A Sorcerer in Brockton Bay

Power Index [JAILBROKEN}

'Basic Rune Primer: Free/Mandatory, no slot cost: An imperfect spoof of the Rune magic. A token ability or party trick, really. You can somewhat use this power, but if you want ice, you need water and cold runes, not an ice rune. Any vaguely useful effect will require extreme effort to create, and will take up loads of room. Cannot be improved, and has no Milestones.'

'Aborkineticism- 2 Points: You can make plants grow faster if they are in your vicinity. While they cannot grow past the limit of their species, an already full-grown plant that has not lived up to its potential can still be affected. If the plant can grow into different things due to outside factors- within reason, of course- you can choose which path it may take.'

'Wall-Walking- 2 Points: You can walk on walls or ceilings. Comes with the power to reinforce doors and walls as well as ignore simple locks.'

'Bone-Breaking- 2 Points: Upon contact with someone, you can choose to break their bones. This only works on the area you are touching. Potency can be adjusted from 'Hairline fracture' to 'Shattered into pea-sized pieces' at your leisure.'

'Sensitive- 2 Points: You can see snippets of the future, mess with people's minds, and create illusions. You can choose to specialize in one or the other, boosting one facet whilst weakening or outright not having others.'

'Tunnelling- 2 Points: You can phase through walls and floors, leaving no noticeable signs. You cannot be detected when still. This power cannot increase in strength via training.'

'Elemental- 3 Points: You can throw fireballs, and manipulate existing flame as though it were under the effects of a strong wind. You can use the air to create powerful blasts which can go through solid walls. You can manipulate water or vapour, making air as dry as a desert or as damp as a rainforest alongside minor hydro-kinesis. You can transform into an indestructible statue: this will last anywhere from 30 seconds to a full year with no control over the duration.'

'Child of the Spider- 3 Points: Spider control, transforming into a spider the size of a car and even vomiting up spiders. Your wounds bleed spiders if you want them too. Comes with a mild aversion field you can turn on or off.'

'Runes- 3 Points: You are competent in working with runes, allowing you to create a variety of effects by carving or sketching. A good example would be making your reflection come alive as a slightly off copy, boiling your kettle without using electricity, being able to control a fire-place or more. Nothing large, though.'

'Kineticist- 3 Points: You can absorb kinetic energy and use it as raw strength or durability. This can be used to lessen the damage of kinetic force from anything, even the backlash of one of your own punches.'

'Energy Throwing- 3 Points: You can fire projectiles from your hands, which can manifest as exploding balls or beams of energy. Firing from the eyes is more powerful but will temporarily blind you, and the mouth is twice as powerful as that but is terribly tricky to aim. You can tune your attacks, whether you want blunt force or heat or electricity. Yes, you can choose the colour of the blasts.'

'Energy Phage- 4 Points: You can drain energy from things and transfer it. This affects both living and non-living things: tire someone else out to power your phone, strengthen yourself, increase the potency of a nearby parahuman power or give an object a special power. Works within 4 meters at first, with the amount increasing with points or training.'

'Gist- 4 Points: You can summon a demonic, nigh-invulnerable version of yourself, which you can control. Summoning it is tiring and the more control you exert over it the more exhausting having it out will be. Leave it out to long and it will possess you for up to 10 minutes, rampaging indiscriminately.'

'Teleportation- 4 Points: You can teleport to anywhere you've been. At first this works on you and only you, but a month or two of experimentation and you could take entire rooms with you. Also allows you to teleport to, say, the inside of a bus you've been in before, or a helicopter. Works line-of-sight, too.'

'Dimensional Shunting- 4 Points: You can move into alternate dimensions and even universes if you so choose. Alternate dimensions are accessible by parahuman powers such as Scion and Prof. Haywire, such as Earth Aleph. Alternate Universes can have different laws of physics or perhaps just be a parallel world where only one thing has change. You know the general characteristics of any universe or dimension you prepare to shunt too. If you want it for 3 Points, you only know whether or not a world is immediately lethal to you. This power works on others too, and you can set up future shunts for them too. Very useful.'

'Red Right Hand- 4 Points: Your dominant hand is red and skinless. Point it at someone and they will experience extreme pain, and if within the limits of your strength, you can bring them death instead. You start out able to kill non-parahumans.'

'Warlock- 5 Points: You can create hard-light that can paralyse foes, heal wounds, make balls of energy than explode, or just shoot typical energy blasts. You can create Wretchlings, ghastly, decaying, vaguely humanoid things that are low-level brutes which obey your command, and make illusions large enough to cover a house. Finally, you can turn your mouth into a grisly, toothy abomination that can absorb other's life force to replenish your own.'

