((Deathstroke The Terminator))

Powers and Abilities

Powers

Slade is enhanced due to a military procedure making him almost superhuman.

Enhanced mind: Able to utilize 90 of his brain's potential capacity for information processing and sorting, Deathstroke's mind is virtually a computer built for strategy and problem-solving, one that works at optimal ability even when under stress and fatigue. Using his superior problem-solving skills, Deathstroke can work out a battle ahead of time in its infinite possibilities and predict enemy movements and tactics after the battle has engaged by recalling and utilizing memorized mannerisms acquired through past experience on a moment's notice. He is also ingenious in devising solutions against superior aspects of opponents, can observe and exploit, and can calculate distance, speed, and time at lightning speeds; his sense of timing is superb, bordering on perfection.

Superhuman reflexes: The speed at which he reacts allows him to dodge fast-moving projectiles such as arrows and bullets

Enhanced Strength: His entire muscular system was hardened and strengthened, allowing Deathstroke to be as strong as 10 men.

Enhanced endurance/speed: Ability to run long distances far out-performs any Olympic athlete.

Flexibility: Tendons and ligaments have been simultaneously stretched and strengthened, allowing him incredible flexibility in addition to his ability to dismantle and reset his limbs.

Enhanced Senses: Deathstroke's senses have been augmented to higher levels of ability.He can hear,see,and smell things better then regular human senses.

Hearing: can hear things clearer and farther away than a normal human is capable of

Vision: Sees better then any athlete.

Regenerative healing factor: With an enhanced ability to repair damaged tissue, the rate at which Deathstroke's body recovers from injury has been substantially increased as well as the severity capable of being repaired before death. As such, Deathstroke's body can take a tremendous amount of punishment before succumbing to death. Simple gunshot and stab wounds, cuts, and broken bones can mend in minutes; mortal wounds that aren't immediately fatal can heal in hours. Deathstroke, however, can only repair limbs and organs, not regenerate them. If a limb or organ (such as an eye) is completely removed, it's gone for good.

Resistance: Deathstroke's regenerative abilities have some affect on his body's ability to process through harmful, foreign substances and he has become naturally resistant to deadly poisons and illnesses.

Retarded Aging: An important aspect to note is that while Deathstroke is apparently aging, he does so very slowly, appearing younger than he actually is. One revival actually caused a reversal of age, however, this has yet to be seen again and the affects were eventually reversed by another return from death.

Abilities

Masterful TacticianSlade is most likely the greatest strategist and tactician on the planet always calculating his opponents moves before hand he even single handedly defeated the entire JLA roster except for green arrow.he has been compared to batman in terms of tactical methods.Even against metahumans he has proved mre than a match for them all at once.

Expert Combatant: expertly trained in hand-to-hand combat.While Slade was in the Army he received Martial arts trainin thorught Boxing,Jui Jitsu and Karate.After mastering these Martial arts He furthereed his studies when he seeked an assasin known as natas to train him in the ways of the Ninja and Assasination techniques after this he became the man known as Deathstroke.

Strength level

Enhanced. He has likened to having the 'strength of ten men.'

Weaknesses

None known.

Paraphernalia

Equipment: None known.

Transportation: None known.

Weapons: Machine gun, prometheum sword, power staff, explosives

Start the Conversation

((Spider-Man))

caption
Powers and Abilities

Powers

Wall-CrawlerSpider-Man possesses the proportionate powers of a spider, granted to him from an irradiated Common House Spider (Achaearanea tepidariorum) which bit Peter Parker that was apparently already mutated from prior exposure to certain frequencies of radiation and received a final, lethal dose during Parker's attendance of the exhibition. The radioactive, complex mutagenic enzymes in the spider's blood that were transferred at the time of the bite triggered numberous body-wide mutagenic changes within Parker, granting him superhuman strength, stamina, durability, speed, agility, reflexes, and equilibrium; the ability to cause parts of his body to stick with great tenacity to most surfaces; a subconscious premonitional "danger" sense; organic webbing generation; a psychic alignment with the insects and spiders in his immediate environment; retractable, razor-sharp, venomous stingers; night vision; and the ability to sense vibrations transmitted from the hairs on his body or his webbing.

