Powers

In the setting of Academy City, many people have superpowers of some sort, which in the local slang are called kinks. The strength and scale of the powers varies wildly; not everyone with a kink can take up arms as a protector or enjoy the life of high crime. Most powers are of the "spot-on-the-wall" variety: ranging from amusing to useless, named after an individual whose power was to create a coloured spot on a specific piece of plaster wall in the Wild Card Arcade. Some kinks are actively detrimental to the wielder; separate branches of medicine and technology are developed in order to assist and support individuals whose powers are vastly destructive, or uncontrollable, or harm the wielder.

In general, there are four origins of superpowers: genetic mutation, the psychic might of the mind, and superior technology. Some individuals choose - or are thrust into - a fourth, less known path: obtaining any of the three above by way of bonding with a symbiote.

Mutation
Genetic instabilities, deep recession activations, or even recombination caused by external forces can cause powers to manifest. These are frequently passive and range from cosmetic only, like unusual pigmentation, to quite powerful, such as epidermis with the structure and strength of kevlar weave, through eyes that see deep into infrared and ultraviolet, to acid-spewing glands. Unless caused by, or perhaps activated, by external factors, they are usually present from birth. Mutation-based powers are the most difficult to negate.

Psychic
The most mysterious of powers, they are frequently believed to originate in a mutation, yet they also have been awakened through sheer willpower, harsh training, external factors, or dumb luck by individuals without the specific genetic makeup that usually activates them. Psychic powers are considered to be the most versatile and are the only powers that can create something from nothing. An individual who can shoot web from their fingertips sometimes has to pause to generate a new supply, a psychic with the ability to create ectoplasm can make webs for as long as they can maintain concentration.

Read more: Psychic Powers

Technology
Ever since the first sapient discovered that a held rock made a weapon, technology has been a source of power and the great equaliser between those who had powers otherwise and those who don't. With modern supertech advances, anyone can be a hero! Seeking invulnerability? A suit of power armour will do, as will subdermal weave and titanium bone implants. Need to defend yourself against thugs? Try the latest models of a di-coated katana and smart pistol! The bravest - and wealthiest - of all might even wish to abandon their weak flesh and go for a full synth conversion!

Symbiote
The world of symbiotes is another of the world's great mysteries. Some appear to be little more than parasites of above average cunning, some are sentient, highly intelligent and very well educated. Most lurk in the dark, unexplored places of the world: the deep sea, abyssal caves and the heart of the jungle, even claiming their progenitors came to Earth from outer space. Despite varying appearances, all symbiotes have one common power: to bond with a living host, sharing their bodies, powers, and experiences.

The powers granted by a symbiote loosely categorise the same as "regular" powers, which is why they themselves tend to be grouped into physical and psychic symbiotes. New developments in nanomaterials and -machines have given rise to a third category: a nanolatex goo, which bonds to a host the same way an organic symbiote does.