Please see the rules for information on how mutations are handled in the City. You do not have to pick a mutation on this list, but if you're stuck and really want one, you can pick these. If you want to add one, just leave a comment here to start up a discussion.
Physical Mutations
↓ Down to Mental Mutations
POWER: Healers can mend any physical wound or illness. The healer must pull either from their own energy/life force or someone else's. It requires concentration and focus no matter how major or minor the wound.
PRICE: The healer physically ages depending on the severity of the wound. A minor wound like a skinned knee wouldn't cause much aging beyond making them look a little tired and giving them a slight headache. If he or she siphons energy from someone else, the healer does not age, but they do suffer a migraine and the donor does age temporarily. The donor may take longer to recover entirely, as they don't have the regenerative ability that the actual healer has.
For larger or more complex wounds, the healer ages by several decades and is weak and frail for days afterward. They can recover with rest, usually with at least one or two good nights of bed rest and deep sleep. Healing a chronic or debilitating illness is possible, but takes as major a toll on the healer as a near-fatal wound.
KNOWN HEALERS: NONE
POWER: This class of mutation allows a person the ability to manipulate an element to their purposes. The severity of their powers can vary widely as can the price.
PRICE: The price of being a 'mancer is contingent on what the person is able to manipulate. Pyromancers, for example, burn from the inside out while hydromancers run the risk of completely liquefying themselves if their powers get out of hand. The powers of a 'mancer are typically tied directly to their emotions, becoming more difficult to control the more worked up a person becomes.
KNOWN VARIATIONS: Fire, water, electricity, smoke, metal
KNOWN 'MANCERS: [Pyro]
misplacedmyself (Hero)
POWER: Electromancers are able to bend electricity to their will and could be considered a living lightning rod. They are impervious to electrical damage and very powerful electromancers are able to harness electricity and fire it like a weapon.
PRICE: While they can't be killed by an electric jolt, the electromancer feels the pain from one if they happen. The power itself is extremely painful. Jolts of electricity are powerful and they have been known to cause heart attacks or even stop the electromancer's heart from beating. Tachycardia is extremely common in electromancers and they tend to not be as able to physically exert themselves as other people. Electricity manipulation also causes burns and scars. In a worst-case scenario impact electrical impulses in the brain, leading to hallucinations, altered moods, and even fainting spells when overused.
They are not fans of water and can easily "short out" if they get wet. You won't catch them out in the rain by any means. They also have to be mindful of becoming too excited or otherwise worked up. Not only because they worry about the strength of their hearts, but because they can lose control of their powers and shock those around them.
KNOWN ELECTROS: None
POWER: The ability of the hydromancer is to manipulate water. Depending on the 'mancer this can be limited to just ice, or just water. Very powerful hydromancers can harness both. While unable to change the temperature of water, they can bend it to their will. Stronger hydromancers are able to bend even rivers.
PRICE: They are always sweating or dripping in some manner it seems. Hydromancers are soft to the touch, somewhat spongy one could say. Depending on how the mutation manifests, this could mean that the 'mancer is always glistening slightly or it could mean that they are positively drenched head to toe. They are never thirsty and do not have to drink.
People overusing water power liquefy. The first symptom for quick uses is often quite benign, such as a runny nose or a sensation of sweating or salivating, but persistent or dramatic use causes watery nosebleeds or in horrible situations bleeding from the eyes.
KNOWN HYDROS: None
POWER: The pyromancer becomes a human torch. They have the ability to light things on fire by touch and some gain the ability to throw fire balls as a means of attack.They are obviously fire resistant.
PRICE: Being a human torch is the price. The pyromancer burns from the inside out, their voices are usually raspy and hoarse from their inner fire. They typically smell like smoke, bonfires, or old heaters. Though they can't be burnt by fire, they can feel the flames and they experience the pain of fire like anyone else would. Their body temperatures are much higher than normal peoples. As a result, a pyromancer does not handle the cold well and usually wears long sleeves even in climate weather. Due to the nature of fire on the human throat, pyromancers drink a great deal of water, if one listens closely, sometimes one can hear the hiss of water against cinders when they drink and see steam come out of their mouths.
