens or temporarily removes some powers. Additionally, you can copy the powers of Parahumans inside your darkness, though they'll be weaker.

Genesis

Cost: 13 SP

Upon arising from sleep, you will find yourself depleted of energy. You must remain awake for a period of time to recharge your power. To use this power, you must sleep, whereupon you can generate a new body and control it while your physical form remains in a state of slumber. Your forms can have various appearances and abilities. Note that the more biologically stable the form is, the less your ability's energy will be drained. You need to visualize the desired form before initiating the creation process. You have a maximum of 2 minutes to manifest the form of your choosing. The transition between forms requires time.

Grey Boy

Cost: 15 SP

The user is capable of creating static loops in time, during which any alterations made to their being are undone. An oddity of this power is that everything affected takes on a monochrome appearance, giving it a monochromatic appearance. Only the user could enter created loops. During the loops, the only changes that would persist would be those inflicted by the user (such as cuts or burns) and the victims' thoughts. Pain inflicted on those trapped within the loops is experienced repeatedly. The user may adjust the duration of the loop, expanding it so the trapped individuals can speak full words, or shortening it to quickly repeat the initial burst of pain from a wound. The user was unable to close these loops.

The loops could persist for a long period, often exceeding the natural lifespan of living creatures. The loops could cover an area roughly equivalent to a square that was five feet wide and eight feet tall. The power works at the speed of the user’s thoughts, able to stop Sting enhanced darts in midair.

The power rendered the user effectively immortal, constantly restoring their body to the state it was in when they first received their abilities. This prevented them from aging or even becoming soiled. Their memories remained regardless of their ever-shifting form, allowing them to retain their position if desired. Any time they were injured or weakened, their power would take them back as far as was necessary, allowing them to maintain their position if they wanted or move out of the way.

Hatchetface

Cost: 12 SP

You have a field that nullifies other powers, as well as a brute power.

Hookwolf

Cost: 7 SP

You have the ability to change into a form made out of metal blades.

Imp

Cost: 6 SP

You are incredibly hard to notice when your power is active, to the point of nearly being invisible. It is still possible to detect you through cameras or smell, but it's hard to link that smell to her. This power defaults to on and you need to focus to keep it off.

Kaiser

Cost: 6 SP

You can create metal objects that extend from a solid surface around him. The metal can be iron or steel.

Kid Cassandra

Cost: 11 SP

You can predict the future as percentages. Doing so too much will give you headaches.

Kid Win

Cost: 5 SP (Cache)

Cost: 2 SP (Cache)

You are a Tinker specializing in modularity.

Labyrinth

Cost: 12 SP

You can superimpose objects and locations from pocket worlds onto the surrounding area. The longer you have been in an area, the greater your range. Your power is affected by your mental state, the less lucid you are, the stronger your power.

Lung

Cost: 9 SP

You start as a low level brute but grow stronger and slowly transform into a dragon the longer you fights. You have pyrokinesis and enhanced senses that grow stronger the more you grow.

Mama Mathers

Cost: 12 SP

You have the ability to take over the senses that someone uses to perceive you.

Marquis

Cost: 5 SP

You can manipulate bone. You can grow and shrink your own bones but not other peoples’ bones. You cannot control bones inside of people unless you can see them.

Masamune

Cost: 8 SP (Cache)

Cost: 4 SP (Cache)

You are a tinker focused on mass production.

March

Cost: 10 SP

You have a thinker power granting you heightened timing abilities as well as the ability to imbue objects with the power to ignore laws of physics.

Miss Militia

Cost: 4 SP

You can form weapons from a semi-sentient blue-black blur of energy. These weapons have unlimited ammo and can only be mundane in origin. You also have perfect memory and don't need to sleep.

Myrddin

Cost: 9 SP

You can access a variety of pocket dimensions to banish people, create blasts of wind, collect matter and shoot it as a bullet, fly, and clean up radiation. You can also glimpse how powers work.

Moord Nag

Cost: 13 SP

The user has the ability to control their own shadow, which has a sentience of its own. This shadow is capable of protecting the user from harm, as well as acting on their behalf in various ways. The shadow's appearance, form, and abilities are all subject to change based on its absorption of other life forms. At the start, it is only big enough to fit in the palm of the users hand. With enough absorption, the shadow will grow and gain significant power and influence, becoming a powerful force capable of challenging even the Endbringers. There is no known upper limit on the amount of strength the shadow can gain.

Nilbog

Cost: 14 SP

The user of this power can create minions by recycling pre-existing living material. They can customize these minions with feelings and powers of their own, allowing for a vast array of shapes and forms. The user's monsters can breed and give birth to more monsters, giving them an advantage in numbers.

To create a monster, the user encloses a target in one of their generated sacs. The target can try to fight free, but once enclosed, their biological material is passed through the user's body into another sac, where it's transformed into a slurry. This mixture of living matter can be used or converted to create new monsters.

Newter

Cost: 4 SP

You secrete a hallucinogenic fluid from your skin at all times. You are noticeably tougher, stronger, and faster than a normal human.

Nice Guy

Cost: 12 SP

While this power is active, everyone will think that you're a nice guy. A friendly acquaintance. Even if you stab them in the guts, they wouldn't hold it against you.

Night

Cost: 9 SP

You transform into a monster whenever no one is looking at you. While in this form you are incredibly strong, fast, and nearly invincible. Any damage you have taken is healed when you transform.

