[hider=Mathew Merritt] [quote] [center] [url=https://fontmeme.com/fonts/satisfontory-font/][img]https://fontmeme.com/permalink/210805/53c07d81638a27fbfd8f34e7a8db46fc.png[/img][/url] [url=https://www.youtube.com/watch?v=6fKbGOPGDjs][img]https://img.roleplayerguild.com/prod/users/58f38f67-664f-48de-8e08-8fdf14599081.jpg[/img][/url] [hr][color=#969696][sub][i][b]"My goal? My goal is simple. Defeat the Egregores. If that means I must sacrifice every human being on Earth in order to do so, then so be it."[/b][/i] [b]— Mathew Merritt[/b][/sub][/color][hr] [/center] [color=#DD0000][sub][b][u]L I S T I N G[/u][/b][/sub][/color] [indent] [color=#969696][sub][b]X-List:[/b] While there reasonably exists any number of high-level and low-level Supers, generally they keep to their own; blockbusters like Mathew seldom have business with small-time, low-level Supers, just as they seldom have business with random civilians.[/sub][/color] [/indent] [color=#DD0000][sub][b][u]G E N D E R[/u][/b][/sub][/color] [indent] [color=#969696][sub][b]Male.[/b][/sub][/color] [/indent] [color=#DD0000][sub][b][u]A G E[/u][/b][/sub][/color] [indent] [color=#969696][sub][b]1st Gen. Supers [i](70 - 100+ Y.O.)[/i]:[/b] Thanks to his Paragon Aberrant ability, Mathew is a veteran of events spanning from the aftermath of World War 2 to the modern age, if not longer. He's seen legendary heroes rise and fall, seen villains whose names are spoken with a gulp live and die, and seen revered bloodlines form between them. He was there when the Soviets dropped the bomb on Manhattan, and he was there when the first heroes stopped it. He was there to see the first man fly, yet in spite of witnessing horrors and wonders that would drive most men mad, Mathew remains focused on the greatest threat of all... The Egregores.[/sub][/color] [/indent] [color=#DD0000][sub][b][u]S P E C I E S[/u][/b][/sub][/color] [indent] [color=#969696][sub][b]Human:[/b] The most common group on Earth, who fall under the species Homo Sapien. The vast majority of individuals possessing superhuman powers are either humans or mutaforms, with mutaforms making up no more than a tenth of the powered population and a twentieth of the general population. Mathew's fully human physiology makes him more easily relatable to the populace at large, or at least it did before he decided to antagonize it, and less readily distinguishable when out of cape. Moreover, he may avoid many of the complications that normally come with a drastically different physiology in public places or everyday life. While society has largely adapted to the existence of mutaforms and to a lesser degree nonnatives, it should not be expected that most people wouldn't stare if he was a Mutaform, and the same applies for the miniscule portion of the population composed of Earth-based nonnatives.[/sub][/color] [/indent] [color=#DD0000][sub][b][u]B L O O D L I N E[/u][/b][/sub][/color] [indent] [color=#969696][sub][b]Noble Singularity:[/b] The most notable Aberrants in history are seldom if ever accompanied by supplementary powers, instead focusing on one overwhelmingly powerful ability over any other. The anomalies associated with such powers are often called Noble Singularities, and their users have some of the highest variance in power on Earth, from the weakest of the weak to the strongest of the strong, and nothing in-between.[/sub][/color] [/indent] [color=#DD0000][sub][b][u]O R I G I N[/u][/b][/sub][/color] [indent] [color=#969696][sub][b]Lucid Dream:[/b] Endogenous DMT within the body, while typically insufficient to cause any notable effect, can be created as a byproduct of neurotransmitters released during sleep. Even this trace amount, however, can induce superhuman abilities in rare cases. As the Super dreams, they will be given visions of their powers' previous owners utilizing the power to its fullest potential. In almost all cases this is an anomalous entity, unless the powers were stolen, copied, given, or inherited.[/sub][/color] [/indent] [color=#DD0000][sub][b][u]A R C H E T Y P E[/u][/b][/sub][/color] [indent] [color=#969696][sub][b]Monster:[/b] Mathew has chosen, willfully and totally, to pursue his own goals without any qualms or restrictions. If this means massacring, genociding, and torturing every living soul on Earth, he could care less. The only thing that matters is what he wants, and everything that gets in his way will be stomped underfoot for even the most minor inconvenience, or simply on a whim. Nothing is off-limits, and what Merritt does, he does for reasons only he could ever understand, and which nobody and no one could ever justify.