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HMQ: Extrapolative Mutations

Jan 6th, 2014
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  1. ABOUT
  2.  
  3. EXTRAPOLATIVE MUTATIONS are a fourth category of mutant powers that utilize a different system to PRIMARY, SECONDARY, and TERTIARY abilities. Unlike the aforementioned mutations, Extrapolative Mutations are dependent on the existing abilities that JJ exhibits in the Primary, Secondary, and Tertiary categories. They are, rather than their own distinct powersets, upgrades and specifications that can be developed when the appropriate levels in one or a combination of other powers are attained.
  4.  
  5. Unlike other powers, Extrapolative Mutations do not have levels – each mutation costs a specific number of X-Points indicated in its entry, and will have noted requirements that must be fulfilled before the ability can be purchased.
  6.  
  7. MUTATIONS
  8.  
  9. ELECTROMAGNETIC VISION
  10. Requires: Level 3 Enhanced Senses, Level 2 Electrostatic Touch.
  11. Cost: 2
  12. JJ develops the ability to perceive electromagnetic fields and electrical activity. Functioning electrical appliances produce a luminous glow that can be seen through a certain level of intervening materials. JJ can accurately follow the flow of electricity through a building and perceive the level of electrical energy present in a device or location.
  13.  
  14. NEUROELECTRICAL PERCEPTION
  15. Requires: Level 4 Enhanced Senses, Level 2 Electrostatic Touch, Electromagnetic Vision.
  16. Cost: 3
  17. JJ’s perception of electrical currents becomes precise and sensitive enough to reveal the flow of electricity in the brain. This ability requires practice and a certain level of trial-and-error, as it provides no real knowledge on how the brain works or what increased activity in particular areas indicates. Eventually, however, it allows a certain amount of insight into the intentions or thoughts of others.
  18.  
  19. ECHOLOCATION
  20. Requires: Level 4 Enhanced Senses.
  21. Cost: 3
  22. JJ becomes capable of perceiving blindly through the use of sound waves, building a visual picture of the world around him through auditory means. This ability allows him to ‘see’ in a 360 degree arc, often through intervening materials, so long as there is enough sound to provide the required information.
  23.  
  24. TELESCOPIC VISION
  25. Requires: Level 5 Enhanced Senses.
  26. Cost: 3
  27. This ability allows JJ to magnify his vision, perceiving at exceptional distances. I allows perception down to the molecular level.
  28.  
  29. SUB-MOLECULAR VISION
  30. Requires: Level 5 Enhanced Senses, Telescopic Vision.
  31. Cost: 2
  32. JJ becomes capable of perceiving the details of atoms and particles, and can accurately perceive the genetic structure of a living being.
  33.  
  34. GEOINTUITIVE VISION
  35. Requires: Level 4 Enhanced Senses.
  36. Cost: 3
  37. JJ’s visual perception becomes rigorously attuned to geometric patterns, trajectories, and pathways. He can intuitively know how best to aim an object so that it gets from point A to point B, predict the trajectories of moving forces in visual range, and know exactly the angle and velocity required to ‘bounce’ an object along a predetermined pathway.
  38.  
  39. SHADOW FIELD
  40. Requires: Level 4 Invisibility.
  41. Cost: 2
  42. Normally, JJ’s invisibility fails completely in moments of extreme exertion, physical trauma, or when he activates certain other abilities. This upgrade allows him to function in such situations with a muted form of invisibility – rather than being truly imperceptible, his features are blurred and his exact position becomes unclear, as if he’s being seen through mist.
  43.  
  44. ECLIPTIC FIELD
  45. Requires: Level 5 Invisibility.
  46. Cost: 3
  47. This upgrade allows JJ to extend a field of selective invisibility around himself, able to obscure objects completely within a radius of 2-3 meters. The larger the field, the more strain is placed on JJ. Any objects that move to quickly within the field produce obvious distortions, and enough motion can cause it to fail.
  48.  
