Panem Events (
etcircenses) wrote in
thegamesooc2015-06-12 01:59 am
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Calling Powered Characters!
Hey guys! Quick thing. For our reference and so we don't have to go read through every single person's app, we need the players of powered characters to fill this little thing out real quick. Powers can be up to and including even the littlest things that set them apart from the natural, such as increased strength, durability, eye-sight, so on. If everyone could do this ASAP, that would be super helpful for us! Thank you!
no subject
Powers/abilities: Superhero bullshit, seriously, I can do whatever you want with this for convenience, but basically Venus is a living black hole who can teleport, heal and shoot lasers.
Any nasty side-effects or drawbacks: 'unstable molecules' means that if she teleports too much she fatally combusts.
Character: Black Tom
Powers/abilities: Biokinesis over plant life, can channel heat, energy and fire through plant matter.
Any nasty side-effects or drawbacks: Not in the Games, but in canon he's basically got tree cancer.
Character: Punchy
Powers/abilities: His puppet can create a telekinetic shield and punch holes through two feet of solid steel.
Any nasty side-effects or drawbacks: The puppet's fucking creepy, man.
no subject
Powers/abilities: Basic troll stuff: tougher skin than the average human/can take more damage than a human before going down. Night vision. He also gets random visions of his past life, though this is infrequent.
Any nasty side-effects or drawbacks: His visions put him in a trance that renders him pretty much useless until the vision ends.
no subject
Powers/abilities: Black magic! Vivi is taken from the end of disc 2, so his abilities are limited to:
- Fire/Fira
- Thunder/Thundara
- Blizzard/Blizzara
- Slow: Slows target down
- Stop: Freezes target in time
- Bio: Damages target and a chance to poison them
- Drain: Steals HP (for the sake of rp, it's like life energy I guess.)
Vivi also has abilities that support him in battles. These are not spells that need to be cast. He came "equipped" with them so as long as powers are permitted, these are always active. The ones he has as of now are:
- Insomniac: Allows him to completely resist sleep spells
- Antibody: Immunity to poison
- Clear headed: Prevents confusion
- Loudmouth: Prevents him from being "silenced" (see below)
There's also trance, in which Vivi transforms into a much more powerful form in which he can cast two spells in one turn. For the sake of rp, I just write that he can cast spells even quicker. Trance only happens after the individual experiences a surge of powerful emotions, such as anger, and only lasts for a short time.
Any nasty side-effects or drawbacks: Vivi can only cast spells so long as he has enough MP or mana. If he runs out and there's no ether or whatever item to replenish it, then he basically tires out. If for whatever reason (rp-wise) in which his abilities don't work, but he can still cast magic, that can easily be done away if somebody else casts a silent spell on him. Basically, take away his voice and he won't be able to cast. |D
A downside to the trance thing is that it can be sudden and involuntary, since emotions just happen. Also while Vivi can cast spells at a quicker rate, that also means it tires him out quicker too.
no subject
Powers/abilities: Teleportation, enhanced flexibility, able to crawl up walls and ceilings, excellent night vision, ability to blend into shadows due to his dark fur.
Any nasty side-effects or drawbacks: His teleportation sends him through what's essentially a hell dimension. While normally he's only there for a split second, if he's slowed he could be in real danger from any significant time spent there. Also being blue and fuzzy and inhuman-looking is a result of his mutation and could be considered a drawback.
Character: Albert Heinrich
Powers/abilities: Cybernetic enhancements including machine gun right arm, laser knife in his left hand, and micro missiles in his knees. Virtually indestructible to general antipersonnel fire (bulletproof), outfitted with a universal translator, an advanced HUD that processes through his brain, and a radio transmitter that allows for private or broadcast communication on select frequencies. Also will not age and has most major organs replaced with synthetic ones, so highly resistant to poisons and toxins. Also has acute hearing and is able to go for long periods of time (hours) without oxygen or in a low oxygen environment. Lastly, he has a series of coaxial and usb ports in the back of his neck that allow him to interface with computers.
