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- In the Fallout Valley Youth Zone, some were gifted with strange magical like abilities which came to bloom after the incident occurred. The following is a list of abilities that you may have been born with and are now coming to terms with.
- Powers will be measured in five levels, 1-5. The higher the level, the higher the power output and strength input is, meaning that if you have a high level mutation you will not be able to use it continuously without severe fatigue problems. The lower levels will not be as powerful or extreme as higher level mutations but can be used almost indefinitely with little to no setbacks relating to fatigue
- (Rolls for the Mutations)
- Tier--------D20
- Tier 1: 1-5
- Tier 2: 6-10
- Tier 3: 11-15
- Tier 4: 16-18
- Tier 5: 19-20
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- Level 1 'Powers' will mostly be passive, meaning they can be used continuously and most have to do with some physical aspect of the body. Using them while tired or malnourished, will of course result in the inability to use the powers correctly or for them to fail in the middle of use. The following are all considered Level 1 abilities.
- Wings: The player will find that over time wings will have grown from their shoulder blades, the size will grow overtime, the kind of wings (Be it scaley or wingy etc) will be random. The wings will be capable of sustaining flight. The player will be able to move in thinner air and will weigh much lighter than they normally would've weight while still being able to pack a punch
- Chameleon: The player will begin to slowly develop the ability to blend in with their background. At first the player will only be able to blend their body and it will happen randomly every few posting turns at the roll of a die10. Over time the player will gain control of the ability and will be able to blend their clothes and small items in their possession
- Human Flashlight: The player will begin to sort of 'glow' at night in a pulsating white color. Over time they will learn to be able to release condensed rays of light from their body in different colors of their choice as well as have it concentrated into moving balls of light which they can have suspended over themselves with careful concentration. It can also be used for precision blinding, and with the proper repetition of turning it off and on cause anywhere from disorientation to seizures and convulsions.
- Level Reader: The player will be able to by simply concentrating on another player within the sight of the user to read the level of power of another player's mutation and find out what they can do. The same works with mutated animals the Level Reader encounters.
- Animal Talker: The player will begin to hear the voices of other mutated animals through their mind when near, and will eventually will be able to talk to and understand all nearby mutated animals within their hearing range. Animals will also have a somewhat better disposition to them from an aura the mutation gives and even going toward an out straight alliance if they communicate enough.
- Enhanced Senses: The player will be able to see farther than most humans should. Their hearing range is enhanced as well. Their reaction speed from stimuli will also increase as well as they get used to their abilities. Their precision will also increase.
- Gluttony: Expanding stomach, Never will grow fat, always hungry, able to expand jaw and consume anything presented. A temporary buff to their being will also be had as they absorb materials they eat and their skin will start to turn into a material that they are eating. (that will slowly wear off and shift as they eat different materials.)
- Living PowerPlant: The User first manifests his power in ports opening in his back, stomach, and hands that can create sparks of electrical energy even weaponized. They then start to crave anything flammable, radioactive material, and various other means of creating power traditionally so that they can fuel themselves. Where they get their fuel from determines how much they can produce.
- Decay: The user brings death and decay wherever he walks. Plants wilt as his touch, clothes become dirty and wither away, and even the flesh and bones of others become frail and weak while said person is touching them. An aurora of sadness and loss of hope surrounds this user at all times and usually brings others down while around him HAR HAR.
- Hot Blooded: The player finds that he/she is immune to heat and can walk through boiling water or fire without a problem. Their body naturally gives off more heat and they find that their blood is actually as hot, if not slightly hotter, than boiling water.
- Regeneration: The player can regenerate injured body parts and limbs; obviously critical organs or body parts being lost require a lot of energy to regenerate. Regenerating ends the moment the player eventually burns themselves out; eventually causing regeneration to halt working completely.
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- Level 2 Powers will be more leaned towards combat and self defense purposes, more so than the level 1 abilities. They too will be heavily leaned towards physical uses and wont take much energy out of the player as well. These powers need the user to be physically fit and well nourished else the abilities will lack in effectiveness.
- Hardened Skin: This one is really self-explanatory. Players will notice that most things will not pierce their skin and they will feel little to no pain from injures most of the time. They will also be able to do more damage with physical attacks with appendages such as punches and kicks.
- Skin of Blades: Over time in stressful situations, the player will find that their skin suddenly turns into one giant blade which will cut through most material less then steel and defend from it as well. This will continue to occur until a die10 with a 5+ roll determine they are ready to handle controlling when this happens to their body. The Amount of area changed into a blade will increase over time and their control over how many/how big the blades are will increase over time as well.
- Healing: The player will be able to heal injuries of other players. Not illnesses or mental related conditions though.
