FredMagi/DarkFred: Abilities
Abilities:
See Fred and Dark Fred's decriptions under FinalBattle for the lion's share of it. I'll get around to reprinting it, WITHOUT descriptions. In addition:
Master of the following occupations: Advance Wars CO, African Rain Maker, African Witch, Amazon, Ancient Master, Animal Shaman, Ankaqoq Inuit Shaman, Anti-Monster, Apok, Archon, Argothian Enchantress, Argivian Archaeologist, Assassin, Atlantean Undead Slayer, Auspicious Ancestor, Barbarian, Bard, Belmont Vampire Hunter, Berzerker, Biomancer, Bishamon Fighting Monk, Bio-Sculptor, Black Mage, Blade Runner, Blood Druid, Blood Shaman, Blue Mage, Bombwiz, Born Mystic, Brickwiz, Burster, Chaos Harlequin, Chemist, Chickenwiz, Chrono Commando, Chrono Legionnaire, CJP Stormtrooper, Conjurer, Controller Battle Magus, Corrupt, Cosmo-Knight, Cossack, Cowboy, Crazy, CrowWiz, Cyber-Knight, Cyber Snatcher, Cyborg Commando, Dancer, Dark Archon, Dark Priest, Dark Templar, Deathbringer Psi-Stalker, Delphi Juicer, Demon Assimilator, Demon Queller, "Descended" Glitter Boy Pilot, Desolator, Dinosaur Rider, Dog Boy, Dragon King, Dragon Juicer, Dragoon, Druid, Dryad, Dweomer Mage, Earth Child, Ecto-Hunter, Elemental Shaman (all elements), Elite Javelineer, Elvenwiz, EOD Specialist, Femeref Archer, Femeref Enchantress, Fetish Shaman, Fire Knight, First Calgary Volunteer, Fuelwiz, Fyndhorn Elves, Geomancer, Ghost Eater, Ghoststalker, Goldwiz, Grey Seer, Gryphon Rider, Gunfighter, Gunslinger, Gypsy Beguiler, Gypsy Fortune Teller, Gypsy Seer, Hardware: Analytical Genius, Hardware: Electrical Genius, Hardware: Mechanical Genius, Hardware: Weapons Expert, Headhunter Anti-Robot Specialist, Headhunter Techno-Hound, Healing Shaman, Herbalist, High Magus, High Templar, Hunter, Hunter/Vigilante, Huntsman-Trapper, Hyperspace Master, Ice Wizard, Initiate of the Ebon Hand, Inuit Story-Fisher, Jedi, Juicer Gladiator, Justice Ranger, Kachina Dancer, Keeper of the Desert, Knight, Knight of the DemonHead, Koral Shaper, Ley Line Walker, Lifeforce Warrior, Lim Dul's Cohort, Living Fire Sorceror, Lord Magus, Ludicrous Mage, Lunar Mage, Machine Person, Magic Knight, MagiTek Knight, Mask Shaman, Matrix Agent, Matrix Warrior, Medicine Man, Mega Juicer, Millenium Druid, Mimic, Mind Bleeder, Mind Melter, Mining Borg, Monk, Monster Trainer, Mudwiz, Mutant Hijacker, Mystic, Mystic Knight, Mystic Kuznya, Mystic Warrior, Navy SEAL, Necromancer, Nega-Psychic, Night Witch, Ninja/Mystic Ninja, Ninja Crazy, Ninja Juicer, Noro Mystic Warrior, Noro Psychic Ghost Maker, Nuke Master, Nutarangoaq Doll Maker, Ocean Wizard, Odin's Berzerker, Ogre Enforcer, Old Believer, Order of Leitbur, Paladin, Paradox Shaman, Phaeton Juicer, Phase Mystic, Physical Training Class (both types), Plant Shaman, Pokemon Hunter, Pony Tail Psi-Stalker, Priest, Priest of Light (Wormwood), Professional Gambler/Gambler, Promethean Time Master, Psi-Bartender, Psi-Druid, Psi-Ghost, Psi-Nullifier, Psi-Slayer, Psi-Slinger, Psi-Stalker, Psi-Tech, Psi-Warrior, Psi-X Alien, Psychohistorian, Psycho Stalker, Pygmy Shaman, Q2S Archmage, Q2S Assassin, Qivigtog Polar Mystic, RCSG Scientist, Reaver Mechanized Cavalry, Red Wizard, Reload Team, Sage (Warlocked), Samurai, Sawtooth Ogre, Scathach, Sea Druid, Sea Inquisitor, Sea Titan, Second Stage Promethean, Sheriff, Shifter, Sohei Warrior Monk, Song Magi, Sorceress, Spell Scavenger, Spellsword, Spider Tribe Psi-Stalker, Spirit Borg, Spirit Warrior (Animal, Plant, Fire, Earth, Water and Air), Stage Magician, Star Child, Starcraft Ghost, Stickfighter, Stone Magician, Suilarniqeq, Summoner, Sun/Star/Moon Priest, Super Sleuth, Super Animal Man Monster, Super Plant Man Monster, Super Spirit Man Monster, Sweatwiz, Symbiotic Warrior, Tao Wizard, Tattooed Archer, Tattoo Magician, Team Fortress Engineer, Techno-Wizard, "The Cleaner", Thief, Tidal Warrior, Time Mage, Tiny Atlas, Toon, Totem Warrior, Tourist: Camera Clicking, Tribal Shaman, Tribal Warrior, Trickster Mage, Vagabond, Veteran Bodyguard, Vodalian Mage, Voodoo Priest (REAL Voodoo), Wanderer, Warlock (fire, earth, water and air), Whale Singer, White Mage, Wild Mage, Wiseguy, Wormwood Battle Monk, Wormspeaker, Zapper.
SwdGrab percentage of 60%. This can be lowered by appropriate measures. Further, SwdGrabs can fail.
Counterattack percentage of 70%. This can also be lowered. It also has a chance to miss.
Amazon Critical Strike percentage of 68%, giving a critical strike chance to ranged and thrusting attacks.
Dodge. 56% chance of evading melee attacks while standing still.
Avoid. 68% chance of evading missile attacks while standing still.
Evade. 56% chance of evading missile or melee attacks while moving.
Penetrate. +225% chance to hit with ranged attacks.
Pierce. 85% chance that my bow or throwing attacks will continue through one enemy to the next; half for guns.
Sword, Axe and Mace Mastery add +123% damage and +180% Attack Rating to those weapons.
Pole Arm, Throwing and Spear Mastery add +125% damage and +182% Attack Rating to those weapons.
Claw Mastery. +111% damage, +220% Attack.
Weapon Block. +57% chance of blocking.
Warmth. +258% mana recovery.
Lightning Mastery (63% less mana cost).
Cold Mastery (85% cold resistance piercing factor).
Fire Mastery. Doubles fire attack damage.
MagKogRyu maxes out at x100.
Shinken is at x20,000.
Blaster ZanMagJi is at x1024.
Empower Weapons is at L. 45.
Energy Bullets is at L. 32.
Refractor Beam.
Control over the Void. I can open a portal into primordial nothingness, a portal that destroys the landscape and makes a huge impassable hole.
Pocket dimension the size of a full city, which I can withdraw items from at any moment, or even hide in!
Galactic Beam.
Solar Beam.
Inferno Beam.
Inferno Beam 2.
Solar Beam 2.
Withering Flesh. Enables me to strike down much of a warrior's vitality until he is in critical health.
Chirigi Vital Strike Atemi. Enables me to strike at my opponent's critical HP.
Two Minds. Splits me into an earthly, subconscious self and a mystical, conscious self, known as the Hun and Po, respectively.
Split Form. Splits me into up to 16 weaker essence fragments. I can do this with Two Minds, yes.
Karumi-Jitsu. The art of supreme mastery of balance.
Calm Minds. This allows me to calm the minds of an entire area of people, dispelling anger and other strong emotions.
Dim Mak. I strike at pressure points.
Art of Stealth.
Art of Hiding.
Art of Evasion.
Art of Vanishing.
Art of Disguise.
Art of Mystic Invisibility. This lets me cloud the minds of my opponents so they just "don't see me".
7-D Being. I also exist in the dimensions of time, two dimensions of velocity and probability. This gives me a number of sub-abilities: Permanent Haste. I always view the world at half speed, while all others view it me x2. Most Haste spells don't take this duality into account, but mine do. Further, I can redirect that Haste to different parts. Time Enhanced Regeneration. A special ability that makes all regeneration and similar abilities work at 5 times the rate due to relativistic properties. Allies get x2. Duration Doubler. Makes all spells last twice as long. Allies get +10%. Damage Speed Doubler. Enemies suffering constant-damage effects (poison, wounds, etc.) suffer them twice as fast. Damage Speed Divider. My allies and I take constant-damage much slower. Positional Inconsistency. My position is not precisely ascertianable, due to probabilistic "noise", meaning that locks and certain high-precision techniques will fail. Temporal Inconsistency. For another reason, my position is not precisely ascertainable, as I am likely to be either in the position of one second or so in the future or the past. Alter Probability. For energy cost, I can alter probability in certain ways, including effecting 1D100 dice rolls by 20 either direction.
Golem Morph.
Vampire Transformation. I use Rifts style.
Kamehameha.
Makankaseppo/Special Beam Cannon.
Kienzan/Destructo-Disc.
Kikiho/Tri-Form Attack/Square Blast.
Solar Flare.
Final Flash.
Guided Scatter Shot.
Frieza's Meteo Shield.
Double Haioken Disc.
Thunder Flash Attack. After an elaborate dance, I can blast a mighty flaming blasts from both of my hands, with fists directly in contact with each other.
Maggatling Thunder Flash. A barrage of Thunder Flash; essentially a shorter range Thunder Flash flamethrower.
Hyper Hurricane Attack. By spinning, I can conjure a massive cutting tornado.
Guldo's Time Stop.
Prismatic Thunder Flash.
Black Thunder Flash.
Renzoku Super Donuts.
Energy Locks. The energy manacles Majin Vegeta unleashes on Goku.
Exploding Dragon Fist. A deadly golden dragon that Goku uses to kill Hildegarn.
Instant Transmission.
Yakkon's light devouring technique.
Dabura's petrifying spit.
Dabura's sword creation technique.
Aqua's ability to change the battlefield into a watery area.
Ultra Boo Boo Volley. I turn my enemy into a volleyball-like object and kick them around.
Ghost Kamikaze Attack. I unleash a number of personally shaped apparitions to crush enemies.