Original and Current Powers

Spider-Sense: Spider-Man possesses an extrasensory "danger" or "spider" sense which warns him of potential immediate danger by the manifestation of a tingling sensation in the back of his skull, and links with his superhuman kinesthetics, enabling him to evade most any injuries, unless he cognitively overrides his automatic reflexes. The precise nature of this sense is unknown. It appears to be a simultaneous clairvoyant response to a wide variety of phenomena (everything from falling safes to speeding bullets to thrown punches), which has given several hundredths of a second warning, which is sufficient time for his reflexes to allow him to avoid injury. The sense also can create a general response on the order of several minutes: he cannot discern the nature of the threat by the sensation. He can, however, discern the severity of the danger by the strength of his response to it. Spider-Man's spider-sense is directional and can guide him to or away from hidden weapons and enemies. Sudden and extreme threats can cause his spider-sense to react with painful intensity. Spider-Man can also sense and dodge attacks directed randomly or by a computer. Using his spider-sense to time his enhanced reflexes, Spider-Man can casually dodge attacks up to and including automatic-weapons fire, provided there is sufficient distance. His spider-sense is sufficiently well-linked to his reflexes to the point that a threat can trigger them even when Spider-Man is asleep or stunned. His spider-sense has helped him preserve his secret identity since it alerts him to observers or cameras when changing into or out of his costume. The spider-sense does react to those who Peter does not consider to be a threat, such as Aunt May. Spider-Man can choose to ignore his spider-sense, and distraction or fatigue diminish its effectiveness. Spider-Man's fighting style incorporates the advantage that his "spider-sense" provides him. His body begins to produce more adrenaline after the sense is triggered, an extension of the 'fight or flight syndrome.'

Superhuman Strength: Spider-Man possesses superhuman strength enabling him to lift approximately 10 tons. Spider-Man's physical strength is sufficient to lift and throw objects as heavy as most standard automobiles with ease. He must also pull his punches and kicks unless fighting someone of similar or greater physical durability. Otherwise, his blows would prove fatal to a normal human being. Spider-Man's physical strength also extends into his legs, enabling him to be able to jump to a height of several stories in a single bound.

Superhuman Speed: Spider-Man can run and move at speeds that are beyond the physical limits of the finest human athlete. He is ultimately capable of running at speeds in excess of 30 miles per hour .

Superhuman Stamina: Spider-Man's advanced musculature produces less fatigue toxins during physical activity than an ordinary human. This allows him to exert himself physically for much longer periods of time before fatigue begins to impair him. At his peak, Spider-Man can physically exert himself for several hours before the build up of fatigue toxins in his blood begins to impair him.

Superhuman Durability: Spider-Man's body is physically tougher and more resistant to some types of injury than the body of a normal human. His body is more resistant to impact forces than anything else. He can withstand great impacts, such as falling from a height of several stories or being struck by a superhumanly strong opponent, that would severely injure or kill a normal human with little to no discomfort.

Superhuman Agility: Spider-Man's agility, balance, and bodily coordination are all enhanced to levels that are beyond the natural physical limits of the finest human athlete. Spider-Man is extraordinarily limber and his tendons and connective tissues are twice as elastic as the average human being's, despite their enhanced strength. He has the combined agility and acrobatic prowess of the most accomplished circus aerialists and acrobats. He can also perform any complicated sequence of gymnastic stunts such as flips, rolls, and springs. He can easily match or top any Olympic record at gymnastics apparatus such as flying rings, climbing ropes, horizontal bars, trampolines.

Superhuman Reflexes: Spider-Man's reflexes are similarly enhanced and are currently about 15 times greater than those of an ordinary human. In combination with his spider-sense, the speed of his reflexes allows him to dodge almost any attack, or even gunfire, if he is far enough away.

Wall-Crawling: Spider-Man's exposure to the mutated spider venom induced a mutagenic, cerebellum-wide alteration of his engrams resulting in the ability to mentally control the flux of inter-atomic attraction (electrostatic force) between molecular boundary layers. This overcomes the outer electron shell's normal behavior of mutual repulsion with other outer electron shells and permits the tremendous potential for electron attraction to prevail. The mentally controlled sub-atomic particle responsible for this has yet to be identified. This ability to affect the attraction between surfaces is so far limited to Spider-Man's body (especially concentrated in his hands and feet) and another object, with an upper limit of several tons per finger. Limits to this ability seem to be psychosomatic, and the full nature of this ability has yet to be established.

Former Powers: Following the events of "The Queen" and "The Other", some of Spider-Man's traditional powers were increased to levels beyond their original limits while others remained the same. He also gained a variety of new, spider-like abilities due to these further mutations. However, with reality itself being altered after the events of "One More Day", Spider-Man's powers have all returned to their original levels and he has lost his new superhuman abilities. The following is a list of those increased and newly gained powers.

Superhuman Strength: Following an encounter with an enemy known as the Queen, Spider-Man's strength was increased to the point that he could lift about 15 tons. Following the events of "The Other", his strength was further increased so that he could lift about 20 tons.

Due to his deal with mephisto peter's strength has returned to his old levels and therefore he can currently lift 10 tons.