Any nasty side-effects or drawbacks: When his powers are turned on, Albert can feel only pressure in his hands, right arm from elbow to fingers, and legs from the knee down, not any sort of other sensation. He also doesn't age, which could be considered a curse as much as a blessing. If/when connected to a computer, if any significant damage is dealt to him in that environment, it can result in brain damage.
no subject
Powers/abilities: Flight through jets in his feet, accelerated speed triggered by a switch in his back molar, cybernetic eyes that allow for read-outs on his system and surroundings and enhanced vision, outfitted with a universal translator for both hearing and speech, a brain-wave transmitter that allows for private or broadcast conversation based on frequency, increased strength from average, a greater immunity to sickness and injury, able to process air with very little oxygen in it but also capable of surviving extended periods of time without breathing. There's also a set of ports on the back of Jet's neck that can be used to connect his brain/consciousness to a mainframe. His cybernetic enhancements also mean he doesn't age.
Any nasty side-effects or drawbacks: Jet's body functions have been accelerated to prevent the acceleration device from ripping him apart when in use, consequently -as a cyborg- his metabolism is incredibly high leaving him in a near-constant state of hunger. Jet's 'fuel system' functions by processing his food into literal fuel and dispersing it to where it's needed (like his jets) this means that, should one particular tube be damaged, Jet's life may be in danger. There's also a chance that, should he be connected to a mainframe and his mind suffers damage on that plane, it could leave him with brain damage in his actual body.
no subject
Powers/abilities: Tabris has abilities from two specializations she's taken, berserker, and reaver
Berserker Tabris goes into a berserker rage, where she looses stamina in exchange for more damage. She can take a lot more damage when in this mode, and hit harder. She can funnel all of her energy into a single blow, and if it hits, doles out an incredible amount of damage. Blood and death fuel her, and each time she draws more blood, and kills more people, she is sent into a deeper rage that makes her deal more damage.
Reaver The more hurt Tabris gets, the stronger she gets. She will, on occasion, injure herself to purposely get this effect. Reavers are also driven by blood, and while channeling these powers, killing people fuels her to greater damage, similar to the berserker mode. When Tabris has Reaver abilities activated, she becomes a terrifying force, and her very presence can be enough to frighten away people. Her final ability is to be able to steal health from an enemy, hitting them, and taking the health that they lost from her blow for her own health.
These two can be combined into a frightingly powerful combination, putting Tabris into a rage that can take a great deal of damage, while growing more powerful with the damage that she does take.
Tabris is also a Warden, and has tainted blood. This draws her to anyone else with the tainted blood--darkspawn or other Warden. She's immune to the darkspawn taint, and as her own blood is tainted, getting it into your system can kill you--Though this would only really apply if you were trying to eat her blood or something.
Any nasty side-effects or drawbacks: Both of Tabris' specializations culminate in powerful hits, but one draws on her stamina, and the other her own health. Using either of them--especially both of them--Is a very short lived fight. The berserk rage wears off and takes away all her bonus damage tolerance, so even if she doesn't overextend herself, she tends to come out of fights pretty beat up. If she does overextend herself, she'll risk ending the fight collapsing on the ground in a pool of her own blood. Tabris relies on healing from her allies, and from health kits to be able to keep up in a fight. Without them, the fight has to be wrapped up fast, and even when it is, she comes out of the fight pretty messed up.
Being a Warden is a barrel of laughs, and comes with such fun side effects as a drastically reduced life span. Tabris only has 20 years left, before the taint begins to wear her down. They also suffer horrifying dreams that regularly keeps Tabris up at night, and are nearly infertile.
no subject
Powers/abilities: Eagle Vision, a sixth sense that color-codes people's current intentions (as enemy, ally, informant, target/lead) and helps him find them in a crowd. It can see through disguises and illusions, but not walls.