- Rubber body: One's body will be able to stretch and store kinetic energy and release it on demand but at a strain of the body by how much energy absorbed, but they are otherwise immune to blunt force trauma and can later on "bounce" back energy attacks as well.
- Technopathy: Using your own innate electrical energies you can actually make otherwise non-functioning electronics work, at least in a limited fashion. Over time, you can make larger electronics work and even make them work without having to touch them and even multiple ones at once. Sometimes you do need to get some extra sparks into your to get things working however and if you strain yourself too much you'll need to be "recharged". One's body also becomes more mechanic, gaining electrical wiring and such. The body will also adapt and no longer need food nor water only electricity.
- Pollutant: This person's body becomes a factory much like the powerplant, creating heat and electricity though not as reliably or efficiently, their real ability is the fact their body is increasingly mutating into a sort of sludge. They can survive on nearly any substance but they constantly produce this "sludge". It's highly poisoness, but they also are immune to a lot of physical damage as the attacks are merely absorbed into their sludgy body and even go right through. They can also mildly regenerate anything up to an arm but these requires an arm's worth of material and releases a fair amount of sludge by product. This sludge is also highly flammable so it can be used as a fuel. With training they can probably make their sludge into a sort of oil to make things from plastic to car fuel.
- Lack O' Pain: The user will feel no pain! Will be able to walk through a pit of spikes without wincing a bit! Can have his arm amputated with a yawn!
- Charisma: You are an usual sort, your body overtime reads the minds of everyone around you and morphs itself into the most attractive person anyone's seen. You also gain better social skills, even if you don't try, and can bend others to your will much easier. You also release pheromones that drive people's sexual lust or even making them stronger by controlling body chemistry.
- Weakening: The player may place their hand upon an object and weaken it exponentially. Players can eventually get to where iron will be brittle as glass, and easily able to be shattered -- the stronger the material, the longer it takes (and more energy required) to weaken it.
- -Animalistic: A person's body adapts and changes with characteristics of an animal, either one they are near often or one by random. They can require more food, sleep, water, or other substances however.
- -Shark: They gain a scaley shark scale skin over time that helps protect from damage and their bones become more elastic, helping prevent breakages. Their teeth gain new rows and become sharper. They also gain more strength and small blades form on their arms that give them an alternate melee attack. They require more meat and dry out easily.
- -Wolf: They gain a thicker hair on their body as well as sharper teeth. Strength, sense of smell, and speed increase, but you are more prone to getting lonely, and not being around people for too long can lower your stats. You can survive without food and water a bit longer however.
- -Bear: You gain a thicker complexion, gaining more muscle mass as well as fat and even height upward to 1d6 / 3 feet. Your hair grows out more, and your nails grow out to be claws. You require much more food than normal, and much more sleep, but you can enter a state of hibernation where you won't wake up for 1d4 days, but require no food or water for all of that time.
- -Feline: Your body grows lithe, while your muscles grow looser and more agile. Overtime the player grows fur and finds claws growing from his/her fingers, they won't be able to tolerate vegetables and find themselves complete carnivores.
- -Bee: (Only Female) The User starts growing Bee wings as well as a stinger on both hands. The Stingers have a poison that will only cause one to pass out and take a day to grow back after each use. Even their eyes compound giving them both worse but better vision. Their hair starts turning black and their skin turns yellow and slimmer with an exoskeleton providing some defense starting to grown over it. If there are multiple bees they will alter each other, mutating further.
- > Worker (Only Female): Some of the Bees will turn into workers, gaining more strength, more durability, faster regeneration of their stingers, being a half of a day but are nearly blindly obedient to their queen. They also Secrete honey.
- >Queen Bee (Only female): This Bee starts growing taller and large, but also more "feminine" if you know what I mean. They're stingers take on a poison that can kill now, but are much slower to regenerate, taking a full week. They also gain nearly complete obedience from lower workers but also generally detest other queens.
- -Human: You become a better human. Your body optimizes all processes, meaning you are better in every way, but require much more food and much more water and you even have the tendency to wear yourself out much more. This is definitely the least impressive of abilities, but it's one of the most versatile. IE it creates Captain America.
- Plantlike mutations: A person's body adapts and changes with characteristics of plants and different types of fauna. Most effect Hydration.
- -Cactus Aspect: The player finds that they only require half the amount of hydration in order to survive. They additionally find several spines beginning to grow within their body, eventually surfacing to act as quills. These quills can be loosed like a needle attack.
- -Tree Aspect: The player must have twice the amount of hydration to keep safe, their skin hardens into a bark-like substance capable of acting as a minor armor. Their strength also increases slightly over time; it should be noted that the bark is essentially a ‘shell’, and can be peeled away to reveal fresh skin, but this would hurt. A lot. Because nerve endings.