KNOWN PYROS:
misplacedmyself (Hero)
POWER: The ability to manipulate metal to make rudimentary tools and other metalworked objects. Essentially, this is the capacity to work as a metalsmith without heat or tools, shaping metal as the user sees fit--at least to a point.
PRICE: Users of metallomancy cannot actually craft the metal into something that it doesn't want. If you try, you will feel the forge yourself through your hands and arms and hear metallic banging and screaming; ignoring the metal makes it louder, blocking out real sounds and making it impossible for the 'mancer to rest.
KNOWN SMITHS: None
POWER: The character possesses physical characteristics that normally belong to animals or mythological creatures. This can be anything from ears and a tail to wings to a full body change. The character has human thought and perception, but can also have characteristics of the animal they have been fused with. There can be only one animal/creature involved--the only exceptions would be a human/pegasus or other existing hybrid from world mythology (such as a gryphon, manticore, etc.).
PRICE: Mythics are not designed to live in human spaces. They are often far too big, bulky, or oddly shaped to comfortably move around houses or sit on chairs. Depending on the extent of the animal features, they can appear monstrous to humans, which results in fear and sometimes violent reactions.
KNOWN VARIATIONS: Nagin (snake), Garuda (bird)
KNOWN MYTHICS: None
POWER: Nagini are snake/human mythics. They are very large and generally powerfully built. Features include clawed hands, a jaw that can be unhinged, speed, and sheer strength. Overall length can be over 30 feet, with a "standing" height of 6-7 feet tall. They have snake eyes, though with better (read: more human) sight. When hunting or fighting, they can move swiftly and silently, striking their prey from the shadows. Their claws can slash through concrete and scar metal, tearing though anything in their path when in full-on fight mode.
PRICE: Nagini, like most mythics, are just too big to live comfortably in the City. Most furniture doesn't hold their weight. Roofs and floors of older buildings give way under them. They can appear monstrous to humans, which results in fear and sometimes violent reactions. In addition, Nagini are often obsessive hoarders with specific tastes.
KNOWN NAGIN: None
Submitted by Bombshell Mama
POWER: The Soulless are warriors first and foremost; they primarily operate as tanks and rogues by every stretch of the imagination. They are immune to all mental readings and attacks. They are relentless when searching for their goal and machine-like in their precision. If the Soulless are coming after you, you are in trouble. They have been known to travel in packs and rip targets apart with their bare hands.
PRICE: The Soulless are a compilation of criminals from the City. They went through a set of experiments to remove their personalities. They have no wants, no desires, and no fears. How they are made is completely a mystery. They follow Alpha's desires and his desires alone.
KNOWN SOULLESS:
liberated_soul (???)
Mental Mutations
↑ Up to Physical Mutations
POWER: An illusionist can force another to see hallucinations of their choosing. This could be as simple as altering the text on a document or as complicated as mimicking a haunting. Maintaining an illusion calls for considerable energy and concentration, and an illusionist must make eye contact in order to plant the illusion in their target's mind. The necessary duration of this eye contact depends on how complicated the illusion is. A less complicated illusion, for example, would not require a long gaze, but a glance would be too short for anything. Generally, it is advisable to keep the eye contact longer than seems necessary.
PRICE: Because of the concentration required to create a hallucination, a hallucination often inflicts itself back on the illusionist for a prolonged duration of time. If an illusionist were to alter a document for someone else, they would likely see the altered words in the place of other text for a day. The duration and severity of any backlash hallucinations are directly proportional to how elaborate the hallucinations are. Because of this, most illusionists would avoid making their targets see anything grotesque or horrifying, lest they see it themselves for days.
KNOWN ILLUSIONISTS: None
POWER: Mediumship is a mutation that allows someone to gain information from spirits. The ability is similar to other telepathic powers in that information is transferred from one place to a person. However, the difference is that the medium is not getting their information from a physical object or a living being. Instead, they are touched by spirits who may or may not be aware that they are transferring anything at all through the medium.
PRICE: Mediums are unable to control when they get information because they cannot actually see the spirit that is communicating with them in most cases. This can result in complete breakdowns in public for what appears to be no reason. Because they lack control of when the power manifests itself they also usually suffer from a great deal of self-doubt in regards to their own emotions and feelings.