Any nasty side-effects or drawbacks: Only available when standing still at full health.
Character: The Ψiioniic ("Psii")
Powers/abilities: General troll stuff: Nightvision, durability (trolls can be thrown, stabbed, lose a lot of blood, and still be in fighting condition). Fangs and horns may be worth noting.
Psii stuff: Hacking, telekinesis, optic blasts, electronic interference (with sparks), visions and voices of the soon-to-be-dead that prophesy bleak outcomes, putting Alternian bees to sleep with a psychic snap of his fingers
Any nasty side-effects or drawbacks: Daytime makes him groggy every time his body gets reset, headaches and voices sometimes exacerbate his bipolar disorder and interfere with his ability to think as clearly as a genius should.
no subject
Powers/abilities:
-Chucklevoo; governance over fear/nightmares.
-suggestion through fear, implanting of ideas
-total mind control through fear
-breaking the mind down
-breaking the soul down
-summoning general unease to intense paralysing fear
-manipulating dreamscapes/mindscapes with total ease (inserting himself in dreams at will)
-Communication with others through use of fear
-Creating mental blocks through fear (closing off memories)
-can take even MORE damage/pain than most of the trolls here (he's not immortal, but his son/descendant could take being shot and beaten with a crowbar and sliced/stabbed repeatedly without dying. Initiate is in a much more believable range, but still tough enough to be a nod to this.)
-Night vision
-slightly better hearing than a human
-has a lifespan of up to 2500 years
-Has vastly increased strength from being a highblood, enough to tear off heads and limbs
Details about all of it here.
Any nasty side-effects or drawbacks: The chucklevoodoo does havoc on his own mind, sanity, and even his soul. It leaves "scars", permanent marks of the voodoo's effects. It is the cause of his fluctuating tones. He could destroy himself easily with deliberate use or even accidentally over-doing things, and this destruction could/would follow him well into any afterlives. On top of this is simply feeling and "seeing" everyone's fears all the time and absorbing that until desensitization enough to not feel as bad about it. The worst
nightdaymares known to existence. He experiences bouts of psychosis and hallucination when at his worst. Essentially guaranteed to eventual insanity. ALSO his eyes and the victim's eyes light up when deep voodoo usage occurs. Downside of highblood strength is higher proclivity to break things.no subject
Powers/abilities: Sandy has the ability to turn her body to living stone. Skin, hair, insides and even her clothes become like a statue with the ability to move. If she ever had proper training she might be able to unlock more power but she's never had the chance.
Any nasty side-effects or drawbacks: Given her size, the stone is durable but not impossible to break. A significant amount of force can chip, crack or even shatter her.
Character: Harley Quinn
Powers/abilities: Harley is stronger, faster, more agile and more durable then normal humans. Olympic athlete levels of physical abilities. She is also immune to poisons and toxins, venoms and the like.
Any nasty side-effects or drawbacks: Nope.
no subject
Powers/abilities: Higher than average human strength and durability. Can fire small bursts of darkness. Capable of devouring/absorbing other beings and incorporating their power and elements of their personality into herself.
Any nasty side-effects or drawbacks: Vulnerable to exposure to sunlight. Sunlight/daylight will gradually weaken her, and might eventually kill her.
Character: Haruto Soma
Powers/abilities: Can use magic, presuming he is in possession of equipment that can channel the natural mana he produces. "Using magic" in this case being the following:
-Transforming into an armored form that has superhuman speed, strength, and durability, and that has a limited control over the particular element (fire, water, air, earth,
sparkly disco ball) of the ring used for the transformation.-Performing big flashy finishing move-style kicks
-Also some of his transformed forms can fly
-Duplicating objects, duplicating himself, teleporting objects, creating familiars, putting people to sleep, conjuring chains to bind things, creating a protective barrier, altering his clothes, transferring his mana to others (All of which require a corresponding ring)
Any nasty side-effects or drawbacks: The source of his power is a creature that lives in his soul called a Phantom. It's name is Dragon, and it wants to shatter Haruto apart and take a solid form. If Haruto ever falls into the deepest depths of despair, Dragon will break free, killing Haruto in the process. His magic use is also limited to how much 'mana' he has in his system. He produces it naturally, but needs to be well-rested and well-fed to have a reliable supply of it.
no subject
Powers/abilities: Rift abilities granted by the Anchor on his left palm. In his world it opens/closes rifts into a dimension known as the Fade. In Panem, it causes small disruptions in space leading to an explosion.
