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CrustyJ

HMQ: Tier Two Mutations

Feb 14th, 2014
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  1. [RANGED]
  2.  
  3. OPTICAL HEAT BLASTS
  4. JJ has developed the ability to project a beam of intense thermal radiation from his eyes!
  5. Level 1: At this level JJ may inflict near-immediate second degree burns, and can do more damage with continual attention. He may fire the beam at a spread of up to eight inches at the cost of reduced potency, and may fine-tune the beam to an inch.
  6. Level 2: JJ may now inflict near-immediate third degree burns.
  7. Level 3: JJ may now inflict near-immediate fourth degree burns. He may emit a sudden flash of microwave radiation that causes intense pain but no lasting damage. The beam may now be pinpointed to half an inch.
  8. Level 4: JJ may now slice through steel with his gaze. He may emit X-rays in order to see through solid objects. The beam may now be extended to twelve inches or pinpointed to a centimetre.
  9. Level 5: JJ’s gaze now combusts the air it passes through, generating a modicum of explosive force. He may pinpoint the beam between atoms if he has the appropriate senses, or widen it to a meter.
  10.  
  11. OPTICAL FORCE BLASTS
  12. JJ has developed the ability to project a beam of intense electromagnetic forces from his eyes!
  13. Level 1: At this level, JJ may project a beam that pushes back objects. More damage will be dealt by propelling targets into other solids than by the actual blast.
  14. Level 2: At this level, JJ’s force beams hit with considerable force, able to cause serious tissue damage. The beam may be widened to thirty inches or pinpointed to a centimetre.
  15. Level 3: At this level, JJ’s force beams can smash reinforced materials and cause significant damage to bones and deep tissue. The beam can be widened to a meter. If shot in standard or lower width, the beams may change direction at one point in their flight.
  16. Level 4: At this level, JJ’s force beams may easily blast apart metallic constructs. They can be ‘reversed’ to draw objects towards JJ rather than pushing them away.
  17. Level 5: Fuck you move bitch. JJ’s force beams are now nearly unstoppable and can change direction twice in their flight.
  18.  
  19. SONIC SCREAM
  20. JJ develops the ability to emit waves of sonic force from his vocals.
  21. Level 1: At this level, JJ may project a high-pitched beam that causes sudden and acute irritation to nearby listeners, and can strike objects with roughly the force of an expert jab.
  22. Level 2: At this level, the soundwave may be widened to a meter, and strikes hard enough to easily knock normal humans off their feet. It can be emitted as a high-pitched variant that causes intense pain and, eventually, temporary deafness.
  23. Level 3: JJ may now modulate the frequency of his scream, allowing it to displace objects by vibrating them at the right frequency. This makes the power ideal for dismantling machinery, and can cause deep tissue damage to humans.
  24. Level 4: At this level, JJ may widen the soundwave to a two meter spread, and can generate a pulse-variation in its frequency, allowing it to pass through some objects without causing damage while harming others. Alternatively, he may project it as a nearly-solid barrage of displaced air, which can seriously damage even hardy constructs.
  25. Level 5: At this level, JJ may precisely target the shatterpoints of objects, allowing him to selectively damage different parts of a system without disrupting the rest of it. With enough effort he may generate powerful enough vibrations to cause local seismic activity.
  26.  
  27. DRACONIC BREATH
  28. JJ can now breathe fire.
  29. Level 1: JJ may project a stream of heat and unstable gases from his mouth that causes acute physical pain and shock to humans, as well as igniting highly flammable substances.
  30. Level 2: JJ spits fire. He may expel a short-ranged (less than a meter) tongue of blue flame, or ‘lob’ small, arcing packets of similarly ignited particles over greater distances. His breath may cause immediate second degree burns.
  31. Level 3: At this level, JJ may breathe out a long, intense stream of azure fire. It can very quickly cause third degree burns.
  32. Level 4: At this level J may widen the breadth of his draconic breath. He becomes capable of very quickly causing fourth degree burns.
  33. Level 5: JJ will burn you to ash. His breath is more potent than any military grade flamethrower, able to defeat the heat tolerance of all but few substances.
  34.  
  35. [MOBILITY]
  36.  