Superhuman Reflexes: Spider-Man's reflexes were enhanced along with his physical strength. Following the events of "The Other", his reflexes were increased to levels 18 times that of an ordinary human.

Psychological Awareness of Environment: Spider-Man's spider-sense could be used to psychologically see his surrounding environment, even when blinded or in extremely dark conditions, allowing him to navigate without worry. Even under normal conditions, his spider-sense helps him navigate darkened rooms, instinctively avoiding obstacles or hazards, or potentially noisy or unstable floorboards, walls or ceilings that may betray his presence. With his spider sense, Spider-man can ascertain non-threatening information, such as detecting the concealed presence of loved ones.

Radio Frequency Detection: Spider-Man's spider-sense can also be used to detect certain radio frequencies. Spider-Man's technical skill is such that he has designed spider-tracers that broadcast a signal detectable by his spider-sense.

Psychic Alignment with Arthropods: Recently, thanks to the genetic manipulations of the Queen, Spider-Man's spider-sense has improved dramatically, creating a psychic alignment with his environment, especially with other arachnids and insects, and a more empathic and sympathetic relationship with spiders and insects. He is particularly connected to the populations of spiders, though unable to communicate with them directly or command them. In one instance, spiders voluntarily covered his unconscious body, concealing him from Shathra's predation.

Night Vision: Spider-Man's vision had been enhanced to the point that he is able to see clearly at night, or at least in very dim lighting.

Vibration and Air Current Sense via Hair and Webbing: Spider-Man also possessesd the ability to sense vibrations and currents of air transmitted on the hairs on his arm or on his web lines.

Regenerative Healing Factor: Originally Spider-Man was just a moderately fast healer but after the events in "The Other" he gained the ability to rapidly recover from severe injuries from broken bones and large amounts of tissue damage in a matter of hours. During the recent unmasking of Spider-man in "Civil War," Spidey was ambushed by the Rhino, receiving heavy bodily damage, only to heal before the issue was over, without medical attention. He even mentions to Aunt May that 'he knows he has always been a fast healer, but lately it seems even more so.' Also when Spidey is heavily beaten and drugged, suffering multiple fractures and blood loss by the Jack O' Lantern and Jester in "Civil War," he is almost completely healed in the next issue.

Biological/Organic Webbing Generation: After the "Disassembled" saga, Spider-Man was also gifted with the ability to organically produce his own silk webbing from glands within his forearms, limited by his body's health and nutrition. These organic webs have many of the same properties as Spider-Man's artificial webbing, though they require a week to decay rather than decomposing within two hours. Thanks to its similar properties, it appears Spider-Man can utilize his organic webbing in any way he could with his artificial webbing. The silk is released through a spinneret near each wrist containing a central web spigot orifice used for web-slinging and drag lines, supplemented by several radial minor spigots for other types of webs connected to specialized glands.

Web-SlingerVibration Sensation via Webbing: After his evolution in "The Other: Evolve or Die", Spider-Man's senses evolved to the point that he is now able to sense vibrations transmitted from his webbing. Spider-Man can utilize this to find beings or objects within buildings or other places by the vibrations they emit when moving.

Hibernation Healing: It was revealed in the story arc "Evolve or Die" that Spider-Man enters a state of dormancy and sheds his skin and outer tissues, just like an actual spider, at least once in his life time. Spider-Man's recent intermittent black outs and loss of superpowers were the result of the involuntary attempt of his body to enter this dormant state. The symptoms manifested themselves because Parker was simply too stubborn to allow himself to hibernate; he finally did so as a result of a near-death experience.

Stingers: Spider-Man developed retractable, poisonous, razor-sharp stingers that are located within his arms that release a polyamine venom, causing direct trauma and/or flaccid paralysis via interference with nerve impulse transmission. While a typical injection may paralyze a normal adult human for several hours, the impalement proved fatal to the nigh-invulnerable Morlun. How it pierced Morlun's skin is yet unknown, and may involve mystical factors Parker has subconciously extended his stingers in response to stress and is still learning greater control.

Abilities

Academically gifted, Peter displayed an uncanny affinity for science that was nothing short of genius. He is a brilliant individual, with exceptional skill as a scientist, an excellent inventor, and a very skilled photographer. Thanks to Peter's amazing superhuman physiology, acrobatic powers and spider sense, he is an excellent hand-to-hand combatant, with a fighting style derived from his spider-like attributes.

Strength level

After the even of avenegrs dissasembled and teh other Peter was able to lift 20 tons, but now can lift 10 tons as his powers are back to classic levels.

Weaknesses

None known.

Paraphernalia

Equipment: Current Equipment

Webshooters: Spider-Man wears web-shooters which were twin devices worn on his wrists. The devices were able to shoot thin strands of a special "web fluid" at high pressure.

