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PHYSIOLOGICAL [Part 1]

ACTIVE ABILITIES

Powers & Abilities that require conscious activation by the User (Most offensive powers)

STATIC ABILITIES

Powers & Abilities that function without activation by the User (Most defensive powers)

ABSORPTIONA blend of Biochemical & Transmutative abilities; Able to absorb the properties of other matter through tactile contact (i.e. touches steel, absorbs steel & becomes a being made of steel); Advanced levels of Absorption allow for the merging of other life forms into the Host, with whatever powers, knowledge & abilities then available to the Host; Threat of Loss of Control is reached when the Host has absorbed too many personalities, or if one of the personalities have a stronger will than the Host [ESSENCE]

BIOCHEMICAL

Most Active Biochemical powers require tactile contact (i.e. touching), with a few exceptions; Static abilities usually require no effort on the User’s part; Conversely, most Users have minimal, if any, control over their Static ability; Biochemical Powers include:

  • BIOLUMINESCENCE User’s body acts as a light source, similar to luminescent insects & animals or phosphorescent objects (e.g. glow sticks); Not related to any form of Photokinesis
  • BONDING Able to cause limited destabilization in matter at a molecular level, in order to bind separate objects to one another; Strength of bond can range from heavy epoxy to complete fusion
  • CATALYTIC CONTROL Ability to alter the speed of chemical reactions
  • CHEMICAL TOUCH Abilities that cause or alter existing chemical reactions in organic  and/or inorganic matter through physical contact, usually through the hands; Types of Chemical Touch are:
    • BOOM BOXING Able to generate concussive blasts combined with physical attacks (i.e. punching & kicking); Force of the blasts vary in range; Stronger blasts can also cause secondary damage (e.g. burn marks, stress fractures, etc.)
    • EXPLOSIVE TOUCH User causes a type of molecular/chemical instability in objects that causes them to explode; Size of explosion & time required to cause the change varies on the User’s ability and/or the size of the item; Living organisms are immune to Explosive Touch [AXLE]
    • HALLUCINOGENIC TOUCH User releases hallucinogenic agent through skin, causing the affected to experience auditory/visual hallucinations; Duration & potency varies
    • NAPALM GRIP User releases chemical compound similar to various incendiary agents, which are combustible on contact; Not related to any form of Pyrokinesis, as the User cannot control the fire created by Napalm Grip
    • NEGATION A form of Catalytic Control, except that chemical reactions are stopped completely rather than altered
    • PHARMALOGICAL TOUCH Similar to Hallucinogenic Touch, User can secrete various chemical compounds, ranging from analgesic to heavy narcotic; Duration of effects, number of compounds & potency vary
  • CRYSTALIZATION Transform living and non-living targets into crystalline substance for limited durations; Crystallized people cannot move for the given time; If shattered the target will remain crystal until reassembled somehow
  • DIGESTIVE ADAPTATION Ability to digest nearly anything and has an increased resistance to a range of toxins
  • LUNG ADAPTATION Able to breathe non-life sustaining or toxic gases; Also able to breathe in liquid-based environments
  • PHEROMONES User’s body secretes chemical scent which can influence others of the same species; Affects on other species are varied or null; This can be either an Active or Static ability
  • PLAGUE CARRIER User becomes Patient Zero for diseases/viruses; User also carries the counteragent to the same diseases/viruses; Three types of Plague Carriers are:
    • ACTIVE CARRIERS User able to generate or contract any/all existing diseases & viruses without exhibiting any symptoms or being unduly affected; User can then intentionally spread the disease or virus through contact or airborne chemical secretion; Range of diseases & viruses can vary
    • STATIC CARRIERS Similar to the Active ability; Unable to self-generate diseases; Unable to control infection; Requires quarantine from general society or specialized uniform that prevents the spread of disease
    • MUTATIVE CARRIERS Ability can be Active or Static; Causes rapid mutation in the base forms of all diseases & viruses; Mutated diseases & viruses adapt rapidly to countermeasures; Unchecked, User can cause catastrophic infection
  • REGENERATION Ability to reform lost or damage body parts; Different than the Psionic ability of the same name, Physiological Regeneration is a static/triggered ability rather than being a Force of Will ability
  • SELF-REVIVAL Full regeneration from the largest remaining body part
  • SELF-SUSTENANCE Ability to survive for extended periods (indefinitely, in rare instances) without the basic necessities needed to sustain life (i.e. air, water, food, shelter); Occasionally found in those with Superspeed abilities, to off-set the hyperactive metabolism that accompanies it
  • SLEEP INDUCTION Ability to put targets into a deep sleep, usually through secretion of topical chemical (requiring physical contact) or release of airborne chemical (like ‘knockout’ gas)
  • SPRAY Ability to project a liquid spray, usually from mouth or hands/fingertips; Spray is usually noxious (similar to an animal’s musk), and can hamper visibility/cause minor damage to target's eyes
  • SUSPENDED ANIMATION Ability to put yourself or others in a suspended state, where aging and all bodily functions stop for a period of time
  • WEBCASTING/SILK-SNARE Able to produce silk from silk glands, usually found on arms/hands or in the throat; Silk is equivalent to that of spider or moth silk, with the tensile strength of steel or titanium; Silk may be used for various purposes & usually dissolves within specific amount of time

