THE POWERS

Every power has a catch

212 powers in 70 families. Each one needs something to work with, costs its owner something, and loses to something. Flip any card for the fine print.

Showing all 212

FAMILY

Fire

7 powers
No. 001AORIGIN

Fire

Head of its family

What it doesMakes fire from nothing and shapes it: throws it, breathes it, wraps a hand in it.
The catchEvery flame burns their own energy: they tire fast and must eat.
No. 002C

Heat

Family: Fire

What it doesRaises heat without a flame: a furnace around them, or a wave of heat thrown.
The catchNo flame, only heat, and pushing it too far cooks them too.
No. 003D

Fireworks

Family: Fire

What it doesCharges small things until they burst into coloured fireworks.
The catchDazzles more than it burns: loud and bright, rarely deadly.
No. 004A

Plasma

Family: Fire

What it doesThrows plasma hotter than the sun.
The catchSo hot it hurts its owner until they train.
No. 005C

Steam

Family: Fire

What it doesBlasts scalding steam.
The catchWeak in dry air.
No. 006C

Ash

Family: Fire

What it doesBreathes out choking clouds of ash.
The catchThey choke on it too without training.
No. 007C

Smoke body

Family: Fire

What it doesTurns their body into smoke.
The catchWind scatters them; they can't hold anything as smoke.
FAMILY

Electricity

3 powers
No. 008AORIGIN

Electricity

Head of its family

What it doesMakes electricity: bolts, shocks, and power for anything.
The catchOnce they're drained, nothing comes out; near water it can hit them too.
No. 009D

Static

Family: Electricity

What it doesCharges things with static: stings, sparks, a shock on touch.
The catchA sting, not a bolt.
No. 010C

Pulse

Family: Electricity

What it doesLets out a pulse that kills every electronic near them.
The catchIt kills every device near them, their own phone too.
FAMILY

Weather

6 powers
No. 011AORIGIN

Weather

Head of its family

What it doesChanges the weather over a town: rain, sun, snow, storms.
The catchSlow: hours to change a sky, and it hits everyone under it, friends too.
No. 012B

Wind

Family: Weather

What it doesThrows wind like a hurricane, or rides it.
The catchStrong only out in the open; indoors there's little air to throw.
No. 013C

Super breath

Family: Weather

What it doesBreathes out a hurricane.
The catchOne breath at a time, and they're winded after.
No. 014C

Snow

Family: Weather

What it doesMakes snowstorms over an area.
The catchA storm takes minutes to build and blinds them too.
No. 015D

Clouds

Family: Weather

What it doesMakes clouds and rides them through the sky.
The catchSlow, and a dry day leaves them grounded.
No. 016B

Storm call

Family: Weather

What it doesCalls storms and lightning down on a place.
The catchMinutes to call, and the storm can't tell friend from foe.
FAMILY

Water

6 powers
No. 017AORIGIN

Water

Head of its family

What it doesMoves water: streams, waves, walls, even pulling it out of the air.
The catchOnly moves water that's already there: in a desert they have almost nothing.
No. 018A

Tides

Family: Water

What it doesPulls the sea in and out, raises floods and waves.
The catchOnly near the sea: inland they're nearly ordinary.
No. 019D

Mist body

Family: Water

What it doesTurns their body into mist.
The catchWind and heat scatter them; they can't hold anything as mist.
No. 020F

Gills

Family: Water

What it doesBreathes underwater.
The catchOnly underwater; on land it's just a scar.
No. 021F

Coral

Family: Water

What it doesGrows coral armour and breathes underwater.
The catchThe armour grows slowly and cracks when it dries.
No. 022C

Drying

Family: Water

What it doesPulls the water out of anything they touch.
The catchOnly by touch, slowly.
FAMILY

Ice

3 powers
No. 023BORIGIN

Ice

Head of its family

What it doesMakes and throws ice: spikes, walls, slides, a frozen floor.
The catchIn dry air or deep heat it comes slowly; their own hands go numb.
No. 024C

Cold aura

Family: Ice

What it doesFreezes the air around them.
The catchOnly around them, and it chills their friends too.
No. 025B

Frostfire

Family: Ice

What it doesThrows fire that freezes what it touches.
The catchIt hurts its owner with both heat and cold.
FAMILY

Earth

10 powers
No. 026AORIGIN

Earth

Head of its family

What it doesMoves earth and stone: walls, pillars, tunnels, thrown rocks.
The catchLifted off the ground, they have nothing.
No. 027B

