Metahuman

The Metahuman is a beyond the limits of a mortal human being, a god amongst the regular human beings as they stride above them. In the Atlas Coalition there are two ways to become a Metahuman. The rich and powerful can utilize a substance called Gene Five, which is taken from the genetic material of Hyperion V, while the underground markets in the slums and Resistance Colonies have to make do with a Synthetic version known as Gene Negative Five. These substances are the only method of enabling Genetic or Cybernetic Modifications, and Gene Five is an incredibly valuable resource. Currently, only a select few know how Gene Five is actually produced, whilst Gene Negative Five is created in back alleys as a poor imitation copied off another imperfect copy of real Gene Five.

Health
Hit Dice: d8 per Metahuman Level

Proficiencies
Armor: Light and Medium

Weapons: Light and Medium, Simple and Martial Melee

Tools: One of your Choice

Languages: One only

Attack DC: 8 + Proficiency + Str/Con Mod

Saving Throws: Constitution only

Starting Equipment

 * Reinforced Jacket or Padded Armour
 * 9mm Pistol or .357 Revolver
 * 20 Rounds of Pistol Ammo or 15 Rounds of Heavy Pistol Ammo
 * Simple of Martial Melee Weapon
 * 2d4 x 10 Atlas Dollars

Metahuman Evolution and Powers
As a Metahuman, you have a unique level progression that sets you apart from your colleagues. Mainly, you have no starting bonuses- no Saving Throws, no Skills, no extra languages, no ASI bonus, no weapon proficiencies and no Heavy Armour proficiency. This is for a reason. Metahumans have a resource they gain as they level up called 'Evolution Points' (EP). When you gain EP, you can choose to use it or save it for your next level up, where you can spend it and any more you gain from level up. With these points, you can purchase Metahuman Abilities. Metahuman Abilities are the main strength of the class, and can be either Passive or Active. Passive Powers are 'always on,' meaning they cost nothing and are always in effect. Active Abilities meanwhile need to be turned on by the player, and usually have limited uses.

Metahuman Origin
Metahumans have to come from somewhere. That somewhere is Gene Five in one form or another. Gene Five in its purified form is stable and will not cause defects. Gene Negative Five, a synthetic form created in back alley labs, is not stable at all. Gene Negative Five will cause Genetic Defects, which will affect them in and out of combat greatly. The choice of origin will decide the Subclass of the Metahuman, the amount of Evolution Points they have available

Gene Five
If a Metahuman is Modified with purified Gene Five, they are not affected by any defects and have access to the full potential of their genetic abilities. This places them into the Stable Metahuman subclass.

Gene Negative Five
If a Metahuman is Modified with Gene Negative Five, they are instead cursed by Genetic Defects. This places them into the Unstable Metahuman Subclass.

Metahuman Powers
One of the parts of being a Metahuman is the inhuman capabilities that your increased potential allows you to tap into. There are two types of abilities, Active and Passive. Some Active Abilities will have Passive benefits as well as an Active benefit.

Powers become available at different levels, and are split into different categories. Some powers cannot be taken together, as they both affect the same part of the body differently.

Heart Modifications
The Secondary Heart Modifications allow the Metahuman to push their circulatory system beyond any reasonable measure, allowing them to fight harder and longer in the most extreme of conditions.

Secondary Heart
Costs 2 Evolution Points The Secondary Heart modification is exactly what it says- the Metahuman grows a second heart. They require the food and water of two human beings, and with this newfound power, the Metahuman gains the following abilities.
 * Passive- The Metahuman is knocked unconscious and stable when reduced to 0 HP, and only needs to make Death Saves if they are attacked while unconscious.
 * Passive- If the Metahuman is subjected to an attack or effect that would reduce them to 0 HP for the first time after a Long Rest, they instead are reduced to 1 HP. This cannot be repeated until they finish another Long Rest.

Dual Heartbeat Cycling
Requires Secondary Heart, Quadruple Lung and 5th Level.