True Ultra Megaton Punch. Mr. Satan claims to be able to use a punch that has a delayed kinetic impact. In my case, through temporal control, I make my strike's true impact hit moments later, causing enemies to be overconfident and lower their guard.
Akumaitokosen. Causes evil to expand in an enemy's heart.
Chonoryoku. Control an enemy's body.
Mystic training, ala Gohan. This greatly increases my energy efficiency
Summon Warrior Ghost. I can randomly summon a ghost of a saiyan, changeling, or dragon.
Zanshin and Mushin, both versions of "no mind". Essentially, I have achieved a super-conscious state where the subconscious exploits the knowledge of the conscious.
Fractal energy control. Fractal energy is related to electricity, but it also has temperature variation properties, making targets of it burn and chill. In addition, I have Neo fractal energy control, which is a more powerful form.
Death Bolt Expulsion. At no cost (besides fatigue), I can unleash weaker Death Bolts: 2D6x10 damage directly to Hit Points (or M.D.C, depending on the target) and causing minor weakness. In addition, a saving throw can half the damage. I can also heal zombies and other undead using these bolts.
Shard Spray at will. By shattering enough bone, I can spray bone to inflict 2D4x10+20 S.D.C. or 4D4 M.D.C. with a +5 to strike.
Permanent Armorbane. In physical combat, all armors are like clay to me that I can form and rip to my desire with ease. Magical armors get saving throws and weaken the effect.
Permanent Life Source. The ability to sacrifice HP, which cannot then be healed except by regular healing, for MP.
Slash at will. This Blood Shaman spell (which required me to sacrifice HP and MP to Aspectize) which allows me to make a "slashing" sort of effect appear on an organic enemy by the mere snap of my fingers.
Bonesnap at will. Similar to Slash, but instead makes a nasty bone snap.
Night Strength. In order to counteract the effect of the Solara at night, I use an Aspect DarkFred took from a Shadow Beast to gain power and strength during the night.
Variable Energy Expulsion. I can change the energy patterns of all of my energy attacks so they can harm anything, including but not limited to: people protected by Iron Curtains, Rifts-style vampires, energy beings, supernatural creatures, the Borg, Cosmo-Knights, Mystic Knights, and those using impervious to energy spells. Further, I can change the energy blasts so they are of the perfect type to either evade or overload and destroy energy absorbers.
Fusion. I can fuse with other people.
Boot to the Head. A fast-paced kick to the head that has lots of knockback value occurs whenever enemies get within striking range.
Happy Fun Balls. When I die, smiling, laughing balls haunt my opponent.
Earthquake. If I fall, I have a chance of causing a massive earthquake that is based upon my current weight and my falling height.
Life Well. An ability that multiplies my HP by 4, but if I were to die and "respawn" at full HP, it'd be the non-Life Well total.
Aggravated Attacks. The higher damage I do in one blow, the more chance I get of starting an aggravated wound, which will continue to bleed profusely unless tended.
Kinetically Charged Attacks. My attacks have a much bigger "kick" than usual. This is an ability I activate and is not always on.
Vampiric Attacks. I get back a third of the damage I inflict upon my enemies. This can go over my max, but if it does, then I lose HP slowly.
Dark One's Luck. I have a 50% chance of doing 50% more damage, taking 50% less damage, or getting 50% more from an item I pick up.
Permanent Poison Touch. If I touch someone on bare skin, and they fail a save vs. poison, they take 4D6 Rifts damage, get nauseuous (-1 on initiative, reduce speed and skill performance by 30%, penalties linger for 1D6 minute per each touch; successful saves only take 1D6 damage). Effects immediate and cumulative. M.D. creatures only take 1 M.D. if they fail, none if they succeed. If enemy strikes me, they must make a saving throw at +3. If I touch food, an even more powerful poison is placed upon it, inflicting 6D6 +124 S.D.C./M.D. and makes the enemy feel nauseous and retchy.
Permanent Death Strike. If I activate this (instantenous, no M.P. cost) and my opponent fails a saving throw at -1 on a 20 sided die, they take double damage.
Permanent Eviscerate. If opponents fail to save, they take an additional 3D4x10+12 M.D. from a physical strike and allows me, on criticals, to get to the internal organs and begin doing some nasty ripping.
Permanent Maggots. I can touch food or dead animals and infest it with maggots. Immediate boiling or other methods of sanitation might save 20-80% of the food.
Permanent Kill Plants. I touch or attack plants and inflict 2D4x100 H.P./S.D.C. damage per touch! Yes, it is ludicrous.
Permanent Object Read the Dead. I can tell the following from a corpse: general cause of death, race/animal type, whether or not the creaturs suffered before death, whether or not magic was involved, and the approximate time the corpse has been dead.
Permanent Recognize the Undead. I instantly and automatically recognize all undead, no matter how concealed they are.
Permanent Chameleon. At any time, I can change the colors of my body to match the environment, allowing supreme invisibility when not moving.
Permanent Charismatic Aura. I can instill friendship/trust, fear, or deceive people with incredible charisma, but there is a saving throw.
Fire Meld at will. Disappear into flames.
Permanent Eyes of Thoth. I can read and understand all written languages, modern and ancient.
Permanent Superhuman Strength and Speed. Ups P.S. to 30, P.E. to 24, and adds 30 S.D.C. Running speed of 30, +2 to parry, +6 to dodge.
Permanent Swim as a Fish. I can swim at 98% naturally, I don't fatigue, and a +2 to parry and dodge in water. Adds 20 mph to my swimming speed.
Permanent Tongues. I can speak and understand all spoken languages at 98% proficiency.
Ley Line Transmission at will. I can send a message down ley lines without cost at will.
Permanent Fly as the Eagle. Adds 50 mph to my max flying speed, +1 to parry, +2 to dodge and +2 to damage on diving attacks while in flight.
Permanent Invisibility: Superior. Infrared, ultraviolet, heat, motion detectors, and even an animal's sense of smell, cannot locate me. I make no footprints and have a natural prowl of 84% due to little sound being made. If I attack, this part of my invisibility is negated.
Permanent Invulnerability. I'm impervious to fire, energy attacks, poison, and I have a constant 35 M.D.C. of protection. I also get +5 to save vs. magic, psionics and horror factor.
Permanent Life Drain. If I inflict a touch and the opponent fails a saving throw, my enemy's H.P. is reduced by 10%, their speed by half, attacks per melee by one, and skills are -10%. If they fail a second saving throw, they lose an additional 20% of their HP (the second one only happens in event of the first).
Permanent Commune with Spirits. I can speak to all entities, including poltergeists, haunting spirits, trapped entities and possessing entities.
Permanent Eyes of the Wolf. Nightvision 60 feet, see the invisible 75%, identify plants/fruits 70%, identify tracks 85%, track 50%, recognize poison 65%.
Wisp of Confusion Expulsion. I can at will launch wisp blasts that cause 1D8 creatures to become confused and disoriented, suffering from -5 to strike, dodge, and parry, and attacks per melee are halved.
Metamorphosis: Superior at will, into any real living creature. Also: Boar, Opposite Sex, Doll, Clown, Mist, Fish, monster or normal Crustecean, Plant, Smoke, Rift, Ley Line, P.P.E., or Shark at will
DF/Fred, due to their unique circumstances, are considered to be whatever alignment will take the least damage from holy/unholy attacks.
HOLY URINE! My piss is like holy water!
Genki Dama.
Draw. I can draw spells.
Mad Rush. Me and all my allies receive Haste, Berserk and Protect.
Devour. I have a 1/6 in chance of devouring my enemy and taking all their HP.
Auto-Shell. Automatic shell at the beginning of the match.
Absorb. Drain without any cost.
Call Junk Shop. I can call a Junk Shop at any non-battle time to service my weapons.
Mug. All attacks also involve a chance of stealing.
Move HP Up. Moving around restores my HP slightly.
Auto-Protect. Automatic Safe at the beginning of the match.
Rare Item. A higher chance of getting a rare item.
Death Blow. A Quake 2 Superheroes powers that lets me inflict x5 damage from any type of a blow if I sacrifice x10 the ammo (this includes fatigue for punches and MP for spells).
Permanent Finger of Lictalon. I can turn any knife, sword or spear weapon into a glowing, blue-white flaming weapon that inflicts 4D6 M.D. to mortals and 1D6x10 M.D. to supernatural creatures and creatures of magic of selfish or evil alignment.
Permanent Aura of Power. I appear to be 3 levels higher, 50% stronger than I really am and adds 6 M.A. (Charisma, essentially). This also is occasionally suddenly replaced by an Aura of Feeblness (-3 levels, 50% weaker-looking) to truly confuse and irritate scans. This is compounded by a Voice of Fear: +3 to H.F. and +1 to strike.
Magic Shield at will. At the cost of some energy, I can conjure a 60 M.D.C. shield with a bonus of +1 to parry.
Permanent Mystic Fulcrum. I can lift objects I normally could not without a lever and support. I also can lift 50% more and carry 10% more.
Permanent Chromatic Protection. If someone tries to make a move to attack me, blinding light seen only by the attacker flares into their eyes and blind them.
Distant Voice at will. A spell that createa a doorway for speech between me and someone I know 60,000 feet as long as there is line-of-sight; if there are obsuring objects, then I can only communicate with people who I have given an object to and taken an object from and know well.
Lifeblast Expulsion. Bolts of life that invigorate friends (+3 on initiative, +1 on combat rolls, +1 melee attack, and +1 on all saving throws for 15 seconds, then +1 on intiative, +5% on skills and +10% on save vs. coma/death). On creatures of death and undeath, the bolt does various forms of damage.
Permanent Superhuman Endurance. Nearly immune to fatigue, lift and carry 10% more than usual, +2 to save vs. disease, poisons and toxins.
Permanent Sustain. This ability gives me an energy supply that I can draw upon to not need to drink, eat or breathe for 720 hours. This can be replenished.
Permanent Targeted Deflection. I can deflect energy blasts back at enemies.
Permanent Blue Sight. Ups Armor Class.
Permanent Shield of Protection (Arcanum). Adds to Armor Class, damage, fire and electrical resistances.
Generate Lightblade at will. I can create a 1D4x10+32 M.D. blade at will that is an ornate thick two-handed broadsword (although it can easily be wielded with one). It can parry energy attacks and is +1 to strike. Vampires, Shadow beasts, and other light-vulnerable creatures take double damage.
Permanent Lightning Arc. I can launch an electric arc that inflicts 4D6+64 M.D. and has a range of 3000 feet.