Quake

Family: Earth

What it doesShakes the ground, or anything they touch, until it breaks.
The catchShakes everything near them, friends too.
No. 028B

Mountain

Family: Earth

What it doesRaises the ground into hills, walls and pillars.
The catchBig shapes take minutes and all their strength.
No. 029C

Sand

Family: Earth

What it doesTurns into sand and controls it.
The catchAway from sand they're weak.
No. 030C

Crystal

Family: Earth

What it doesGrows crystal shards and throws them.
The catchBrittle: crystals shatter.
No. 031D

Dust body

Family: Earth

What it doesTurns into dust and blows on the wind.
The catchA strong wind can carry part of them off.
No. 032C

Mud

Family: Earth

What it doesTurns ground into mud and moves it.
The catchDry or rocky ground barely moves.
No. 033A

Magma

Family: Earth

What it doesMakes and throws molten rock.
The catchNeeds stone or ground to melt.
No. 034C

Obsidian

Family: Earth

What it doesMakes and throws volcanic glass.
The catchBrittle: blades shatter.
No. 035C

Glass

Family: Earth

What it doesMakes and throws glass.
The catchBrittle, and it cuts them too.
FAMILY

Magnetism

1 power
No. 036AORIGIN

Magnetism

Head of its family

What it doesPulls and pushes anything metal: from a key across the room to a car.
The catchOnly metal: wood, stone, plastic and glass ignore them.
FAMILY

Telekinesis

1 power
No. 037AORIGIN

Telekinesis

Head of its family

What it doesMoves things with their mind.
The catchOnly what they can see, and only as heavy as their training allows.
FAMILY

Gravity

2 powers
No. 038AORIGIN

Gravity

Head of its family

What it doesMakes things heavy or weightless: lift a car, pin a person.
The catchThe bigger the area, the shorter they hold it.
No. 039C

Density

Family: Gravity

What it doesMakes their own body as heavy as lead or light as air.
The catchOnly their own body; heavy, they're slow, light, they blow away.
FAMILY

Light

7 powers
No. 040AORIGIN

Light

Head of its family

What it doesBends, blasts and shapes light.
The catchIn total darkness they have nothing to work with.
No. 041B

Laser eyes

Family: Light

What it doesFires burning beams from their eyes.
The catchBlindfolded or blinded, it's gone.
No. 042B

Light structures

Family: Light

What it doesBuilds solid shapes out of light: whips, walls, bridges, ladders.
The catchA shape fades the moment they lose focus or the light goes.
No. 043B

Light dash

Family: Light

What it doesTurns into light for a moment and dashes.
The catchOnly in a straight line they can see, and they arrive tired.
No. 044F

Glow

Family: Light

What it doesGlows bright enough to light a stadium.
The catchThey light themselves up too: they can never hide.
No. 045B

Sunpower

Family: Light

What it doesStores sunlight and blasts it out.
The catchRuns dry at night or after a cloudy week.
No. 046C

Starlight

Family: Light

What it doesDraws power from the night sky: strong under the stars, nothing at noon.
The catchUseless by day and under clouds.
FAMILY

Darkness

3 powers
No. 047BORIGIN

Darkness

Head of its family

What it doesFills a place with total darkness, from a room to a town.
The catchThey can't see in it either unless they've trained.
No. 048B

Shadow walking

Family: Darkness

What it doesSteps into one shadow and out of another.
The catchNo shadows at noon or under bright lights.
No. 049F

Ink

Family: Darkness

What it doesSprays blinding ink.
The catchA few sprays, then they're dry.
FAMILY

Invisibility

2 powers
No. 050BORIGIN

Invisibility

Head of its family

What it doesTurns invisible.
The catchSound, smell, footprints and rain still give them away.
No. 051D

Camouflage

Family: Invisibility

What it doesBlends into any background like a chameleon.
The catchOnly while they stay still.
FAMILY

Illusions

1 power
No. 052BORIGIN

Illusions

Head of its family

What it doesMakes people see things that aren't there.
The catchCameras see the truth, and touch breaks the spell.
FAMILY

Time

6 powers
No. 053SORIGIN

Time

Head of its family

What it doesBends time: slows it, stops it, turns it back, ages things.
The catchIt costs them their own time; held too long it ages them.
No. 054A