Costs 3 Evolution Points Dual Heartbeat Cycling allows both hearts to work in tandem, meaning each heart only has to beat half as much to sustain the same blood flow. This allows the Metahuman to push themselves to massive lengths in physical situations, doubling their blood flow without straining their heart(s).
 * Passive- You now have 12 levels of exhaustion- each level of exhaustion is only worth half a regular level, and you don't feel any effects until you have two levels.
 * Active- You can push yourself to extreme levels in combat, allowing you to reach extreme effectiveness. Once per Long Rest, you can push your Dual Hearts to the limit, allowing you to enter a Combat Rush as a bonus action. You require twice the amount of oxygen to function in this state. Your Rush lasts for one minute, and while active you have double your regular movement, Advantage on Dexterity Saves, +2 to your AC and you have an Additional Action. While in this state you have Vulnerability II to Poison Damage, as your rapid blood flow allows it to course through you far quicker than a regular human. When you do not have a Rush available, you can attempt to Rush again but at a risk. You must make a Constitution Save each turn you are in your additional Rush, starting at DC 12 and increasing by +3 each additional turn you remain in a Rush. On a Failure, you suffer Cardiac Arrest and drop to 0 HP, ignoring any Secondary Heart bonuses.

Powerful Heartbeats
Requires 9th Level and Secondary Heart.

Costs 2 Evolution Points Your hearts become a powerful tandem force, remaining strong even in the most lethal of situations.
 * Passive- You can now fail an additional Death Save before you die, and Succeed on one less to Stabilize.
 * Passive- Your Constitution Score increases by 1.
 * Active- You can now continue functioning even when you are literally dying. When you are are reduced to 0 HP, you can choose to remain conscious and continue fighting. You make Death Saving Throws as per usual, but you can continue moving and attacking. If you fail and lock all of your saves, you immediately fall over and die. You can enter this state a number of times equal to your Constitution Modifier, but after each use you gain a level of exhaustion.

Unstoppable Hearts
Requires 13th Level and Powerful Heartbeats.

Costs 2 Evolution Points Your hearts never give in, and will keep beating through all injuries and near death experiences.
 * Passive- You gain an additional +2 Death Saves, and you can Critically Succeed on an 18, 19 or 20 on the d20.
 * Active- When you enter a dying state but choose to remain upright, when you would be killed you are instead knocked unconcious and do not suffer the failed save from the strike. If you are on 4 failed saves and take critical damage, only one of the failed saves is negated by this effect. While unconscious, you are still dying and must make Death Saves at the start of your turn.

Tertiary Heart
Requires 15th Level, Multi Lungs and all Secondary Heart Upgrades.

Costs 2 Evolution Points Your grow a third heart, bringing your circulatory evolution to a peak. You now require triple the food, drink and (while in a Rush) oxygen that a regular human requires. But with this hunger, you also gain immense physical capabilities.
 * Passive- You can no longer be exhausted by sustained combat activities and lack of sleep.
 * Active- Your Combat Rush can now be used twice without penalties, resets on a Short Rest instead, and each DC addition is a +2 rather than a +3 when you choose to push yourself beyond your capabilities. While active, you also have +4 to your AC and now have Advantage on Constitution and Strength Saves.

Enhanced Lungs
Enhanced lungs allow the Metahuman to breathe in intense conditions and function at their regular performance.

Respiratory Filtering
Costs 1 Evolution Point Your lungs adapt to filter out airborne toxins and chemicals. You gain the following benefits.
 * Passive- You gain Advantage on Saving Throws against airborne poisons and effects. You also have Resistance III to the damage from those effects.
 * Active- As a Bonus Action, you can make yourself Immune to airborne poisons and effects for one minute. After doing this, your lungs need ten minutes to clean out the filters, which results in hideous coughing.

Aqua Lungs
''Requires 3rd Level. Cannot be taken alongside Quadruple Lung''

Costs 1 Evolution Point You grow an advanced membrane in your lungs that allow you to breathe in water, absorb oxygen and then exhale the rest.
 * Passive- You gain permanent waterbreathing.