[/sub][/color] [/indent] [color=#DD0000][sub][b][u]O B J E C T I V E S[/u][/b][/sub][/color] [indent] [color=#969696][sub][b]The Egregores:[/b] The mass-death of four out of seven Egregores created the world of superhumans, but another event like it is unlikely to occur again for billions of years, if ever. A weakness cultivated by the triad for uncountable eons allowed the stalemate to, at last, end, leaving only three remaining contenders to compete for mastery over existence. The idea of defeating all three of them, much less one, is madness for all but the most inconceivably powerful; each one possesses potentially centillions of powers, many of which are nigh-omnipotent in scale, all of which have been cultivated by billions of years of growth unmatchable by even the most ideally mutated humans. Still, there are more cunning ways to outplay even the omniscient; creating a new Egregore, or inciting a world-shattering conflict between any two and one unfortunate enough to be perceived as weak, and even changing the concepts which the Egregores themselves may be viable, if nearly impossible, paths to victory. A plan which may take thousands or even millions of years to overcome them and save the planet, though if anyone were capable of such a thing, it would be Mathew.[/sub][/color] [/indent] [color=#DD0000][sub][b][u]P O W E R M U T A T I O N S[/u][/b][/sub][/color] [hider=Expand] [indent] [color=#969696][sub] [b]Noctis Cape[/b][hr] [b]Tier 1:[/b] Mathew requires drastically less sleep than a normal person, usually about a single night's worth per week. His circadian rhythm can be adjusted just as his normal one can; he may wish to space out his sleep to a single hour per night, or concentrate all of his sleep into a normal night's rest and remain awake for days without any fatigue. Merritt may still sleep as he would normally of course, but he will only feel the negative side effects of sleep deprivation in extreme circumstances. [b]Tier 2:[/b] Merritt requires absolutely no sleep whatsoever in order to maintain full cognitive function. He can still be knocked unconscious, drugged, or otherwise, but he does not feel a natural urge to sleep unless he is injured or ill and would recover faster with bedrest. His escapades may now extend for days on end without any serious consequence to his health. Similarly, his eyes are adapted perfectly to the dark like those of a nocturnal animal, allowing him to see with total clarity in such conditions. [b]Morbidity Limit[/b][hr] [b]Tier 1:[/b] Powers can have a variety of extremely horrifying effects on the internal physiology of Supers, from the telekinetic who can surgically crush your brain stem to the fire manipulator who can boil your very blood. While these gruesome realities afflict common men, those with superhuman abilities have developed an adaptive mutation out of necessity and natural selection. Mathew's body cannot be targeted from the inside unless the powers involved are designed to only operate on the human body. That is, powers which specifically and solely create effects inside the body can affect him, but powers which can act outside the body in any capacity cannot so much as touch his internal physiology. They cannot attack Merritt from the inside-out, though they can attack from the outside-in. [b]Tier 2:[/b] If he wishes to inflict gory death upon his fellow Supers, this Tier allows Merritt to bypass the protection of Morbidity Limit: Tier 1. Since he possesses this Tier, others possessing Morbidity Limit: Tier 2 cannot bypass his protections. He may therefore, with free impunity, crush the bones of his enemies from the inside, create force fields that slowly expand within arteries, and so on. [b]Core Instinct[/b][hr] [b]Tier 1:[/b] The vast majority of powers require direct intent to operate. In the light-speed heat of superhuman conflict, human reaction time is a veritable eternity. His powers can now activate any of their effects as an instantaneous reflex. Thus if Mathew would have wanted his powers to activate any effect, but did not or could not do so himself, they will activate of their own accord as if he did, instantaneously and independent of his cognitive speed, reaction time, or otherwise. [b]Tier 2:[/b] Mathew's powers may now activate any of their effects under the principle above even without the need of his direct awareness, acting on full autopilot if need be. This includes even when he is unconscious or under the effects of mind control, if it should become necessary. However, it should be noted that his powers may only act upon circumstances within his immediately relevant surroundings; they are adept at avoiding danger, but cannot act upon psycho-remote stimulus. If even some small, otherwise unnoticeable part of him could detect a circumstance however, such as through subtle hearing or scent, his powers may act on it as if he did. [b]Power Lock[/b][hr] [b]Tier 1:[/b] While there are very rare powers which can manipulate and even take powers, powers return to their user the same way a cut blossom will bloom again with time. As is the case with all Supers, if Mathew's powers are ever taken, dampened, or otherwise negatively altered, they will return to their original state with time. This may be a long, arduous time, but negative changes will be temporary nonetheless, and never untenably long [i](i.e. years, decades, or even lifetimes).