Any nasty side-effects or drawbacks: The Anchor itself can be painful, and especially large rifts could cause some fatigue.
no subject
Powers/abilities: Magic, including but not limited to: shapeshifting, talking to animals, minor healing, teleportation, prophecy. (Prophecy is very nerfed by the setting)
Any nasty side-effects or drawbacks: His smugness factor increases. Nobody wants that.
Character: Alain Johns
Powers/abilities: The Touch, a low-level psychic power which allows him to sense the minds of people around him, sometimes to see the future or things that happened elsewhere, and basically just makes him hypersensitive to the flow of fate and the people around him. It also means he can put up some defence against psychic attacks. Also, as a gunslinger, he has preternatural reflexes and aim.
Any nasty side-effects or drawbacks: The Touch is unreliable, and manifests largely outside his control, although he can choose to focus it or aim it. This uncontrollability is mostly noticeable when it comes to visions and flashes of clarity, which basically take him out of the moment entirely. He's also very vulnerable to anything that preys on the consciousness, or on magic.
no subject
Powers/abilities: Superior strength, regenerative healing abilities, super speed, enhanced senses. Mandible mutation consisting of powerful tentacles.
Any nasty side-effects or drawbacks: The virus that gives him his powers is unstable and he needs a regular influx of fresh, untainted DNA in order to keep in control of the mutations. His enhanced eyes are very sensitive to light, hence the constant sunglasses.
no subject
Powers/abilities: Enhanced human thanks to a super-serum; possesses heightened senses and reflexes, he's faster and stronger than a normal human to a degree (able to lift large amounts of weight, kick a human some 20ft into a jet engine etc.), more resistant to damage and has accelerated healing. Bucky also possess a cybernetic limb that is vastly stronger than the rest of him; it's shown to be able to crack the surface of a road and use enough force to stab a knife through metal.
Any nasty side-effects or drawbacks: A high metabolism. If his powers are on and he's using them actively he needs a lot of fuel. Also like Steve he probably can't get drunk normally, that sucks.
no subject
Powers/abilities: weak telepathy which makes it easier for him to communicate with spirits/demons/etc (probably not relevant here but it was in his world), or enter someone's mind if he's invited in. He can also defend himself against someone of weak or average telepathic strength trying to get into his head, which is more a learned tactic supported by his natural abilities than any innate thing. This is also how he can hypnotize people, which is again partly learned because he had to study what sorts of questions to ask and what phrasing to use once the person's under.
The strongest - and probably most vague - of these abilities is that he can sometimes tell which course of action is the best one. I'll elaborate on this in the drawbacks section.
In the version of canon I use his ability to go with very little water for long periods of time (and none at all for shorter periods) is phrased as something he learned and practiced, but it's 'apart from the natural' enough that I wanted to mention it. It also seems to take longer for starvation to effect him - in canon he goes sixteen days with no food, which wouldn't be odd except that for part of that time he had no water at all and afterward has no trouble going back to eating normal amounts again. He can keep time in a freaky-accurate way, though again this seems like something super weird that he learned rather than a power. If it works better for me to play it as a power, I could count it as being both.