Quadruple Lung
''Requires 5th Level. Cannot be taken alongside Pyro Lung or Aqua Lungs.''

Costs 2 Evolution Points You grow a second pair of lungs beneath your original pair, allowing you to breathe in twice the amount of Oxygen and severely increase your lung capacity.
 * Passive- Your breath hold timer is doubled, increasing from 1 + your Con Mod minutes to 2x that number.
 * Passive- You can inhale twice the amount of oxygen compared to a normal person, allowing you to breathe normally in low-oxygen atmospheres.
 * Active- You can inhale a massive breath of air and then exhale as an attack. Make a Constitution Check and add your Proficiency, and the target must make a contested Strength Save. On a Fail, they are knocked Prone.

Pyro Lung
''Requires 5th Level. Cannot be taken alongside Quadruple Lung.''

Costs 4 Evolution Points You grow an additional lung that generates a highly pyrophoric chemical. This lung does not 'breathe in,' but is filled with the volatile chemical instead.
 * Active- You can spit flame at your enemies in combat. During your Attack Action, you may breathe fire onto an enemy within 5ft of you as one of your Strikes. Your target must make a Dexterity Save against your Attack DC or take 2d8 + your Strength Fire Damage.
 * Active- You may also hurl a Fireblast at an enemy as a Strike. This requires an Attack Roll using Strength or Dexterity, and has a Range of 30 + 5 x your Strength Modifier in ft. This attack deals 2d8 Fire Damage.

Inferno Lung
''Requires 9th Level and Pyro Lung. ''

Costs 2 Evolution Points Your Pyro Lung grows stronger and more powerful, with the glands secreting the pyrophoric chemical becoming far greater in size and effectiveness.
 * Active- You can now hurl a massive fireball as an Action on your turn. You can target a point within the same range as your weaker ranged fireblast, and hurl a massive ball of flame that explodes violently, dealing 8d6 Fire Damage to all enemies within a 20ft radius of the point. You can only do this once per Short Rest.
 * Active- Your fire breath attack now covers a 30ft Line, but is blocked by Half-Cover or greater. It now deals 3d8 + Str or Dex.
 * Active- You may now add your Strength or Dexterity Modifier to the damage roll of your Fireblast.

Multi-Lungs
Requires 13th Level and Quadruple Lungs.

Costs 2 Evolution Points You grow a third set of lungs, giving you a total of six lungs. You can now breathe in three times the amount of air as a normal human being.
 * Passive- You can now sprint at full speed without making Athletics Checks or Constitution Saves against exhaustion for ten minutes straight.
 * Passive- Your breath hold timer is tripled, increasing from 1 + your Con Mod minutes to 3x that number.
 * Passive- You can inhale three times the amount of oxygen compared to a normal person.
 * Active- Your Knockdown Breath Attack now deals 2d8 Bludgeoning Damage, and can cover a 15ft Cone targeting all entities inside it. You have Advantage on the Constitution Attack Roll.

Saliva Modifications
Your saliva glands mutate, and begin to produce a highly potent toxin.

Venom Spit
Cannot be taken alongside Acid Spit.

Costs 1 Evolution Point You gain a powerful venomous bite, with your sickly green saliva containing toxins that can kill in moments.
 * Active- You gain a new form of unarmed attack- a Bite Attack. This attack uses your unarmed to-hit modifiers. The Bite Attack deals 1 Damage, and forces the target to make a Constitution Save. On a Failure, they take 3d6 Poison Damage and they must roll a d4. On a 1 or 2, they are Stunned. On a 3, they are Blinded and Deafened. On a 4, they are Paralyzed. They can repeat the Save at the start of their turn, and as an action on their turn. On a Success, all effects are removed. You can only make three successful Bite Attacks per Long Rest.

Acid Spit
''Requires 7th Level. Cannot be taken alongside Venom Spit.''