Permanent Magical-Adrenal Rush. +2 melee attacks, +50% speed, impervious to fatigue, drugs, mind control, possession, illusions, pain, fear, and horror factor. I am also able to endure 3 times the damage to the body, +3 on initaitive, +1 to strike and dodge, and +1 to all saving throws.
Permanent Power Weapon. Any melee weapons I pick up becomes an M.D.C. weapon, or M.D.C. weapons increase their damage capacity by 25%
D-Step at will. I can "step out" of the dimension, making a imperceptible (except to the trained) rip in reality. Lets me observe without being observed.
Plane Skip at will. I can "skip over" a dimension I don't want to go to, but at the cost of being sent to a new random dimension.
Create an Astral Hole at will. I can "jump" a short distance (line of sight), dodge at +2, or find a way back home if I'm stranded in the astral realm.
Permanent See in Magic Darkness. I can see easily through magical and paranormal darkness.
Permanent See Magical Aura. I can see the magical equivalent of the psionic aura at will and at all times.
Permanent Decipher Magic. 85% chance of deciphering any magic symbol, rune, scroll, or inscription.
Permanent Crushing Fist. I inflict 2D6 M.D. additional punch damage and I can punch an enemy at a great distance at +1 to strike.
Permanent Invisible to Magic Seeing. This spell makes me immune to all forms of magic observation/tracking, including see the invisible, calling and locate. I cannot be detected by astral travellers, and the spell informs me when someone is attempting to use magic to locate me.
Blast fog or steam at will.
Fingers of the Wind at will. I can conjure a wind that puts out candles, slams doors shut, knocks over items weighing less than 10 pounds, etc. This can be done within a 2400 foot range.
Permanent Vitality of Air, Strength of Earth, Agility of Fire, and Purity of Water. Raises Constitution, Strength, Dexterity and Beauty.
Permanent Resist Cold. Ordinary levels of cold have no ill effect upon me, and my cold resistance is raised.
Permanent Protection from Lightning. An enhanced resistance to lightning, with a 20% chance of no damage at all.
Permanent Detect the Invisible. Any invisible creatures in my line of sight are seen clear as day.
Permanent Whisper of the Wind. I can, at will, send a 40 mph gust of wind that will transmit a under-100 word message. Maximum range of 1200 miles.
Atmosphere Manipulation. Raise/lower temperature 100 degrees, increase/decrease wind 100 mph, increase/decrease precipitation by 120%, create/dispel fog covering a 6000 foot area. Make rain, storm, frost, snow, but an underlying condition must be met (no snow in the Sahara.) 3000 foot radius of effect.
Wind Blast at will. +6 to strike, 2D4x10+30 M.D, 26,000 foot range.
Identify minerals and plants magically. 90% success ratio on minerals, 100% on plants, locate minerals magically at 90%. 98% dowsing at will.
Command Fish, Birds and Insects at will. I can magically control fish (no mammals or amphibians), birds (no flying mammals or other flying creatures), and insects to do as I will.
Shards of Ice launched at will. 2400 feet of range, 1D4 M.D. and high-speed (roll a 17 or higher for parries/dodges and only if you know it's coming).
Tri-Shot. A little loss of accuracy and 3 ammo lost in exchange for 3 times the rounds!
Angel of Death. A little Grim Reaper familiar circles me all the time, firing one blast for every shot I fire, and also attacking people at close range and depriving them of life. It can cast cast low-level spells, but on higher level ones, it will only help me charge and begin draining MP, not HP.
Angel of Mercy. A little circling angel with a shield that absorbs 40% of attacks, but will absorb all of a burst (60% for burst-type attacks, 30% for melee). It is invulnerable, but certain attacks can eliminate it's defensive capacity temporarily.
Nail Option. Another one of these wonderful little guys, this strange mace-like thing circles me and fires nails at enemies. Impaler nails. Booya.
Electrabolt Option. Fires electric pulses at worthwhile enemies.
Chainsaw Option. This mace thing will cut those who get close to it apart.
Rocket Option. Fires rockets at the appropriate times.
Hyperblaster Option. Fires automatic
Super Shinko Kick. A powerful kick with paralysis chance.
Rising Dragon Kick. Fei Long's jumping flaming kick.
Hadoken. Ryu and Ken's specialty fireball. I can also launch the flaming one unvealed in Super Street Fighter II: The New Champions.
Shinko Rising Kick.A flaming jumping kick with Paralysis chance.
Sword's Dance. Greatly raises physical Attack value. Can be used a maximum of 3 times.
Mist. Greatly lowers chance of attacks hitting.
Fissure and Horn Drill. Chances of instant K.O.
Rainy Day. Summons a rainy environment that makes lightning attacks twice as accurate and water attacks 50% more powerful, as well as reducing the power of solar-based assaults and .
Sunny Day. Raises fire damage for 5 turns, cuts water damage in half, doubles the charge time for solar-based attacks, and increases the efficacy of some healing moves.
Light Screen. Reduces damage of Special attacks by 50%.
Barrier. Reduces damage of regular attacks by 50%.
Substitute. I can create a doll-like version of me that will take a few blows for me while I safely keep up my attack.
Buzzsaw. Inflicts damage and can be used to interrupt a barrage style attack.
Copy Cat. I receive similar bonuses as my enemy.
Locked Build Up. I charge for one turn and then unleash an intense melee (fist or weapon) hit that has a 100% accuracy rate.
Moonshine. Curing move that changes depending on lateness.
Mysterious Shield. The next status effect or combination will be absorbed by this attack, but the shield only absorbs one. I start every battle with one on.
Penetrate. A weaker attack that penetrates immunity, including ghosts.
Amnesia. Raise my Special.
Mirror Coat. I go last, but any enemy hitting me with a Special-style attack will take double damage.
Dream Eater. Deals psychic damage and drains HP, but requires the enemy to be asleep.
Baton Pass. I can pass on positive status effects to an ally.
Rest. I can go to sleep for a short time in order to replenish nearly full HP.
Hungry Friend. Several swords fly at my enemy. Comes from Suikoden 2.
Moon Beam. Summons the power of the moon to inflict damage and a chance of blindness upon all opponents.
Chaos Sword. A sword-based attack on one enemy that does massive damage and random status effects.
Entropy Blade. Essentially Chaos Sword 2.
Seismic Toss. Does damage equal to my Pokemon level.
Pay Day. Does damage and yields some money.
Double Team. Improves evade.
Psych Up. Steals my opponent's raised attributes from attribute-raising skills.
Curse. Halves my HP but does that damage to enemies every turn unless they retreat or dispel the assault, or doubles Attack and Defense while 1/2ing Speed. Cannot kill my opponent.
Icy Wind. Does moderate ice damage, lowers target's Spd by 10.
Snore. An attack that I can do while asleep.
Sleep Talk. Randomly uses virtually any move when asleep.
Permanent Crescent Moon Slash. I always fire a crescent moon shaped blast from my melee weapons.
Rage. A series of consecutive physical attacks that each time do more damage.
Triple Kick. Jinx's specialty kick.
Harvester of Sorrow. My personal Bard Song. Instills fear in all, raises Vampiric Health to 75%, MP drain factor of 10%, and random curses.
Silver Bullet. A powerful attack that has a chance of knockout, a chance of reducing HP to one if that fails, and a chance of doing nothing.
Vigor. Raises defense a little and offense a lot.
Valor. Raises defense a lot and offense a little.
Quicksilver. Powerful attack move.
Cannon Shot. I fire a Mario-style cannonball at high velocities!I can also make them Fragmentation Cannon Shots or Explosive Cannon Shots.
Permanent Cleanse. As soon as I acquire grime, dirt, etc., it is magically whisked away.
Permanent Throwing Stones. I can, at will, conjure up magical rocks that will inflict 1D6+30 M.D.
Permanent Spinning Blades. I can turn any blade weapon I touch into a buzz-saw like shield or attack device.
Synthesis. This lets me combine abilities and spells easier.
Permanent Kaiser Fist. This is a non-elemental fist enhancing attack. Basically, my punches will do even MORE damage.
Flame, Aero, Aqua, Kaiser, Geo or Tetra Fist or Kick at will.
Kaiser, Aero, Aqua Fist, Geo, or Tetra Fist or Kick 2.
Super Rising Dragon Kick.
All Defiler Abilities (Plague,.Dark Swarm, Consume)
Fire Acid Spores (Guardian shots).
Lurker Burrow.
All Queen abilities (Ensnare, Spawn Broodling, Parasite. Infest Command Center)
Fire Corrosive Acid (Devourer shots). Every shot slows down the enemy and increases the damage enemies take by 1 SC HP!
Permanent Multiple Images/Multi-Phase. Three illusionary forms of myself layered on top of each other to create a blurring effect. Later, I can move these aside, or even switch into their position!.
Fire Magic Nets at will. A net composed of mystic fibers; ensnares 1-6 human sized targets within a 10 foot area. Only powerful weapons can cut through the net, and even then it takes 30 seconds (a dispel barriers ability will destroy it). It lasts for 15 minutes and can be dodged.
Agony enchantment. All my attacks inflict double pain.
Shadow Control and Manipulation. I can transform into a number of shadows or control shadows in other ways. I can also meld into the shadows at will. My shadow is actually a physiwcal fighter and can be used to double-team an enemy.
Spiral Scorch Blast. A spiral blast that encircles an enemy, nailing them with scorching energy that also has dark-magic-type transformation qualities.
Rubber. I can stretch my body like rubber. This also greatly enhances my regen
Micro. Shrink at will to miniscule sizes.
Crown of Agony. Half my HP to restore all my MP. The move costs MP, but that is deducted after the MP bonus and becomes the new maximum (i.e. COA costs 1 MP, 100 max MP, for this battle new max is 99 after one use). Initiates mind-numbing pain or, in my case, euphoria. The HP that is halved is more difficult to get back; regen works at 1/10, healing items/spells that heal pre-set amounts are halved, healing items/spells that work on %s are at 1/5!
Mercury Beam. A powerful move that must be used as a Limit Break. It is an entropy beam that absorbs energy, including barriers and protections, until it reaches the opponent, where it causes cellular distentegration as long as they are living. There are quite a few ways to block it, however.
Natural bone claws, Healing Factor, Enhanced Sense of Smell and Berserker Rage identical to Wolverine.
Ice element. I have a little bit of ice powers, because I fused with an icy clone of Wolverine X.
Angel of Life. This little familiar will automatically pick up items for me.
Angel of Production. This familiar produces ammunition, repairs items, and can even make weapons!
