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CrustyJ

HMQ: Tier One Mutations

Apr 23rd, 2014
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  1. CORE POWERS
  2.  
  3. INVISIBILITY
  4. Level 1: Highly effective in darkness or when still. Less effective in motion or against careful eyes. No heat-masking, retains shadow.
  5. Level 2: Still chameleonic. It can be maintained for longer, however, and is more useful in motion. In addition, it negates thermal imaging.
  6. Level 3: True invisibility, light goes straight through JJ. No shadow. Much more effective in motion.
  7. Level 4: Can bring another average-sized human or two hobbits into the invisibility effect.
  8. Level 5: Wonder Woman and her invisible jet. Can maintain invisibility on objects for a few seconds after contact.
  9.  
  10. ENHANCED SENSES
  11. Level 1 Just higher than peak human. JJ now has optimal low-light vision.
  12. Level 2 Another step higher all round.
  13. Level 3 Another step higher all round. JJ now has heatvision.
  14. Level 4 Another step higher all round.
  15. Level 5 Another step higher all round. JJ now has an intuitive danger sense.
  16.  
  17.  
  18. SECONDARY POWERS
  19.  
  20. ENHANCED AGILITY
  21. Level 1: JJ’s dexterity, coordination and reflexes are just above peak human.
  22. Level 2: JJ’s dexterity, coordination and reflexes are comparable to that of Toad or Beast.
  23. Level 3: JJ’s dexterity, coordination and reflexes are comparable to that of Nightcrawler.
  24. Level 4: JJ’s dexterity, coordination and reflexes are comparable to that of Longshot.
  25. Level 5: JJ’s dexterity, coordination and reflexes are comparable to that of Spider-Man.
  26.  
  27. NATURAL WEAPONRY
  28. Level 1: JJ has small claws/fangs.
  29. Level 2: JJ’s claws can now be altered in size (growing up to 10”) and may slice through steel.
  30. Level 3: JJ’s claws may now be modified so as to be heavy or long (going to 18” at longest and thinnest). They are highly resistant to damage. At this level, JJ may protrude and retract a prehensile, spaded tail capable of gripping solid objects.
  31. Level 4: JJ’s claws may be shot, but take some time to regenerate. They are roughly as durable as adamantine. At this level, JJ may reform his legs into a digitigrade shape with hardened, keratin-like soles and claws. Though not as useful for climbing, these limbs allow JJ to kick harder and move faster over open terrain.
  32. Level 5: JJ’s claws can be shot more often and can 'conduit' for other abilities.
  33.  
  34. ADHESIVE TOUCH
  35. Level 1: JJ’s hands and feet may adhere to solid structures.
  36. Level 2: JJ’s forearms, forelegs, elbows and knees may now do the same.
  37. Level 3: JJ has a stronger connection to adhered substances. His entire body can now adhere to solid structures.
  38. Level 4: JJ can spread the adhesive effect along adhered substances, potentially sticking other objects/people in place.
  39. Level 5: JJ can hold this adhesive effect on objects for a short time after touching them. The electron disturbance that allows this ability to function now allows him to walk on liquids for short period of time.
  40.  
  41. PHEROMONE MANIPULATION
  42. Level 1: JJ emits a burst of pheromones that duplicate his emotional state in others.
  43. Level 2: JJ can transmit simple emotional responses to people around him. It can also make him somewhat more attractive.
  44. Level 3: JJ can now pinpoint the effects of this power.
  45. Level 4: JJ’s pheromones can now instil more powerful and consuming emotional states.
  46. Level 5: JJ can instil complex emotional responses. He could specifically make someone suicidal, for example.
  47.  
  48. ENVENOMED TOUCH
  49. Level 1: JJ essentially has a scorpion sting/spider bite on your hand. It won't kill unless applied liberally, but it will cause serious pain and encumbrance.
  50. Level 2: JJ’s venom is now longer lasting and has more pronounced effects.
  51. Level 3: JJ’s venom can be lethal, and can be lethal relatively quickly. His body naturally processes toxins and poisons and uses them to supplement his touch.
  52. Level 4: JJ’s venom is a cocktail of radioactivity, natural and unnatural virii, and acidic/toxic substances that will find a chink in almost any kind of biology.