  49. ECLIPTIC MOTION FIELD
  50. Requires: Level 5 Invisibility, Ecliptic Field.
  51. Cost: 2
  52. This mutation allows JJ to generate his Ecliptic Field anywhere within sight, and move it at a fast walking pace. JJ may apply regular invisibility to himself at the same time, but this causes exceptional strain.
  53.  
  54. NULL SHADOW
  55. Requires: Level 4 Invisibility, Level 4 Enhanced Senses, Echolocation.
  56. Cost: 2
  57. This ability must be activated instead of Invisibility. It absorbs all sound waves that should strike or bounce off JJ, making him imperceptible on the auditory spectrum.
  58.  
  59. NULL FIELD
  60. Requires: Level 4 Invisibility, Level 4 Enhanced Senses, Echolocation, Null Shadow.
  61. Cost: 2
  62. JJ generates a 2-3 meter field within which the effects of the Null Shadow ability are applied.
  63.  
  64. NULL WAVE
  65. Requires: Level 4 Invisibility, Level 4 Enhanced Senses, Echolocation, Null Shadow.
  66. Cost: 2
  67. This mutation allows JJ to release previously absorbed sound waves (via the Null Shadow ability) as a burst of debilitating, high-frequency vibrations.
  68.  
  69. BLACKOUT
  70. Requires: Level 4 Invisibility, Level 2 Electrostatic Touch.
  71. Cost: 2
  72. This mutations allows JJ to absorb nearby electrical lights, causing them to short out and fall into an inexplicable state of inactivity for several minutes.
  73.  
  74. WHITEOUT
  75. Requires: Level 4 Invisibility, Level 2 Electrostatic Touch, Blackout.
  76. Cost: 1
  77. This mutation allows JJ to emit previously absorbed electrical lights (through the Blackout ability) as a blinding, disorientating flash of white light. The effect is roughly equivalent to that of a flash grenade.
  78.  
  79. ELBOW BLADES
  80. Requires: Level 2 Claws & Fangs
  81. Cost: 1
  82. This ability allows JJ to protrude a pair of long, razor-sharp biological blades from his elbows. They have all the qualities that his current Claws & Fangs level bestows.
  83.  
  84. ELBOW SPINES
  85. Requires: Level 2 Claws & Fangs, Elbow Blades
  86. Cost 1
  87. This ability allows JJ to extend his elbow blades atop a set of chitinous, spiny cords, roughly two meters in length. These cords are moderately prehensile.
  88.  
  89. FOREARM BARBS
  90. Requires: Level 2 Claws & Fangs, Level 2 Adhesive Touch
  91. Cost: 1
  92. JJ becomes capable of protruding a set of stubby, serrated sharp barbs along the outer side of his forearms. As well as being good for ripping and tearing, these barbs adhere well, allowing JJ to mitigate the effects of a Climb botch.
  93.  
  94. FOREARM PLATES
  95. Requires: Level 2 Claws & Fangs
  96. Cost: 1
  97. JJ becomes capable of protruding a set of armoured bone structures across his forearms and hands. These plates to not cover his joints, but they do provide a certain level of protection to this area, and can be used to block nasty attacks.
  98.  
  99. ADHESIVE TONGUE
  100. Requires: Level 2 Claws & Fangs, Level 2 Adhesive Touch
  101. Cost: 2
  102. This mutation allows JJ to extend his tongue to roughly four meters. It is highly prehensile, relatively dexterous, and has the qualities described by his current level of Adhesive Touch.
  103.  
  104. ELECTROSTATIC EMITTERS (TONGUE)
  105. Requires: Level 2 Claws & Fangs, Level 2 Adhesive Touch, Adhesive Tongue, Level 2 Electrostatic Touch
  106. Cost: 2
  107. JJ’s tongue becomes capable of delivering an electrical shock one level less powerful than that described in his current level of Electrostatic Touch.
  108.  
  109. SPINAL TAIL
  110. Requires: Level 3 Claws & Fangs
  111. Cost: 2
  112. JJ becomes capable of extending a highly prehensile, chitinous tail. It is moderately dexterous and possesses a serrated barb equivalent to his current level in Claws & Fangs.