Web Fluid: A shear-thinning liquid, virtually solid until a shearing force is applied to it, rendering it fluid, whose exact formula remains unknown, but is rumored to be related to nylon. On contact with air, the long-chain polymer knits and forms an extremely tough, flexible fiber with extraordinary adhesive properties. The web fluid’s adhesive quality diminishes rapidly with exposure to air. Where it does not make contact with air, such as the attachment disk of the web-shooter, it remains very adhesive. After approximately 2 hours, imbibed ether causes the solid form of the web fluid to dissolve into a powder. Because the fluid almost instantly sublimates from solid to liquid when under shear pressure, and is not adhesive in its anaerobic liquid/solid phase transition point, there is no clogging of the web-shooter’s parts.

The spinneret mechanism in the web-shooter is machined from stainless steel, except for the turbine component, which is machined out of a block of Teflon and the two turbine bearings, which are made of amber and artificial sapphire. The wristlet and web fluid cartridges are mainly nickel-plated annealed brass. Spider-Man’s web cartridge belt is made out of brass and light leather and holds up to 30 cartridges. The cartridges are pressurized to 300 pounds per square inch and sealed with a bronze cap which is silver soldered closed. The wristlets have sharp steel nipples, which pierce the bronze cap when the cartridges are tightly wedged into their positions. A palm switch that is protected by a band of spring steel, which requires a 65 pounds pressure to trigger, actuates the hand-wound solenoid needle valve. The switch is situated high on the palm to avoid most unwanted firings. A rubber seal protects the small battery compartment. The effect of the very small turbine pump vanes is to compress (share) the web fluid and then force it, under pressure, through the spinneret holes which cold-draws it (stretches it: the process wherein nylon gains a four-fold increase in tensile strength), then extrudes it through the air where it solidifies. As the web fluid exits the spinneret holes, it is attracted to itself electrostatically and thus can form complex shapes. The spinneret holes have three sets of adjustable, staggered openings around the turbine, which permit a single line, a more complex, spun web line, and a thick stream. The web line’s tensile strength is estimated to be 120 pounds per square millimeter of cross section. The 300 pounds per square inch of pressure in each cartridge is sufficient to force a stream of the complex web pattern an estimated 60 feet (significantly farther if shot in a ballistic parabolic arc).

The web formula has been altered as needed, including an insulated version for Electro and asbestos webbing for fighting the Human Torch or a similarly-powered foe.

Former Equipment

Iron Spider Armor: Tony Stark has developed an armored suit for Spider-Man in light of recent events. Supported by a system similar to that of Stark's classic Iron Man design, it features many gadgets, including:

Waldoes: The Iron Spider Armor possesses three mechanical spider-arms, or "waldoes," that can be used to see around corners (via cameras in the tips) and to manipulate objects indirectly. Stark describes them as too delicate to use in combat, yet Spider-Man shortly afterward uses them to smash through the sensors in the Titanium Man's helmet.

Liquid Metal Nano-Fiber: The armor is composed of a liquid metal nano-fiber and can more or less disappear when not needed. It responds to neurochemical impulses, as well as blend into a variety of backgrounds. He can give it the shapes and colors of his classic costumes for instance.

Gliding: The armor incorporates mesh webbing that grants the suit mid-range gliding capabilities on wind currents.

Bulletproof and Heatproof: The armor is both bulletproof and heatproof, thanks to it being composed of a heat-resistant kevlar micro-fiber that can resist small-caliber bullets.

Built-in Emergency Scanner: The armor possesses a built-in police, fire, and emergency scanner that allows Spider-Man to listen to police, fire, and/or emergency broadcasts through radiowaves.

Audio/Visual Amplification: The armor possesses audio and visual amplification, enabling him to see in the infrared and ultraviolet portions of the electromagnetic spectrum.

Carbon-Filtering System: The armor possesses a carbon-filtering system in the mouth area that enables Spider-Man to breathe in toxic environments by filtering out toxic particles in the air. It also grants the ability to breathe underwater.

Short-Range GPS Microwave Communication System: The suit possesses a short-range GPS microwave communication system that enables Spider-Man to communicate with others over short distances.

Costume Detachment: Part of the costume can detach it self from Spider-Man to cover an object too dangerous to touch, such as a radioactive asteroid.

All these features are controlled by a computer system in the chest piece. The suit responds to mental control (The Amazing Spider-Man #530). The armor also has a secret override that can be activated by Iron Man in case of emergencies or if Spider-Man ever switches sides (which he eventually does). However, unknown to Stark, Peter was already aware of the safety measure and had bypassed it with his own override, Password Surprise.

Transportation:

Spider-Man's main form of transportation is "web slinging" with the aid of his spider-webs.

