Grey Institute does have many characters in play, so some powers are already taken. For the sake of variety and character uniqueness, we do not allow duplications of most mutant powers.
So I don't leave you guessing, here is a short list of powers the mods came up with that are available. You don't have to choose from this list if you don't want to, but hopefully it can offer some ideas.
Available:
Vertigo
Technopathy
Self Detonation
Super Strength
Chlorokinesis (Plant)
Friction Control
Force Field Generation
Empaths / Clairvoyance
Duplication (ex: Multiple Man)
Magnetic Manipulation
Decrease / Increase Mass
Pheromones
Animal Communication / Control
Ice Manipulation
Elasticity (ex: Mr. Fantastic)
Insect Control/Creation
Body Armoring (ex Colossus)
Chameleon / Invisibility Powers
Weather Powers (Pls no Storm-a-likes)
Power Mimicry or Absorption (ex Rogue)
Bone manipulation (ex; Marrow)
Super Speed (X-Men Avail only, no student)
Energy manipulation/lasers/energy blasts
Some powers in play can be changed to be different from others, for example we have a teleporter, but would accept a character with teleporation powers as long as the abilities were unique from one another.
There are, however, some powers in use we will not accept any version or variation of.
Taken:
Healing factors
Healing (others)
Electrokinesis
Teleportation
Pyrokinesis
Prehensile / Animated Hair
Density Control / Phasing
Psychics/Telekinetic
Sound Control (Sonic scream available)
Wings (Tails, Claws and other mutations encouraged)
Shape Changing/Morphing (Teacher/X-Man available, no students.)
Mutant Detection/ Sensing Mutant Powers (Teacher/X-Man available)
For a more complete listing of what powers are already in the group, check out the character bios or database. If you have a question about a particular power, feel free to ask.