Any nasty side-effects or drawbacks: His ability to communicate with spirits/demons/wtf-ever is something he has to take a drug before it's strong enough to really work, preferably mescaline but I imagine it would work with any mind altering drug. As I mentioned, he can't defend his mind from someone whose own mental abilities are strong, and stopping someone from reading his surface thoughts is a tactic he has to attempt deliberately rather than an ability that naturally happens. His hypnotism won't work on anyone both strong willed and unwilling, and he needs an object (preferably a bullet casing or other shiny thing) to distract the subject with so his mental abilities can work on the person enough that they become hypnotized and suggestible.
His ability to magically know the best course of action is something that of course doesn't happen all the time, and when it does it happens on such a low level that it only registers to him as instinct. He happens to trust his instincts very much so usually this works out for him, but it also means this is an ability he does not know he has and so he can not push for it to happen at any specific time.
The learned abilities I mentioned are, of course, learned, and the water/food thing only works for so long. Canon isn't specific but I'm going to say he can go about two weeks with no water. I don't know how long he can go on very little, but the minimum is two months. After some googling I'm going to go with around two months before the food thing becomes a problem, too.
The time keeping thing would probably only be useful in really weird settings, like if a bomb's going to go off and someone's lost the timer, or whatever. All his other weird abilities (stupidly quick reflexes, accurate aim, sharp vision, etc) are more along the lines of 'comic book secret agent/extreme boy scout' and so are probably considered natural abilities rather than supernatural ones.
no subject
Powers/abilities: Immortality/regeneration. At full power, any damage, wounds, or just changes to his body, and even death will reverse in a matter of seconds or minutes. The more times he gets injured in a certain spot, the faster that area will heal in the future. It also prevents aging.
Any nasty side-effects or drawbacks: Eternal life can easily become eternal torture. Immortals can be put into situations where they are inhibited enough to suffer and die repeatedly. (For a canon example, one character was cemented in a barrel and dropped in the river to drown again and again for years.) As regeneration under normal conditions is involuntary, there isn't much of a way for them to get out of these situations. Immortals can also be killed by being "devoured" by another immortal; their entire essence, all their memories, go into the other immortal.
no subject
Powers/abilities: Enhanced vision from cybernetic eye, increased strength in arms from cybernetics, foresight (capable of seeing future or alternate universes), slow diffusion of poison into blood stream, and time travel (which is was permanerfed when I entered the game).
Any nasty side-effects or drawbacks: Sigma experiences severe, almost crippling headaches if he uses his foresight after a long period without practice. Ditto Time Travel. I have headcanoned that since his arms were built to give him strength/weight on the moon where he spent most of his life, they are too heavy for Earth, and he is constantly sore. This is probably not applicable, but if he timetravels in such a way that creates a paradox that can't be solved by his foresight, the paradox tries to right the problem in the most convenient way possible. Ex., a woman who needs to be saved by a time traveller from burning alive in the past will experience crippling fevers until the time traveller goes back to save her, or else the fevers will kill her. In Sigma's case, it would probably be something like a headache so bad he can't remember information from the future, a stroke that would kill him, etc.
no subject
Powers/abilities: Resistant to death, as in many things that should kill or damage her will cause minimal harm. Capable of ingesting poison and other potentially dangerous substances with no side effects. Special bond with monstrous and deadly creatures. Wide knowledge of the grotesque and occult, considering she's ten.
Any nasty side-effects or drawbacks: She's pretty creepy.
Character: Molotov Cocktease
Powers/abilities: Hardcore government agent training. More endurable and athletic than the vast majority of normal people, generally on par with a very low-level powered person. Able to withstand a fairly large amount of damage considering her lack of actual powers. Olympic level gymnast. Crazy flexible. Seems to always have cigarettes despite a distinct lack of pockets.
Any nasty side-effects or drawbacks: She's kind of a bitch.
no subject
Powers/abilities: Attacking with pulses of darkness energy, taking a darkness monster form that comes armed with a sword, prolonged eye contact can freak people out, will deliver a blast of darkness energy upon death. He is also stronger and faster than a normal human would be, and he displays resistance to mental attacks. He can also consume the darkness energy of others.