Spider Mobile (no longer used).

Weapons: None known.

Start the Conversation

((Ghost Rider))

Powers and Abilities

Powers

Ghost Rider is the supernatural combination between human host and experienced motorcyclist Johnny Blaze and the demonic Zarathos. As the Ghost Rider, Johnny Blaze possesses a variety of supernatural powers.

Demonic Transformation: Johnny Blaze possesses the supernatural ability to transform into the Ghost Rider at will. Originally, he would automatically transform at night or in the presence of evil. Recently, however, he has gained control over his transformations and can transform through an act of will or when innocent blood is spilled.

Superhuman Strength: As the Ghost Rider, Johnny Blaze is superhumanly strong and capable of lifting about 25 tons.

Superhuman Stamina: The mystical energy that empowers Ghost Rider prevents his muscles from producing fatigue toxins during physical activities, granting him limitless superhuman stamina.

Superhuman Durability: Ghost Rider's body is highly resistant to physical injury. He is capable of withstanding great impact forces, temperature and pressure extremes, powerful energy blasts, high caliber bullets, and falls from great heights without sustaining injury.

Hellfire Manipulation: Ghost Rider possesses the ability to generate, control, and project mystical fire, or "hellfire" at will. Hellfire is an emphyreal and supernatural flame that burns the soul of a person and can be used to burn their physical body. He can utilize this fire in various ways, including projecting it from his eyes, hands, mouth, or even channel it from his body into his weapons like his shotgun, form walls of hellfire, and even create a motorcycle completely out of hellfire.

Mystical Chain Projection: Ghost Rider wields a mystical chain that is capable of growing in length, cutting through almost anything, and transforming into other weapons. He can also spew and project chains from his mouth or chest at will.

Penance Stare: Ghost Rider possesses the supernatural ability to cause any individual who stares into his eyes to see and feel every bit of pain they have ever inflicted on anyone in their entire lifetime.

Abilities

Blaze is an expert stunt rider. He is a skilled close combater thanks to combie skills of himself and the rider and he also has some limited knowledge of the occult.

Strength level

Unknown.

Weaknesses

None known.

Paraphernalia

Equipment: None known.

Transportation: Motorcycle which can be transformed by hellfire.

Weapons: Currently a mystic chain. Formerly a shotgun,pistols and knives.

Start the Conversation

Storm

caption
Powers and Abilities

Powers

Storm is an Omega Level Mutant

Atmokinesis: Storm is a mutant who possesses the psionic ability to manipulate the weather. Her abilities allow her to shift her awareness and see the world as multi-colored energy patterns that she can mentally control. They also allow Ororo to feel the shift in the air which has came in good use against entering other dimensions (Black Panther 27) and sensing the approach of objects as big as helicopters (Black Panther 15).

She can stimulate the creation of any form of precipitation (rain, snow, sleet, hail, fog) and even sense the composition of rainwater (Storm 2). Her manipulation of water has ranged from controlling ocean currents (XMU 6 and 39, Wolverine 38) to using raindrops as a lens to filtering out certain forms of solar energy (XMHY 6). She also has shown the ability to sense the movement of object while in the darkness of the ocean.

She can create winds of different strengths, ranging from a simple breeze to hurricane force (120+ mph) winds; she has produced winds that have been known to hammer starships (UXM 277), and even level the Fantastic Four's Fanasticar (Fantastic Four VS. X-men #3). Her finite control over the winds has vary from the precise rabid movement of a basketball sized object (Storm 4) to holding a multi-level building in mid-air (CoTC2 #2), to even levitating a rock as small as a pebble (X-treme X-men 39). Storm's control over the air also allows her to manipulate air pressure, creating powerful pressure domes to deflect attacks such as gunfire and falling debris(UXM 283) she has even drove through a mountain to it's surface with this technique.

Storm can raise or lower the humidity and temperature (ranging from -128F to 134F) around her. By mixing these two abilities Storm has been known to encase opponents within ice, going as far as holding Colossus in a block of ice (at the time, a Class 80 tons character) UXMA 6.

She can create lightning-like effects and other electrical atmospheric phenomena by drawing energy from the Earth�s electromagnetic field and casting it outwardly through her body (i.e. ball lightning, lightning bolts, Electromagnetic fields, electrolysis fields etc�); in certain accounts she has been known to generate electrical energy from within. Storm�s lightning attacks can vary from a bio-electric sting of 100,000 volts, which is strong enough to stun a person, to a fully charged lightning bolt, which have been shown to even effect the Silver Surfer (SS 85). (AN: It should be noted, that Storm rarely strike anything with a fully charged lightning bolt, which can reach temperatures close to 2 or 3 times the surface of the sun and contain over 1,000,000 volts of electricity). Outside of her ability to cast electrical energy from her person, Storm has shown the ability to manipulate the electrical energy within computer systems, see the brains electrical signals, scramble the telepathic powers of others and separate hydrogen molecules from oxygen molecules. (Gambit 2, UXM 152, XMU 7 and XXM 2). Storm's electrical powers have been used in a variety of ways. Some which include summoning lightning brighter than the sun (Uncanny X-men Annual 10) to causing a room full of people to not be able to see (Uncanny X-men 273).