[/i] [b]Tier 2:[/b] Merritt's powers may still be dampened, manipulated, taken or otherwise negatively altered, but will return to him before the event of his death can occur, no matter what circumstances may apply. If his intangibility has been taken [i]- for example -[/i] and a bullet is fired at him, it will return before the bullet collides with him. If Mathew's super strength is taken while he is holding up a building full of civilians, it will return to him before he is crushed by the building's weight. [b]Tier 3:[/b] Mathew's powers are inviolable, and the only way to revoke them is to end his life. Thus, they cannot be altered by any meta-manipulative abilities or effects directly, for better or for worse. While his abilities may or may not be like Paragon Aberrants in sheer strength, they are like them in their total inviolability. As a matter of fact, his abilities may even be Paragon Aberrants which have been clipped of their proverbial wings, limited in the process of transferring them from a Morphic Entity to a human wielder. [b]Mental Blocks[/b][hr] [b]Tier 1:[/b] While mental abilities such as telepathy, possession, illusions, or mind control can be devastating, anti-superhuman counterinsurgents have developed effective measures against mental attacks. Mathew is therefore aware of when an attempt is being made to influence his mind, and can counter the influence by concentrating and avoiding complex thought of any kind. For most people, this is extremely difficult, but Mathew has trained himself in the blockage of basic psychic influence. Attempting to resist high-level psychic attacks using these unspecialized techniques can cause bleeding of the nose and eyes, and will usually result in a failure of concentration, or even brain trauma if resistance is continued extensively. If Mathew himself should ever end up possessing powers of mental manipulation, knowledge of these techniques would allow him knowledge of his opponent's weak points, meaning he could surpass the protections of Mental Blocks: Tier 1 if he can overcome the will of his victim. He may allow the influences of a psychic if he so desires of course. Merritt does not need to possess powers to learn this ability, and many secretive operatives, conspiracy theorists, and police forces have. [b]Tier 2:[/b] Mathew's learned anti-telepathy techniques used by intelligence operatives and spies, for whom confidentiality is considered an imperative, who employ specialized techniques for every situation. While this requires a multitude of techniques for a multitude of possible angles of attack, Merritt has mastered all of them to degrees only the most unusual methods could break. If he himself should ever possess powers of mental manipulation, knowledge of these techniques allows him knowledge of their weak points, meaning he may surpass the protections of Mental Blocks: Tier 2 if he can overcome the will of his victim. He may allow the influences of a psychic if he so desires. He does not need to possess powers to learn this ability, and many secret operatives, conspiracy theorists, and police forces have. [b]Tier 3:[/b] Mathew has a talent for anti-telepathy techniques which are the envy of intelligence organization the world over. He's discovered a truly flawless method of blocking telepathic attacks, and it is impossible for him to be mind controlled, telepathically read, possessed, or otherwise mentally manipulated. Those that attempt to manipulate his mind, regardless of their psychic prowess, will be assaulted with heavy migraines and bleeding at the nose, with continued attempts at his mind resulting in concussions and even aneurysms. Merritt may allow the influences of a psychic if he so desires. His willpower against such attacks is absolutely unwavering. If Mathew himself is a psychic, he may penetrate these protections provided he can overwhelm the will of his target. [b]Power Sense[/b][hr] [b]Tier 1:[/b] When Supers use their powers, they release an anomalous waveform which can be detected by other Supers, allowing Supers within their proximity to detect the magnitude of abilities they've used. When within reasonable distance of another Super [i](about sight-range if there are no walls)[/i], if they use their powers Mathew can tell the magnitude of the power they just exerted and, in general, where these powers were used. Notably, he cannot tell if another Super is holding back, and he can only judge how powerful they are by what he's sensed them do so far. [b]Tier 2:[/b] Along with the above, Mathew can sense when a Super is holding back, though he cannot discern how much they are withholding. Moreover, he can tell what Type they are if they use a Type ability while near him, and sense if it is an Aberrant if not a Type. Finally, he can tell not only when a power is used in his proximity, but when a power is about to be used. If another Super has the Low Frequency: Tier 1 Mutation, he can sense them as if he were using Power Sense: Tier 1. Similarly, Merritt may use detection powers such as precognition, remote viewing, and so on against those with Low Frequency: Tier 1. [b]Tier 3:[/b] Mathew can sense Supers within his proximity whether or not they have recently used their powers, and can sense exactly how powerful they are. Similarly, when he does sense a Super, he becomes aware of exactly what their powers are capable of, down to their minute details. Merritt can also sense what Mutations they possess. If another Super has the Low Frequency: Tier 1 Mutation, Mathew can supersede their protections. If another Super has the Low Frequency: Tier 2 Mutation, he can sense them as if he were using Power Sense: Tier 2. [b]Low Frequency[/b][hr] [b]Tier 1:[/b] When Mathew uses his powers, he naturally emits an