Angel of Sound. Plays music (including mild Bard effects) or nullifies sound as appropriate.
Angel of Sight. A familiar that has all my perception skills and will transmit data to allies.
Arcane Angel. This familiar charges spells for me automatically.
Angel of Repulsion. Repels projectiles and ramming/throwing attacks.
Angel of Auras. This Angel projects all my Auras at double the range, but the coverage is erratic because it circles me. I can set it for different Auras at will.
Kimea Blast. My chest opens up and 2000 mini-nuclear missiles strike the enemy.
Flash Fire. I can absorb ambient heat for a number of purposes.
Electric Magnet. I can absorb ambient electricity for a number of purposes.
Shining Prism. I can absorb ambient light energy for a number of purposes.
Rain God. I can absorb ambient moisture for a number of purposes.
Frostbringer. I can absorb ambient cold for a number of purposes.
Failure Chance. There is a small chance that an enemy's attack will just inexplicably fail, as a side effect of my 5th dimension being probability. The failure chance depends on the move.
Galebringer. I can absorb ambient wind power.
Magnesia. I can absorb ambient magnetic power.
Psychic Tap. I can absorb ambient mental power.
Force Pool. I can absorb ambient kinetic energy.
Gloombringer. I can absorb ambient shadow energy.
Solar Tap. This attack specifically absorbs sun energy.
Gravity Pool. I absorb ambient gravitational energy.
Blessing of the Dragon's Breath. I can absorb ambient magical power.
Paranormal Identicality. This has two parts. Basically, my psionic, magic, chi, etc. abilities all come from one source. This means that I can use the same Tech Points for all abilities. Also, I can use X-Magic for all abilities as well.
Permanent Finger Sparks. At a snap of my finger, sparks fly.
Permanent Pluck and Handle Flame. I can handle flame as though it were tangible and without injury to myself. Also, I can Eat Fire at will for nourishment.
Permanent M.D. Torchfire. Any torch I pick up becomes a 2D6 M.D. weapon!
Create Fire Shield at will. It can be used offensively (1D4 M.D.), absorbs heat attacks, and is a defensive item.
Perun's Celestial Fire Bolt at will. 3D6+30 M.D. to normal people, 1D6x10+60 M.D. to the supernatural. Vampires suffer 3D6 Hit Point damage. Creatures who are vulnerable to lightning take double damage, in addition to potentially having a true form revealed. 8000 foot range, requires a dodge at -5.
Perun's Fire Scourge at will. 3D4x10 M.D. to regular people, 3D6x10 to the supernatural. Supernaturals are burned for 30 melee rounds inflicting 6D6 M.D. per round. Avatars of supernatural intelligences or the intelligences themselves take double damage. Fire or lightning creatures take half damage and are not lit on fire. Only by immersing themselves in water completely or using various anti-magic/fire extinguishing spells can those affected stop the blaze. Requires a dodge at -3. Creatures of magic, like dragons, sphinxes and Faerie Folk take only 1D6+30 M.D.
Permanent Warcraft 2 Haste. My body always pumps more lifeforce for running and attack speed.
Permanent Almighty: +20% M.D.C, +2 to all saving throws, +33 to strike/dodge/roll with punch, +5 melee attacks, +144 P.S.,
Permanent Migis Body Shell. +500 M.D.C., impervious to psi-attack/regular cold
Pokrittok Clever Magic. This magic is always on and offers +30% to all skills and +6 to all W.P. skill bonuses.
Krilaq Headlifting at will. Identify pain, disease, possession, magical curses, taboos, and all sorts of other maladies.
Stinghitter at will. Fires bolts that strike the opponent's soul and harm them.
Impervious to the damage inflicted directly by symbiotes, except for Battle Saints, Battle Saint Orbs, and a few other related symbiotes.
Permanent Strength of the Whale. Doubles my strength, doubles depth tolerance, +50% M.D.C., 1/2 fatigue, and I can leap 20 feet out of the water.
Permanent Strength of the Trees. +15 P.S., x20 M.D.C.
Permanent Speak Underwater. I can talk normally 810 feet away.
Permanent Abilities of the Snail. I can adhere to surfaces, my heat and motion detection devices are now general sensor antennaes, I can carry 2 times my weight, survive depths of 1000 feet, and +10% to prowl.
Permanent Air Swim. I can swim like in the air for 600 feet above the ground.
Grow Tentacles at will. Grow up to three pair of tentacles, each of which adds a melee round, +1 to strike, +1 on initiative, and each one has 60 M.D.C.
Permanent Sonar Hearings. I can sense using sonar.
Permanent See and Sense Dimensional Anomalies. I can detect and physically see dimensional anomalies.
Angel of Death/Life Absorption. The Angel of Life and Death absorb a certain amount of damage before they are temporarily K.O.ed. Angel of Life has a 10% absorption rate, Angel of Death a 5% (all attacks).
Angel Stopping, Speeding, Relocate, and Stalling. I can speed up, slow down, stop or replace my Angels of Death, Life and Mercy.
Angel of Death Weapon Memory. The Angel of Death can memorize 7 weapons or attack types and call upon them at will. It currently has Mantrap launcher and six open slots.
Angel of Death, Life and Mercy Transformations. All three can temporarily transform into a more powerful, regular sized form.
Angel of Life White Mage. The Angel of Life, instead of grabbing
Angel of Life Item Hunter. I can send the Angel of Life after a particular item.
Create a Fire Whip at will. I can create a fiery whip that inflicts 4D6 M.D. at will.
Plasma Bolt at will. 6200 foot range, 6D6 M.D.
Burst into Flame at will. I can turn myself into a human torch, burning enemies only for an additional 3D6 M.D.
Melt Metal Fists. My hands have this nasty property of turning metal into liquidy useless crap.
Mold, Melt and Move Metal. Using magical heat and fire, I can cause distant or close metal to become much like molten jelly, enabling me to do bunches of evil stuff..
Override Fire Resistance. My fire attacks override fire resistance if I decide to make a 40% drop in power.
Random Chance. This ability must be activated instead of Failure Chance (Failure Chance being the default). Random Chance randomly causes events to happen, much like the Special rolls in the old Head-to-Head TSR games.
Mech Dragon Morph. By slicing my arms and unleashing a combination of my cybernetic powers and my dragon morph, I can achieve a bio-mechanical draconic form.
Aqueous Form. I can transform underwater into a more suitable form. Basically, my muscles become more streamlined and designed for speed, my tail becomes more rudder like, and my body gains small pores that it pumps air through to push it along. Also, Liquid Form (become invisible and regenerate).
Enhanced Thermal Mass. All fire and cold attacks are resistant to attacks of the opposite type.
Barrier Layering. All my barriers are composed of a few levels (the amount depends on the barrier), much like modern tank armor. Barrier Ripping and Piercing effects are reduced, and there is a reduction of efficiency upon the last attack on a layer of the barrier which must be considered.
Equip 72 DSS cards simultaneously, and equip 32 Auras simultaneously. Note: Some of my "Auras" listed are actually extensions of natural auras.
Permanent Acid Blood. All my enemies feel scorching burning acrid acid every time my blood is shed.
Dark Matter Flash. A rare ability, this power combines Vegeta's Final Flash with Magus' DarkMatter, unleashing a black ray filled with a single white point.
Immune to Radius. All radius effect DAMAGE (not for instance spell strength, but damage or side-effects of damage) is reduced to 1/5. This has been combined with Implosion Neutralizer, making explosives that hit directly weaker by 25% (and THEN their explosion is reduced to 1/5) and reducing their radius to 25%.
Ice Breath at will. I can launch a ice-dragon like ice breath at will at my enemies.
Automatic Animated Plants/Weed Snare. Plants around me automatically activate and irritate opponents. Underwater, enemies suffer from weeds grabbing them.
Fauna Song. I can control and/or summon plants.
Shadow Fauna Song. I can make my plants more deadly shadow-element plants, including blood-drinking or life-sapping plants.
Automatic Minor Chaos Blade. Every slash I make begins adding up to inflict status attacks upon enemies.
Super Crescent Moon Slash. A more powerful crescent moon wave.
Deactivate Aspects. If I'm in a jam for MP, I can just de-activate all my Aspects.
Aspect Efficiency. My Aspects are more efficient. My existing Aspects cost less MP, freeing up some energy, and future Aspect's cost less.
Permanent Sense Marked Cards. I can sense any marked cards in games of cards.
Buzzsaw Cards, Iron Cards, or Card Daggers at will. I can essentially make cards into nasty little objects through a number of means.
Permanent Magic Cards of Vengeance. This took a whole crapload of MP, but I can conjure a limited number of special cards a day.
Permanent P.P.E. Barrier. This barrier reduces all undesired spell's P.P.E. by 33, which will reduce the power of or eliminate the spell if it goes below the P.P.E. required to cast the spell.
Create magical Pies at will, including Cream, Banana Cream, Blueberry, Cement, Cherry, Exploding, Gas, Homing, Lemon Meringue, and Nuclear Bomb Pie. Also create magical Water Balloons at will, full of black slippery oil, water, liquid plasma, yellow marking liquid, or "goosing" liquid.
Magical Boxing Glove at will. 2D6 M.D. and stun penalties. The gloves are red and extend off of a spring.
Permanent Scents Evil and Magic. "Smell" evil and magic.
Hand Buzzer at will. When I touch an enemy, if they fail a saving throw they shake uncontrollably from a joy buzzer shock.
Permanent Water Flower. I can always access a water flower on my chest that can spray water, urine-looking stuff, or acid.
Red Nose at will. I can make my nose light up red to become a lantern at will, then throw the nose for 3D6 damage.
Bubble Gum Bubble Flight at will. At will, I can use ordinary bubble gum to fly at 30 mph.
Candy Cane of Doom at will. Create a large candy cane that can fire smaller candy canes like a machinegun or can be used as a hook weapon.
Mystic Juggling at will. Juggle up to 30 objects with or without hands. Can be used for parry (+6 to parry HTH, +1 to parry throwing item, and does damage when used to parry HTH attacks), or can be thrown at enemies.
Disable. Pokemon Disable to disable a single move.
Angel of Mercy Barrier. The A.O.M. has a barrier that increases it's absorption rate.
Permanent Regen. I Aspectized the Final Fantasy spell Regen to improve my HP gain per turn.
Permanent Holy Shield. Any item I use a shield gets holy-based defense bonuses (+310% Defense, +21% Blocking rate, +22-24 Smite damage).
My body can, at will, treat all surfaces as solids.