  37. WINGED FLIGHT
  38. Self-explanatory, really.
  39. Level 1: At this level, JJ may, at will, reshape his arms into a pair of leathery wings. He retains three of his digits, and though their dexterity is minimal, they keep any levels in Claws & Fangs active. He requires either a strong updraft or some height when taking off.
  40. Level 2: At this level, JJ becomes capable of achieving flight without the need for a high start. His flight speed and aerial agility improves.
  41. Level 3: At this level, JJ’s arms remain intact, and instead he may spontaneously grow a set of enormous wings from his back.
  42. Level 4: JJ’s flight speed increases. His wings gain armoured joints, making them more difficult to disable. He becomes more dexterous in the air.
  43. Level 5: JJ’s wings become more heavily armoured and gain serrated, grizzled edges, capable of slashing and tearing through tough materials.
  44.  
  45. PARTICULATE FORM
  46. JJ gains the ability to transmute his body into a semi-coherent mass of disassociated particles.
  47. Level 1: JJ may briefly ‘disperse’ for periods of seconds at a time, allowing him to prevent grievous impacts or make tight squeezes.
  48. Level 2: JJ may keep himself in a dispersed but still roughly humanoid form for short periods – up to thirty seconds if he pushes at it. He is harmless in this state.
  49. Level 3: JJ may now remain dispersed for a minutes at a time. He can direct his mass to move as a billowing stream or cloud, though he cannot rise particularly far off the ground.
  50. Level 4: JJ may now move past enough in particular form to cause minor lacerations to those he passes by.
  51. Level 5: JJ may remain in particulate form for extended periods. He can move fast enough in this shape to cause serious injury.
  52.  
  53. [DEFENSE]
  54.  
  55. DERMAL ARMOUR
  56. JJ has developed the ability to excrete a fast-hardening, jet black superpolymer that serves as a second skin. This ability removes all forms of invisibility, including the Shadow Field extrapolative, dramatically increases weight, and disallows the use of additional limbs (wings, prehensile tail, etc).
  57. Level 1: High protection against small arms and moderate protection against greater pressure.
  58. Level 2: At this level, JJ can deflect high calibre rounds.
  59. Level 3: Near immunity to anti-personnel weaponry and exceptional damage mitigation.
  60. Level 4: JJ’s armour can now withstand anti-armour weaponry easily.
  61. Level 5: JJ’s armour becomes capable of heavily mitigating blows by some of the strongest superhumans.
  62.  
  63. SUBDERMAL BIOWEAVE
  64. JJ develops a lightweight, biological mesh of tensile armour under his skin, in many ways similar to the biosteel derived from spider-silk. This reinforces his soft tissues and provides a level of damage mitigation without sacrificing stealth or agility.
  65. Level 1: Core and soft tissues are marginally reinforced, making it harder for penetrative wounds to reach JJ’s vital organs. Blades and stabbing implements will often be turned a hairsbreadth away from causing major damage.
  66. Level 2: The mesh extends somewhat below the surface of JJ’s skin. His skin won’t be harder to break, but slicing/stabbing attacks will encounter more resistance as soon as they begin to progress any deeper.
  67. Level 3: The strengthening of JJ’s soft tissues continues, making it possible for bullets and other high-powered forms of damage to be slowed significantly before they wreak too much havoc on JJ’s internals.
  68. Level 4: After suffering a penetrative injury, the bioweave now reacts aggressively, temporarily strengthening protection to that area. This mitigates blood loss greatly, prevents organ or tissue spillage, and provides extra durability against a second blow to the same region.
  69. Level 5: The biowave under JJ’s skin is now roughly as strong as Kevlar, and can stop bullets – even, for short periods, those of heavier calibre or anti-armour design – from fully penetrating his skin.
  70.  
  71. ADAPTIVE ARMOUR
  72. JJ develops the ability to spontaneously generate a chitinous armour that protects key areas of his body. This armour can be selectively applied to localized parts on his body, and while it disrupts regular invisibility, it does not interfere with the Shadow Field Extrapolative. Unlike Dermal Armour, Adaptive Armour also accommodates for additional limbs or protrusions.
  73. Level 1: JJ may armour roughly 10% of his body. This chitin hide will offer substantial protection against small arms.