anomalous waveform that can be detected by other Supers, who can also tell how powerful the feat he just performed was. He is now immune to detection via Power Sense: Tier 1 or any other form of detection, such as technology, blood tests, or otherwise. Moreover, any other information powers which attempt to discover him or his activities will fail, such as precognitive abilities, remote viewing, and so on. [b]Tier 2:[/b] Mathew is now immune to detection via Power Sense: Tier 1 and Tier 2. If he is detected by another person who supersedes these boundaries, Merritt can become aware of the fact that he was detected, and any information which they know about him, he is also given about them, such as their relative strength, the kinds of powers they have, and so on. Merritt may also allow himself to be detected via Power Sense: Tier 1 and Tier 2 if he so desires to receive this information. [b]Tier 3:[/b] Mathew is immune to detection via Power Sense: Tier 1, Tier 2, and Tier 3. If he allows himself to be detected by another through these abilities, he becomes aware of the fact that he is detected, and any information which they seek out about him, he is also given about them. Merritt is given information concerning them before they comprehend any of the information about him. He has the ability to camouflage his own waveform, making others believe he is stronger or weaker than he actually is, that he has completely different powers, that he has weaknesses he doesn't actually possess, and more, so long as they would have been able to detect the information he's falsifying. This ability also works for the purposes of blood tests, technological power tests, and so forth. [b]Natural Harmony[/b][hr] [b]Tier 1:[/b] When one attains their powers, their abilities naturally adapt around their psyche and personality to operate at their best functionality, given the constraints of the human mind. In doing so, he instinctively knows how to use his powers and their functions, and his powers will avoid incidentally harming him in the same way his mind prevents him from biting off his finger even though his jaw is strong enough. [b]Tier 2:[/b] Mathew's powers control far easier than they would normally. He will never have any trouble pushing his powers to their absolute maximum, nor will distraction, emotion, or exhaustion ever affect their or his own performance. Merritt's powers will actively avoid incidentally harming him or others if he wouldn't wish to harm them. Unlike most, he also has an encyclopedic knowledge of his power's limitations and the extent of their functions, making creative exercise of his powers much more readily available and increasing his tactical options. [b]Tier 3:[/b] Merritt's powers now move with the ease of a blink and swell with the effort of a breath. It is impossible for him to become exhausted by the overuse of his powers, and he possesses feasibly infinite stamina as far as his abilities are concerned. His ability to use his powers is utterly ruthless, and he possesses knowledge of every minute detail of his powers down to their slightest nuance, including how they may have been used in the past by a prior possessor, if such applies. He feels as if both himself and his powers were made for one another in mind, and it is by destiny that he has come to possess them. [b]Iron Mind[/b][hr] Mathew is cool-headed to the nth degree. His emotions never get in the way, he never becomes anxious to the point of making mistakes, and he is permanently immune to any and all mental health issues. Any he does possess when he acquires his powers are subsequently removed. Stressful circumstances, extreme danger, and even the effects of time on an unnatural lifespan will all have no degrading effect on his wellbeing, even if sustained for long periods. Moreover, his rational capacity for strategy, quick-thinking, and adaptability are dramatically improved, beyond what a human mind might be capable of in all of these departments. What would traumatize others falls off his back like water. [b]Painkiller[/b][hr] Merritt doesn't experience physical pain in the way an average person might. Rather than being indicated by extreme sensation of discomfort, pain is instead indicated to Mathew by a light, undistracting fizzing sensation in the affected area, allowing him to operate at full capacity completely unabated by even the most dire injuries. A different sensation, like an itch, occurs if what he is doing will exacerbate an existing injury. All of this combined allows him to experience and respond to pain rationally while still keeping his priorities and survival in mind. That, and it allows Mathew to endure things most men have nightmares about and take it like a true ironman. [b]Linguist[/b][hr] Merritt knows every language that is currently spoken on Earth with the fluency and articulation of a masterful native speaker. He may acquire similar knowledge of any language not included in this array via contact between his and a native speaker's linguistic organ; for instance, he could learn sign language or braille by touching the hand of someone who does, or any oral language through lip contact, et cetera. This can apply to languages the human body isn't even equipped to properly replicate. We