Costs 2 Evolution Points Your mouth drips with powerful Hydrochloric Acid, and your body adapts to accomodate.
 * Passive- You have Resistance II to Acid Damage.
 * Active- You can spit Acid at a target. Make a ranged attack roll (Range: 20/40) using your unarmed to-hit modifiers. On a hit, you deal 2d8 + your Strength or Dexterity Modifier in Acid Damage to the target, and they must make a Dexterity Save. On a Fail, they are coated in Acid and will gain a level of the Corrosive Burning Condition.

Blood Modifications
Blood for the Blood God Skulls for the Skull Throne Insulin for the Diabetics.

Acidic Blood
Your blood boils and warps in your system as it becomes a horrifying weapon of war in its own right. Requires 5th Level.

Costs 1 Evolution Points
 * Passive- You have Resistance II to Acid Damage, and you are Immune to Acid of your own making.
 * Active- When you take more than 15 points of damage in one hit, you can expend a Reaction to spray your acidic blood at all characters within 5ft of you. Enemies and Allies alike must make a Dexterity Saving Throw against your Attack DC. On a Failure, they take 3d6 Acid Damage or half as much on a Success. When you make this attack, you take 10 points of Slashing Damage.

Frostblood
Costs 2 Evolution Points
 * Passive- Your blood is now near identical to that of cephalopods, giving it a deep blue colour while oxygenated. This grants you Resistance II to Cold Damage, and you are able to comfortably survive without protective clothing at temperatures as low as -50 degrees Fahrenheit (-46 C) and with protective clothing you are able to survive at temperatures as low as -100 F (-73 C). While in lower temperatures, your skin takes on a blue hue.

Angel's Glow
Cannot be taken alongside Acidic Blood or Goldenblood.

Costs 2 Evolution Points Your blood evolves to contain an enhanced form of Photorhabdus Luminescens, also known as the 'Angel's Glow,' which is a strain of bacteria that contains antibodies, allowing for the bacteria to act as a form of disinfectant.
 * Passive- Your blood glows a light blue colour, and wounds you receive cannot become infected over time.
 * Active- Your blood can be used as a healing agent- one 'dose' of Angel Blood injected into the bloodstream will heal the target for 1 Hit Point and grant Temporary Hit Points equal to your Proficiency Modifier x d4. Angel Blood can be administrated via either syringe or via blood to blood contact. Blood to Blood contact requires an open wound on your target.
 * Active- As an Action, you can either inject an ally with a syringe or transfuse via blood to blood contact to administer Angel's Glow. The Angel Blood can be stored, but has a shelf-life of 24 Hours. This can be increased to 48 Hours if refrigerated.

Immuno-Supremacy
Requires 9th Level.

Costs 2 Evolution Points Your Immune System and White Blood Cells become incredibly powerful and adaptive, allowing you to purge diseases and toxins in a matter of moments.
 * Passive- You have Resistance II to Poison Damage
 * Active- As an action,you can purge your body of all manner of Disease and Poison. For the next minute, you are Incapacitated as you suffer all the side effects of your diseases and other contaminants. This process cannot kill you, but can leave you weakened or injured in bad cases.

Bone Modifications
The human skeletal system is the very framework of the body. Modifications to this can cause the human body to become far different and far more powerful.

Bone Marrow Stimulants
''Requires Muscular Hyperdensity. Cannot be taken alongside Titanium Skeleton or Hollow Bones.''

Costs 5 Evolution Points Bone Marrow Stimulants cause the bones to become far more efficient in growth and strength. With the proper stimulation, the human body can grow to staggering proportions and gain immense levels of Durability.
 * Passive- You grow 2ft taller and your size category changes to Large.
 * Passive- You gain an extra +2 Hit Points per Level Up.
 * Passive- Your Strength and Constitution increase by 2, and the maximum scores for both increase by 4.
 * Passive- While conscious, you regain HP equal to your Constitution Modifier every six seconds.
 * Passive- You count as Full Cover to anyone standing behind you.
 * Passive- You regenerate broken skeletal material at a frightening rate. When you break a bone, simply rest for a week and it will be fully repaired to its prior strength.