Null

Cost: 12 SP

You can share powers among a group. This power is not shared.

One

Cost: 8 SP

You are a "brainwashing" Thinker.

Othala

Cost: 8 SP

You have a trump power that lets you grant one out of a set of powers to one person at a time, such as pyrokinesis, regeneration or invincibility.

Panacea

Cost: 14 SP

You have touch-range biokinesis. You can only use this on others, not yourself. You have an instinctual understanding of most biology, but even so, you cannot always understand biological-based Parahuman powers, such as the biological armor of Bitch's dogs.

Parian

Cost: 3 SP

You have fine telekinetic control over materials that weigh less than a half-pound. You can infuse porous materials with your power to control larger objects. Human flesh is the best material for your power, giving you more control and strengthening the material.

Precipice

Cost: 7 SP

You can fire blades that create lines on hit surfaces and if that surface is struck it splits along the line. You have a Tinker specialization in frail prosthetic arms. You have an enhanced sense of balance that lets you stop in place at any speed or turn on a dime. You can spread mild guilt and doubt over an area.

Purity

Cost: 10 SP

With an internal supply of energy formed from sunlight, you have the ability to create kinetically charged light, to move through the air at high speeds while generating powerful blasts.

You can also create beams strong enough to level buildings, create smaller beams, or fire multiple beams at once. it takes a moment to charge up beams, energy visibly welling up in your hands.

Quarrel

Cost: 6 SP

Your attacks bend space to create perfect accuracy, never missing a target within range.

Regent

Cost: 7 SP

You can control other peoples' nervous systems. At first all you can do is make them twitch, but if you're around someone long enough you can control their entire body. The farther away and more people you control the harder it is. You can use their powers.

Rune

Cost: 1 SP

You can telekinetically control objects you trace a rune onto.

Scapegoat

Cost: 3 SP

Your power allows you to dig through potential realities to find alternate versions of the person you are working on and apply that person's condition to your target. This removes the person's injuries, essentially making it as though they had not suffered them at all. You use your body as a bridge for this process. You can also use this to apply harmful effects to your targets.

Shadow Stalker

Cost: 4 SP

You can enter a shadow-like breaker state in which you are lightweight and capable of phasing through matter. Electricity will harm you in this state.

Shatterbird

Cost: 8 SP

You have the ability to manipulate silicon through high-frequency sounds, giving you essentially perfect control over all glass, sand, and other siliceous compounds.

Skidmark

Cost: 4 SP

You can create strips of purple repelling energy on surfaces you can see. These strips are one directional, meaning they either accelerate or repel mass depending on which side it entered from.

Skitter

Cost: 6 SP

You have total control of all arthropods within 3 to 5 blocks as well as infinite multitasking.

Sphere/Mannequin

Cost: 6 SP (Cache)

Cost: 2 SP (Cache)

You are a tinker who specializes in self-contained systems, designed to sustain life while sheltering it from external forces, including water, weather, space … and bugs.

Spright

Cost: 7 SP

You can copy the general nature of powers, while only mimicking aspects of said powers relating to movement and manoeuvrability. Essentially coping it into a Mover-type version of the power.

Squealer

Cost: 7 SP (Cache)

Cost: 3 SP (Cache)

You have a tinker power focused on creating vehicles.

String Theory

Cost: 12 SP (Cache)

Cost: 6 SP (Cache)

You have a tinker power that has no real limitations on what you can build, but you must operate on a time limit from the moment you start constructing something.

Sundancer

Cost: 9 SP

You can create a miniature sun, hundreds or thousands of degrees in temperature, that you can manipulate at will. It takes a few seconds to form a sun. The sun forms in your hands. Temperature within five feet of yourself is normalized, and while it won't put out fires, it will stop fires from hurting anyone.

Tattletale

Cost: 4 SP

Your power helps you deduce things, often times without sufficient evidence. However, without enough evidence you can get really incorrect answers. You will get headaches if you use this power too much.

Teacher

Cost: 11 SP

You have a master/trump power that grants thinker/tinker powers to people you choose, however the stronger the power the greater decrease in faculties in the subject, making them unable to express any information/skills from their abilities. You can also modify existing powers to a limited degree, by using a sort of hypnotic state to unlock it, similar to a second trigger.

Two

Cost: 10 SP

You have the ability to magnify the powers of parahumans in close proximity.

Über

Cost: 1 SP

You can master any technique as long as you concentrate. You can only have 1 technique at a time, and you do not have an understanding of the broader skill.

Upperhand

Cost: 6 SP

You can copy the general nature of powers with an output, and produces your own output in form of powerful hyper-gravity.

Valefor

Cost: 13 SP

You can induce suggestibility in people by looking at them. You can then implant triggers or orders, including erasing the memory of the suggestion.

Velocity

Cost: 5 SP

You have the ability to move in superspeed, though your ability to affect the world lessens the faster you go due to your mass lessening.

Victor

Cost: 5 SP

You are a skill thief, with the ability to absorb the practical expertise of anyone you spend time in the presence of. The skills you can absorb can be increased by things such as eye contact or physical contact, with each connection made increasing the breadth and depth of what you are able to steal, whether a specific skill or a target's general skill set. Unless you completely steal a target's skill, they will regain the skill over time.

Vista

Cost: 10 SP

You can warp space on a continental scale but living beings interfere with this powers.