Note: I don't own anything

Idea №25 Destiny x Worm

Alt power Taylor.

Taylor gets a grab bag of abilities that are based on the powers possessed by Guardians from Destiny. She has an energy pool that can grow and regenerate over time. Most of her abilities use the energy from this energy pool. Her energy pool grows every day by about 0.2-0.5% if she actively uses her powers (using up at least a third of her total energy), and by 0.1% if she doesn't. Energy regen rate is 0.5% of her current energy pool per minute indoors, 1% under direct sunlight and 0.75% under direct moonlight.

Brute (5) - Taylor doesn't age and doesn't need sleep (passive effect), can slowly regenerate (passive/active), can delay her death (active), can resurrect herself (active), can boost her physical strength, speed, endurance, vitality, intelligence and coordination (active). Her passive regeneration is very slow, can't regenerate lost limbs, can restore damaged organs as long as they are connected to the body (the process may take from several hours to a few days). Her active regeneration burns through the energy from her energy pool to restore Taylors body, it takes way less time and can even restore lost limbs (can regenerate her body from near-death to perfect health in an hour or so for about 10% of her base energy pool). She has full control over the speed/energy consumption of her active regeneration. Both her active and passive regeneration abilities can work at the same time. The slower the active regeneration is - the more energy efficient it is (because her passive regeneration can heal a larger amount of damage over a longer period of time, meaning that her active regeneration would have less damage to heal overall, so it would use up less energy). Her death delay allows her to continue fighting and/or just moving around even if her body should have already failed. Even if her heart has been destroyed, even if she is missing half of her body, as long as her brain is functioning she can delay her death by slowly burning through her energy (doesn't matter what condition the rest of her body is in). It takes just 5% of her base energy pool to delay her death for about an hour. After Taylor's body dies she can see it from above as a ghost (a humanoid one, not the unfeeling square robo-ghost from Destiny) and can choose to resurrect herself and restore whatever items and/or equipment was on her by burning through 20% of the energy pool. What happens during her resurrection is closer to time reversal. Her body, along with whatever equipment she had, turns into a blue light that gathers into her ghost, then, in a flash of blue light her body and equipment is completely restored. The process takes just a few seconds. Her physical boost is like a workaround the laws of physics. It doesn't change the biology of her body in any way. Instead, it changes how Taylor and the world around her interact with each other. This ability can be activated by Taylor letting the energy flow through her body. As a result, she can punch harder, lift heavier objects, move faster (this aspect is kind of similar to how Velosity's power works, only it doesn't affect Taylors perception of time and doesn't make her punches and etc. any weaker), take less damage overall and allows Taylor a greater level of control over her body (better coordination) because she can feel it better. This ability can also be used to quickly restore stamina. One of the very useful side effects of this power is that it numbs and/or even completely blocks the pain. The energy drain on the physical boost aspect of her power varies depending on how big of a boost Taylor wants to receive at the moment, and its effectiveness depends on Taylor's own capabilities and condition, the effects of the power being multiplicative (similar to Browbeats tactile telekinesis). She has full control over which attribute will be boosted by this ability and by how much it will be increased, which allows her to conserve her energy with proper management. For example, when she is running while on patrol she doesn't need to increase her strength that often, so she can just focus on increasing her speed and endurance (increases stamina and stamina regeneration).

Mover (6) - Taylors physical boost allows her to do some awesome parkour moves, but this is not the reason behind this power rating. Taylor has a line of sight teleportation ability (similar to Oni Lee's, only it doesn't leave a clone behind) and a very weak flying power that allows her to fly at the speed that is no faster than a half of her sprint speed. The teleportation costs about 1% of her base energy pool per use no matter the distance, and has a 1 second cooldown between each use. Her flying ability doesn't cost any energy to use and can be affected by the speed boost aspect of her physical boost ability.

Blaster/Shaker (10+) - Taylor can throw or shoot from her hands a variety of energy blasts that are based on the grenades used by Guardians from Destiny. The power of each blast may vary depending on how much energy she charged it with. A standard cost for most Sol and Arc blasts is 1.5% of her base energy pool per blast, and 3% for most Void blasts (the strength of all of these standard blasts is the same as in the game).

Here is a list:

1 Incendiary grenade/blast (Sol) - deals explosion damage on detonation and then applies a damage-over-time burning effect.

2 Swarm grenade/blast (Sol) - upon impact, splits into several smaller proximity grenades that can stay in mid-air, detonating when an enemy gets close.

3 Tripmine grenade/blast (Sol) - sticks to surfaces and detonates when an enemy gets close.

4 Flux grenade/blast (Arc) - can be stuck to an enemy.

5 Skip grenade/blast (Arc) - upon impact, splits into several smaller homing grenades that chase enemies.

6 Arcbolt grenade/blast (Arc) - upon detonation, deals damage that can chain to other enemies.

7 Flashbang grenade/blast (Arc) - upon detonation blinds enemies (energy cost of this one is halved).

8 Pulse grenade/blast (Arc) - upon impact, deals area-of-effect damage over several pulses.

9 Lightning grenade/blast (Arc) - sticks to surfaces and emits a powerful lightning pulse every two seconds.

10 Magnetic grenade/blast (Void) - detonates twice, pulling enemies in with each detonation, can be stuck to an enemy.

11 Spike grenade/blast (Void) - sticks to surfaces and emits streams that continually damage anyone who tries to go through

12 Suppressor grenade/blast (Void) - upon detonation, makes enemies unable to move.

13 Vortex grenade/blast (Void) - emits a large sphere that continually pulls the enemies to it.

14 Scatter grenade/blast (Void) - upon impact, separates into smaller grenades that explode.

15 Axion bolt grenade/blast (Void) - upon impact, generates a homing seeker that chases enemies.

16 Solar grenade/blast (Sol) - upon impact, emits a large sphere that continually burns enemies around it.

17 Firebolt grenade/blast (Sol) - deals damage in an area.

18 Fusion bolt grenade/blast (Sol) - can be stuck to an enemy.

19 Voidwall grenade/blast (Void) - upon impact, creates a barrier that continually damages anything that tries to go through it.

20 Thermite grenade/blast (Sol) - upon impact, creates a line in the direction the grenade was thrown that continually damages enemies who touch it.

21 Storm grenade/blast (Arc) - creates a miniature storm that damages everything inside it.

Taylor can also put a timer on her blasts (like its a grenade or a bomb) and set other different conditions for their activation (though nothing too complex), can create her own, unique blasts and can regulate the strength of her blasts (by controlling how much energy she uses up). She can also deactivate her blasts as long as they are nearby, even if they were already activated. She can modify her own blasts' characteristics (range, power and etc.), which can increase and/or decrease the energy cost.

Taylor is unaffected by her own blasts' effects, meaning that she can throw one right under her feet and receive no damage from the blast itself, though she may be damaged by its consequences.

Thinker (2) - she can use her physical boost ability to increase her intelligence and reflexes, which increases her reaction, thinking and learning speed. She can also achieve a bullet-time effect, though its energy cost is pretty high and it's very exhausting for the mind.

Striker (3) - can enhance the performance of the objects that she is touching (by charging them with her energy). If the object is given too much energy at the same time then it will break.