- -Fungal/Poisonous: Their skin turns to a rubbery, green substance akin to normal plants. Additionally they can breath spores that can act as a toxin, but is mainly used to grow fungal matter. The player’s body also becomes capable of withstanding rotten or raw meat, as their fungal bodies are used to breaking down such materials.
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- Level 3 Powers will be more ranged in fighting uses, as well as be more based on mind prowess. Most of these abilities need the player to be strong in mind at the time of use else mistakes will occur. Being tired or drowsy won't help at all.
- Density Change: The player will suddenly find that when agitated they will sink into the ground because their body became much denser. Over time they will be able to use the ability both ways and become lighter as well.
- Limited Teleportation: The player will be able to cross distances instantly. At first this ability will happen at random, but over time if the player works on the skill they will be able to control the distances and destination of their teleports.
- Plant Control: Able to at first spawn protective groups of vines for self defense, and then later on to grow fruits and other kinds of plants for medical usage or the like. The user is also more resistant to poisons.
- Poison breath: You can create a range of poisonous gases, ranging from knock-out gas to something more deadly. The user also becomes immune to poisons. Though, control over the gas can lead to problems, as well as one's body wearing out from prolonged physical activity faster.
- Detachable Limbs: The user can take parts off from their body almost entirely as they please and have them float around and function as if they were still attached to their body. It's as though they were at two places at once. There is a limit within one mile and or else you tired very quickly.
- Astral Projection: The User can create an astral body they can see and hear from and walk around with that can't also be seen or heard from, unless it's a special power that allows it, and can walk through walls in the body of.
- Badluck: The User can cause an area around them to experience badluck, though no fatally normally, things just won't go people's way.
- Sonic Scream: The user can let out a sonic scream to disorientate and even push back people.
- Nightmares: The Nightmare user can psychically link with a person to enter their dreams and control them, and can even do so to a number of a people, but more people means more energy.
- Seer
- Clairvoyance: The player is capable of seeing a direct, easy pathway to their goals. Clairvoyance can to a minor extent see a bit in the future, but is more used in order to know of obstacles in the way of getting to a set area or accomplishing said goal.
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- Level 4 Powers will take a whole lot more energy to pull out and will often leave players tired after each use. Continuous usage of these abilities will result in major fatigue and will often lead to players blacking out in the middle of use.
- Darwinism: The player will be able to adapt to survive, and survive only, to stimuli around them, either slowly or fast depending on how much radiating energy is coming and especially against other mutations. It can adapt the body to less food, less water, less oxygen given enough time OR close to the radiating power of a mutant. The Power can sustain itself on it's own power but often feeds off of others meaning it drain a lot of none at all. It's a quick acting mutation that the user has no control over as well.
- Ghost: You can turn invulnerable to attacks for a very limited number of times and can do a few other ghost related effects, one of them being to "haunt" people and take control of their body. This all wastes a lot of energy. (Think of Danny Phantom)
- Shadow Control: The User can control and make tangible the shadows themselves, even melding into them with practice. The Effects can take many forms from creating dark poisons to nearly infinitely sharp blades.
- Life breathing: The player will begin developing the ability to channel his/her energy into objects and cause it to become animate and living. At first they wont be able to do much and perhaps only be able to cause things such as dolls or toys to move on their own, but eventually they'll be able to go as far as animating dead bodies for periods of time. The amount of energy placed into an item slowly 'burns out' and eventually the animated object crumples to the ground, requiring more energy to fuel it.
- Two Powers: The user is then re rolled and given two more powers, if this is picked again a re roll is done again. These powers will also adapt to each other to better utilize themselves and possibly even fuse into one big power. The user can't go full throttle on both powers at the same time however and must split it inefficencitenly between them or just focus on one.
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- Level 5. All the generic powers people hope for when being super-heroes and stuff.
- Super Strength:
- Super Speed:
- Telepathy:
- Laser Beams:
- Immortality: This power won't show up until one dies... In that case they'll stay in a state of comatose until their body can heal back what they lost for them to then suddenly, just, wake up. Too bad of injuries however won't allow them to survive, and they can still die of hunger, dehydration, or lack of oxygen if it persists for too long. Reviving one self also wastes a lot of energy and water.
- Weather Control: The User can control the forces of weather itself, create gusts of wind, take flight, create tornados of varying size create storms, rain thunder from the sky, change the temperature of the area over time, create rain, hail, or snow but this all takes energy from the environment and can cost so much energy that the user can even go into a coma for a varying amount of time be it days or weeks.
- Shapeshift: The User can resume the form of a person they've seen before and even take the form of an animal they've seen but taking more time to change. The changing is limited in the numbers of changes a day depending on how different they are from the animal and size.
- Telekinesis: Fucking Boss Ass Power that allows them to move vibrate, bend etc etc
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