She can disperse natural storms so as to create clear weather. Storm can cause the weather to change in an area around her, or she could create atmospheric effects in a beam-like path from her hand or hands: for example she often projects lightning bolts from her hands. Her control over the atmosphere is such that she can create certain effects over a specific area, while shielding smaller areas within the larger area from them (Ultimate X-men 47): for example she could create a rainstorm around herself but prevent rain water from touching her.

The limits to the size of the area over which Storm can manipulate the weather is not yet known. They actually vary on certaint occasions. She has summoned dark clouds stretching one mile in each direction (Uncanny X-men 109). She has diverted jet streams so as to create storms over the entire East Coast of the United States (UXM 147). (AN: It should be noted that Storm has on two occasions tapped into electromagnetic energy to enhance her powers. Once to stop a blizzard over Canada and second to create a cosmic-level turbulence around the Earth to block solar radiation(UXM 121, MSH Winter Special 1991). She can create weather effects within indoor areas or within artificially maintained environments: for example she could create an indoor rainstorm. She can create weather effects over very small areas; as when she water her potted planets.

Storm can fly through the air by causing herself to be supported and propelled by wind currents. Her control is so great that only a small breeze can be felt by her fellow X-Men as she flies by them. Storm can travel as fast as any wind can, and has reached speeds up to 300 miles per hours. She has traveled at speeds that only jet's can match (Uncanny X-men 386). Her powers over the atmosphere enable her to breath at any speed, protecting her from air friction and extreme cold. Storm can carry aloft an as yet undetermined amount of weight while being born aloft by the winds.

Storm's mutant powers has created a psychic bond between herself and the primal life force of Earth�s biosphere. This bond with the Earth and apparently the entire universe, gives Storm spiritual and material sustenance with an almost empathic sense towards living thing. Her bond with the biospheres while in outer space somehow allowed her to reverse her transformation into a brood queen, summon a solar flare and the ability and call upon a large amount of cosmic energy (UXM 165).

Limitation: The weather in Storm's immediate vicinity varied with her emotions. Storm clouds could gather overhead for example, if she became displeased, As a result, Storm has kept a tight rein on all extreme emotion. Storm's ability to control the weather is limited by her force of will and the strength of her body. It once took her several hours to put an end to a savage blizzard sweeping over much of Canada, and she nearly killed herself from exhaustion in the process. Storm has to manipulate weather patterns as they naturally exist. For example she could end a drought in one area by creating a torrential rain storm there, but she would necessitate robbing all available moisture from the surrounding area. Storm cannot create atmospheric conditions that cannot exist naturally on the planet she is on (This is now up for debate seeing that she created a Javon Pressure Field). She could not, for example lower the temperature as far as absolute zero or raises them to solar intensities. Storm�s power are linked to the planet and have been hampered by strong electromagnetic shifts to the Earth. Storm also needs wide open space to take full advantage of her powers.

Abilities: Storm is a master lock pick, thief, pickpocket, and escape artist. She is a superb hand-to-hand fighter due to her training under Achmed El Gibar and Wolverine.

Electrical Sight: Storm is also able to alter her visual perception so as to perceive electrical energy patterns as well as those factors responsible for existing meteorological phenomena in her surrounding environment. This ability grants Storm an edge in any combat situation as she is able to see the electrical impulse generated my the human nervous system and thus able to predict her opponent's movements a split second before they happen. This power possibly explains why Storm was able to best Callisto in hand to hand combat over leadership of the Morlocks when clearly Callisto is stronger, faster and a more skilled hand to hand combatant.

Flight: Storm can fly through the air by causing herself to be supported and propelled by wind currents. Storm can thus travel as fast as any wind can, and has reached speeds up to 300 miles per hour(Up to 800 miles per hour). Her power over the atmosphere enables her to breathe at any speed, protect her from air friction, and protect her from cold. Storm can carry aloft an as yet undetermined amount of weight while being borne aloft by the wind.

Weather Prediction: Storm has the added ability to know the patterns of weather by instinct so that any given time, she can predict the weather on any planet she is on.