Titanium Skeleton
Cannot be taken alongside Bone Marrow Stimulants or Hollow Bones.

Costs 4 Evolution Points The Titanium Skeleton is exactly what it says. With careful genetic manipulation and a diet containing massive amounts of titanium, you have evolved a skeletal form coated in a layer of the powerful material. This allows you to shrug off insane hits without compromising your agility in combat.
 * Passive- Your Constitution increases by 2, and the maximum score increases by 2.
 * Passive- You can utilize your metallic structure as a weapon in combat. Your unarmed damage is permanently increased by one damage dice tier, and you deal extra damage equal to your proficiency modifier when you hit with an unarmed attack.
 * Active- You can attempt to utilize your metallic bones as a last-ditch shield. As a Reaction, you can use your forearms to block a massive attack. You automatically gain Resistance III to all of the attack's damage types, but you are automatically knocked Prone. 

Hollow Bones
Cannot be taken alongside Bone Marrow Stimulants or Titanium Skeleton.

Costs 2 Evolution Points Your bones become hollow and super-light, allowing you multiple large benefits at the cost of Strength and Constitution.
 * Passive- Your Strength and Constitution Scores decrease by 2, along with the maximum for both of those scores.
 * Passive- Your Dexterity increases by 2, and the maximum for the Dexterity stat is increased by 4 also.
 * Passive- Due to your body being far lighter than before, your muscles can propel you far quicker. You gain 5ft of Movement Speed, as well as a bonus 10ft to both jump height and length.
 * Passive- You have Vulnerability I to Bludgeoning Damage.
 * Passive- You now weigh significantly less than before, allowing you to move your weight far quicker. You have Advantage on Acrobatics Checks, your movement speed increases by 10ft and you no longer take any fall damage from falls of 90ft or less.

Muscular Enhancements
Muscle enhancements are the most common Metahuman abilities, and are the most applicable in combat scenarios usually. The Atlas Coalition favours these enhancements in all of their Metahumans, and they can be the obvious edge that Metahumans have over regular soldiers.

Muscular Hyperdensity
Costs 1 Evolution Point The initial muscular enhancement is Muscular Hyperdensity, which increases the muscle mass of a subject by a massive factor and allows them access to incredible strength even greater than their imposing stature would threaten.
 * Passive- You have Advantage on Strength Saves
 * Passive- Your maximum Strength ability score increases by 2.

Metahuman Durability
Costs 3 Evolution Points Your physical durability increases massively, giving you far greater survivability in lethal situtations than a regular human being.
 * Passive- While not wearing armour, your AC is equal to 9 + your Strength Modifier + your Constitution Modifier.
 * Passive- Each time you level up, you gain an additional +1 to your Maximum HP.

Super-Strong Fingers
Requires Muscular Hyperdensity.

Costs 1 Evolution Points Your finger muscles become extremely dense and powerful, allowing you to maintain your grip even in the most extreme situations.
 * Passive- You cannot be Disarmed in combat while you are not Incapacitated.
 * Passive- You can dig your fingers in and climb sheer walls with nothing but your inhuman might. You gain a 20ft climbing speed that functions even on smooth, normally impassable surfaces.

Leg Muscle Enhancements
Requires 5th Level and Muscular Hyperdensity.

Costs 3 Evolution Points Your leg muscles are increases to herculean proportions, giving you the ability to leap and run at heights and speeds that are unfair towards any Olympian athlete.
 * Passive- Your speed increases by 15ft.
 * Passive- Your Dexterity is increased by 2, and your maximum Dexterity score is increased by 4.
 * Passive- Your jump distance and height is quadrupled.
 * Passive- You have Resistance I to Fall Damage.

Arm Muscle Enhancements
Requires 5th Level and Muscular Hyperdensity.