Time stop

Family: Time

What it doesStops time inside a bubble around them.
The catchOnly seconds at first (a child: two or three), and it leaves them gasping.
No. 055B

Time slowing

Family: Time

What it doesSlows time in an area around them.
The catchA small area, and only for as long as they can hold their breath at first.
No. 056A

Rewind

Family: Time

What it doesTurns back a few seconds of time.
The catchOnly seconds back, and then they must rest.
No. 057A

Checkpoint

Family: Time

What it doesWhen they die, they wake again at their last checkpoint, and the world goes back with them.
The catchOnly back to the last time they slept, and they remember every death.
No. 058A

Aging touch

Family: Time

What it doesAges whatever they touch by years.
The catchOnly by touch, and it costs them years of their own strength.
FAMILY

Future sight

4 powers
No. 059AORIGIN

Future sight

Head of its family

What it doesSees what will happen hours or days ahead, in visions.
The catchThey can't choose what they see, or when.
No. 060B

Precognition

Family: Future sight

What it doesSees the next few seconds in flashes.
The catchOnly seconds ahead, never further.
No. 061D

Danger sense

Family: Future sight

What it doesFeels danger a second before it happens.
The catchIt warns, but doesn't say from where.
No. 062D

Intuition

Family: Future sight

What it doesJust knows the right choice.
The catchIt can't explain why, and it's wrong sometimes.
FAMILY

Space

5 powers
No. 063SORIGIN

Space

Head of its family

What it doesBends space: steps across it, opens doors in it, folds it.
The catchEvery step costs by distance; too far and they collapse.
No. 064A

Teleportation

Family: Space

What it doesTeleports anywhere they can picture.
The catchOnly places they've seen, and long jumps leave them dizzy.
No. 065A

Portals

Family: Space

What it doesOpens portals to anywhere.
The catchA portal stays open only while they hold it.
No. 066A

Folding

Family: Space

What it doesFolds space to step across a city.
The catchOnly along roads and spaces they can see.
No. 067D

Pocket space

Family: Space

What it doesKeeps a room's worth of space in their pocket.
The catchOnly a room's worth, and only they can open it.
FAMILY

Dimension travel

2 powers
No. 068AORIGIN

Dimension travel

Head of its family

What it doesJumps to other dimensions and back.
The catchThey can't always choose which world; the way back is hard.
No. 069B

Reversal

Family: Dimension travel

What it doesEvery choice they make throws them into the world where they made the opposite one.
The catchThey can't steer it until they learn to choose the opposite of what they want.
FAMILY

Phasing

3 powers
No. 070BORIGIN

Phasing

Head of its family

What it doesWalks through solid things.
The catchThey can't touch anything while phased, and stuck inside a wall is death.
No. 071C

Phase shift

Family: Phasing

What it doesSlips out of reality for a moment.
The catchA split second only.
No. 072B

Ghost form

Family: Phasing

What it doesBecomes a ghost: walks through walls and floats.
The catchThey can't touch or carry anything while a ghost.
FAMILY

Astral travel

1 power
No. 073DORIGIN

Astral travel

Head of its family

What it doesLeaves the body and travels as a spirit.
The catchTheir body lies helpless while they're away.
FAMILY

Mind control

5 powers
No. 074SORIGIN

Mind control

Head of its family

What it doesTakes over people's minds.
The catchStrong wills fight back, and a crowd is too many.
No. 075A

Command

Family: Mind control

What it doesGives spoken orders people can't refuse.
The catchOnly what they say out loud, and only simple orders.
No. 076B

Hypnosis

Family: Mind control

What it doesPuts people into a trance.
The catchIt takes time: useless in a sudden fight.
No. 077C

Confusion

Family: Mind control

What it doesScrambles people's thoughts.
The catchIt scrambles everyone near, friends too.
No. 078B

Memory theft

Family: Mind control

What it doesTakes memories out of people's heads.
The catchTouch, time, and they feel the memory too.
FAMILY

Possession

1 power
No. 079SORIGIN

Possession

Head of its family

What it doesTakes over someone's body.
The catchTheir real body lies empty and helpless while they're away.
FAMILY

Telepathy

5 powers
No. 080BORIGIN

Telepathy

Head of its family

What it doesReads and speaks into minds.
The catchThey hear everyone near and can't switch it off easily.
No. 081D

Empathy

Family: Telepathy

What it doesFeels what everyone around them feels.
The catchThey carry everyone's pain.
No. 082F

