Power defintions

Here is a list of all the powers that the Ducks eitjer posess or have been otherwise mentioned in the series so far. The descriptions given are the power in it's complete (triggered) form, as opposed to the mutant form, seeing as they can mutate in all sorts of ways. These are not all the powers, I will add more as more are mentioned in this series.

NOTES:
Unless stated otherwise, all powers are Level 1.
* means has a telepathic trait
For blocks, scroll down to the bottom.

Affinity with:
Electricity
Allows the creation, manipulation and ‘destruction’ of electricity. Cannot be harmed by it.
Radio waves
Allows the anomaly to receive, broadcast and jam radio waves. They can also convert what they hear so that others can listen without having to turn on a radio.
Technology
Allows the manipulation of technology.
Weather
Allows the manipulation and prediction of weather.
Poison
Allows the recreation and antidote to any poison anywhere. Cannot be harmed by it.
Glass
Allows the creation, manipulation and ‘destruction’ of glass. Can also turn into it.

Animals:
This power is divided into many. For the most part, an anomaly will be able to communicate with a particular species of animal or a group of animals with something in common (i.e. all reptiles). They will also be able to turn into that/those animal/s, retain some of that animals’ senses/instincts and…

Attraction:
Little is known about this Level 2 power, except that it subconsciously attracts people to the anomaly (some more so than others).

Chance:
This is a Level 2 power capable of altering the chance that something will/won’t happen (whatever that case may be) in favour of the anomaly’s wants or needs.

Dreams:*
Allows the anomaly to watch and manipulate other people’s dreams, as well as force them upon other people and bring them out of them.

Empathy:
Allows the anomaly to:
- Feel the emotions of people around him/her.
- Project what he/she is feeling or what someone else nearby is feeling, onto another person nearby.
- He/she can also feel the personality traits and empathic signatures of people.
- Feel people’s inner feelings.
- Block other Empaths from reading him/her

Enhance:*
Allows the anomaly to enhance the powers of others.

Flight:
Allows the anomaly to fly.

Healing:
Allows the anomaly to:
- Heal any wounds inflicted on his/herself or others.
- Sense other people’s afflictions.
- Feel (and block from feeling) people dying.

Ice breath:
Allows the anomaly to breathe ice-cold breath, and therefore create solid forms of any ice (water, carbon dioxide, etc).

Intelligence:
This Level 2 power allows the anomaly to memorise and learn at incredible, inhuman speeds.

Invisibility:
This allows the anomaly to turn anyone or anything they chose invisible, either to all others or a specific person or group of people. The person/people and/or item/items can not stay invisible indefinitely, and anomalies just beginning to use this power can be caught out by cameras.

Invulnerability:
This Level 2 power stops the anomaly from being physically harmed in any way.

Light:
Allows the anomaly to manipulate all forms of light, including colours and lasers.

Precognition:*
This allows the anomaly to see possible futures at will, as well as a ‘gut feeling’ or ‘drawing’ or ‘inkling’ towards which of these possible futures is the most likely.

Rubber:
Allows the anomaly to turn itself into a rubber form.

Shape shifting:
Allows the anomaly to change his/her shape into pretty much anything he/she wants, including people, objects and surfaces, from huge to the microscopic. A Shape Shifter has a ‘weird’ translucent liquid form which they may or may not pass through when shape shifting.

Sonics:
Allows the anomaly to hear subsonics and supersonics and emit on them as well.

Superior physical abilities:
Level 2
Agility
Gives the anomaly incredible agility.
Speed
Allows the anomaly to move at incredible speeds.
Strength
Gives the anomaly extraordinary strength.

Telekinesis:*
Allows the anomaly to move objects with his/her mind, providing they can see the object.

Telepathy:*
All forms of telepathy allows mind-to-mind communication with other telepaths. There is a telepathic block and range. Other forms are:
Deep
Can hear the immediate thoughts and memories of others. Also allows the monitoring of telepathic activity ranging from eavesdropping on telepathic conversations, to acknowledging the use of any power with a telepathic trait to it. Allows the creation of probes. Can go deep into the minds of others, telepathic or not, block up or down, and read memories and thoughts. Probes can also be used to control or attack the brain of others.
Shallow
Can hear the immediate thoughts of others and can monitor telepathic activity, limited to Telepathy. Can eavesdrop on telepathic conversations, except for those between someone and an object (see Object Telepathy).
Object
Allows communication with solid objects.

Teleportation:*
Allows instants transport of people and object within the teleportation range of the anomaly. The user also must have seen, if not been in the place that they are teleporting to and size of teleports is restricted according to the strength of the anomaly.

X-ray vision:
Allows him to see through things.

BLOCKS:
Dreams
dreams-block (seeing other people’s dreams)
Empathy
empathic-block (emotions and empathic signatures)
empaths-block (other empaths)
Healing
healing-block (sensing injuries and death)
Telepathy
telepathic-block (sending/receiving)
Deep and Shallow telepathy
thoughts-block (automatically reading thoughts)
activity-block (telepathic activity)
Object telepathy
object-block (hearing objects talking)

The Ducks powers and mutations
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