  74. Level 2: JJ may armour roughly 20% of his body.
  75. Level 3: JJ may armour roughly 30% of his body, including his upper head. Doing so covers his eyes, however, so he will have to rely on other senses or Echolocation if he chooses to do so.
  76. Level 4: JJ may armour roughly 40% of his body. The price of the Echolocation Extrapolative drops by 1. His armour many now endure short bursts of high calibre fire.
  77. Level 5: JJ may now armour roughly 50% of his body.
  78.  
  79. [UTILITY]
  80.  
  81. PHOTOSYNTHETIC BIOLOGY
  82. JJ mutates a number of plantlike attributes, first and foremost among them the ability to derive sustenance from sunlight.
  83. Level 1: JJ may now derive a measure of sustenance from direct sunlight. As long as he spends a few hours per day standing under the sun, he can mitigate the effects of hunger.
  84. Level 2: JJ may now mitigate hunger via shorter time exposed to sunlight.
  85. Level 3: JJ may now metabolize indirect sunlight, though this takes longer. He can choose to ‘store’ energy gained this way for a rainy day rather than consuming it immediately.
  86. Level 4: JJ shakes off fatigue and illness more easily when under the sun. He can choose to temporarily boost one of his attributes to heightened levels by burning through stored solar energy.
  87. Level 5: JJ is nearly impossible to tire out under the sun and can sustain himself almost indefinitely with only sunlight and sparse amounts of water for nourishment.
  88.  
  89. GENETIC MIMICRY
  90. JJ may consume the genetic material of others to take on aspects of their appearance, and even mannerisms.
  91. Level 1: After consuming a small amount of blood, saliva, or another genetic sample of a being, JJ may temporarily take on some of their minor aesthetic traits. He cannot become them, but he can take on their hair colour and type/ethnicity/eye colour/etc.
  92. Level 2: JJ may now shift fully into an exact copy of a human being whose DNA he has recently sampled. This change only lasts for a matter of minutes.
  93. Level 3: JJ may now maintain the change for an hour.
  94. Level 4: JJ now only needs an at least somewhat extended amount of physical contact with a target to take on their shape. Additionally, he can access a few of their mannerisms.
  95. Level 5: By consuming a significant portion of a person’s brain, JJ may permanently ‘store’ their genetic code and take their shape at any time.
  96.  
  97. ELECTROSTATIC CLOUD GENERATION
  98. JJ’s pores may emit a thick cloud of charged particles that visibly obfuscate him, interfere with electronic detection, and can eventually be used offensively.
  99. Level 1: JJ may slowly emit roughly three square meters of charged particulates. This area essentially acts as chaff, disrupting electronic signals and targeting.
  100. Level 2: JJ may more quickly emit roughly six square meters of charged particles. They become more strongly ionized, making it even more difficult for electronics to be of use within that radius.
  101. Level 3: JJ may direct the cloud as a stream or a gust, allowing him to selectively dampen or short electronics on a specific target. Additionally, the charge can be focused on objects within the cloud, causing them to explosively short out.
  102. Level 4: JJ may emit roughly eight square meters of charged particulates. He may cause the cloud to disperse into a powerful EMP wave if he so wishes, or direct his Electrostatic Touch through the cloud at one level lower than its present level.
  103. Level 5: JJ may focus the aforementioned EMP wave into a beam directed at a specific target. He may ionize the particulate cloud highly enough to momentarily convert it into a nebula-like burst of terrestrial plasma, though this disables the ability for a short while and is highly tiring.
  104.  
  105. ANIMAL AFFINITY
  106. JJ develops the ability to communicate with and command fauna.
  107. Level 1: JJ may understand the basic gist of what an animal is conveying. He may suggest actions but not compel them.
  108. Level 2: JJ may entirely understand ‘animal-speak’. Smaller land bound animals almost automatically trust him and are more suggestible.
  109. Level 3: JJ may sense nearby wildlife. Airborne animals and large land bound animals almost automatically trust him and are more suggestible. JJ may emit a loud noise that acts as a ‘beacon’ to chosen creatures.
  110. Level 4: JJ may unleash a roar almost guaranteed to cow most animals, including humans. Insects now automatically trust him and are more suggestible.
  111. Level 5: JJ may piggyback the senses of a chosen creature and compel it from a distance.
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