Spirit Moon. I can create a ball of energy that creates moon-like energetic frequencies, interacting with lycanthropes identically to a regular moon.
Spirit Earth. I can create a ball of energy that emulates earth frequencies.
Spirit Sun. I can create a ball of energy that emulates sun energies.
Possession. I can possess people.
Permanent Blaze. At will, I can leave behind a massive fiery blaze behind my footsteps or flight, equal to a 20th level Sorceress spell.
Fire Mastery Beta and Gamma. My fire attacks pierce fire resistances (85%) and cost less Mana (63%).
Cold Mastery Beta and Gamma. My cold attacks do more damage (+100%) and cost less Mana (63%).
Lightning Master Beta and Gamma. My lightning attacks do more damage (+100%) and pierce electrical resistance (85%).
Demon Wolf and Demon Transformations. Transform into a demonic wolf form, a fire daemon, or a powerful daemon based off of my and Galland's elements (Blood, Power, Holy, Ice and Fire).
Wheel Slash. A swing of the sword that sends a barrage of full moon slashes.
Faze to Wheel. Faze into 5 shadows, each doing a more powerful Wheel Slash.
Brain Crush. Moderate damage and does 4 or 5 consecutive Intelligence Lowering effects.
Ninja Gaiden's Shadows. 3 shadows that I can conjure with Tech Points.
BabelCrumble. A special Suplex.
DSC. A set of suplexes.
Sliding. A powerful slide that can throw enemies off their footing.
Schwacka! I can replace Boot to the Head with a baseball bat.
Barrier Burn. I can turn HP into barrier, essentially.
OmniSlash. Equal to Cloud's.
Fusion with a Stone Giant, offering me the two deadly abilities Wisps of Sickness and Death Ghost Attack.
Scuffle. I can take an enemy out of the battle temporarily to pummel them, much like a cartoon fighting cloud.
Extended Scuffle. I can take an enemy out of a battle for a few turns in order to ensure that they cannot assist their friends.
Drunk. If an enemy is drunk or has significant alchohol, I can unleash a random status effect on them and their party.
Create Cloud Lance at will. Does 3D6 M.D.C. or 4D6 S.D.C. depending on the opponent, +1 to strike and disarm.
Create Cloud Shield at will. 350 M.D.C., +1 to parry, and energy blasts can be parried at -6. Kinetic attacks pass through.
Runic. Using a sword, I can absorb enemy's mystic energy. This is assisted by my Sea Inquisitor powers.
Prelude to the Slaughter. A Bard Song that creates an intense fear effect, fills me with confidence, starts me off with a 10% bonus to all attributes and a +1 to all Skills, and makes me move first if I had not before. This must be done in the first three turns of a battle.
Ghost Fireball. Hits enemy and makes them incapable of inflicting damage.
Shadow Throw. I throw forward my shadow, which then throws the enemy.
Shadow Teleport. I fly upwards and then appear going behind my opponent, then throw them.
Accelandro of Acceleration. This song greatly increases my speed.
Teleport Punch. I teleport and appear behind someone, then punch them.
Ice Bolt. A large ice ball that is tossed into the air and comes down on the enemy, freezing them momentarily.
Tractor Fireball. I can hit my enemy with this and control their movements, pushing them into the air.
Yoga Flame and Fire. Dhalsim's classic moves.
Electric Attacks. When this is activated, all attacks do an additional 50% damage, but underwater I inflict damage upon myself and others.
Funkagroovitalizer. My radius attacks are increased in size.
V-Gun. A special meter that builds up that, when complete, yields a massive explosive Gatling Gun with unlimited ammo and invulnerability for me.
Castlevania Hearts. These "Hearts" function as an auxillary ammo meter for any weapon.
Bullet Time Meter. This limited-duration power can be activated for greater reaction times and accuracy.
Electric Lasso. I can create a lasso of electricity by swirling my arm.
Secret of Mana/Evermore style Weapon Charging.
Super Spinning Punch. Used by Super Macho Man.
Super K.O. Punch. The Punch-Out special ability.
Mirage Dance. Heike Kagero's ability to move back and forth at amazing velocities and then suddenly stop and jab.
Variations of Warmth. I can absorb ambient energy of more types than just heat, meaning very nice mana regeneration levels. They average out at +258% as well, but not all can be used simultaneously. Psychic Tap, Galebringer, Magnesia, Force Pool and Gravity Pool all are on all the time and add an additional about +1000%. Gloombringer, Rainbringer,
Block Punisher. If my enemy uses a blocking manuever, this attack enhances another attack and hits them harder for it, likely breaking the block and inflicting damage.
Simplify. If I use this, I sacrifice all abilities that does not stick to the core of what DF does, a cheap, fast superassassin with not so much HP but an untoppable will. This is to restore situations to a simplistic battle or to avoid attacks that punish one for excess over-diversification.
Berzerker Rage. At a low level of HP, I can opt to gain Quad Damage and an unlimited-ammo rocket launcher for 30 seconds, followed by death.
Permanent Holy and Unholy Strength. +3/3 in Magic Terms.
Fast Shots. My shots all move easily twice as fast within their trajectory, meaning higher penetration power, kinetic charge and reaction time required to dodge.
Hasted Shots. I can fire about twice as fast.
Sniper Shots. I can make all my gun weapons reduce their firing/explosion radius to about a third but multiply damage by 3. Or I can do Spread Shots. the opposite.
Impulse 9. Every 9 seconds I can receive a random small item/health upgrade. Must be something I could get with relative ease. Can only be used in battle
Lightsaber. I can create a high-damage energy blade that protrudes from in front of me every few seconds.
The Gift of Knowledge. By binding myself to Yggdrasil much like Odin did, I unlocked massive mystic potential (including greater temporal and necromantic capacities), the ability to speak and understand all languages of the Megaverse, all Lores of my native planet and of the Norse Gods. This includes speaking to animals thanks to my Shamanistic abilities.
Jupiter's Energy Field. A Energy Field precisely like the supernatural intelligence Jupiter: 10,000 M.D.C., fire 6D6 M.D. blasts, must be completely destroyed, replenishes 100 M.D.C. per hour. Silver weapons do double damage, rune weapons x3 damage and Millenium Tree weapons x10 damage.
Supernatural intelligence capacities. Through acquisition of some artifacts and some research into magical flow, I was able to simulate the abilities of supernatural intelligences. This includes: possession of animals and intelligent life forms, metamorphosis, teleport self and others 1D6x100 miles away, dimensional teleport at will, +2 melee attacks, turn 1D6x100 dead for 24 hours at will, animate and control 1D6x100 dead, healing touch at will, summon 6D6 lesser demons three times daily and summon 2D6 greater demons two times daily. All those are cumulative with current skills.
Reduced Ammo Cost. I can fire a random amount (1D8 times) without consuming ammo. Very nice for efficiency.
Super Strength. I get a nice damage bonus if my HP is high. Or I can do Vengeance Strength at MP cost instead of Super Strength, which gives damage bonuses if HP is low.
Ants in the Pants. Every 15 seconds, I can make an enemy jump up and down and fire uncontrollably.
Optic Blast. Every 6 seconds, I can unleash a intense optic blast.
Bionic Claw. I can mysteriously conjure a claw that can pick up items, function as a grappling hook or damage enemies.
Black Hole. Every 5 seconds, I can conjure a black aura that pulls enemies into me. Perfect for setting up Boot to the Head or Schwacka.
Tiger Fireball. Sagat's specialty fireball.
Screen Phasing Blast. Much like Raiden in Mortal Kombat, I can use my Phase powers and other abilities to fire a blast behind me and have it appear as if I were behind the enemy!
Illusionary Shots. My shots look like different types of weapons.
Invisible Shots. I can make all my weapons and their shots invisible.
Self Destruct. When I die, I create an explosion in a lethal fashion
Armor Piercing. I can activate this to completely ignore armor in exchange for the loss of 1/6 damage.
Banshee Wail. Every 5 seconds I can unleash a horrifying scream that does massive damage at close range.
Magnet Launcher. At will, I can launch a magnet that sticks to things and brings anything near to it into it.
Weird Bomb. A bomb that has random effects, include an ammo sucking effect!
Shockwave. A sudden expelling wave, with a little poison, ice and electricity damage added in.
Power Anchor. Sticks the enemy to the ground for 5 seconds. I can do it for 10 seconds.
Energy Form. I slowly regenerate energy ammo.
Hyper Density. When I activate this, I am immune to knockback, less damage (but more fall damage), and I am immune to quite a few powers.
Metallic Form. This enhance my armor regeneration rate and makes my armor even more one with me than before, and allows me to keep on adding on armor.
Prismatic Shells. Shields that protect me in various ways.
Freeze Grenades. Every 2.5 seconds I can launch a freezing grenade.
Lazer Trip Mines. I can just create Duke Nukem style trip mines.
Whirlwind. I create a whirlwind that throws enemies and their gear around.
Kinetic Cards. I do 24 damage per .5 seconds that pierce invulnerability.
Grenade Swarm. Every 6 seconds, I can toss a swarm of grenades around me that blow up.
Rocket Jump. I jump much higher.
Rocket Punches. If I sacrifice Rocket Jump, I can instead make all my strikes accelerated.
Radioactive. I can make myself radioactive at will. This has been combined with the Keeper of the Desert power Extremely Radioactive, upping the damage radius to 10 feet and allowing me to sense radioactive materials in a 3700 foot radius.
Shadow. A permanent cloak that leaves me semi-visible when attacking and invisible when not.
Curse. Every 8 seconds, I can reduce my opponent's armor and ammo to 75% of their current, reduce their health by 10%, and inflict other side effects.
Call Lightning. Every 10 seconds, I can summon a lightning storm.
Toxic Waste. Every 6 seconds, I can toss a massive Quake-style toxic waste barrel, which happens to be highly explosive.
Tripwire Bomb. Every 9 seconds, I can place a classic Duke Nukem-style laser tripmine.
Meteor Storm. Every 15 seconds, I can launch a small grenade item that summons a meteor storm for that location.
Cancellation. Every 10 seconds, I can cancel out an opponent's activated abilities (such as quad damage, invisibility, etc.), and then slowly eliminate their life. Cancellation only works for one effect at a time.
Corrosive Gas. Every 8 seconds, I can fire a cloud of gas in front of me to rip apart an opponent and their armor.
Sweeper Bolt. Every 5 seconds, I can launch a wide-set bolt of electricity.