don't have gas valves, chittering carapaces, and so on, but this mutation allows Mathew to effectively replicate all of these with his mouth if need be. [/sub][/color] [/indent] [/hider] [color=#DD0000][sub][b][u]P A R A G O N A B E R R A N T S[/u][/b][/sub][/color] [indent] [color=#969696][sub][b]Aeon [i](Mag. 19)[/i][/b][hr] Mathew is fundamentally, causally, and anomalously incapable of death, and is unaffected by time, age, disease, physical or mental damage, or any other type of interference. His mind, body, spirit, and powers are truly and utterly immutable by any and all means, even against those of unstoppable godlike power incomprehensible to the human mind. On a causal level, he is prevented from entrapment for any unreasonable duration. His physical body now represents the pinnacle of the human form in every respect, with intellect, physique, and beauty incomparable to any mortal. Merritt's memory and mind are supernaturally perfected, meaning he will never be driven mad or senile by his infinite lifespan. If he ever desires it, he may die of his own volition, and may return to life if he should ever see fit. Mathew can see any and all paths to victory; that is, he can see the adaptable steps he would need to take in order to achieve any possible goal, and he possesses the human capacity to execute any of these steps perfectly, except anomalous or supernatural feats using powers that he doesn't actually have, such as flying around the world without the power of flight, or lifting a car without the aid of superhuman strength, etc. Notably, if a goal is not possible for him to achieve with the abilities at his disposal, he will be unable to see a path to victory. This power can process hundreds of billions of possible futures in mere attoseconds based on the most minute of actions, and can calculate a comparable number of paths to victory for him, allowing him to choose which path to victory creates a superior end scenario, rather than merely seeing the end goal to its completion. He may chain paths to victory together, such as a path which leads to the defeat of an enemy, and then subsequently the supposition of their resources for himself, so that he does not create scenarios in which he is cornered by his own abilities. Even such eventualities as time travel or otherwise cannot disrupt this ability's prediction. If desirable or necessary, his powers can direct his body on autopilot, so that the only error he can possibly make is in what goal he chooses to pursue with utter, ruthless perfection. [/sub][/color] [/indent] [color=#DD0000][sub][b][u]R E S O U R C E S[/u][/b][/sub][/color] [indent] [color=#969696][sub][b]Entropium Bodysuit [i](Elemental)[/i][/b][hr] The suit that Mathew wears, while seemingly made of steel or some other mundane alloy, is actually made out of Entropium since it possesses a suite of thermodynamic properties that make it nearly indestructible when not under very specific electromagnetic conditions. This means that unless he happens to be conducting specific alternating current frequencies across his suit, the effects of heat, cold, rust, acids, erosion and deteriorating forces of any kind will leave this suit totally unaffected. It is hydrophobic, lipophobic, and airtight meaning it does not become wet and is nearly impossible to sully. It is infeasible to tear, cut, or otherwise damage it without truly absurd forces applied to it, and it absorbs shock to a degree unmatched by any mundane material. Moreover, it is nearly immune to the effects of time; if a suit that will last several hundred million years without so much as a patch job is in Mathew's shopping list, Entropium may be the ideal material for his costume. Its base temperature cannot be altered unless specific alternating currents are run across it, meaning that it is always out-of-the-dryer warm or spring rain cool in even the most extreme conditions. In its purest form, this metal is nearly impossible to thread or refine, so it is doped to allow for supersuits to be made with it. Of course this suit Mathew wears has also been upgraded with several technological additions such as a nuclear fusion powered anti-grav propulsion system that he uses for flight, and an internal H.U.D system that allots him several vision modes, real-time target identification, and much more. Other than that, the only other thing he's had replaced is the wiring, using an infusion of Metanon Silk instead of the traditional copper, iron, or steel. Finally, Mathew wears a brown overcoat over it all. [b]Assets[/b][hr] Mathew is boldly one of if not the wealthiest individuals on Earth. He has several trillion dollars at his disposal, and a twelve-figure passive income that he uses to pay for both his suit and base of operations. How he came into such wealth exactly is anyone's guess, as Mathew himself definitely isn't telling, but now his only consideration is what to do with it all; dispensing private islands as party favors, purchasing million-dollar mansions in every nation on Earth, commissioning a veritable army to see to his defense, and purchasing small countries for the sake of convenience should he forget his passport are all within the realm of possibility. [/sub][/color] [/indent] [/quote] [/hider]