Very rarely do spirits communicate in explicit words or terms. Instead, they only push forth feelings. The Medium is then tasked to sort the feelings of the spirit from their own and this can be an impossible task. The medium is then left feeling something that may or may not pertain to them at all.
When spirits do want to communicate, they can leave a lasting impact on the medium. Hallucinations can be common in people who have a pronounced version of the mutation. Strong spirits could even possess their bodies if so inclined.
KNOWN MEDIUMS: None
Submitted by Emi and Matticus the Bold
POWER: This class of mutation is one that has very mystic connotations. The people effected as oracles are able to see the future, the past, and even read the minds of others. This power varies greatly, even among individuals in the same specific type of mutation.
PRICE: The price of being an oracle can be steep. Some lose their minds entirely, some think themselves deities in their own right, convinced of their own visions above all else. Many of them become agoraphobic and reclusive. They choose to hide instead of triggering their mutation. Physically, the oracle can nearly have any response to the mutation, from gaining another person's price to bleeding out of their ears, eyes, and mouth. Some lose their hearing or vision entirely.
KNOWN VARIATIONS: Foresight, telepathy, recording, psychometry
KNOWN ORACLES: [Reader]
junkman_squire (Merrick)
POWER: Psychometry is a mutation that lets a person obtain residual information and emotions from an object or person using their senses. For objects, they can learn things about the makers, the owners, and people who have come into contact with the object. When it’s on a person, they can get an idea of their general life history. Also known as clairsentience, psychometrics, and trace scrying.
PRICE: Psychometry produces intense feelings based on an item. Someone with the mutation will feel the pain anger and sorrow of the people in a scene. Not only does the person with the psychometry mutation feel the emotion, but they have trouble figuring out if it is their emotion or someone else’s. Do they really hate that person, or is that the remnants of the person in the scene?
There is a strong rumor that psychometry can kill the user if they witness a death. For this reason, practitioners are reluctant to get visualizations from weapons.
KNOWN PSYCHS: None
Submitted by Emi
POWER: Ability to see the past (what there is of it) or future of another person, or the future of a general area. The accuracy depends on practice, and the amount of already known information about the person or place. Visions are guaranteed, accuracy is not.
PRICE: Burnout of the eyes, blindness. When the Sight is activated, the owner’s eyes will begin to burn. The first few uses only result in mild irritations of the eyes. The more frequent or drastic the vision, the more burning will occur. Eventually, the eyes will burn away completely, and the person will be blind. The eye-sockets will then bleed every time the power is used, as the burning still occurs.
KNOWN SEERS: None
POWER: Telepaths, also known as Readers, come in many forms. The three most common are Touch, Blood, and Object.These people can read a person's mind when they touch them, an object they have touched, or their blood. Unlike those with future telling abilities, the telepathic only see current thoughts and emotions.
PRICE: The nature of mankind is brutal and no one knows this more than a telepath. They may experience the prices of other people's mutations or have someone's phantom pains. They also can see someone's intent and have trouble differentiating others emotions from their own. They do not have dreams of their own, instead, they are likely to feel the dreams of lovers, or of the person who last touched their pillow. The mental and emotional strain that the telepathic feel tend to send them into fits of rage, depression, or outright lunacy. Many take to drugs or drinking in an attempt to get a handle and find their own emotions, but this does little to help them when sober.
KNOWN VARIATIONS: Blood, touch, object
KNOWN READERS: [Touch]
junkman_squire (Merrick)
POWER: A variation on telepathy, this kind activates when the person with the mutation makes eye contact with a person and she reads whatever thoughts people are keeping hidden and will automatically speak them out loud. The person whose thoughts are being read cannot look away either during this process. However, unlike most telepaths, a person with this ability will not remember whatever he or she says since they are in a trance the whole time, though other people can overhear. There are a few people who seem to be immune to this ability for various reasons.
PRICE: Soon after a person uses this ability, they often get extremely painful migraines and they lose time while they are in their trances. During both of these times, they are also very vulnerable to attack from others. Also, people with this mutation have been known to develop an aversion in general to making eye contact and often isolate themselves because it's better for them to not have their mutation activated.