Body Temperature Control: ability to change her internal and external body temperature to match that of the current outside atmosphere, so that she wont suffer any ill effects from the change of atmosphere. The ability is involuntary and natural, although somewhat limited.

Telepathic Resistance: It is believed that do to the nature of Storm's powers that there is always static electricity going through her brain, which makes it harder to reach her telepathically. Even Professor X has trouble contacting her. If she is using her powers it is even more difficult, sometimes even causing pain. She once withstood the combined efforts of Professor X, Pyslocke, and Oracle, all powerful telepaths.

Flash Freeze Storms ability to control atmospheric temperature allows her to instantly freeze or heat objects or foes. Storm has flash frozen Colossus, when he attempted to stop her from apprehending his sister, Illyana. She has also performed this on her escape from The Hellfire Club in Paris when they trapped her in a tough, thick webbing that had wrapped around her entire body, but her left arm.

Sorcery (Potentially): Considering Storm is from a line of African Priestesses she has the potential to use sorcery. She was never taught to use this 'White' magic, most likely because she never knew anyone to explain the ancestral knowledge required. Though Strom has not shown this ability in this timeline, it is known that in an alternate timeline she was well versed in it, and in fact is the one that taught Magik (Illyana Rasputin) 'white' magic. Storm possesses considerable potential magical abilities, having been born of a long line of white haired, blue-eyed priestesses. The number of magical effects that she can create has yet to be cataloged, but it is known that she can cast and counteract spells and heal, teleport, astral travel, shield, transform matter and fire eldritch energy.

Abilities

Expert Thief: Extraordinary ability at picking locks and pockets, escape artist; therefore, she is very stealthy and good at sneaking up on people.

Expert Combatant: She is an experienced hand-to-hand combatant, trained by Wolverine. She is also an extraordinary marksman with handguns.

Expert Gardener: Ororo is also an excellent gardener owing to her supernatural abilities and has her own botanical gardens at the Xavier Mansion.

High Influential Connections: As Queen of Wakanda, Storm has access to a vast collection of magical artifacts, technological and military hardware (including Vibranium), as well as the support of the nation's wide array of scientists, adventurers, and superheroes.

Diplomatic Immunity: As the leader of a sovereign nation, Storm often visits the United States or the United Nations for political reasons. She enjoys diplomatic immunity during these trips, and her embassy is considered foreign soil.

Strength level

Normal human woman who engages in intensive regular exercise

Weaknesses

Claustrophobia

Emotional Influence: Storm's ability to manipulate the weather in her immediate vicinity is affected by her emotions; hence, if she does not maintain control, a fit of rage might induce a destructive storm. As a result, Storm has in the past kept a tight rein on all extreme emotions.

Physical Condition: Storm is limited by the force of her will and the strength of her body. It once took her several hours to put an end to a savage blizzard sweeping over much of Canada, and she nearly killed herself from exhaustion in the process.

Naturally Occurring Limitation: Storm must manipulate weather patterns as they naturally exist. For example, she could end a drought in one area by creating torrential rains there, but that would necessitate robbing all available moisture from the surrounding area. (In contrast, Thor, whose weather affecting ability is magical, can change the weather in one area without disrupting existing weather patterns anywhere else). Storm cannot create atmospheric conditions that cannot exist naturally on the planet she is on. She could not, for example, lower temperatures as far as absolute zero or raise them to solar intensities.

Paraphernalia

Equipment: Storm often carries lock picks. Also formerly a knife for protection when she lost her powers.

Transportation: X-Men Blackbird, formerly X-Men Stratojet

Weapons: Keeps a large knife and staff for necessary occasions

Start the Conversation

((Magneto: The Master Of Magnetism))

caption
Powers and Abilities

Powers

'Magneto is an Alpha-Level mutant.

The Master of MagnetismMagnetokinesis: Arguably the most powerful being on the planet, Magneto is a mutant with the superhuman power to shape and manipulate magnetic fields that exist naturally or artificially. Magneto's power is, for all practical purposes, limitless. Magneto can maintain total control of an entire planet's electromagnetic field and manipulate it accordingly. Magneto has harnessed magnetism to stop armies, raise islands from ocean floors, move mountains, change the course of rivers, and threaten to devastate the world with apocalyptic floods and earthquakes. Magneto once blanketed the entire globe with a self-generated electro-magnetic pulse that caused widespread devastation. Magneto has even used his magnetic abilities to extract the Adamantium bonded to Wolverine's biomolecular skeletal structure. Moreover, he can use his magnetic powers in more than one way simultaneously. He can completely assemble a complicated machine within seconds through his powers. It is unclear, however, whether he must draw magnetic force from outside himself (if so, then he can do so over vast distances), or whether he can also generate magnetic force from within himself. Nor is it clear whether Magneto's power is psionic or purely physiological in nature.

