Doomfullord

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Jun 11th, 2013
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  1. 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.
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  3. 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
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  5. (Rolls for the Mutations)
  6. Tier----per---D20
  7. Tier 1: 25% 1-5
  8. Tier 2: 20% 6-10
  9. Tier 3: 20% 11-15
  10. Tier 4: 5% 20
  11. Tier 5: 10% 16-17
  12. Tier 6: 10% 18-19
  13. ----------------------------------------------------------------------------------------------------------------
  14. 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.
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  16. 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
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  18. 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
  19.  
  20. 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.
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  22. 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.
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  24. 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.
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  26. 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.
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  28. 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.)
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  30. 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.
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  32. 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.
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  35. ----------------------------------------------------------------------------------------------------------------
  36. 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.
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  38. 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.
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  40. 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.
  41.  
  42. Healing: The player will be able to heal injuries of other players. Not illnesses or mental related conditions though.
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  44. 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.
  45.  
  46. 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.
  47.  
  48. 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.
  49.  
  50. 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!
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  52. Vampirism: The sun burns your flesh, you grow pale, you begin to seek out blood! You gain all the common traits of a vampire making you stronger, have enhanced senses, and lust for blood at night! You tend to become very sleepy or inactive during the day and u have a connection with rats and bats allowing you to control them over time!
  53.  
  54. 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.
  55.  
  56. -Animalistic Mutation: 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.
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  58. -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.
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  60. -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.
  61.  
  62. -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.
  63.  
  64. -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.
  65. > 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.
  66. >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.
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  68. -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.
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  70. 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.
  71.  
  72. 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.
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  74. 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.
  75.  
  76. 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.
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  78. 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.
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  80. 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.
  81.  
  82. 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.
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  84. Badluck: The User can cause an area around them to experience badluck, though no fatally normally, things just won't go people's way.
  85.  
  86. Sonic Scream: The user can let out a sonic scream to disorientate and even push back people.
  87.  
  88. 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.
  89.  
  90. Seer
  91. --------------------------------------------------------------------------------------------------------------
  92. 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.
  93.  
  94. Canceling out Other Mutations: The player that has this ability will find that nearby mutated allies or enemies will be unable to use their mutations around them in a specific range. Over time they can extend this range and wrap it around a single target for that target will lose their mutations until he lets up.
  95.  
  96. Swapping Powers: The player with this ability will at first find that the mutations of allies and enemies will randomly swap while they are near him. Over time they will be able to control what mutations they swap and do it within a greater range.
  97.  
  98. Absorbing other player's Mutations: The player with this ability will be able to absorb other player's mutations randomly at first and then be able to do it at will and sustain the power until they absorb another person's. When a power is absorbed, the person it was absorbed from will lose this power.
  99.  
  100. Sharing Other's Powers: The user will be able to share the power of someone within a specified range with someone in the same range allowing two people to have the same power through the user as a middle-man.
  101.  
  102. Power Amplifier: Amplifies the powers of ppl within the user's range also allowing them to draw power from the Amplifier him/herself instead of their own.
  103.  
  104. 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.
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  106. 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)
  107.  
  108. 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.
  109.  
  110. 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.
  111. --------------------------------------------------------------------------------------------------------------
  112. Level 5. All the generic powers people hope for when being super-heroes and stuff.
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  114. Super Strength:
  115.  
  116. Super Speed:
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  118. Telepathy:
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  120. Laser Beams:
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  122. 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.
  123.  
  124. 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.
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  126. 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.
  127.  
  128. Telekinesis: Fucking Boss Ass Power that allows them to move vibrate, bend etc etc
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  130. ------------------------------------------------------------------------------------------------------------------
  131. (Energy absorption and release: The User will randomly absorb nearby energy of that kind, sucking it away from any source they can, but will soon be able to release all they absorbed at once from the palm of their hands. After they find they have the ability they will start craving it. The user is resistant to their element as well, up to 75%. )
  132.  
  133. 1: Fire: The User of Fire can absorb fire from outside forces and sort of throw it back.
  134.  
  135. 2: Electricity
  136.  
  137. 3: Gravity: When absorbs everything gets lighter around them, even to the point of zero-Gs.
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  139. 4: Magnetism (Magnets and such, works really weird): The User can manipulate and create a magnetic field around themselves that can alter electrical flows along lines of magnetism and control magnetic metals.
  140.  
  141. 5: Heat (Different in fire in that you can cool something down, and then melt it. It's more pinpoint and small when it comes to firing it as fire is good at large areas.)
  142.  
  143. (Physical Elemental Powers: These powers are much like the energy absorption but is limited but is about as powerful or more powerful as the telekinesis. These powers allow near complete control over a physical element. Their body will also soon take on this and start creating this element. The user however before they start creating it will crave massive amounts of it for consumption or in the case of air, breathuction...)
  144.  
  145. 6: Rock
  146.  
  147. 7: Water
  148.  
  149. 8: Wind
  150.  
  151. 9: Metal
  152.  
  153. 10:(Special Element) These are elements that are too awesome to be grouped with the others or too special.
  154.  
  155. 1:Lava: Unlike the other elements this normally must come from their body itself and is rather unstable releasing randoms amounts of lava at a time. It however can be the most devastating but puts massive stress on the body.
  156.  
  157. 2:Crystal: This user instead of eating crystal, must eat materials that can create crystals but must also affect themselves to create different forms. IE, they can put themselves under extreme heat and use their powers to cover themselves in carbon to try and create diamond.
  158.  
  159. 3:Absolute Zero-Ice: The User's core becomes absolutely cold, freezing them from the inside out and starting to take energy from around them. The user can expel beams of ice to freeze enemies but this intake of heat can destabilize their core and control if they take in too much heat too fast.
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  161. Level X: These are not available to the player and are strictly Jim/Npc only.
  162.  
  163. Crazy Jim: The Strange Aura of strangeness that exudes from the man named Crazy Jim. It doesn't specifically alter his physical properties but alters the world itself. He's naturally luckier as the universe bends in, strange wacky ways, for him. People with mutations around him may have their mutations altered either temporarily or permanently in strange unique ways.
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