Any nasty side-effects or drawbacks: He can't survive in bright lights for too long--he'll grow weak, then he'll die. Canon never gives a concrete length of time for that.
Character: Kousuke Nitou
Powers/abilities: Using a magic belt, magic rings, and sometimes a magic gun, he can transform into Kamen Rider Beast. Other magic rings let him do stuff like turn invisible, become stronger, heal, and fly. He can consume the mana of defeated foes. Can go into the Underworld (mindscape) of a potential magic-user to prevent a Phantom from being born from their despair. Use of his Mirage Magnum unlocks a power up form change and nastier finishing attack.
Any nasty side-effects or drawbacks: The magic power is due to the Chimera living inside him. If he doesn't keep Chimera properly fed (with the magical energy of others or sufficiently powerful items like Helheim Fruits), Chimera will break free and eat him instead.
no subject
Powers/abilities: As a troll, Karkat is pretty mundane, but still set apart from humans. He can see well at night (being naturally nocturnal), can lose a fair amount more blood than a human before it will kill him, and is by and large more able to endure pain and injury between tougher skin and general constitution. In canon he more or less walked off a few stab wounds, for instance. Lastly, he can stay awake for extended periods of time, up to about a month if he pushes himself.
Any nasty side-effects or drawbacks: Nothing inherent to his powers. If he gets injured of course he'll be in pain; he just won't die as easily. Staying up that long will also mean he's pretty tired, but it doesn't mean he can't do it.
no subject
Powers/abilities: Bending, meaning he can manipulate fire, water, air, and earth. This involves fancy stuff like seeing with his feet and healing. This also involves weird spiritual things, like connecting with his past lives.
Any nasty side-effects or drawbacks: He doesn't have as much control over himself when he's connecting with his past lives and can do things that the Avatar spirit would approve of but he wouldn't necessarily.
Character: Bruce Banner
Powers/abilities: He can turn into the Hulk when he's angry, wounded, or scared. The Hulk is an invincible, unstoppable destruction machine.
Any nasty side-effects or drawbacks: He can't control himself as the Hulk. It's a (mostly) mindless beast that can be prone to indiscriminate slaughter.
Elaboration on Aang
Powers/abilities: Every form of bending can involve punching bits of your element at things or manipulating it otherwise in combat. Earth, water, and air require that the element be around, but firebenders can produce their own fire as long as there is oxygen in the atmosphere. So instead of going on about all the creative things you can do with bending, I'll let you know the specific things people have been shown to do that you might not necessarily think they can do. Aang is theoretically capable of everything listed here, but if it requires lots of training and a mindset he doesn't have, then he's probably never going to learn it in his lifetime.
Cool Airbending Stuff
Flying - Airbenders can technically train themselves to fly, but this process is so difficult that only two people have ever been known to do it (neither of which is Aang, by the way). To fly, you have to 'let go of all earthly ties' and 'step into the void', which usually requires years and years of training yourself to emotionally detach yourself from all material things, including other people.
Drawing breath out of lungs - An airbender has been shown literally bending the air out of people's lungs. All airbenders can presumably do this, but their philosophy of nonviolence keeps it from being normal.
Creating Vacuums - An airbender has never explicitly been shown doing this, but it's implied by the previous bullet point. If they can actually do this, then it presumably takes lots of training and concentration.
Drawing nutrients from the air - Airbenders can meditate and get nourishment from the air around them. It's not recommended, but at least one airbender has been known to last over three months just through meditation alone.
Cool Waterbending Stuff
Getting and manipulating moisture from surroundings - Waterbenders can get water from plants, the ground, the air, and any other thing that has trace amounts of water in it. They can also manipulate things with trace amounts of water in them, including plants.
Bloodbending - Waterbenders can bend the blood inside a person's body, turning them into a puppet on nights of the full moon. It's a skill that has to be learned. Some waterbenders can do it regardless of what time it is, but that's genetic.