KNOWN RECORDERS: None
Physical Mutations
↓ Down to Mental Mutations
POWER: Healers can mend any physical wound or illness. The healer must pull either from their own energy/life force or someone else's. It requires concentration and focus no matter how major or minor the wound.
PRICE: The healer physically ages depending on the severity of the wound. A minor wound like a skinned knee wouldn't cause much aging beyond making them look a little tired and giving them a slight headache. If he or she siphons energy from someone else, the healer does not age, but they do suffer a migraine and the donor does age temporarily. The donor may take longer to recover entirely, as they don't have the regenerative ability that the actual healer has.
For larger or more complex wounds, the healer ages by several decades and is weak and frail for days afterward. They can recover with rest, usually with at least one or two good nights of bed rest and deep sleep. Healing a chronic or debilitating illness is possible, but takes as major a toll on the healer as a near-fatal wound.
KNOWN HEALERS: NONE
POWER: This class of mutation allows a person the ability to manipulate an element to their purposes. The severity of their powers can vary widely as can the price.
PRICE: The price of being a 'mancer is contingent on what the person is able to manipulate. Pyromancers, for example, burn from the inside out while hydromancers run the risk of completely liquefying themselves if their powers get out of hand. The powers of a 'mancer are typically tied directly to their emotions, becoming more difficult to control the more worked up a person becomes.
KNOWN VARIATIONS: Fire, water, electricity, smoke, metal
KNOWN 'MANCERS: [Pyro]
POWER: Electromancers are able to bend electricity to their will and could be considered a living lightning rod. They are impervious to electrical damage and very powerful electromancers are able to harness electricity and fire it like a weapon.
PRICE: While they can't be killed by an electric jolt, the electromancer feels the pain from one if they happen. The power itself is extremely painful. Jolts of electricity are powerful and they have been known to cause heart attacks or even stop the electromancer's heart from beating. Tachycardia is extremely common in electromancers and they tend to not be as able to physically exert themselves as other people. Electricity manipulation also causes burns and scars. In a worst-case scenario impact electrical impulses in the brain, leading to hallucinations, altered moods, and even fainting spells when overused.
They are not fans of water and can easily "short out" if they get wet. You won't catch them out in the rain by any means. They also have to be mindful of becoming too excited or otherwise worked up. Not only because they worry about the strength of their hearts, but because they can lose control of their powers and shock those around them.
KNOWN ELECTROS: None
POWER: The ability of the hydromancer is to manipulate water. Depending on the 'mancer this can be limited to just ice, or just water. Very powerful hydromancers can harness both. While unable to change the temperature of water, they can bend it to their will. Stronger hydromancers are able to bend even rivers.
PRICE: They are always sweating or dripping in some manner it seems. Hydromancers are soft to the touch, somewhat spongy one could say. Depending on how the mutation manifests, this could mean that the 'mancer is always glistening slightly or it could mean that they are positively drenched head to toe. They are never thirsty and do not have to drink.
People overusing water power liquefy. The first symptom for quick uses is often quite benign, such as a runny nose or a sensation of sweating or salivating, but persistent or dramatic use causes watery nosebleeds or in horrible situations bleeding from the eyes.
KNOWN HYDROS: None
POWER: The pyromancer becomes a human torch. They have the ability to light things on fire by touch and some gain the ability to throw fire balls as a means of attack.They are obviously fire resistant.
PRICE: Being a human torch is the price. The pyromancer burns from the inside out, their voices are usually raspy and hoarse from their inner fire. They typically smell like smoke, bonfires, or old heaters. Though they can't be burnt by fire, they can feel the flames and they experience the pain of fire like anyone else would. Their body temperatures are much higher than normal peoples. As a result, a pyromancer does not handle the cold well and usually wears long sleeves even in climate weather. Due to the nature of fire on the human throat, pyromancers drink a great deal of water, if one listens closely, sometimes one can hear the hiss of water against cinders when they drink and see steam come out of their mouths.