  53. Level 5: JJ can project his 'venom field' over a very very short distance.
  54.  
  55. PARALYTIC TOUCH
  56. Level 1: JJ may paralyzes certain areas on the body. It doesn't last long.
  57. Level 2: JJ may spread the effect via continual contact. It lasts longer.
  58. Level 3: JJ may paralyze the whole body of a human being instantly.
  59. Level 4: JJ may channel this effect through materials.
  60. Level 5: JJ’s paralytic hands now have a short near-touch range.
  61.  
  62. VAMPIRIC TOUCH
  63. Level 1: JJ may gradually drain the stamina from a living being and add it to his. It takes a great deal of time for this to become lethal, but it can render someone unconscious after a bit of grappling.
  64. Level 2: The drain is much quicker, allowing JJ to inflict lethal levels of fatigue more easily.
  65. Level 3: The drain actually siphons life-force, healing JJ marginally and very rapidly enervating his victim.
  66. Level 4: The drain is now much more efficient, and JJ can rapidly heal himselfby feeding on others.
  67. Level 5: JJ drains heat and electrical energy as well as life-force.
  68.  
  69. ELECTROSTATIC
  70. Level 1: JJ has a police grade taser in his palm. Won't short out most electronics but will mess with people. Can be conducted.
  71. Level 2: JJ’s touch generates visible electrical arcs. Much stronger current, enough to cause people to smoke a bit after some touching. Will short out unarmoured electronics.
  72. Level 3: Way higher voltage. Will seriously electrocute motherfuckers. Will damage armoured electronics.
  73. Level 4: Will melt steel when concentrated. JJ might as well be touching someone with a thunderbolt.
  74. Level 5: The ability develops near-touch range.
  75.  
  76. LIGHT ARMOUR
  77. Each level grants JJ an addition defence bonus. Light armour is for agile dudes, though, and above a certain level it provides nearly zero benefits. It can reduce the effects of small arms, JJ shouldn’t try to tank a HMG or some She-Hulk tier punching. It can be switched on and off, like Colossus' armour.
  78.  
  79. PHASING
  80. Level 1: JJ can phase through solid objects in short bursts, can hurt himself phasing, but not too badly.
  81. Level 2: Longer bursts, can't hurt himself phasing but is still ejected out of the substance if he materialize in it.
  82. Level 3: Sustained, can now bring the equivalent of a medium-sized human into the phased field.
  83. Level 4: Substances move out of the way once JJ unphases inside them (though he can still mess it up on a bad roll if he tries this. No insta-kill power is without risk). Electrical attacks no longer affect him while phased.
  84. Level 5: Light and temperature based damage no longer affect JJ while phased.
  85.  
  86.  
  87. TERTIARY POWERS
  88.  
  89. ENHANCED STRENGTH
  90. Level 1: JJ’s strength is just above peak human.
  91. Level 2: Low-tier superstrength, comparable to Frenzy or Outlaw.
  92. Level 3: Mid-tier superstrength, comparable but slight inferior to Ultimate Spider-Man.
  93. Level 4: High-tier superstrength, comparable to Thing or Colossus.
  94. Level 5: Insane-tier superstrength, comparable to Molly Hayes or She-Hulk.
  95.  
  96. HEALING FACTOR
  97. Level 1: 20x the healing rate of a human.
  98. Level 2: 60x the healing rate of a human.
  99. Level 3: JJ can rapidly cuts, bruises, and wounds caused by small arms fire. Hemay concentrate to heal broken or shattered bones quicker. Can regrow lost limbs… over the course of several days.
  100. Level 4: JJ can rapidly heal grievous injuries and regrow lost limbs within a day.
  101. Level 5: JJ can rapidly heal fatal injuries and regrow lost limbs within hours.
  102.  
  103. MEDIUM ARMOUR
  104. Works very similarly to light armour, in that it increases the damage JJ can take with each level. Supplies a retractable array of carapace plates that defend against a full range of modern firearms and certain low-tier artilleries (mortar shells, for example). Will not stand up to the most powerful of modern weapons or the highest tiers of superhuman strength.
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