Healing - Waterbenders can use water to heal people. One firebender in canon said it was a rare ability, but every waterbending woman in the Northern Water Tribe was shown to be able to do it, so it's presumably a common ability that just needs practice.
Temperature manipulation - Waterbenders can turn water to a liquid, gas, or solid at will and continue bending it.
Cool Earthbending Stuff
Vibration Sensing - Earthbenders can learn to sense the vibrations in the ground and feel when things move around them even if they can't see. Both Aang and Aang's teacher are shown doing this.
Truth-Sensing - As an offshoot of the above, some earthbenders are so sensitive to vibrations that they can feel it when a person's heartbeat quickens in a lie. Aang's never been shown doing this, but his teacher has.
Metalbending - Earthbenders can learn how to bend any kind of metal that isn't utterly pure (like platinum). This requires lots of training and a certain kind of attitude, since metalbenders need to be more unyielding than metal itself.
Lavabending - Taking the earth around you, turning it into lava, and then bending it. This is a very rare skill, but Avatars in the past have been shown being able to do it and Avatar Roku was able to do it while possessing Aang's body.
Cool Firebending Stuff
Lightning Bending - It's implied that anyone with the right mindset can do this. It requires the ability to be at peace and in balance within yourself long enough to clap your energies together. (Of all special skillsets, Aang is probably most suited for this.)
Lightning Redirection - Drawing lightning through your body and shooting it out again without hurting yourself. Aang has been shown doing this, as have two other firebenders.
Combustion Bending - This is where you basically turn into your own long-range bomb; you release a charge from your head that shoots out and explodes on the nearest surface. It's not very clear how people learn to do this, and only two people are ever shown being able to do it (neither of which is Aang).
Heat Bending - Master-level firebenders have been shown to bend the heat away from something to cool it down.
Cool Avatar Stuff
Connect with Past Lives - This means Aang can talk to, remember experiences from, and even be possessed by past lives.
Spiritual projection - This isn't unique to the Avatar, but Aang's spirit can walk out of his body and either chill out in the real world or go to the spirit world.
Avatar State - This is a state where he not only is possessed by every single past life of his, but he is also drawing on the power of Raava, the spirit of harmony that fused with him 10,000 years ago. This allows for incredible feats of power, including but not limited to cutting off a piece of land and pushing it into the sea to create an island, whipping up massive storms, creating new geological features in the land, and so on. When in the Avatar state, the Avatar is able to do anything it ever learned how to do in any life.
Any nasty side-effects or drawbacks: Bending requires a lot of physical exertion, but anyone who's trained in using it can deal with it like any athlete deals with frequent exertion--with a good diet and a lot of good sleep at night. Using his Avatar powers is especially exhausting, and when he's in the Avatar State, he's not always in control of himself because Raava sometimes takes the reins and all his past lives can overwhelm his present-day sensibilities.
Aang is able to physically stand using Avatar powers and bending more than one element because he is fused with Raava. Without Raava, he'd only be able to bend one element. If Raava weren't fused with him and tried to possess his body for him to have his powers anyway, her presence would burn his body away.
no subject
Powers/abilities: Shepard's a biotic, a Vanguard specifically, one of the most blatantly destructive classes in the game. Her primary use of these powers would be the Biotic Charge, a biotically augmented tackle that allows swift traversal across the battlefield along lines of sight, and Nova, a shockwave that spends shield-charge gained in the process of performing charge, spending it in a small but powerful concussive blast. She is capable of finer manipulations such as Pull which lowers the mass of the affected target, often to the point of levitation, and can be detonated by interaction with further use of biotics such as Shockwave. Most of these attacks, trained to the level one might expect and augmented by the extensive cybernetics Shepard received from Cerberus, exert forces in excess of 900 newtons upon their targets, and are as a result often fatal, all on their own.
Shepard has been the recipient of extensive cybernetic implants and medical/genetic upgrades, all with the aim towards making her more durable, faster to heal, maintaining an efficient metabolism and generally giving her an edge in combat.
