All Darwins have powers or abilities, this section clarifies the Power types of Darwins, core abilities and slangs.
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Core Powers:
-This determines the source and subsequent abilities attached to any Darwin.
-examples of CPs are:
Mineral based shape shifting
Electrical generation and projection
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Power Type: All core powers fall within one of the four ‘types’ of powers.
-types cover how these powers function.
-they fall under the categories of Mind, Body, Energy and Elemental.
-no living Darwin has been classified under two categories and all known attempts to do so artificially have failed with fatal results.
-there have been rumoured successes but these were either debunked as rumor or subjects were deceased before a proper sturdy was made.
-if this were to occur said Darwin would have to possess an impossibly stable mixture of abilities or risk an inevitable self destruction.
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Mind:
-This category of powers deals specifically with all mental based powers from extra sensory abilities and telepathy to psychokinesis.
-those with this set of abilities possess an overcharged neural capacity being able to manipulate and or decode various forms of neuro-electricity to a remarkably wide variety of powers.
-Known mind based Darwins include Morrigan, Empathy, and Ten.
Mind power Sample list(by no means all-inclusive)
-Telekinesis
-Telepathy
-Precognition
-Remote viewing
-Air-compression
-Telekinetic reinforcement
-Tactile resonance (tracking memories moments and people by touching related obects)
and many many more…
Body:
-This category includes all those with a substantially altered biology resulting in a physical ability.
-The majority of those within this category have an inhuman appearance.
-These are also among the most resilient group of Darwins on average.
-Known Body based Darwins are Vaihl, M.Carnegan, Nyoka, Nielo, and Smiling Jack.
Body power Sample list
-Regeneration (Self)
-Healing (others)
-Flesh-weaving (control and modification of ones biology)
-Demi-humanism (animal human hybridization)
-Venom, poison or toxin production
-Weaponized organs/skeletal-structure (acidic saliva, fire breath, claws, horns or spikes)
-Superhuman prowess (speed strength agility resilience)
-Shapeshifting
-Reinforced body (being made of in organic substances, rock, glass, metal, ect…)
AND more…
Energy
-Energy based Darwins are those with the ability to manipulate control or absorb energy.
-Energy encapsulates fire, plasma, gravity, electricity, light and magnetism.
-These Darwins harness specific energies in very different way no two Darwins hold the same abilities.
-A natural defense to their own energy seems to go hand in hand with this category.
-There are several base types of energy wielders, batteries, generators, and manipulators.
-Batteries absorb energy from external sources to power their abilities but are dependent on these sources and must absorb the source before putting it to use.
-Generators generate and hold large amounts of energy but cannot control outside sources in any way.
-Manipulators control outside sources can cannot generate or store this energy.
-Known Energy types are Vyde, Moleculo and First.
Energy power Sample list
-Energy projection (shooting, electicity, plasma, ect…)
-Manipulation (controllling existing things from a distance or with contact)
-Absorbtion (released either for empowerment or counter attack)
-Generation (generating energy and using it)
-Energy Transformation (becoming or covering ones self in ones own energy)
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Elemental
-Elementals are much like Energy wielders except they control natural phenomena.
-The variety of elements controlled is vast the means and method of control are scant in number often dictated by the element itself.
-Earth, Water, Air, Shadow, Plants, Ice. (note: Fire is energy)
-All Elementals must have a source nearby to draw from.
-Most either need direct contact or can control from a distance, the difference being reaction time.
-Direct contact Elementals can use their element at much greater speed.
-Distance Elementals merely need line of sight but their element moves more slowly at greater distances.
-There are those that can cover their body or transform ‘into’ their element have much more difficulty controlling their element at a distance.
-Known elementals are Geo, Hightide, and Lollipop
Elemental power Sample List
-Projection
-Armor
-Shapeshifting
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Darwins also find themselves divided into power Tiers by government and private sector interests into a comprehensive systems.
Three Tiers:
-Power levels are divided into three Tiers. Decided by multiple factors these Tiers encompass the entirety of the Darwin classification system.
-None are above or below either Tier, which serve to classify the level of control.
Tier 1
-This level of abilities are by far the most controlled.
-Not as potent in terms of power be it destructive or constructive but can be much more complex and focused a good comparison would be the difference between a bomb and sniper rifle.
-Those with this level of ability are also among the most healthy Darwins, the side effects of their abilities are minimal.
-Teir 1 abilities lose much of their punch when spread over wide areas but use less energy.
-Also these abilities are focused on a few practiced skills and using unfamiliar methods lessens the effect of these powers while focusing on a single use amplifies its power and control ei)A Tier 1 Energy user could fire a bolt of energy and practically ‘steer’ the path the energy takes.
-In short Tier 1 favours control over power and creativity.
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Teir 2
-This level is the most flexible level.
-Tier 2 powers have multiple functions and the users often come up with new uses for their abilities regularily.
-Though they take a step back from potency and control compared to the other Tiers, it is a happy medium between the two.
-Tier 2’s strength lies in its versatility though users tire faster than that of the others since different methods require a little more power to enact.
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Tier 3
-Tier 3’s are often (but not always) very powerful, but also very difficult to control
-These abilities are for the most part automatic, and act as an extension of the user with or without their input, these abilities do not simply turn off. In fact it takes more effort to withhold these abilities than to unleash them.
-Tier 3 Darwins may ‘appear’ to have fine control over their abilities but they simply live ‘with’ them.
-A Tier 3 often find methods to dampen their abilities to cope with the day to day powers and use them in their day to day.
-The sheer output capabilities of a Tier three can effect things for miles.
-They are also very rare, and fairly unstable
-Not all Teir 3 powers are showy, the one important feature is that they operate nearly independently of active control, Demihuman Darwins are the best example of this.
With all the above said there exist those with power sets that defy categorization, these are known as Wild-Cards. Wild Cards seem to move between ‘Tiers’.