Bond link

Family: Telepathy

What it doesFeels and shares the pain of the people they love.
The catchIt shares their pain too.
No. 083F

Truth sense

Family: Telepathy

What it doesKnows when anyone lies.
The catchIt says it's a lie, not what's true.
No. 084D

Dreamwalking

Family: Telepathy

What it doesWalks into other people's dreams.
The catchOnly into sleepers, and a nightmare can trap them.
FAMILY

Mind shield

1 power
No. 085DORIGIN

Mind shield

Head of its family

What it doesNobody can read or touch their mind.
The catchIt shields only them.
FAMILY

Emotion control

6 powers
No. 086AORIGIN

Emotion control

Head of its family

What it doesMakes people feel whatever they choose.
The catchFeelings fade once they stop, and people remember feeling them.
No. 087B

Fear

Family: Emotion control

What it doesFills people with terror.
The catchTerrified people run, but cornered ones fight.
No. 088D

Calm

Family: Emotion control

What it doesMakes everyone near them calm down.
The catchEveryone near, friends too: even a driver who should brake.
No. 089D

Charm

Family: Emotion control

What it doesMakes people like and trust them.
The catchIt fades when they leave, and people feel used after.
No. 090F

Inspiration

Family: Emotion control

What it doesFills people with ideas and drive.
The catchThey can't choose what people do with it.
No. 091F

Spotlight

Family: Emotion control

What it doesMakes everyone look at them.
The catchEveryone looks: enemies too.
FAMILY

Strength

3 powers
No. 092SORIGIN

Strength

Head of its family

What it doesLifts anything: cars, trucks, buildings.
The catchUntil they train, their own bones break under their strength.
No. 093B

Adrenaline

Family: Strength

What it doesBursts of huge strength when their heart races.
The catchOnly while their heart races, and they crash after.
No. 094B

Berserk

Family: Strength

What it doesGoes into a rage that triples their strength.
The catchThey can't aim or stop, and friends get hurt.
FAMILY

Size shifting

3 powers
No. 095SORIGIN

Size shifting

Head of its family

What it doesChanges their size, from an insect to a building.
The catchThe bigger they grow, the faster they tire; tiny, they're fragile.
No. 096A

Giant

Family: Size shifting

What it doesGrows into a giant, from twice their height to the size of a building.
The catchOnly minutes at first, and they're a huge target.
No. 097D

Shrinking

Family: Size shifting

What it doesShrinks to the size of an insect.
The catchTiny, one step can kill them.
FAMILY

Durability

4 powers
No. 098AORIGIN

Durability

Head of its family

What it doesAlmost nothing can hurt them.
The catchTough, not immune: poison, drowning and suffocation still kill.
No. 099C

Stone skin

Family: Durability

What it doesTurns their skin to stone.
The catchHeavy and slow, and stone cracks under a hammer.
No. 100B

Iron skin

Family: Durability

What it doesTurns their skin to iron.
The catchHeavy and slow while it's on, and it rusts if wet.
No. 101A

Diamond skin

Family: Durability

What it doesTurns their skin to diamond.
The catchNothing scratches it, but a hard enough blow shatters it, and it's held only as long as their body lasts.
FAMILY

Regeneration

3 powers
No. 102BORIGIN

Regeneration

Head of its family

What it doesHeals from almost anything.
The catchToo much damage at once can still kill them.
No. 103D

Regrowth

Family: Regeneration

What it doesRegrows lost limbs.
The catchA limb takes weeks.
No. 104D

Ravenous

Family: Regeneration

What it doesHeals fast and runs hot, but always hungry.
The catchWithout food they weaken in hours.
FAMILY

Vitality

3 powers
No. 105DORIGIN

Vitality

Head of its family

What it doesNever tires, never sleeps, and heals fast.
The catchThey still need food.
No. 106F

Endurance

Family: Vitality

What it doesNever gets tired.
The catchTireless, not stronger.
No. 107D

Willpower

Family: Vitality

What it doesNever gives up, and their body obeys.
The catchA body pushed past its limit still breaks later.
FAMILY

True immortality

3 powers
No. 108SORIGIN

True immortality

Head of its family

What it doesEvery time they die, they come back.
The catchEach time they come back, they lose memories: the people they loved, who they were.
No. 109B

Ageless

Family: True immortality

What it doesNever ages and never dies of old age.
The catchThey can still be killed.
No. 110F