  113.  
  114. ELECTROSTATIC EMITTERS (TAIL)
  115. Requires: Level 3 Claws & Fangs, Spinal Tail, Level 2 Electrostatic Touch
  116. Cost: 2
  117. JJ’s tail becomes capable of delivering an electrical shock one level less powerful than that described in his current level of Electrostatic Touch.
  118.  
  119. WARP-SPASM
  120. Requires: Level 3 Claws & Fangs, Level 3 Healing Factor, Level 2 Enhanced Agility, Level 2 Enhanced Strength, Level 2 Electrostatic Touch.
  121. Cost: 2
  122. JJ may enter a horrific riastrad, his features contorting, muscles expanding, and flesh producing intense levels of metabolic heat. His blood and saliva become nearly akin to liquid fire. He becomes immensely stronger and faster, but loses all but the barest vestiges of self-control, lashing out indiscriminately at his surroundings. The ability is exhausting and temporarily drops his Healing Factor by a level in the aftermath.
  123.  
  124. HORNS
  125. Requires: Level 2 Claws & Fangs
  126. Cost: 1
  127. At will, JJ may sprout a pair of curved, serrated horns from the crown of his head. They have the properties of his current level in Claws & Fangs.
  128.  
  129. ELECTROSTATIC EMITTERS (HORNS)
  130. Requires: Level 2 Claws & Fangs, Horns
  131. Cost: 2
  132. Shock horns! JJ’s horns become capable of delivering an electrical shock equivalent to his current level in Electrostatic Touch.
  133.  
  134. HEALING VITAE
  135. Requires: Level 2 Healing Factor
  136. Cost: 3
  137. This ability bestows curative properties upon JJ’s blood. Imbibing his blood cells can temporarily boost the capability for healing in a person up to one level below his current Healing Factor level.
  138.  
  139. FRICTION DRAIN
  140. Requires: Level 4 Adhesive Touch
  141. Cost: 2
  142. JJ may pull the friction out of an object, rendering it nigh untouchable.
  143.  
  144. FRICTION BURST
  145. Requires: Level 4 Adhesive Touch, Friction Drain
  146. Cost: 2
  147. JJ may release friction absorbed via the Friction Drain ability as a debilitating wave of heat.
  148.  
  149. ENHANCED REPULSION
  150. Requires: Level 3 Adhesive Touch
  151. Cost: 1
  152. JJ may cause an object to become abnormally repulsive, causing it to bounce wildly and continually gather velocity.
  153.  
  154. REPULSION FIELD
  155. Requires: Level 3 Adhesive Touch, Enhanced Repulsion
  156. Cost: 2
  157. JJ may imbue an object with a repulsive field, causing nearby masses to be forcibly pushed away from it.
  158.  
  159. REPULSIVE TOUCH
  160. Requires: Level 3 Adhesive Touch, Enhanced Repulsion, Repulsion Field
  161. Cost: 2
  162. JJ may cause a mass he is touching to be forcibly pushed away from him as if by an invisible force.
  163.  
  164. COUNTERPOLARITY
  165. Requires: Level 3 Adhesive Touch, Enhanced Repulsion
  166. Cost: 2
  167. JJ may cause himself and an object or surface of his choice to repulse one another. The force of this repulsion is variable. If JJ has the senses, reflexes, and training, he could even apply this effect to projectiles mid-flight.
  168.  
  169. TACTILE TELEKINESIS
  170. Requires: Level 4 Adhesive Touch, Level 4 Enhanced Senses
  171. Cost: 3
  172. As long as he remains in contact with one object, JJ may cause such objects to adhere to one another in large volumes. He could, for example, assuming he has the strength, wield a ‘chain’ of chairs, tables, and other miscellaneous items, or wrap his forearms in cartoonishly large clumps of adhered rocks.
  173.  
  174. ENHANCED CONTORTION
  175. Requires: Level 2 Enhanced Agility
  176. Cost: 1
  177. JJ becomes superhumanly flexible, able to manipulate his joints and navigate through enclosed spaces in ways that would prove crippling to mundane human beings.