DEFENSIVE
POWERS

  • ARMOR SKIN User's skin is permanently altered into a protective covering (e.g. stone, metal, hardened scales, etc) or the ability to alter skin into a protective covering and back again
  • BODY RESISTANCE Minor version of Invulnerability; Impervious to most harm, possibly including small caliber weapons or limited exposure to extreme environmental conditions
  • FAILSAFE FIELD Similar to the Micro-Environment, this field raises automatically to protect the user from grievous bodily harm or even death; The field usually extends no further than the person it protects, and is a Static ability [CRIMSON FIST'S Gauntlet]
  • FORCE FIELD Energy fields, often invisible or translucent, that absorb the effect of attacks of equal or lesser intensity; Force fields are generally spherical in shape, ranging in diameter & resistance [LONGEARS]
  • INTANGIBILITY Or Phasing; Ability to manipulate one’s molecular structure to pass through solid objects; Ability can include other people and/or objects based on the Intangible’s skill [ETHERIAN; GHOST; SHADOW]
  • INVISIBILITY Ability to create an energy field that effectively refracts visible light, rendering anyone or anything inside the field invisible to normal human vision [ECLIPSE]
  • INVULNERABILITY Superhuman level of resistance to physical damage; Ranges from Minor (from bullets to grenades), Major (anti-aircraft munitions to laser fire), and Nigh-Invulnerable (impervious to conventional weapons) [AXLE, Minor; ECLIPSE, Nigh]
  • MICRO-ENVIRONMENT An energy field which provides the user’s basic environmental requirements for survival; This protects the user regardless of the actual environmental conditions (e.g. toxic fumes, incompatible atmosphere); This may be either an Active or Static ability
  • REFLECTION Ability to redirect energy-based attacks, either back to the source or in a random direction
ELASTICITY

Body becomes completely malleable; able to shapeshift, similar in function to the various Transmutation-Morphs; Cannot change colors or take on some functions of the forms taken

ENERGY-BASED

  • DISINTEGRATION Complete breakdown of a target's molecular structure into nothingness; Can be either a tactile contact or energy-projection ability [CRIMSON FIST'S Gauntlet]
  • DISRUPTION Similar to Disintegration, only with a more explosive effect; Molecular breakdown accompanied by concussive blast, a result of the energy released as the molecules separate [CRIMSON FIST'S Gauntlet; OBERON]
  • ENERGY ABSORPTION Ability to soak up energy and store it within the body, then either harmlessly dissipating it, projecting it or converting it into health [CRIMSON FIST'S Gauntlet]
  • ENERGY CONVERSION Ability to convert one form of energy into another (e.g. sound waves to light); Converted energy may be used offensively [CRIMSON FIST'S Gauntlet]
  • ENERGY SOLIDIFICATION Ability to form solid objects from energy [CRIMSON FIST'S Gauntlet; ETHERIAN]
  • IONIZATION Ability to convert molecular structures into electricity; Also able to focus converted molecules into an ion energy beam, usually from the hands or eyes
  • RADIATION CONTROL Ability to manipulate existing radioactive emissions (i.e. Alpha, Beta, Gamma, Cosmic or X-Rays); Usually specific to one or two types of radiation
  • RADIATION GENERATION Ability to generate & control radioactive emissions; Usually one or two types of radiation can be generated, rather than being able to produce all kinds
  • KINETIC CONTROL Ability to manipulate kinetic energy (i.e. the energy created by an object’s mass & velocity); Essentially this ability allows the User to increase or decrease the velocity of a body in motion, or redirect the energy from its source to a target of their choosing (i.e. redirect the kinetic energy created by a super-speedster to someone or something else, causing the target to speed up & the speedster to slow down or stop completely)
  • RADIO WAVE CONTROL Ability to control existing radio waves and microwaves; Can simulate broadcasts
  • RADIO WAVE GENERATION The ability to create AM and FM waves

FLIGHT

Ability to fly unaided; An innate sense of direction is also gained, similar to how birds navigate; Flight speed can vary individually from a few miles an hour to Mach 5; Higher speeds require additional protection from friction, air resistance, weather conditions; This protection can be acquired through technology or by combining it with a Defensive Power [CRIMSON FIST'S Gauntlet; ECLIPSE; VIRIDIAN; ]

GRAVITY CONTROL

Ability to alter gravity and the effects thereof [AXLE]

JUMPLesser version of Flight; Ability to traverse great distances by leaping, ranging from a few city blocks to several miles, without injury upon landing
LEVITATIONLesser version of Flight; More like controlled floating; Top speed under 30mph, for short distances; Low altitude only; Usually used for hovering for extended periods of time [GHOST]

MAGNETISM

  • MAGNETIC CONTROL Able to manipulate existing magnetic forces and their effects
  • MAGNETIC GENERATION Ability to create & wield magnetic energy
Updated: 09 August 2006
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