Powers.ONE power per char.unless the classifaction says that the power can have more than one.also some mutants may have one power from all classifations,that mutant will be limited and will have no choic but to be evil due to the fact that the powers drive them crazy and they are unstabble(if you want one to be good pm me with a reason.i don't mean ~he/she will be good for the team~because Brennan,Shalimar,Jesse,Emma,andLexxa should only be the most powerful on the team.~Also made up chars. & x-men are allowed only when the main chars are filled.
HOW THEY CAME TO BE & THE DIFF FROM X_MEN:Mutant X is another x-men only no sentinels,human know some what about mutants.read this slow.MutantX chars. were not born with their powers due to evelution.a company named Geneomix was the leader of birth control pills that failed and mutated humans into mutants.diff pills gave diff. powers.the liquid gave element power while the high doze gave ferals.
PLOT:it's just like x-men.
Char. Sheet
Name
halimar Fox
Age:24
Power:Feral:Feline
Pic/Apper.:
POWERS:Ferals are New Mutants who have had their DNA spliced with that of an animal. They are generally very athletic, and possess many of the traits found in their host animal.
From most common to rarest -
Feral Felines
Feral Felines are the most commonly found Feral Mutant. Types include cats, lions, tigers, etc.
Weaknesses: All Feral Felines have a instinctual fear of fire. As well, they are especially prone to hypnosis.
Feral Ursines
Type: Bear
Feral Canines
Types: Dogs, Wolfs, etc.
Feral Porcines
Types: Boar, Hog, Pig, etc.
Feral Cervine
Type: Deer
Feral Reptus'
Types: Lizards, Snakes, etc.
Some varieties of Feral Reptus' have the ability to give off venom.
Feral Amphibian
Types: Frog, etc.
Feral Piscis
Type: Fish
Feral Insectum
Type: Insect
Some Feral Insectum have the ability to give off venom.
Feral Aves
Type: Bird
Note: As of yet, Genomex has not successfully created any Feral Aves, but may have future successes in this area.
Elemental Mutants have the ability to channel and project various energies through their bodies.
Elemental Electricals
Elemental Electricals have the ability to generate, or absorb, electrical energy.
Note: Caution should be taken that an absorbing Elemental Electrical does not absorb a generating Elemental Electrical, as this could cause a catastrophic explosion.
Weakness: Electrical powers become weaker when the Mutant bearing them is soaked in water. As well, if they are currently generating, the water will have the effect of turning the electricity back on them, effectively electrocuting the elemental.
Elemental Thermals
Elemental Thermals have the ability to channel heat or cold. Mutants
with Elemental Thermal Transfer abilities also have the ability to project that energy.
Elemental Sonics
Elemental Sonics have the ability to channel various sound-related abilities.
Elemental Chemicals
Elemental Botanicals
Elemental Botanicals have the ability to affect plants and other organic objects.
Elemental Geographicals
Elemental Geographicals have the ability to channel various earth-related energies.
Molecular-based mutations give subjects attributes which defy physical science.
Intangibles
Molecular Intangibles have the ability to lessen their body density, allowing them be become almost completely permeable. This mutations lets them pass through solid objects with ease, including objects such as walls or floors.
Note: While the clothing that an Intangible is wearing 'phases out' with them, the same does not apply to objects that they holding, no matter what the object's size or composition.
Weakness: The ability of Intangibles to 'phase out' seems to be limited to the amount of time they can hold their breath. As well, there seems to be time limit on how long they can use their abilities before the effect becomes permanent.
Impervious
Molecular Impervious mutants have the ability to increase their body density, allowing them to withstand penetration from solid objects, such as bullets.
Weakness: The ability of Impervious' to 'mass out' seems to be limited to the amount of time they can hold their breath.
Invisibles
Molecular Invisibles have the ability to create an aura around themselves to deflect light. This aura gives them the ability to function invisible to the naked eye, however, invisibles can be detected using infrared goggles. They are more commonly known as having stealth abilities, and have very short lifespans, as their mutation often deteriorates, killing them in the process.
Propulsives
Molecular propulsives have the ability to move at unnaturally high speeds.
Gravitatives
Molecular Gravitatives have the ability to alter the weight of object, other people, or themselves.
Chromatics
Molecular Chromatics have the ability to effect color, light, and related factors.
Stasis-suspension
Mutants with the ability of Molecular Stasis-Suspension have the ability to alter or freeze time.
Replicators
Molecular replicators have the ability to replicate themselves, through such methods as self-cloning.
Elastics
Molecular Elastics have the ability to alter their size or shape. This classification of mutant is extremely rare.it is commom two see these mutants have 2 or more of of the Molecular power.
Psionic mutants have abilities with are associated with heightened mental capabilities. This classification is the hardest to keep records of.
Telepaths
Psionic Telepaths have the ability to recieve and alter the thoughts of other people. They may also possess the ability to communicate mentally with other people, especially with other Psionic Telepaths
Telekinetics
Psionic Telekinetics are able to lift and move objects using only their mind.
Telempaths
Psionic Telempaths have the ability to read and alter the emotions of others. They may also possess the ability to transmit their own emotions to other people. Telempathic visions sometimes appear in metaphorical terms.
Note: As a side effect to this ability, Telempaths are prone to migranes.
Tele-cybers
Tele-cybers have the ability to mentally interact with and manipulate computers and other electronic devices.
Note: As a side effect to this ability, Telecybers are prone to severe emotional swings.
Precognitives
Psionic Precognitives, otherwise known as Precogs, have the ability to see future events. It is speculated that these visions are only of possible futures, and may shift constently.
Illusionist
Psionic Illusionists have the ability to project unreal visuals or attitudes. However, the quality of these illusions is generally poor, appearing as a holographic, monochromatic image
Powers