'Chlorokinesis- 5 Points, replaces Arborkineticism: You can finely control plants, making them grow to monstrous size and move as an animal might. Daffodils could become tentacle-like vines and apple trees could make fruit the size of a bowling ball. Third milestone of the Aborkineticism ability.'

'Air-Walking- 5 Points, replaces Wall-Walking: You can fly freely through air. You can reinforce objects to the point that wet tissue paper could stand up to bullets and unlock even biometric doors. Third milestone of the Wall-Walking ability.'

'Ranged Breaking- 5 Points, replaces Bone-Breaking: From your fingertips you can extend straight lines that break people's bones upon impact. Third milestone of the Bone-Breaking ability.'

'All Knowing- 5 Points, replaces Sensitive: You have comparable to what you would expect if a sensitive focused entirely on only one facet of their power, for all facets of it. You can create illusions spanning entire cities, mess with the heads of end-bringers and see practically all of the future if you so desire. Third milestone of the Sensitive ability.'

'Advanced Elemental- 6 Points, replaces Elemental: You can coat your body in flames, throw streams of it, and pull around existing flames as though they were tethered to a rope. You can finely manipulate the air, allowing you to create whirlwinds, read the air as a kind of 6th sense, deprive people of the air in their lungs and more. You can control water finely enough to walk on it or shape it into deadly weapons: this applies even to ice. You can somewhat control the earth, allowing you to cave in tunnels, sense underground objects or even tunnel through the earth. Third milestone of the Elemental ability.'

'The Terror- 6 Points, replaces Child of the Spider: You can summon swarms of spiders from the shadows, control all arachnids less than 3 kilometres away and transform into an absurdly strong, house-sized spider that could fight a ramped-up Lung. Third milestone of the Child of the Spider ability.'

'Rune-Master- 6 Points, replaces Runes: You can create new runes in about ten minutes and the strength of your effects is such that you could do nearly anything, from waves of energy to masquerading as someone else to even sealing your True Name, if you take Unsealed True Name- though this requires symbols on your heart. Third milestone of the Runes ability.'

'World's Strongest- 6 Points, replaces Kineticist: You are immune to nearly all forms of kinetic energy and retain all energy permanently. You could survive a direct hit from Leviathan's fist without your kinetic immunity and are strong enough to pulverise bone just by tapping someone on their fingertip. Your reflexes are quick enough to catch a bullet and you could crack skulls like a particularly soft egg. Third milestone of the Kineticist ability.'

'Energy-Master- 6 Points, replaces Energy Throwing: Your blasts are strong enough to tear through low-level brutes instead of barely beating them back, and you can mould any energy you call forth, shaping it like putty into whatever shapes you desire. You could blast someone, miss, and then call the blast back to have it smack them. You can tune your blasts while they fire, allowing you to throw a stream of energy and figure out any weaknesses of your enemies. Third milestone of the Energy Throwing ability.'

'Necromancy- Purchased: You have the power to control shadows. You store this inside a focus such as a ring, coat, flute, gun, or something else. You can pull shadows and darkness nearby into constructs, which can be used to attack or defend. You can also shadow-walk, allowing a form of short-ranged teleportation within a few hundred meters. This is an advanced use of the ability, so requires at least 6 points into it to access (or that much's worth in training). Finally, you can infuse corpses with fragments of your power to create zombies under your command. You can sense death around you and draw on it to increase your power. If the focus is destroyed you may create a new one.'

V - V Updated Abilities below - V

'Hypnosis- 2 Points: You can convince people that they believe things that they don't. An example would be telling someone they don't like something, and them immediately disliking it. A word of caution: does not work if they know they have been affected, or realize they've been mastered.'

'Shield-Forming- 3 Points: You can create shields of all kinds. On the fly, this is restricted to rudimentary constructs as strong as titanium, but with some time and continual effort you can set up barriers with absurdly strong resistances- though this will take some time to set up, and may require that you feed it energy to keep it going.'

'Alignment Inversion- 4 Points: Upon touching someone, you can alter their personality. This would allow you to make Jack Slash help the sick and needy while Bonesaw cusses up a storm in the background. You could even have the Simurgh over for a tea party. The effect wears off after 48 hours and cannot be reapplied for one.'

'Savant- 5 Points: You possess extreme mental faculties in regards to storing, using, processing and inferring data. This grants you an eidetic memory, the ability to essentially copy things instantly as if you had the exact muscle memory for it, perfect information retention- meaning you absorb the information from a textbook instead of just knowing what it says the ability to connect information extraordinarily well, though not on the level of, say, Tattletale. As well as this, you have a hard-to-describe mental ability- in essence, think of it like having a load more RAM on a computer. Perfect for thinking ahead in a game of chess. The final thing is that your mental ability as a whole is upgraded to a new level.'