NOTE: I only made a second project because it wouldn't fit into the studio desc... Superpowers that survivors gained—- Psychometry (Object Reading): The ability to see the history, emotions, and last moments of a person by touching an object they owned or their body. Drawback: Sensory overload. Touching high-trauma items or people (like a mvrder weapon or victim of such) triggers intense physical pain or temporary blindness. Mediumship (The Anchor): The character acts as a literal bridge to the afterlife, allowing spirits (or potentially humans) to speak or manifest physically through them. Drawback: The character cannot always control who slips through the door, leaving them vulnerable to possession by malicious entities. Astral Projection (The Watcher): Separating the consciousness from the physical body to scout areas, pass through walls, and observe unseen. Drawback: The physical body is left completely comatose and defenseless. If the connection is severed or the body is moved, the soul can become lost. Ectoplasmic Manifestation: Channeling spiritual aura to create physical constructs, shields, or localized items. Drawback: Drains the user's biological warmth, causing severe hypothermia if overused. Possession Inversion: The power to temporarily pull a possessing spirit out of someone else and trap it inside the user's own body to interrogate or contain it. Drawback: A massive toll on mental sanity. The user must fight a constant psychological battle to maintain control of their own limbs. Grave-Sight (Death Sense): The ability to perceive how close someone is to dying, see the ghostly "echoes" of how people died in a specific room, and track entities by their orb-like trail. Drawback: The user constantly smells decay and hears the ambient whispers of the deceased, making crowded areas absolute torture.
+superpowers that survivors gained AND locations—- Grave-Sight (Death Sense): The ability to perceive how close someone is to dying, see the ghostly "echoes" of how people died in a specific room, and track entities by their orb-like trail. Drawback: The user constantly smells decay and hears the ambient whispers of the deceased, making crowded areas absolute torture. Phase-Shifting (The Tether): The ability to briefly slip into the "In-Between" (the ethereal plane), becoming invisible and intangible to the physical world for a few seconds. Drawback: Extended time in the rift attracts hostile, predatory cosmic entities that hunt anything with a heartbeat. Shadow Stalking (Umbrage): The power to sink into one shadow and emerge from another nearby shadow, effectively teleporting through darkness. Drawback: Useless in pitch-black rooms (needs a contrasting light source to create a defined shadow) or blindingly bright environments. Memento Mori (Object Regression): The user can temporarily revert a broken or decayed object to its pristine state by reversing its local timeline for a few minutes. Drawback: When the timer runs out, the object rapidly ages and crumbles into absolute dust. Necrotic Grafting (The Stitch): The user can touch a fresh corpse and temporarily absorb its physical traits, muscle memory, or specific physical talents (e.g., absorbing a trained soldier's reflexes or a musician's finger dexterity) for a few hours. The Catch: The user physically experiences the phantom pains of how that person died. Overusing it can cause the user's own cells to reject their body, leading to localized tissue rot. Hemomantic Scrying: The ability to taste a single drop of blood and instantly view the owner's current physical location, their heart rate, and their dominant emotion like a tracking radar. The Catch: The user is flooded with the target's physical sensations. If the target is experiencing extreme physical torture or a heart attack, the user can suffer sympathetic shock or cardiac arrest. Vocal Mimicry (The Siren's Echo): The power to perfectly mimic any voice heard once, but with a supernatural twist—the user can speak a command in a deceased person's voice, forcing anyone who loved that person into a brief, hypnotic trance. The Catch: Every time the user utilizes a dead person's voice, they permanently lose a tiny piece of their own vocal identity, making their natural voice sound increasingly raspy and alien. Static Attunement (The Radio Mind): The ability to tune the brain into ambient white noise, radio frequencies, and electromagnetic waves, allowing the character to intercept digital phone calls, radio chatter, and hidden electronic signals. The Catch: The character is incredibly vulnerable to loud sounds, which can cause severe neurological damage, seizures, or temporary paralysis. Thermal Theft: The power to rapidly siphon all ambient heat from a localized area (freezing a room or a target instantly) and store that thermal energy within the user's own body to release later as a kinetic blast or intense heat wave. The Catch: The user's internal organs act as the battery. Storing too much heat can fever-cook their brain from the inside, while siphoning too much without discharging it can plunge their blood pressure to fatal lows. Kinetic Stasis (The Freeze): The user can look at an object in motion (a falling glass, a speeding car, or a fired bullet) and lock it completely in space, suspending its kinetic energy indefinitely. The Catch: The total kinetic force of the object accumulates while frozen. The moment the user breaks eye contact or loses focus, the object snaps back into motion with all its stored velocity released instantly in its original direction. Star Communication: Can create stars in the palm of their hand, allowing them to send it off for communication. Drawback: Causes nausea or fainting if you summon more than 4 stars. Locations (lmk if I should add more.) : “The In-between” : Almost like a limbo. World between life and after-life. Only people with Phase-Shifting can access or give access. “New World” : The earth after the blast. Everyone can access. “After-life” : The place where spirits of people who have passed away live. Only people with Mediumship can access or give access. “The Grid” : A robot HQ. Anyone who goes in rarely comes out. Robots have gone insane, causing them to nearly take over the New World. Everyone can access (if you dare.) “Central” : A place for people to go that’s been created by a single survivor who still believes that people are alive somewhere. (An old school-house the survivor carefully constructed into a place where robots couldn’t get into, and people could easily access.) What happened to the survivor? : Unfortunately, he passed away after going on a supply run and finding a stray robot in the shop. Details are confidential.