Youth

Family: True immortality

What it doesLooks and stays young for decades.
The catchThey look young but still age inside.
FAMILY

Biokinesis

10 powers
No. 111AORIGIN

Biokinesis

Head of its family

What it doesReshapes living bodies, their own or someone else's.
The catchEvery change hurts, and someone else's flesh needs touch.
No. 112C

Claws

Family: Biokinesis

What it doesGrows steel-hard claws.
The catchOnly up close.
No. 113C

Bone

Family: Biokinesis

What it doesGrows bone spikes and armour.
The catchEvery spike hurts, and broken bone is broken.
No. 114C

Quills

Family: Biokinesis

What it doesShoots spines like a porcupine.
The catchA few volleys, then they regrow for hours.
No. 115D

Thorns

Family: Biokinesis

What it doesGrows thorns all over their body.
The catchNobody can hug them.
No. 116F

Tail

Family: Biokinesis

What it doesHas a strong, quick tail.
The catchIt's always there.
No. 117C

Extra arms

Family: Biokinesis

What it doesGrows extra arms, each as strong as a normal one.
The catchMore arms, not more strength in each.
No. 118D

Living hair

Family: Biokinesis

What it doesHair that moves and grabs like hands.
The catchCut it and they lose their grip.
No. 119C

Detach

Family: Biokinesis

What it doesDetaches parts of their body that fly off like drones: an eye to scout, a hand to grab.
The catchA part that's caught or crushed hurts them, and far away they lose it.
No. 120D

Elasticity

Family: Biokinesis

What it doesStretches their body like rubber.
The catchStretched thin, they tear.
FAMILY

Speed

1 power
No. 121SORIGIN

Speed

Head of its family

What it doesMoves faster than the eye can see.
The catchThey burn food like a furnace, and stopping and turning are hard at speed.
FAMILY

Enhanced body

4 powers
No. 122CORIGIN

Enhanced body

Head of its family

What it doesA body tuned past any person's: balance, reflexes, grip.
The catchA peak person, not a superhuman: no strength or speed beyond the best athletes'.
No. 123D

Agility

Family: Enhanced body

What it doesFlips, dodges and climbs like an acrobat.
The catchQuick, not strong.
No. 124D

Reflexes

Family: Enhanced body

What it doesReacts faster than anyone.
The catchThey react fast, but their body moves at normal speed.
No. 125F

Wall crawling

Family: Enhanced body

What it doesClimbs walls and ceilings.
The catchSlippery or oily walls stop them.
FAMILY

Flight

2 powers
No. 126BORIGIN

Flight

Head of its family

What it doesFlies.
The catchHigh up it's cold and thin, and storms throw them.
No. 127C

Wings

Family: Flight

What it doesHas wings and flies.
The catchWings can be broken, and they can't fly indoors.
FAMILY

Enhanced senses

5 powers
No. 128CORIGIN

Enhanced senses

Head of its family

What it doesHears, sees and smells everything.
The catchLoud noise and bright light hurt them.
No. 129D

Super hearing

Family: Enhanced senses

What it doesHears a whisper across a city.
The catchLoud noise hurts them, and a city never goes quiet.
No. 130D

Super smell

Family: Enhanced senses

What it doesFollows a scent like a hound.
The catchStrong smells overwhelm them; rain washes trails.
No. 131F

Night vision

Family: Enhanced senses

What it doesSees perfectly in the dark.
The catchBright light blinds them.
No. 132D

Aura sight

Family: Enhanced senses

What it doesSees everyone's mood and power as colours.
The catchColours aren't thoughts; they guess wrong.
FAMILY

Psychometry

2 powers
No. 133CORIGIN

Psychometry

Head of its family

What it doesReads the history of anything they touch.
The catchOnly what the object 'saw', and strong pasts overwhelm them.
No. 134C

Life reading

Family: Psychometry

What it doesTouches a person and sees the moments that shaped them.
The catchOnly the strongest moments, never thoughts, and a hard life can knock them out.
FAMILY

Intelligence

4 powers
No. 135SORIGIN

Intelligence

Head of its family

What it doesThinks faster than any computer.
The catchA mind, not a body: one punch still drops them.
No. 136C

Quick learning

Family: Intelligence

What it doesLearns anything in days.
The catchThey learn fast but don't invent.
No. 137F

Perfect memory

Family: Intelligence

What it doesRemembers everything they ever saw.
The catchThey can't forget the bad things either.
No. 138C