Costs 3 Evolution Points Your arm muscles increase to levels that rival comic book superheroes. You gain the ability to outmatch any opponent in a battle of Strength.
 * Passive- Your Strength Score increases by 2.
 * Passive- Weapon Handling Scores are decreased by 2 for you.
 * Passive- Your unarmed damage increases by one damage dice tier.
 * Passive- You have Advantage on Strength Checks.
 * Passive- You count as one size larger for the purposes of pushing, lifting and carrying.

Superhuman Arms
Requires 11th Level and Arm Muscle Enhancements.

Costs 5 Evolution Points Your arms become like hydraulic machinery, and you are able to punch through armour plating as if it were paper.
 * Passive- Your Strength increases by 4 or by an amount that reaches your Maximum Strength Score.
 * Passive- You now count as two sizes larger still for the purposes of pushing, lifting or carrying.
 * Passive- Your unarmed damage increases by two damage dice tiers.
 * Active- You can clap your hands together violently in a Super Clap, spending an action and all of your movement that turn. This sends out a massive shockwave in a 25ft Cone in front of you, and all characters in the Cone must make a Constitution Save against your Attack DC. On a Failure, the character is Stunned until the end of their next turn and takes Thunder Damage equal to your unarmed attack damage. On a Success, they only take half damage and are not Stunned. You can make this attack a number of times equal to 1 + your Proficiency Modifier per Long Rest.

Superhuman Legs
Requires 13th Level and Leg Muscle Enhancements.

Costs 3 Evolution Points Your legs become extremely powerful, to the point where you can 'leap small buildings in a single bound.'
 * Passive- Your Jump Distance and height is doubled again from its already high power level.
 * Passive- Your movement speed is increased by another 15ft.
 * Active- As an action, you can make a Super Jump. When making a Super Jump, your Jump Height and Length is doubled again.
 * Passive- You have Resistance III to Fall Damage.

Biomagnetism
Metahumans, Magnetism, fun times.

Goldenblood
Cannot be taken alongside Frostblood.

Costs 2 Evolution Points Your blood takes on a metallic golden appearance, and contains chemicals that allow for increased clotting ability, as well as immense magnetic potential.
 * Active- You can remove an instance of the Bleeding Condition as a Bonus Action.
 * Active- Your blood contains high amounts of Rare Earth Materials, allowing you to take on highly magnetic properties. As an Action, you can reach out with your Magnetic powers and push or pull a metallic object within 30ft to a distance of 5ft x your Strength Modifier. The object must weigh no more than 20 pounds.
 * Active- As a Reaction, you can guide a bullet to its target. When you or an ally within 30ft of you misses with an attack roll, you can use your Reaction to grant them Advantage on their attack roll. You can do this a number of times equal to 1 plus your Proficiency Modifier, resetting on a Long Rest.

Magnetic Shift
Requires 5th Level and Goldenblood.

Costs 2 Evolution Points Your Magnetism Powers increase dramatically, allowing you to utilize them in a more offensive manner.
 * Passive- You are now metallic enough to be attracted towards magnets, watch out.
 * Active- You can now utilize your Magnetic Abilities to attack enemies. As a Strike as part of your Attack Action, you can project a Magnetic Field from your hand that scrambles electronics. This attack has a Range of 30ft, and deals 2d8 Magnetic Damage.
 * Active- As an Action, you can push or pull a small object weighing no more than 10 pounds within 30ft of you. It flies 90ft away from its starting location, and any character in its path must make a Dex Save against your attack DC. If they Fail, the object stops moving and both they and the object take 3d8 Bludgeoning Damage. If the item is being worn or carried, you must mke a contested Strength Check against the enemy carrying or wearing the item, and on Fail the distance it travels is reduced to 20ft. If they Succeed the Save, the object is not affected by your ability.

Auditory Enhancements
Auditory enhancements increase the capability of the ear, allowing the Metahuman to hear and react to events at impossible speeds.