Artifact Immune. This is not commonly on, but it makes me immune to opponent's activated abilities (i.e. quad, pentagram, invisibility in Quake terms), though I can't make use of the glory either.
Inertialess. Unless I roll with it, I'm not thrown around by stuff that people hit me with, nor do I take fall damage.
Soul Siphon. I can turn my personal soul energy to power.
Reflection. This particular power causes me to reflect some physical and energetic attacks.
Pickpocket. Through a brushup, I steal stuff. Even health. Somehow.
Ice Form. Not usually activated, but when it is, I freeze those around me, particularly under water, but become more vulnerable to radius damage and fire.
Indirect Fire. I shoot from random locations. So, I can be firing straight forward, and bullets will come from behind you and to the left.
Illusion. It looks like I have a whole bunch of goodies on.
Olphieceer. I summon intense matter-based energy and release it as a huge wave that hits the enemy hard and has this nasty habit of destroying matter.
Dark Pheonix Transformation. Truly gwarly. 10 miles big at max.
DF/Fred Juniors. You know Cell Juniors? Yeah.
First Strike. I can move first unless my enemy has a parallel ability. In situations where me and my enemy strike simultaneously, my damage is calculated first.
All Terrain Walks from Magic: The Gathering. I am so experienced and deadly in swamp, island, plain, forest and mountain settings that makes enemies have a very hard time blocking my assaults upon them or people they are protecting unless they have an equivalent level of experience.
Assault. When attacking, I can assign 1 Rifts damage to a combat unit instantly. It is not part of standard damage pools and is thus much more difficult to prevent.
Formation. I can add my attack power to other allies in lieu of attacking or other actions.
Backlash: 10. If I attack and am killed, my opponent must "discard" 10 potential summons or other abilities; 6 may be "copies".
Defense: 6. When calculating enemy Attack Pools, you subtract 6 Rifts CCG damage (equal to 2 full Missile Salvos at one target).
Fallback: 1. I may pay 1 of any Resource to heal all of my damage after an attack, but then I lose the next turn.
Firepower: 20 Any. I may pay up to 20 of any Resource to add 20 AT.
Marauder. When I attack, my enemy must begin discarding non-Hero summons (essentially, non-important-NPCs!)
Proficiency: Any. All my field assets (12 total) attached to me give me +1 AT and +1 DC.
Recycle: 2. I may "draw myself back into my hand" for 2 Resources; essentially, I run.
Sabotage. Whenever I attack, an enemy must "discard' a potential summon/weapon/etc. (they may have up to 6 copies).
Sniper: 15. I may tap to do 15 damage to a ready non-Hero field unit.
Swarm. For every copy of myself, they all get +1 AT; if I use Split Form thus, I get +8 AT.
Sacrifice Weapon. Completely shatter a weapon for massive damage.
Weapon Breaker. I can do the Bleeder/Shard ability with all my weapons.
Trample. If I destroy a defense or enemy, any additional damage is carried over onto the next target.
Rampage: 3. Every enemy past the first that blocks my attacks gives me +3/+3.
Flanking. Enemies without flanking suffer -1/-1 until the end of the turn if they combat me.
Firebreathing. +1/+0 per red mana.
Agility. +1/+1 and Flanking.
Ancestral Mask. +2/+2 for each other Enchantment in play (that includes some of my Aspects, meaning I have a very hefty bonus at the start of the match...)
Archery Training. Every turn, I gain an Arrow counter; I may then use my turn to do damage to attacking or blocking creatures equal to the amount of Arrow counters.
Armadillo Cloak. +2/+2; whenever I do damage, "I" or my leader gains life.
Armor of Faith. +1+1, pay 1 white to add +0/+1.
Armor of Thorns. +2/+2.
All Wards (including Artifact Ward), making me resistant to many types of attacks.
Awesome Presence. I cannot be blocked unless a leader pays some amount of some type of energy equal to 3 mana per blocking ally.
Bestial Fury. Allows me to ready an additional spell at the beginning of battle and gives me +4/+0 and trample if I'm blocked.
Black Scarab. As long as my enemies control any evil enchantments or creatures, I get +2/+2 and cannot be blocked by the said creatures.
Blue Scarab. Same, but for any water, illusion or wind based enchantments or creatures.
Red Scarab. Same, but for any fire, earth, or direct damage based enchantments or creatures.
Bravado. I get +1/+1 for each creature or ally on my side.
Briar Shield. +1/+1, plus I can sacrifice it for +3/+3 until the end of the turn.
Brilliant Halo. +1/+2, plus if this enchantment is destroyed it pops right back into my immediate play list.
Capashen Standard. +1/+2, plus can be sacrificed to ready an additional spell.
Carapace. +0/+2, can be sacrificed to save me from the brink of death.
Chime of Night. When Chime of Night is destroyed, I can choose a non-black creature to destroy. This includes if I am killed
Binding Agony. For every 1 damage done to me, 1 damage is done to the controller of the attacker.
Blanchwood Armor. I have +X/+X, where X = my number of forests in play.
Blessing. Lets me pump up my defense and damage for white magic.
Conviction. +1/+3 plus I can return it to my hand so I can enchant it on someone else.
Coils of the Medusa. +1/-1 plus I can sacrifice it to destroy all non-wall creatures blocking my attacks.
Cunning. +3/+3, but goes away after first direct attacking or blocking. Comes back every new battle.
Dark Priviliege. +1/+1, plus I can sacrifice allies or creatures to bring me back from the brink of death.
Destructive Urge. Whenever I damage a "player", they must discard a "land"
Divine Transformation. +3/+3.
Dizzying Gaze. I can pay one red mana to do 1 damage to a flying creature.
Druid's Call. Whenever I'm dealt damage, each Magic damage done to me produces a 1/1 Squirrel creature.
Empyrial Armor. I have +X/+X, where X is equal to "cards in my hand".
Endless Scream. I Enchanted myself with this and pumped 35 Black mana into it (4 Dark Rituals and 23 swamps), so I have +35/+0.
False Demise. Revives me once.
Favorable Destiny. As long as I control a summon, I am not targetable by spells or effects; as long as I retain a white/holy characteristic I get +1/+2.
Feast of the Unicorn. +4/+0.
Ferocity. If I block or become blocked, I get +1/+1.
Fire Whip. I can tap myself to do 1 damage to a creature or enemy and then I can sacrifice my Fire Whip to do 1 damage.
Flaming Sword. +1/+0 and first strike.
Flickering Ward. In every battle, I can choose a particular color and gain protection from it.
Flowstone Blade. I can pay a red mana to give me +1/-1.
Frog Tongue. I can block things with flying.
Funeral March. If I'm killed, then an enemy must discard a creature.
Flygja. This enchantment has 20 healing counters, each of which can be used to prevent 1 damage to me. I can they pay 2W to put more healing counters on.
Gaea's Embrace. +3/+3, trample, G: regenerate myself
Giant Strength. +2/+2.
Gift of the Woods. If I'm blocked or block someone else, I get +0/+3 until end of the turn and I get 1 life.
Granite Grip. +1/+0 for each mountain I control.
Grave Servitude. +3/-1, black nature.
Heroic Defiance. +3/+3 unless I share a color in common with most permanents in the battle.
Hero's Resolve. +1/+5.
Infinite Authority. All creatures with a toughness less than 4 that block me are destroyed, and I get a +1/+1 for every creature I kill.
Instill Energy. I can "untap" during my turn once I've done an action to do another. This can be done once per turn. This is almost like another free turn.
Kamahl's Desire. First strike plus +3/+0 during threshold (not counted).
Kjeldoran Pride. +1/+2, plus I can give it to an ally for 2 uncolored mana that can receive it.
Keldon Mantle. Black mana to regen, red to get +1/+0, green to add trample.
Rancor. +2/+0, gives me trample, will come back to my hand if it is destroyed.
Ritual of Steel. Start battle with another card drawn, +0/+2.
Incendiary. Every turn, I put a fuse counter on Incendiary. When I die, damage is done equal to the fuse counters.
Kithkin Armor. I cannot be intercepted by creatures with power of 3 or greater. I can also sacrifice this to stop ALL damage from one source.
Laccolith Rig. Essentially, I can redirect my damage from one target who blocks me to another.
Latulla's Orders. If I hurt an enemy leader, I also destroy an artifact of his.
Lightning Reflexes. +1/+0, first strike.
Mask of Law and Grace. Protection from red and black.
Mob Mentality. Trample and if all creatures attack, I get +1/+0 for each attacking creature.
Nature's Chosen. I can untap myself and one summon, ally, artifact, or land per turn.
Pledge of Loyalty. I have immunities to all colors I control.
Pretender's Claim. If I attack and am blocked, the leader must tap all his lands for no benefit.
Phyrexian Boon. +1/+2.
Private Research. Every turn, I put a page counter on myself; if I die, "I" draw a number of cards equal to the counters.
Sadistic Glee. Whenever any creature is killed, I get +1/+1.
Samite Blessing. I can sacrifice my turn to prevent all damage from one source from one attack.
Scavenged Weapons. +1/+1, I draw a card at beginning of every battle.
Seeker. I cannot be blocked except for white, artifact and certain other summons
Shield of Duty and Reason. Protection from blue and green.
Shiv's Embrace. +2/+2..
Sinister Strength. +3/+1.
Sisay's Ingenuity. 2U to make another creature change color.
Sleeper's Robe. Can only be blocked by artifact or black; if I do damage, I can draw a card.
Soul Kiss. I can sacrifice a life to give myself +2/+2, to a max of 3 times.
Spectral Cloak. I cannot be the target of spells or effects as long as I'm untapped.
Spectral Shield. +0/+2, cannot be the target of spells.
Spider Climb. +0/+3, block creatures with flying.
Spinal Graft. +3/+3.
Stamina. Attacking does not cause me to tap.
Squee's Embrace. +2/+2, plus if I die, I come back into my hand and not to the dead, allowing me to pay resources to come back to the battle.
Stonehands. +0/+2, R: +1/+0 till end of turn.
Strength of Unity. +1/+1 for each basic land type I control.
Sun Clasp. +1/+3, plus I can pay a white mana to return home.
The Brute. +1/+0, R(3): regenerate.
Tiger Claws. +1/+1, trample.
Tattoo Ward. +1/1, immune to enchantments, can be sacrificed to destroy an enchantment.
Treetop Bracers. +1/+1, only blockable by flying creatures.
Baby with a Big Gun. If I activate this, my HP drops to 2/5 but all my guns launch massive morning stars, I gain a shotgun that is designed to launch those babies, and in general my offense capacity goes up.