  178.  
  179. AUTONOMIC SEQUENCING
  180. Requires: Level 3 Enhanced Agility, Level 3 Enhanced Senses
  181. Cost: 2
  182. JJ may activate a short term ‘recording mode’, allowing to repeat any action he observes within this duration down to the finest detail. This does not actually enhance his memory – he may execute the action, but he does not remember anything more than normal. Additionally, he can execute that action and that action alone. For example, he could perfectly copy a man’s signature after ‘storing’ that motion, but he could not write a new sentence in the same handwriting.
  183.  
  184. ENHANCED MUSCLE MEMORY
  185. Requires: Level 4 Enhanced Agility, Level 4 Enhanced Senses, Autonomic Sequencing
  186. Cost: 3
  187. JJ’s rate of learning when it comes to physical action skyrockets. He does not immediately perfect an action after observing it, but his muscles retain certain reflexes far more efficiently and his ability to extrapolate how an action is performed in sequence with others (unlike Autonomic Sequencing, which simply stores and repeats one action) is heightened to superhuman levels.
  188.  
  189. ENHANCED KINESICS
  190. Requires: Requires: Level 4 Enhanced Agility, Level 4 Enhanced Senses
  191. Cost: 3
  192. JJ’s senses become attuned to the fine details of human locomotion. He becomes capable of accurately predicting a person’s mood and immediate actions based on the subtle flexes and tensions of their physiology. In some cases this ability can reveal more than just mood, and stops just short of reading another person’s mind.
  193.  
  194. MAGNETIC MESH CHARGE
  195. Requires: Level 3 Subdermal Bioweave, Level 3 Electrostatic Touch
  196. Cost: 1
  197. JJ runs a current through his mesh armour, charging with a reversed magnetic field. This increases the resistance that ferrous materials will experience when breaching his skin.
  198.  
  199. INSULATED MESH
  200. Requires: Level 3 Subdermal Biowave, Level 2 Electrostatic Touch
  201. Cost: 1
  202. JJ’s mesh armour becomes highly resistant to electricity, greatly lessening the chances of deep tissue damage from electrical sources. Cannot be included alongside MAGNETIC MESH CHARGE.
  203.  
  204. HEATPROOFING
  205. Requires: Level 3 Subdermal Bioweave, Level 2 Draconic Breath OR Optical Heat Blasts
  206. Cost: 1
  207. JJ’s mesh armour becomes more resistant to heat, lessening the chances of thermal damage causing deem tissue injuries.
  208.  
  209. THERMAL PINIONS
  210. Requires: Level 5 Winged Flight, Level 1 Draconic Breath OR Optical Heat Blasts
  211. Cost: 1
  212. The edges of JJ’s wings may superheat at will, allowing them to slice through hardened materials with greater ease.
  213.  
  214. SONIC VIBRATION FIELD
  215. Requires: Level 5 Winged Flight, Level 1 Sonic Scream
  216. Cost: 1
  217. The edges of JJ’s wings may be encased in a subsonic vibration field at will, allowing them to slice through hardened materials with greater ease.
  218.  
  219. SONIC FLUCTUATION MEMBRANE
  220. Requires: Level 2 Winged Flight, Level 2 Sonic Scream
  221. Cost: 1
  222. JJ’s wings become capable of emitting precise vibrational pulses, fluctuating the air so as to achieve greater aerial mobility and allowing JJ to hover much like a helicopter or Harrier jet.
  223.  
  224. SOLAR PANELING
  225. Requires: Level 1 Winged Flight, Level 2 Photosynthetic Biology
  226. Cost: 1
  227. The membrane of JJ’s wings may now absorb and process sunlight far faster than the rest of his body, allowing him to sustain himself better by spending periods with his wings spread wide.
  228.  
  229. ELECTROSTATIC EMISSION MEMBRANE
  230. Requires: Level 2 Winged Flight, Level 3 Electrostatic Cloud Generation
  231. Cost: 1
  232. This allows the membranes of JJ’s wings to generate the same chaff created by his Electrostatic Cloud generation, and direct it in the form of powerful gusts.