Tactics

Family: Intelligence

What it doesSees every fight like a chessboard.
The catchA plan needs a body to carry it out.
FAMILY

Chance

3 powers
No. 139BORIGIN

Chance

Head of its family

What it doesBends the odds of anything going right or wrong.
The catchBig bends take time, and the odds bend back.
No. 140D

Luck

Family: Chance

What it doesGood things keep happening to them.
The catchThey can't choose what luck brings.
No. 141C

Jinx

Family: Chance

What it doesBrings bad luck to whoever they look at.
The catchBad luck is random: it can backfire.
FAMILY

Healing

2 powers
No. 142BORIGIN

Healing

Head of its family

What it doesHeals wounds by touch.
The catchHeal too many and they collapse (burnout).
No. 143B

Cure

Family: Healing

What it doesCures any sickness with a touch.
The catchSickness only: a cut stays a cut.
FAMILY

Mending

1 power
No. 144CORIGIN

Mending

Head of its family

What it doesFixes anything broken: plates, machines, buildings (objects only, never people).
The catchIt needs all the pieces, and it can't mend a body.
FAMILY

Life drain

1 power
No. 145AORIGIN

Life drain

Head of its family

What it doesDrains the life out of people by touch.
The catchOnly by touch, and they crave it.
FAMILY

Necrokinesis

2 powers
No. 146AORIGIN

Necrokinesis

Head of its family

What it doesRaises and moves the dead.
The catchOnly the dead near them, and they obey only while focused.
No. 147D

Spirit calling

Family: Necrokinesis

What it doesTalks to the dead.
The catchThe dead don't always tell the truth.
FAMILY

Plague

6 powers
No. 148AORIGIN

Plague

Head of its family

What it doesCarries and spreads any sickness they choose.
The catchThey can't always choose who catches it.
No. 149B

Fever

Family: Plague

What it doesGives a burning fever by touch.
The catchIt spreads from the sick to others, not only from them.
No. 150B

Wasting

Family: Plague

What it doesA sickness that drains strength over weeks.
The catchSlow: weeks before it shows.
No. 151C

Sleeping sickness

Family: Plague

What it doesMakes people sleep for days.
The catchThe sleepers wake in days, and it spreads to carers.
No. 152C

Blight

Family: Plague

What it doesSickens crops and plants.
The catchIt kills crops slowly, and it can't touch people.
No. 153C

Spores

Family: Plague

What it doesReleases spores that make people sick.
The catchWind carries them anywhere, back at them too.
FAMILY

Reactor

1 power
No. 154BORIGIN

Reactor

Head of its family

What it doesTheir body is a living reactor: it powers machines, burns through walls and sickens anyone near too long.
The catchPeople near them for too long get sick, family too.
FAMILY

Toxins

1 power
No. 155BORIGIN

Toxins

Head of its family

What it doesMakes poisons in their own body and passes them by touch, bite or spit.
The catchIt takes time to work.
FAMILY

Acid

1 power
No. 156BORIGIN

Acid

Head of its family

What it doesSprays acid that eats through metal.
The catchA few sprays, then it's spent; it burns their mouth too.
FAMILY

Rot

1 power
No. 157BORIGIN

Rot

Head of its family

What it doesMakes things rot and decay, metal included.
The catchIt rots the good with the bad.
FAMILY

Animal calling

4 powers
No. 158BORIGIN

Animal calling

Head of its family

What it doesCalls any animal to come and help.
The catchOnly animals in reach, and wild ones may not stay.
No. 159F

Bird calling

Family: Animal calling

What it doesCalls birds and sees through their eyes.
The catchBirds only.
No. 160C

Insect calling

Family: Animal calling

What it doesCommands swarms of insects.
The catchInsects only; cold makes them slow.
No. 161B

Deep calling

Family: Animal calling

What it doesCalls up creatures from the deep sea.
The catchOnly at sea.
FAMILY

Animal kin

7 powers
No. 162BORIGIN

Animal kin

Head of its family

What it doesTakes on an animal's whole set of gifts at once.
The catchThey get the animal's weaknesses with its gifts.
No. 163C

Wolf kin

Family: Animal kin

What it doesA wolf's gifts: a nose for any trail, tireless running, a voice that calls others.
The catchThey hate being alone, and the full pack instinct makes them follow a strong leader.
No. 164C

