Experientially Induced Powers

The circumstance of gaining power, skills and enhancements from a past experience. Technique of both Luck and Jinxed.

Capabilities
This circumstance grants the user extraordinary abilities by either scientific experimentation, medical treatment, by complete, often tragic and near-lethal, accident, or by other supernatural means. The effects of the event may grant superpowers to the user if they survive. Or sometimes, even if they don’t. Powers granted to the user by the event may be scientifically inclined if anthropogenic or supernatural if otherwise. Depending on the event in question, powers might be a gift, a curse, or both as often may be.

Applications

 * Mythic Physiology
 * Cursed Physiology
 * Science Attuned Physiology
 * Technorganic Physiology
 * Mutated Physiology

Associations

 * Powerful Objects
 * Contract Bestowal

Variations

 * Lightning Induced Powers
 * Meteorite Induced Powers

Limitations

 * User may develop Aversion.
 * User has limited to absolutely no control over the outcome of their catalyst event.
 * User may often obtain an undesired power.
 * Disfigurement is common.
 * Regulation or even Dependency may be an issue if catalyst event destabilizes the user in some way.
 * Event might cause use user to go insane.
 * User may require certain objects to utilize their powers.

Known Users
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Comics

 * Spider-Man (Spider-Man), radioactive spider bite.
 * Poison Ivy (DC Comics), experimentation.
 * Hulk (The Incredible Hulk), exposure to gamma radiation.
 * Captain America (Captain America), super soldier serum.
 * Fantastic Four (Fantastic Four), bombardment by cosmic ray storm.
 * Solomon Grundy (DC Comics), supernatural reanimation.
 * Deadpool (Deadpool & Death Annual), experimentation.

Cartoons

 * Clayface (Batman: TAS), assassination attempt.
 * Static (Static Shock), exposed to chemicals.}}