Magnetic Force-Fields: Magneto usually protects himself with a personal force field that he can quickly expand to protect large areas. His force field has withstood the effects of multiple nuclear weapons, volcanic eruptions, the depths of space and attacks from multiple Avengers or X-Men, including Phoenix, Thor, and even Galactus.

Magnetic Flight: Magneto is also capable of sustaining flight for very long distances and at varying speeds. He apparently has several means by which he achieves flight, one of which is by gliding along the planet's natural magnetic lines of force, another by simply creating a repulsive force between himself and the planet, propelling himself thusly. By using his magnetic powers, Magneto can virtually travel at trans-light speeds; however, in order to travel in space, Magneto also requires his force field to breathe.

Electromagnetic Sight: By concentrating, Magneto can perceive the world around himself as patterns of magnetic and electrical energy. He can perceive the natural magnetic auras surrounding living beings.

Metallic Bonding: Magneto has recently presented the power to atomically bond metallic substances to any designated surface material. This newly developed technique allows Magneto to blend metallic alloys with the earth, water, and air (HoM).

Organic Iron Manipulation: Magneto can control the traces of iron within organic matter, which allows him to have full control over an opponent's body. He can manipulate the iron-enriched blood-flow to one's brain to induce aneurysms or unconsciousness, alter thoughts and perceptions, or blank a person's mind completely. He can even remove ferrous compounds from the bloodstream entirely through a person's skin.

Geomagnetic Link: Magnus is tied very closely to Earth's EM Field. As is it effected, so is he. He knows instinctively all that happens to it, and with this link, is granted an odd sort of immortality. Earth lends him strength by it's simple existence. He draws on it all unconsciously.

Electromagnetic Spectrum Manipulation: Although Magneto's primary power is magnetism, he has some ability to project or manipulate any form of energy that is related to the electromagnetic spectrum. He can fire and absorb bolts of electricity and magnetic force, reverse lasers and other forms of radiation or energy, create enough intense heat as infrared radiation to level a city, and become invisible by deflecting visible light around his body. Infrared radiation is part of the electromagnetic spectrum, which also includes visible light, radio waves, ultraviolet light, gamma rays and x-rays -- Magneto can project any of these.

Astral Projection (Possibly Formerly): Magneto has occasionally been said to be able to manifest an astral projection of himself. [1] However, like all formerly attributed psychic powers, this has been retconned out of existence at least once [2], and hasn't been used by Magneto since the "Silver Age" (chronologically speaking), possibly implying any such abilities were lost during his regression to childhood by Mutant Alpha.[3]

Telepathic Resistance: Magneto has trained himself extensively for fighting telepaths, and is resistant to telepathic attack. This training is similar to that given to the X-Men and New Mutants by Professor X, although the effects are further augmented with the aid of his helmet (see below). Additionally, Magneto is possessed of a strong will, which also aids him in resisting telepathic assaults.

Abilities

Genius-level Intellect: A mastermind, Magneto is a genius within various scientific fields. He is an expert on genetic engineering and mutation, with knowledge far beyond that of contemporary science. He can mutate humans in order to give them superhuman powers, instill genetic mind-control, create adult clones of human beings, and then manipulate the genetic structures of these clones during their development. He has designed magnetically-powered aircraft and spacecraft, complex robots and computers, and magnetically-powered generators and created artificial living beings, space stations said to possess technology even Reed Richards would envy, and machines capable of nullifying mutant powers within a radius of several miles.

Military Training: Magneto is a skilled strategist and has more than a rudimentary knowledge of hand-to-hand combat.

Strength level

Magneto normally possesses the human strength of a man his age (i.e., rejuvenated age), height, and build who engages in intensive regular exercise. Through his magnetic powers, he can increase his strength to vast superhuman levels -- Magneto is ultimately capable of lifting far in excess of 100 tons.

Weaknesses

Physical Condition: Magneto's ability to wield his superhuman powers effectively is dependent upon his physical condition. When severely injured, his body is unable to withstand the strain of manipulating great amounts of energy. When his powers are not at their peak, he also appears to have greater difficulty controlling forces other than magnetism.

Paraphernalia

Equipment: Magneto's helmet is built to shield his mind from psychic probes and manipulation.

Transportation: In the past, Magneto has used a number of exotic aerial vehicles of his own design. He often flies by levitating his costume, which is made of magnetic materials.

Weapons: Magneto relies primarily on his natural powers, although he has occasionally used magnetically-powered devices he invented, such as his machine for inducing earthquakes and volcanic eruptions from afar. Magneto used to employ mechanisms for magnifying his own powers, but, since his rejuvenation, he no longer needs them.

2 Comments