Bear kin

Family: Animal kin

What it doesA bear's gifts: great strength, a thick hide, sleeping through winter.
The catchSlow to start, and winter makes them drowsy.
No. 165C

Eagle kin

Family: Animal kin

What it doesAn eagle's gifts: sight that reads a sign across a city, an iron grip, fearless heights.
The catchNo flight: the eyes and grip, not the wings.
No. 166C

Shark kin

Family: Animal kin

What it doesA shark's gifts: smells blood from far off, swims like a torpedo, a crushing bite.
The catchThe smell of blood pulls at them, and out of water they're nearly ordinary.
No. 167C

Bat kin

Family: Animal kin

What it doesA bat's gifts: sees with sound in total darkness, hangs from anything, wakes at night.
The catchDaylight dazzles them, and loud noise blinds their sound-sight.
No. 168C

Ant kin

Family: Animal kin

What it doesAn ant's gifts: carries fifty times their weight, never loses their way, works with others like one body.
The catchStrong for their size, not huge, and alone they feel lost.
FAMILY

Mythic kin

7 powers
No. 169AORIGIN

Mythic kin

Head of its family

What it doesTakes on a creature of legend's gifts at once.
The catchThey carry the legend's weakness with its gifts.
No. 170A

Dragon kin

Family: Mythic kin

What it doesA dragon's gifts: a hide of scales, fire from the throat, wings that grow in.
The catchThe cold makes them slow, and a dragon's greed for treasure pulls at them.
No. 171C

Fairy kin

Family: Mythic kin

What it doesA fairy's gifts: shrinks to the size of a hand, flies on small wings, a glamour that charms.
The catchIron burns them, and small they're fragile.
No. 172B

Phoenix kin

Family: Mythic kin

What it doesA phoenix's gifts: heals in fire, and when they die they burn and rise again once.
The catchThey rise again only once, and fire is the only thing that heals them.
No. 173B

Siren kin

Family: Mythic kin

What it doesA siren's gifts: a song that draws anyone who hears it, breathing underwater.
The catchOnly while they sing, and out of the water their skin dries and cracks.
No. 174B

Troll kin

Family: Mythic kin

What it doesA troll's gifts: huge strength, and they regrow almost anything.
The catchDaylight makes them stiff and slow as stone.
No. 175B

Vampire kin

Family: Mythic kin

What it doesA vampire's gifts: drinks blood to heal and grow strong, sees in the dark, stays young while fed.
The catchSunlight burns them, and without blood they weaken fast.
FAMILY

Plants

5 powers
No. 176BORIGIN

Plants

Head of its family

What it doesControls plants: grows, moves and shapes them.
The catchOnly where plants or soil are.
No. 177D

Green thumb

Family: Plants

What it doesMakes plants grow in seconds.
The catchGrowth only: they can't move them.
No. 178C

Roots

Family: Plants

What it doesSends roots through the ground to grab, hold and lift.
The catchConcrete and stone block them.
No. 179D

Blossoms

Family: Plants

What it doesGrows flowers whose scent works on people: sleep, calm, or a stinging rash.
The catchWind carries the scent anywhere, back at them too.
No. 180C

Treeform

Family: Plants

What it doesTurns into a walking tree: their body becomes wood that roots, grows and binds.
The catchA tree burns, and rooted they can't move.
FAMILY

Shapeshifting

4 powers
No. 181AORIGIN

Shapeshifting

Head of its family

What it doesBecomes anyone or anything.
The catchThey keep their own weight and voice at first.
No. 182C

Mimicry

Family: Shapeshifting

What it doesCopies anyone's face and voice.
The catchThe face, not the body or the memories.
No. 183B

Animal forms

Family: Shapeshifting

What it doesTurns into animals, from a hawk to a bear.
The catchOnly animals, and staying too long they start thinking like one.
No. 212C

Engines

Family: Shapeshifting

What it doesTurns into a living engine: cars, motors, boats.
The catchThey run on fuel like a car.
FAMILY

Energy control

1 power
No. 184AORIGIN

Energy control

Head of its family

What it doesShapes raw energy: blasts, shields, and charging anything that runs on power.
The catchEach use drains them, and they must rest.
FAMILY

Absorption

3 powers
No. 185AORIGIN

Absorption

Head of its family

What it doesSoaks up any power that hits them and can throw it back.
The catchToo much at once overloads them.
No. 186B