  233.  
  234. KINETIC MULTIPLICATION MEMBRANE
  235. Requires: Level 2 Winged Flight, Level 3 Optical Force Blasts
  236. Cost: 1
  237. This allows JJ’s wings to draw on an internal battery of kinetic energy, increasing his top flight speed and making it easier to attain.
  238.  
  239. PHOSPHORIC EMISSION
  240. Requires: Level 2 Winged Flight, Electrostatic Emission Membrane, Level 3 Draconic Breath
  241. Cost: 2
  242. JJ may shed a blinding, bright white particulate cloud from his wings and direct it via wingbeats. This cloud has many of the same incendiary properties as white phosphorous.
  243.  
  244. GENTLE BEATING
  245. Requires: Level 1 Winged Flight, Level 2 Sonic Scream
  246. Cost: 1
  247. The membranes of JJ’s wings may be calibrated to absorb sonic vibrations, allowing them to beat the air far more quietly. He will also displace less air and disturb less of his surroundings.
  248.  
  249. ELECTROHAZARD
  250. Requires: Level 2 Particulate Form, Level 2 Electrostatic Cloud Generation
  251. Cost: 1
  252. JJ’s Particulate Form takes on the chaff-like qualities of his Electrostatic Cloud.
  253.  
  254. THUNDERHEAD
  255. Requires: Level 4 Particulate Form, Level 3 Electrostatic Cloud Generation, Electrohazard, Level 3 Electrostatic Touch
  256. Cost: 2
  257. JJ’s Particulate Form may absorb ambient or close atmospheric electricity, becoming a crackling-, electrically charged stormcloud capable of releasing short-lived arcs of lightning.
  258.  
  259. SUBSONIC TAGGING
  260. Requires: Level 3 Sonic Scream, Level 5 Enhanced Senses
  261. Cost: 1
  262. JJ can ‘tag’ anyone struck by his Sonic Scream by a subtle subsonic vibration perceptible only to him and precious few other pieces of advanced equipment. For some time afterward he will be able to track their exact position at great distances.
  263.  
  264. SOUND DEPRIVATION/MAGNIFICATION
  265. Requires: Level 2 Sonic Scream
  266. Cost: 1
  267. JJ can cause a persistent sonic variance to follow any target hit by his Sonic Scream. This can either mute them entirely, or greatly magnify any sounds they make.
  268.  
  269. VIBRATIONAL FOCUSING
  270. Requires: Level 3 Sonic Scream, Level 4 Enhanced Senses, Level 3 Enhanced Agility
  271. Cost: 2
  272. JJ may refine the normal kinetic force of his physical attacks into focused vibrational waves. These pulses can pass travel through materials to deliver the force of his attacks to a particular part of a system, rather than spreading it across said system’s surface area.
  273.  
  274. FLORAL AFFINITY
  275. Requires: Level 2 Animal Affinity, Level 2 Photosynthetic Biology
  276. Cost: 1
  277. JJ may speak to and get responses from plants. Their perspective is difficult to understand, but can offer a certain amount of insight.
  278.  
  279. GREEN FINGER
  280. Requires: Floral Affinity
  281. Cost: 1
  282. JJ may coax plants to grow in unnatural ways or with unheard of speed. For example, he could make seeds sprout into fully grown plants in a matter of hours, convince weeds to limit their grown or kill themselves, or redirect and accelerate the growth of a tangle of creepers. With additional practice he could make certain crops exceptionally nourishing or control their exact nutritional contents.
  283.  
  284. FAR HOWL
  285. Requires: Level 2 Sonic Scream, Level 2 Animal Affinity
  286. Cost: 1
  287. By combining the magnifying effects of his Sonic Scream with Animal Affinity’s ability to summon fauna at a distance, JJ may greatly extend the area of effect within which he can attract animals to his position.
  288.  