KNOWN PYROS:
POWER: The ability to manipulate metal to make rudimentary tools and other metalworked objects. Essentially, this is the capacity to work as a metalsmith without heat or tools, shaping metal as the user sees fit--at least to a point.
PRICE: Users of metallomancy cannot actually craft the metal into something that it doesn't want. If you try, you will feel the forge yourself through your hands and arms and hear metallic banging and screaming; ignoring the metal makes it louder, blocking out real sounds and making it impossible for the 'mancer to rest.
KNOWN SMITHS: None
POWER: The character possesses physical characteristics that normally belong to animals or mythological creatures. This can be anything from ears and a tail to wings to a full body change. The character has human thought and perception, but can also have characteristics of the animal they have been fused with. There can be only one animal/creature involved--the only exceptions would be a human/pegasus or other existing hybrid from world mythology (such as a gryphon, manticore, etc.).
PRICE: Mythics are not designed to live in human spaces. They are often far too big, bulky, or oddly shaped to comfortably move around houses or sit on chairs. Depending on the extent of the animal features, they can appear monstrous to humans, which results in fear and sometimes violent reactions.
KNOWN VARIATIONS: Nagin (snake), Garuda (bird)
KNOWN MYTHICS: None
POWER: Nagini are snake/human mythics. They are very large and generally powerfully built. Features include clawed hands, a jaw that can be unhinged, speed, and sheer strength. Overall length can be over 30 feet, with a "standing" height of 6-7 feet tall. They have snake eyes, though with better (read: more human) sight. When hunting or fighting, they can move swiftly and silently, striking their prey from the shadows. Their claws can slash through concrete and scar metal, tearing though anything in their path when in full-on fight mode.
PRICE: Nagini, like most mythics, are just too big to live comfortably in the City. Most furniture doesn't hold their weight. Roofs and floors of older buildings give way under them. They can appear monstrous to humans, which results in fear and sometimes violent reactions. In addition, Nagini are often obsessive hoarders with specific tastes.
KNOWN NAGIN: None
Submitted by Bombshell Mama
POWER: The Soulless are warriors first and foremost; they primarily operate as tanks and rogues by every stretch of the imagination. They are immune to all mental readings and attacks. They are relentless when searching for their goal and machine-like in their precision. If the Soulless are coming after you, you are in trouble. They have been known to travel in packs and rip targets apart with their bare hands.
PRICE: The Soulless are a compilation of criminals from the City. They went through a set of experiments to remove their personalities. They have no wants, no desires, and no fears. How they are made is completely a mystery. They follow Alpha's desires and his desires alone.
KNOWN SOULLESS:
Mental Mutations
↑ Up to Physical Mutations
POWER: An illusionist can force another to see hallucinations of their choosing. This could be as simple as altering the text on a document or as complicated as mimicking a haunting. Maintaining an illusion calls for considerable energy and concentration, and an illusionist must make eye contact in order to plant the illusion in their target's mind. The necessary duration of this eye contact depends on how complicated the illusion is. A less complicated illusion, for example, would not require a long gaze, but a glance would be too short for anything. Generally, it is advisable to keep the eye contact longer than seems necessary.
PRICE: Because of the concentration required to create a hallucination, a hallucination often inflicts itself back on the illusionist for a prolonged duration of time. If an illusionist were to alter a document for someone else, they would likely see the altered words in the place of other text for a day. The duration and severity of any backlash hallucinations are directly proportional to how elaborate the hallucinations are. Because of this, most illusionists would avoid making their targets see anything grotesque or horrifying, lest they see it themselves for days.
KNOWN ILLUSIONISTS: None
POWER: Mediumship is a mutation that allows someone to gain information from spirits. The ability is similar to other telepathic powers in that information is transferred from one place to a person. However, the difference is that the medium is not getting their information from a physical object or a living being. Instead, they are touched by spirits who may or may not be aware that they are transferring anything at all through the medium.
PRICE: Mediums are unable to control when they get information because they cannot actually see the spirit that is communicating with them in most cases. This can result in complete breakdowns in public for what appears to be no reason. Because they lack control of when the power manifests itself they also usually suffer from a great deal of self-doubt in regards to their own emotions and feelings.