Obelix's Effect. I dropped myself into a cauldron of the magic potion of Getafix in Baby with a Big Gun form to get a permanent weaker effect of the potion.
Invincible Fire Wheel. Ryu Hayabusa's rotating fire wheel attack that protects from damage and inflicts damage to enemies.
Kirby Superstar Megaton Punch. I must spend some time charging this punch, and the target must be immobile or surprised; first, you must time it right, then time the targeter, and then hit with the right amount of force.
Vinegar's Hair Control. I may use my hair (in forms I have it) as a deadly weapon.
Sabin's Blitz (all 8 moves).
Setzer's Slot.
Relm's Sketch
Mog's Dance.
Cyan's SwdTech.
Gau's Rage.
Holy Armor. I always have an additional +0/+2, which can be increased by pumping holy energy into.
Banding. A strategic ability. On offense, the team attacks as a whole, meaning that if one is blocked, the entire team is blocked. However, in this case, damage can be redistributed. On defense, the team blocks as a whole, meaning that defense can be assigned to different team members.
All Edge's Ninja Skills.
Iron Golem's Ability (2 additional D&D points of damage even if I miss).
Boost Eden, Brothers, Bahamut, and Doomtrain.
Strength and Magic +60% from Bahamut.
HP +80% from Brothers and HP Bonus (+30 HP per level).
Luck +50%.
Sonic Boom. Guile's Sonic Boom.
Max Out. Dee Jay's projectile move.
Duke's Mighty Boot (keep one leg kicking even if the other leg is kicking).
10 Sketch Slots. Lets me copy an opponent's move.
Cleansing. I automatically clean polluted or poisoned water.
Crono's Confuse and Slash.
Super Mario RPG Flower Points.
Planeswalker's Flux Mastery. I may access the power of multiple Lands in one turn to utilize spells quicker.
Animality. DF is a Hammerhead Shark,
General Leo's Shock.
Auto Synth Fat. At every moment necessary, my body will synthesize to or from fat (in order to become more floaty, protect from hits, etc.)
Muscles of the Heart. All muscles in my body are as strong as my heart.
Anti-Regeneration. All my blows resist regeneration to some degree.
Hurricane Fists. A deadly attack, used by C. Andreas.
Aura Adhesion. My Paladin Auras "stick" to people in it, meaning that people who exit the Aura still retain it for 1/5 the time they remained in it.
Plague Coated Strikes. Every single melee strike leads to a small amount of Defiler Plague.
Infection Assimilation. Creatures that infect or burrow into me (Chest Bursters, Takklemaggots, even other enemies phasing into me) have chance of being assimilated into my body! If they save vs. that, they are likely expelled.
Bushin. Makes me light so I'm faster, and also grants fire punches.
Sonic Spin. An item from Crash N' The Boys for the NES that lets me reach maximum spinning power (for tossing discuses and such) in a second.
Mana Strike. All damage I do is also deducted at a small amount from an enemy's Mana.
Threshold. When seven cards in the graveyard, I get a +3/+3, all lands double production, and 1 more X-Magic spell. It also costs me 6 less cards to play Secret Weapons and I may choose one Secret Weapon to pay for free (yes, that may be the final one with the largest card cost).
Aboshan's Desire. My threshold makes me not targetable by spells or abilities, and I have flying.
Permanent Energy Shield. Some of the damage I take is redirected into my mana (about 50-75% of my mana regen rate).
Permanent Static Field. People very close to me slowly lose up to 10% of their HP, magic resistance affecting the rate at which the HP is lost.
Amazon abilities apply to fists.
War Hammer Cry. The Barbarian's War Cry focused at one enemy, unleashing a sledgehammer-shaped sonic force with a slight design shaped in the shape of DF's animal totem (a Hammerhead Shark) or Fre.
Magnetism. I have magnetic powers from gene-splicing and Aspects. I can attract metal, hurl or repel metal, create a repelling magnetic field, get a magnetic grip, magnetize objects, sense magnetic north, sense magnets/magnetism within 1000 feet, sense iron, and I'm impervious to magnetism launched by other superbeings. I also have some sub-powers: Automatic EM Throwing. I create a magnetic field that repels magnetic items at intense speeds when I throw objects. Cause Disasters. By manipulating magnetic fields, I can cause natural disasters to erupt. Railgun Accelerate Items. Any metallic object up to 1/2 my maximum power can be fired off at railgun speed, or by using a "carrier", any object up to 1/3 my maximum power can be fired off.
100% mental capacity. Through a shrewd combination of meditation, magic, psionics, psynetics, symbiotes, gene-splicing, and special electrokinetic prodding, I have activated all of my brain at once. My psionic capacities are increased tremendously.
Optic Skin. A special clairvoyance ability also assisted by special bio-wizardry that makes my entire body able to see like an "eye", albeit with normal sight range (non-enhanced).
Shapeshifter. I can redistribute my power and toughness.
Permanent Slow Missiles. A permanent form of the ability of the Amazon to perceive missiles slower.
Permanent Chilling Armor. 45% defense bonus, 23-25 damage in ice bolts to ranged and melee attackers.
Advanced Slow Missiles. An incredibly advanced form of the Amazon's ability that not only lowers the perception range, but actually uses the Amazon's intense speed and blessings from the gods to make the missile physically move slower!
My entire body acts like my mind.
Thrull Retainer. I have a +1/+1 and a regeneration if I sacrifice the Thrull Retainer enchantment.
Armor Thrull enhancement. +1/+2 was added to me from sacrificing an Armor Thrull. Only a one-time deal for me.
El-Hajjaj's power to give all the damage I do to a friend in HP. Replaces my Vampiric Health if activated.
Permanent Air Doubler. Hold breath twice as long.
Permanent Ride Ley Lines. Multiplies speed and breath-holding ability by 4 times while on a ley line, +2 on initative, +2 to dodge.
Permanent Sense Predator. Allows me to sense most "predators", i.e. deadly creatures seeking to kill or eat me.
Permanent Speed Doubler. Doubles underwater speed and fatigue resistance.
Soultwist Wounding. If my enemy fails a save vs. magic and I decide to elect to do no damage, I can instead decide to do damage to the soul, lowering endurance and causing massive pain!
Realm of Chaos enhancement. My abilities and body automatically adjusts slightly to combat my opponent(s).
Permanent Alter Physical Structure: Metal. My body has permanently become more like metal, although retaining desirable organic qualities. I can then complete the transformation at will.
Time Loop Magic. By creating a temporal paradox where two actions are happening simultaneously, I can cast double the amount of spells, bringing me up to a grant total of 12 so far.
Magic Resistant Barriers. All barriers, depending on their qualities, have a 5-15% magic resistance. This also limits anti-magical effects upon them.
Barrier Alteration. Barriers alter their energy type (psionic, magic, pseudo-tech, etc.) to evade anti-barrier effects.
Barrier Grounding. Barriers are "grounded" to ambient magical energy and to my own, making them more resistant to anti-barrier effects.
Barrier Regeneration. All barriers regenerate; barriers that regenerate currently regenerate faster.
Alter Physical Structure: Plasma. Transform into Plasma.
Thermal Mass Negation Attacks. Heat and cold attacks lower the resistance to heat or cold of any attacks or abilities they are intercepting.
Bat's Curse. The "curse" from Zelda 3 that halves MP cost.
Permanent Aura of Death Synthed with anti-technology abilities, making my body appear to be dead on most mechanical, magical and psionic abilities, but not to regular sight!
Permanent Frequency Jamming. I always emit a frequency jamming signal that happens to affect my enemies.
Permanent Mend the Broken. I can mend objects and permanently get rid of seams, chips, etc.
Illusion Manipulation at will. I can adjust all my illusions to compensate for actions and reactions.
Barbarian Lord Training. All physical attacks do 2 more D&D damage.
Book of Skill Training. By fighting against two copies of me, all my weapon attacks do 2 more D&D damage.
Darkness Power. In darkness, I can potentially charm an enemy into fighting on my side.
Guts. A move used by Ryu in BOF2 that allows me to restore some HP.
Wake. A low damage attack that wakes up allies or enemies (even from below 0 HP)
Will. Has a chance of restoring MP.
Chop. Waits a turn, then unleashes a massive damaging slash with a chance of instant doom.
Dare. Taunts enemies to attack at 226/256 of their regular damage.
Rip. I can do damage to an enemy and then feint death.
Shot. A chance to do lethal or intense damage, but also a chance to inflict 1.
Phase Throws. Whenever I throw an item, it "phases" for the first 20 feet and occasionally does phase jumps along it's trajectory. This means that the attack is harder to predict, much faster, and much more difficult to intercept.
Energy Volatility. My energy blasts have this nasty habit of blowing up at very opportune times for me (in an energy duel with someone else to ensure that I don't get double damage, in my enemy's hand, etc.)
Energy Slip. My energy blasts are very difficult to hold onto, taking the consistency of water when grabbed.
Energetic Malevolence. My energy blasts continue to have malevolent damaging effect, even if absorbed.
Probabilistic Light Deflection. Due to minor probabilistic shift, I constantly reflect a little bit of light (this does deflect lasers a little). It's main usage is that enemies cannot physically see me as well because their eyes are receiving less data from me.
Teleporter. I cast teleport: lesser, teleport: superior and mystic portal at half cost.
Indestructible Beauty. +18 Physical Beauty, +366 M.D.C.
Camouflage and Escape. My body is incredibly contortable, and I may use chameleon at will for no P.P.E. cost.
Supernatural Speed and Reflexes. I need to eat and drink much more than usual (overrides Sustain, so I must eat a few morsels a day), but my running speed is x10, +2 initiative, +6 P.P. and +1 attack per melee round.
Summoner of Nature. I can cast summon and control canines/rodents/animals/fog/rain, wind rush, call lightning, float in air and breathe without air all at half P.P.E. cost.
Metamorph. All metamorphosis spells are at double duration.
"No Psionics but..." When not using my psionic powers, I always am immune to psionic attack, magic illusions and possession; this is partially or completely removed when using psionics.
Super Psionics. I have enhanced psionic powers. If I use a lot of psionic energy, my head gets larger and becomes completely transparent, showing the brain in use.
Mega Damage Being. +400 M.D.C.
Activate Impervious to magic. I de-activate all magical abilities and Aspects in exchange for being completely impervious to all magic (it also makes my MP go away, so I can't be drained).
Supernatural Endurance and M.D.C. I never fatigue, need 3-4 hours of slep, impervious to disease and radiation, but I have lost a little bit of speed.