Any nasty side-effects or drawbacks: Biotics use is canonically associated with increased metabolic rate-- it makes you hungrier, although this is only given offhand mentions, and is not portrayed in-depth or with particular consistency. Also, with her experimental implants, it is entirely possible that Shepard will at some point incur degenerative, irreparable brain damage that will eventually cause psychological problems and/or death; not an uncommon fate among human Biotics. Even if she weren't in the most dangerous profession in the world, Shepard's life would likely be short, and fated to end painfully.
Also, if she gets a concussion, it's much more likely to be fatal than it would be for an unaugmented human.
no subject
Powers/abilities: Terezi can see future timelines that branch off of her current situation, which means she can help direct the future. These timelines are influenced by choice. For instance, when confronted with a choice, Option A leads down one timeline to Consequence A, while Option B leads down another to Consequence B. She can catch snapshots of these Options and their Consequences, and direct the future by making sure Option A or Option B happens, whichever path she wants to take.
She can also sense mental projections, stuff that others normally can't see. This is a little more vague and up to interpretation.
Terezi also has a weird sensory synesthesia where she can smell and taste colors, which she uses to subvert her disadvantage with being blind.
Any nasty side-effects or drawbacks: Not really. It does take a bit of concentration, but it's something she's already used to working around.
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Powers/abilities: Steve is a Super Soldier, his abilities include: Strength, Agility, Stamina, Speed, and Reflexes are all at the peak of human potential. Steve also has enhanced Durability, meaning his muscles are denser and his bones stronger, allowing him to be very durable in the face of blunt force damage done to his person (including falling from multiple stories). His senses are also at peak human potential and his healing factor accelerated, allowing him to heal injuries up to five times faster than a normal human. Also, his mental performance has been greatly enhanced, allowing him to process information with speed and efficiency, speed read, have heightened deductive skills, and an eidetic memory, he additionally has an enhanced willpower, making it indomitable.
Any nasty side-effects or drawbacks: None really. His metabolism is five times faster than a normal humans, so he usually needs more food and he can't get drunk or high.
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Powers/abilities: Equivalent to canon!Steve (minus some modern world training). His enhancements from the serum make are supposed to make him at peak human capabilities. He's able to budge at least one ton or more of debris under duress and lifted a motorcycle with three women sitting on it over his head. His bones and muscles are more dense than the average human, the former are difficult to break. He's been able to jump from great heights, break through reinforced glass and land on both solid surfaces and the ocean without injury. His stamina and speed are enhanced, reflexes are also enhanced and he has a gymnast (or ballerina)-like control over his own body. He doesn't tire easily and heals at least four times faster than a normal human. His memory and mental processes are also enhanced - though he's no genius-level intellect, it's part of what helps him learn quickly.
Any nasty side-effects or drawbacks: The metabolism thing, I figure it makes it more difficult to put him under with or use painkillers.
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Powers/abilities: It's a little complicated, but basically templar training includes some abilities which are technically magical in nature, that... well, they nullify magic. He can cleanse an area of hostile magic, even "silence" a mage if necessary (basically temporarily prevent them from casting any spells). HOWEVER... (see below)
Any nasty side-effects or drawbacks: It's a little unclear in canon, but in order for these abilities to be most effective, Cullen would have to be taking lyrium, which he hasn't for some time. So while he could, in theory, still do these things, they wouldn't be as powerful and he's also out of practice with them, since he quit the templars a while back. Lyrium is basically a drug that Cullen was forced to become addicted to, and he quit taking it when he quit the templars. SO YEAH.
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Powers/abilities: Enhanced physical strength for one, but more notably there's the potential for him to turn into Bad Batter, a giant alligator-like monster that's even more ruthless and brutal.
Any nasty side-effects or drawbacks: Bad Batter is incredibly difficult to control and has to be killed so he doesn't go full rampage on people or places he shouldn't.