Kinetic

Family: Absorption

What it doesStores the force of every hit and lets it out at once.
The catchThey need to be hit first.
No. 187A

Energy eater

Family: Absorption

What it doesDrains energy from machines and people.
The catchOnly by touch, and they crave it.
FAMILY

Siphon

1 power
No. 188SORIGIN

Siphon

Head of its family

What it doesSteals people's powers for good, and can give a stolen power to someone else, even someone who has one.
The catchOnly by touch, and each power held is another weight to carry.
FAMILY

Copycat

1 power
No. 189AORIGIN

Copycat

Head of its family

What it doesCopies one person's power for a while.
The catchOne power for a set time; holding two at once cuts the time in half.
FAMILY

Heirloom

1 power
No. 190AORIGIN

Heirloom

Head of its family

What it doesCarries the powers of everyone who held it before: they can use each one, and it grows with every handover.
The catchUntil their body is ready, using it breaks them.
FAMILY

Null

1 power
No. 191BORIGIN

Null

Head of its family

What it doesSwitches off every power near them.
The catchEveryone's, friends' too: they can't choose.
FAMILY

Force field

2 powers
No. 192BORIGIN

Force field

Head of its family

What it doesPuts up force fields nothing can break.
The catchOnly while they hold it and stay focused.
No. 193D

Bubbles

Family: Force field

What it doesBlows unbreakable bubbles that trap or carry things.
The catchSmall, slow, and they pop when they lose focus.
FAMILY

Void

1 power
No. 194AORIGIN

Void

Head of its family

What it doesOpens holes of nothing.
The catchHard to aim: a hole swallows whatever's there, friends too.
FAMILY

Explosions

1 power
No. 195AORIGIN

Explosions

Head of its family

What it doesMakes things explode.
The catchThey must charge it first, and too close it hits them too.
FAMILY

Sound

2 powers
No. 196BORIGIN

Sound

Head of its family

What it doesControls and amplifies sound.
The catchSilence and vacuum stop it.
No. 197B

Scream

Family: Sound

What it doesScreams loud enough to break walls.
The catchA few screams, then no voice for days.
FAMILY

Duplication

2 powers
No. 198AORIGIN

Duplication

Head of its family

What it doesMakes copies of themselves.
The catchA hurt copy hurts them.
No. 199D

Echo step

Family: Duplication

What it doesLeaves solid copies of themselves for a second.
The catchA second, no more.
FAMILY

Alchemy

1 power
No. 200CORIGIN

Alchemy

Head of its family

What it doesTurns one material into another.
The catchOnly what they've studied, in small amounts, by touch.
FAMILY

Blood control

1 power
No. 201SORIGIN

Blood control

Head of its family

What it doesMoves the blood in other people's bodies.
The catchOne person at a time, near, and it takes all their focus.
FAMILY

Reality

3 powers
No. 202SORIGIN

Reality

Head of its family

What it doesRewrites what is real around them.
The catchSmall changes, close by, and anything they rewrite pushes back toward how it was.
No. 203A

Runecraft

Family: Reality

What it doesDraws runes that make things happen: each rune does one thing.
The catchEvery rune must be learned one by one, and a rune works only while it's whole.
No. 204B

Draw to life

Family: Reality

What it doesAnything they draw becomes real: a key, a rope, a chair, a sword.
The catchObjects only, never life, and it's only as good as the drawing.
FAMILY

Pain

1 power
No. 205BORIGIN

Pain

Head of its family

What it doesMakes people feel pain.
The catchPain without wounds: a strong will can push through.
FAMILY

Technopathy

3 powers
No. 206BORIGIN

Technopathy

Head of its family

What it doesControls machines with their mind.
The catchOnly machines, and old ones barely.
No. 207D

Machine speech

Family: Technopathy

What it doesTalks to machines, and they listen.
The catchThey ask; they don't command.
No. 208C

Hacking

Family: Technopathy

What it doesGets into any computer by touch.
The catchOnly by touch.
FAMILY

Builder

2 powers
No. 209DORIGIN

Builder

Head of its family

What it doesBuilds anything in minutes with bare hands.
The catchNo materials, nothing to build.
No. 210D

Smithing

Family: Builder

What it doesForges anything out of metal.
The catchOnly metal.
FAMILY

Nanites

1 power
No. 211CORIGIN

Nanites

Head of its family

What it doesTheir body makes tiny machines that fix and build things.
The catchA pulse kills them, and they need time to breed more.