Mystic Hunter, Despoiler and Holy One. All offer some spells and enhanced abilities, meaning that those particular type of spells are cast quicker and with more juice.
Supernatural Strength. I grew a little bit in exchange for 6 P.S. and 186 M.D.C.
"Possess all fire magic spells..." All Ley Line Walker fire spells plus a few lower-level Living Fire Sorceror, Fire Warlock, and Black Mage spells are cast quicker and more intuitively, plus I am impervious to all fire and heat.
Permanent Coral Armor. Augments my H.P. with a thin layer of coral that adds 495 M.D.C. and automatically sticks out sharp appendages of coral to punish hand-to-hand fighters. As long as this small exoskeleton stays on, lightning, cold and water based attacks do one-third damage.
Healing Water Interception. Water attacks on me and my allies have a radius of 99 feet converted into a healing water that I or my allies then soak up to heal damage.
Permanent Transmute Water. All water is instantly purified and turned into fresh water as soon as it touches my lips or the inside of my mouth.
Permanent Senses of the Shark. When underwater, I can taste blood 2 miles away, track bleeding targets at 80%, see and follow electrical impulses and uelectromagnetism, nightvision 500 feet, +1 to save vs. H.F. and +1 on initiative.
Permanent Sense Direction Underwater. I have a flawless sense of current data, depth and magnetic direction underwater.
Whirlpool Shield while underwater. While underwater, a whirling wall of water allows me battering and attack deflecting bonuses.
Automatic Change Current. I automatically change the current underwater to fit my movement or to hamper enemies.
Transform into a Hulk like creature.
Permanent Plant Virtual Sight. All plants that I can see I then see out from, creating an additional web of sensory capacity that is 3100 feet long.
Permanent Insect Leap. +360 feet for lengthwise leaps, +196 feet for heightwise leaps.
Permanent Chitin. Upon entering battle, I instantly receive a thin chiting covering that has 195 M.D.C. and will automatically stick out to punish melee fighters with a sharp barb.
Forest Camouflage at will. I meld into the forest and become almost completely invisible at will.
Permanent Will of the Earth. Gives me extensive gravitational abilities.
Super Energy Expulsion. I can fire energy bolts that inflict 3D6x10+24 M.D. or super-bolts that take lots of energy and time and inflict 4D6x10+42 M.D.! In addition, I can absorb massive amounts of any type of energy and then, at the cost of damage to myself, blast it at enemies or do something else with the energy. I can also unleash a 1D6+31 M.D. aura flash that will blind enemies, and I can make all my energy blasts ricochet. I am also impervious to raw energy, take half damage from other energy attacks, and can put out light like a 60 watt lightbulb. These powers are all in addition to my regular capacities.
Vibration. 6D6x10+6 M.D. shockwaves within a maximum range of 430 feet that are six feet wide, shock blasts with 510 foot range and that inflict 4D6 damage (6D6 under water), the ability to vibrate through inorganic material at one-third speed, vibrate to become intangible, feel vibrations at 98% within a 185 foot range, double speed, some other combat bonuses, and I can make all punches inflict 1D6 additional damage.
Karmic Power. If my cause is good and just, then: +6 to roll with impact, +2 to strike, +4 to parry, +3 to disarm, +2 on initiative, +3 to automatic dodge, +6 to save vs. poisons/toxins/gases, +6 to save vs. psionic attack and possession, +4 to save vs. magic, +20% to save vs. coma/death, Death Blows only stun and do not kill, critical attacks do normal damage, +10% on skills, +40 S.D.C., and K.O. on a natural 20. I can give people half those bonuses or turn half those points into penalties for the opponent.
Clock Manipulation. I can adjust/maniplate clocks, natural amazing sense of time, sense if a timepiece is accurate, fix timepieces intuitively, and I have awesome timing: +1 on initiative, +1 to pull punch, and +1 to roll with impact.
Manipulate Kinetic Energy. I can put up a kinetic field that halfs kinetic damage for 155 minutes, double damage or range for my attacks, and redirect or deflect kinetic objects.
Force Aura. An aura of force around me that is like a constant, advanced version of TK Exoskeleton. I may extend it to 7 additional people, but in that case I am made virtually useless and allies must stay still, but the benefits are good: +4 to roll with impact, +10 P.S., +4 P.E., regens 4D6 M.D.C. per 2 minutes, 510 M.D.C. and a H.F. of 10.
Alter Limbs. I can change my limbs to melee weapons (regular damage +1D6, +1 on initiative, +1 to strike and parry), change limbs to guns (sacrifice a little H.P. and shape arms to become any number of grenade/rocket/bullet launching guns), make my arms into shields, stretch limbs, and change my legs to any number of artifical locomotion systems, +4 P.S., +4 P.E., +8 Hit Points.
Alter Metabolism. Function for 12 days and 8 hours without sleep, go 31 days without food or water, calm self, institute an adrenal rush, hyper or slow metabolism, accelerate healing, +4 P.E., +6 Spd., +15 S.D.C.
Bend Light. Separate the color bands of light to produce colored light, bend infrared/UV light to become invisible to them, parry lasers, deflect light beams, see infrared and UV.
Adapt to Envronment. I can adapt to virtually any new environment, go into previous acquired environment modes at will, and I become impervious to gasses once exposed to them. Yes, this means I have exposed myself to virtually every conventional toxic gas to augment my defenses. I also have +4 P.E., +3 to save vs. poison/magic potion, and +15% to save vs. coma/death.
Control Insects & Arachnids. By fusing together a number of magic powers and Aspectizing them, I was able to get the equivalent of the Major Super Power Control Insects & Arachnids. I can communicate with all insects in a 710 foot range, summon 3100 insects in a mile radius, mentally control insects in a 1640 foot range, increase the Hit points of 1550 insects for 1D4 hours in a 710 foot range by 10 Hit Points, create giant insects, identify insect species at 98%, bugs never bother me, immune to all insect venoms and bites, and create an armor from beetles (1D4x10+30 S.D.C., A.R. 12). If I want to spend more energy, I can make the giant insects M.D.C., make the regular insects M.D.C., and make the armor M.D.C.
Control Elemental Force: Air. By combining my knowledge of the Elixirs of Power and Deceit, some enslaved elementals, and my superpowers, I was able to learn all the 4 Control Elemental Forces. Control Elemental Force: Air allows me to launch 60 mph wind rushes, create whirlwinds, ride the wind for 310 minutes at a time, change wind direction for 124 minutes in a 320 foot radius, stop wind for 124 minutes in a 160 foot radius, create an air bubble for 372 minutes, call 6D6 M.D. lightning within a 820 foot range at will, and control the atmosphere! I also resist cold and electricity and can sense air temperature within 1D4 degrees.
Control Elemental Force: Earth. Create walls of earth (dirt, sand/clay, or stone) up to 430 feet away, create a tower of earth up to 198 feet tall for four minutes (3960 S.D.C. at max size), hurl earth within a 410 foot range (this can combined with Stone Magician abilities to truly gnarl enemies), create up to 12 feet wide and 70 feet deep quicksand pit for 93 minutes, create a fissure with a 1380 foot range, create a sand/dust storm and encase enemies in earth.
Control Elemental Force: Fire. Fire 4D6+62 M.D. bolts of fire at +2 to strike with a 410 foot range, spontaneously combust things within a 30 foot range, fuel flame to double size, create a flame will, extinguish fire, create smoke, accurately sense hot temperatures within 1D6 degrees, and impervious to heat.
Control Elemental Force: Water. Calm waters within a 300 foot radius for 12 minutes, make waves within a 300 foot radius up to 1000 feet away, water slam for 2D6 + 31 damage, create a 372 foot tall spout with 18,600 pounds of water in it (max range 462 feet, lasts one melee round), create a wall of water up to 470 feet away for 155 minutes, create a whirlpool, and make an underwater air bubble (50 S.D.C., 248 minutes, can be used upon others up to 450 feet away), and walk on water for a little concentration for 300 minutes.
Disruptive Touch. I can, upon touch, disrupt my opponent's optic nerves (blind), nervous system (paralyze), create intense pain, or inflict a death touch (puts enemy into a coma; they have a chance of dying!). Has a very difficult saving throw. Impervious to disruptive touches, +6 P.E., +60 S.D.C., +10% vs. coma/death, toxins have half effect/damage/duration.
Shrink. By Synthing my Tiny Atlas abilities with my Heroes Unlimited superpowers, I learned Shrink. I can shrink to the size of a period at the end of a sentence. I can either reduce in size and mass, making me light but unlikely to do much damage, or I can keep my same mass/weight and be truly gnarly.
Spin at High Velocity. After a little training, I got the ability to spin like a top at intense speeds, allowing me to deflect projectiles and gas attacks, create and control mini-tornadoes, fling fusillade of small debris, tunnel through dirt, do intense leaps, rise into the air 300 feet by spinning, create a cushion of air to shield from landings, +6 damage when hitting enemies in melee, and see 360 degrees. To complement this, I have the following bonuses: 98% sense of balance, speed and direction, +3 initiative, +1 melee attack, +1 strike/parry, +3 dodge, +2 to save vs. impact/fall, +1 to pull punch, +6 P.E., +25 S.D.C.
Power Channelling. I can replace the regular force of my punches with intense kinetic energy unleashed upon contact with enemies.
Andalite enhancement. I can take the DNA code of natural things upon contact and then transform into them (ONLY DNA).
Chameleon. By pulling out the rest of the Chameleon capacities, I can (besides Chameleon at will) adhere to surfaces (+1 to Physical Prowess and some skill bonuses), hold breath for 10 minutes, feign death and a natural prowl of 98%
Mimic. I may mimic other superhuman's abilities for a short period of time (equal to their level of power).
Natural Combat Ability. I subconsciously match my opponent's fighting style at my level of experience.
Slow Motion Control. By spending some time training as a 4-D Being, I mastered this Major Super Power. I can slow individuals or vehicles at will, I get an automatic dodge from split-second slowing (+2 to auto dodge), I can slow other's metabolisms or slow clocks, +6 P.B. from slowed aging, +3 to save vs. time-altering powers (including kinetic slowing abilities).
Alter Physical Structure: Hydroburn. Essentially I turn into a liquid radioactive flame creature.
Spirit Paint permanently applied. +1 to dodge, +5% to track animals and prowl, +2 to initiative/pull punch/roll with impact/save vs. H.F., and +3 to strike.
Kaluga Hag's poisonous tongue. My tongue can inflict a deadly poison, spoiling drinks and plaguing enemies.