Very rarely do spirits communicate in explicit words or terms. Instead, they only push forth feelings. The Medium is then tasked to sort the feelings of the spirit from their own and this can be an impossible task. The medium is then left feeling something that may or may not pertain to them at all.
When spirits do want to communicate, they can leave a lasting impact on the medium. Hallucinations can be common in people who have a pronounced version of the mutation. Strong spirits could even possess their bodies if so inclined.
KNOWN MEDIUMS: None
Submitted by Emi and Matticus the Bold
POWER: This class of mutation is one that has very mystic connotations. The people effected as oracles are able to see the future, the past, and even read the minds of others. This power varies greatly, even among individuals in the same specific type of mutation.
PRICE: The price of being an oracle can be steep. Some lose their minds entirely, some think themselves deities in their own right, convinced of their own visions above all else. Many of them become agoraphobic and reclusive. They choose to hide instead of triggering their mutation. Physically, the oracle can nearly have any response to the mutation, from gaining another person's price to bleeding out of their ears, eyes, and mouth. Some lose their hearing or vision entirely.
KNOWN VARIATIONS: Foresight, telepathy, recording, psychometry
KNOWN ORACLES: [Reader]
POWER: Psychometry is a mutation that lets a person obtain residual information and emotions from an object or person using their senses. For objects, they can learn things about the makers, the owners, and people who have come into contact with the object. When it’s on a person, they can get an idea of their general life history. Also known as clairsentience, psychometrics, and trace scrying.
PRICE: Psychometry produces intense feelings based on an item. Someone with the mutation will feel the pain anger and sorrow of the people in a scene. Not only does the person with the psychometry mutation feel the emotion, but they have trouble figuring out if it is their emotion or someone else’s. Do they really hate that person, or is that the remnants of the person in the scene?
There is a strong rumor that psychometry can kill the user if they witness a death. For this reason, practitioners are reluctant to get visualizations from weapons.
KNOWN PSYCHS: None
Submitted by Emi
POWER: Ability to see the past (what there is of it) or future of another person, or the future of a general area. The accuracy depends on practice, and the amount of already known information about the person or place. Visions are guaranteed, accuracy is not.
PRICE: Burnout of the eyes, blindness. When the Sight is activated, the owner’s eyes will begin to burn. The first few uses only result in mild irritations of the eyes. The more frequent or drastic the vision, the more burning will occur. Eventually, the eyes will burn away completely, and the person will be blind. The eye-sockets will then bleed every time the power is used, as the burning still occurs.
KNOWN SEERS: None
POWER: Telepaths, also known as Readers, come in many forms. The three most common are Touch, Blood, and Object.These people can read a person's mind when they touch them, an object they have touched, or their blood. Unlike those with future telling abilities, the telepathic only see current thoughts and emotions.
PRICE: The nature of mankind is brutal and no one knows this more than a telepath. They may experience the prices of other people's mutations or have someone's phantom pains. They also can see someone's intent and have trouble differentiating others emotions from their own. They do not have dreams of their own, instead, they are likely to feel the dreams of lovers, or of the person who last touched their pillow. The mental and emotional strain that the telepathic feel tend to send them into fits of rage, depression, or outright lunacy. Many take to drugs or drinking in an attempt to get a handle and find their own emotions, but this does little to help them when sober.
KNOWN VARIATIONS: Blood, touch, object
KNOWN READERS: [Touch]
POWER: A variation on telepathy, this kind activates when the person with the mutation makes eye contact with a person and she reads whatever thoughts people are keeping hidden and will automatically speak them out loud. The person whose thoughts are being read cannot look away either during this process. However, unlike most telepaths, a person with this ability will not remember whatever he or she says since they are in a trance the whole time, though other people can overhear. There are a few people who seem to be immune to this ability for various reasons.
PRICE: Soon after a person uses this ability, they often get extremely painful migraines and they lose time while they are in their trances. During both of these times, they are also very vulnerable to attack from others. Also, people with this mutation have been known to develop an aversion in general to making eye contact and often isolate themselves because it's better for them to not have their mutation activated.
KNOWN RECORDERS: None