  289. REPTILIAN/MAMMALIAN MIMICRY
  290. Requires: Level 2 Genetic Mimicry, Level 2 Animal Affinity
  291. Cost: 1
  292. After imbibing a small amount of blood, saliva, or another genetic sample of a land bound mammal or reptile, JJ may take on one physical ability it possesses. For example, a camel’s ability to store water.
  293.  
  294. INSECTOID MIMICRY
  295. Requires: Level 2 Genetic Mimicry, Level 4 Animal Affinity
  296. Cost: 1
  297. After imbibing a small amount of blood, saliva, or another genetic sample of a land bound insect or arachnid, JJ may take on one physical ability it possesses. For example, a Black Widow’s poisonous bite.
  298.  
  299. CHLOROPHYLL
  300. Requires: Healing Vitae, Level 2 Photosynthetic Biology.
  301. Cost: 1
  302. JJ’s biology now shares enough in common with flora for his blood to affect plant life, causing it to heal and grow at vastly accelerated rates. JJ has no control over flora affected in this way, but it generally grows to be remarkably healthy and difficult to remove.
  303.  
  304. MUTATE FLORA
  305. Requires: Chlorophyll, Level 2 Photosynthetic Biology.
  306. Cost: 2
  307. JJ’s blood now causes plant life to mutate (random) defence mechanisms similar to mutant powers. Though he still has no control over flora affected this way, it will recognize and protect him.
  308.  
  309. AMBROSIA
  310. Requires: Chlorophyll, Mutate Flora, Level 3 Photosynthetic Biology.
  311. Cost: 3
  312. Fruit borne from plant life mutated via JJ’s Chlorophyll ability now has moderate healing properties. Continued consumption can even correct minor genetic disorders.
  313.  
  314. THE JOSHUA TREE
  315. Requires: Chlorophyll, Ambrosia, Level 4 Photosynthetic Biology.
  316. Cost: 4
  317. Fruit borne from plant life mutated via JJ’s Chlorophyll ability can now induce X-gene activation in flatscans. Continued consumption can correct major genetic disorders, improve miscellaneous qualities (like eyesight) and heal complex conditions such as cancer or Alzheimer’s.
  318.  
  319. DIRECTED RADIATION PULSE
  320. Requires: Level 3 Draconic Breath, Level 2 Photosynthetic Biology.
  321. Cost: 2
  322. Drawing on his stored reserves of sunlight, JJ can choose to convert his fiery breath into a blast of solar radiation. This coherent beam of radiant energy lacks the area of effect that Draconic Breath usually allows for, but has exceptional focused power.
  323.  
  324. DEADLY NEUROTOXIN
  325. Requires: Level 2 Electrostatic Touch, Level 2 Claws & Fangs.
  326. Cost: 2
  327. JJ’s fangs become capable of delivering a potent, electrically charged toxin that confuses its victim’s nervous system and causes its motions to become steadily more encumbered.
  328.  
  329. TRACER TOXIN
  330. Requires: Level 2 Electrostatic Touch, Level 2 Claws & Fangs.
  331. Cost: 2
  332. JJ’s fangs become capable of delivering a distinctive isotope that allows him to ‘feel’ for the location of his target at vast distances. This effect can last for several days, during which it becomes impossible for JJ to lose track of the host.
  333.  
  334. CONCUSSIVE BURST
  335. Requires: Level 3 Optical Force Blasts
  336. Cost: 2
  337. JJ’s force beams may now ‘detonate’ on contact with objects, resulting in a burst of concussive force that expands outward from the point of impact.
  338.  
  339. HAND EYES
  340. Requires: Level 2 Optical Force Blasts
  341. Cost: 3
  342. JJ now has eyes on his palms. Eyes that can shoot force beams at one level lower than his current level in Optical Force Blasts.
  343.  
  344. ADHESIVE RAY
  345. Requires: Level 3 Optical Force Blasts, Level 3 Adhesive Touch
  346. Cost: 2
  347. JJ may now cause objects struck by his optical force beams to become highly adhesive, sticking adamantly to other objects.
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