Enhanced Auditory Processing
Costs 2 Evolution Points Your ears become immensely stronger, allowing you to pick up on frequencies normally far beyond human range and amplify sounds that no human would hear unless they were right on top of the source.
 * Passive- You can no longer be Surprised if you are not Deafened.
 * Passive- You have Advantage on any Perception check that involves hearing.
 * Active- You can stop and listen, allowing you to pick up on any auditory cues. When you take the Dodge Action on your turn, are not Deafened and an enemy successfully attacks you on their turn, you can expend your Reaction to cause their attack to miss.
 * Passive- As long as you are not Deafened, you do not have Disadvantage on Dexterity Saving Throws against effects you cannot see.

Echolocation
Requires Metahuman Reflexes

Costs 2 Evolution Points You can listen to sounds bouncing off of nearby objects and determine the shape of the area you are in.
 * Passive- While you are not Deafened and the area is not silent, you have 20ft of Blindsight.

Ocular Enhancements
Eye enhancements are some of the most effective combat and recon tools, allowing the Metahuman to see many hazards they would otherwise not know about.

Hyper-Reactive Pupils
Costs 2 Evolution Points Your pupils can now move at incredible speeds, and allow you to shift your focus in an instant.
 * Active- If you miss with an attack and have another attack available that turn, you can make that attack with Advantage. You can only do this once per turn.

Visual Range Expansion
Requires 9th Level.

Costs 2 Evolution Points Your visual range can now expand beyond visual light, allowing you to see infrared radiation and ultraviolet light.
 * Passive- You gain 30ft of Truesight. This only works while you can see, and does not grant you Darkvision.

Bioelectric Capabilities
Electricity is an unpredictable weapon, and storing it in the human body can be a daunting task. The result, however, is extremely powerful in more ways than one.

The Tesla Receptor
Costs 3 Evolution Points You grow a new organ that functions as a form of battery. Your bones grow copper 'wiring' that leads to this organ, and this allows you take electric shocks and store them within yourself for later usage.
 * Passive- You gain Resistance I to Lightning Damage, and you are immune to the extra effects of Lightning Damage while you are not at full Volt Charge.
 * Passive- You have a number of Volt Charges equal to Metahuman Level. You regain these charges over a Short Rest.
 * Active- You can expend Volt Charges to imbue your next melee strike with electrical charge. You deal an extra 1d8 Lightning Damage per Volt Charge you expend. Volt Charges are not consumed on a miss. You can only use a maximum number of Volt Charges equal to 1 + your Constitution Modifier on your turn.

Muscular Channeling
Requires The Tesla Receptor.

Costs 3 Evolution Points You can now use the power stored in your Tesla Receptor to charge your physical form.
 * Active- You can expend a Volt Charge to augment your muscles, granting you either Advantage on a Strength Check, an extra 10ft of movement, an extra 10ft of jump height or reduce push force taken by 15ft.

Electrical Regeneration
Requires 5th Level and The Tesla Receptor.

Costs 3 Evolution Points You can now utilize Volt Charges to heal yourself or others.
 * Active- You can expend one Volt Charge to heal an ally within 5ft of you for a total of 1d4 + your Constitution Modifier as a Bonus Action.
 * Active- If you have maximum Volt Charges, you can drain all of your Volt Charges over one minute as long as you are 'grounded.' Doing so will grant you the benefits of a Short Rest, although it will not refill your Volt Charges. If you expend Volt Charges in this way, you will need to finish a Long Rest to regain your Volt Charges.

Lightning Casting
Requires 5th Level and The Tesla Receptor.

Costs 2 Evolution Points You can now utilize your Tesla Receptor abilities over distances.
 * Passive- All of your touch-based Electrical abilities have a Range of 30ft.
 * Passive- While you have at least one Volt Charge, you deal a guaranteed extra 1d8 Lightning Damage when you land a melee strike.
 * Active- You can now hurl a bolt of Lightning that deals 2d8 Lightning Damage. This does consume a Volt Charge. This ability has a Range of 30ft.

Generator
Requires 7th Level and the Tesla Receptor.

Costs 3 Evolution Points You can now generate Volt Charges while in a desperate situation.
 * Active- You can generate a Volt Charge as an Action and take 15 points of Damage (no type) as you overstress your Tesla Receptor.

Bioluminescence
Your body begins producing chemicals that can emit light, letting you use it as a tool in combat and in social interactions.

Ocular Bioluminescence
Costs 2 Evolution Points Your eyes begin to produce these chemicals in the iris, causing your eyes to glow menacingly.
 * Passive- Your eyes emit dim light to a range of 5ft.
 * Passive- You can see in dim light as if it were bright light.
 * Active- You gain 3 Glow Charges on top of any others you may have. You can expend a Glow Charge as a bonus action to increase the brightness of your eyes, casting bright light in a 25ft cone in front of you and dim light out to a 60ft cone for one minute. While in this state, you have Advantage on Intimidation Checks against characters within 5ft that you are staring in the eyes.
 * Passive- You regain all Glow Charges on a Short Rest. This is the same for any ability that gives you Glow Charges.

Full Bioluminescence
Costs 3 Evolution Points Your entire body begins producing light, allowing you to utilize it in combat.
 * Passive- Your arteries and veins glow dimly, not shedding any light but are noticable to any casual observer.
 * Active- You gain 4 Glow Charges on top of any others you may have. You can spend 2 Glow Charges as a bonus action or reaction to increase your blood luminosity to incredible levels until the start of your next turn. You shed bright light in a 15ft radius, and dim light to 30ft. All enemies within the bright light have Disadvantage to hit targets other than you, and targets in the dim light have Disadvantage against you.

Radiance
Requires Ocular and Full Bioluminescence.

Costs 3 Evolution Points You can now channel your powerful radiance to your hand, allowing you to make use of tactics that previously required flash grenades.
 * Passive- You now shed bright light from your eyes to a range of 10ft, and dim light to 20ft. Your blood now emits dim light to a range of 5ft.
 * Active- You gain 5 Glow Charges on top of any others you may have. You can spend a Glow Charge as a Reaction to send out a flash of light at an attacker when they succesfully make an attack roll against you. This forces them to reroll their attack with Disadvantage, taking the lower roll. They also take Radiant Damage equal to your Proficiency Modifier.

Dermal Enhancements
The skin is the first layer of defense between a human and an attack. For a Metahuman, this is usually all they need.

Bulletproof Skin
Cannot be taken alongside Mimetic Skin.

Costs 5 Evolution Points Your skin hardens to the point that bullets become little more than annoyances.
 * Passive- You gain Resistance II to Piercing Damage and Resistance I to Slashing Damage.
 * Active- Once per Long Rest as a bonus action or Reaction, you can make yourself Immune to Piercing and Slashing Damage for one minute.

Fireproof Skin
Cannot be taken alongside Mimetic Skin.

Costs 4 Evolution Points Your skin becomes thermally insulated to the point where heat can barely injure you.
 * Passive- You gain Resistance II to Fire Damage.
 * Active- Once per Long Rest as a bonus action or Reaction, you can make yourself Immune to Fire Damage for one minute.

Flame-Shielded Body
Requires Fireproof Skin and 7th Level.

Costs 3 Evolution Points Your skin has become fireproof to the point that you are near impossible to harm with flames.
 * Passive- You cannot gain the Burning Condition.
 * Passive- Your Immunity to Fire Damage ability now resets on a Short Rest.

Mimetic Skin
Cannot be taken alongside Bulletproof or Fireproof Skin.

Costs 4 Evolution Points Your skin gains the ability to shift like that of a chameleon, and allows you the ability to blend in with your environment.
 * Active- While you do not move, you can use a bonus action to gain the Invisible condition. This lasts until you move or cancel it as a bonus action.

Self-Immolation
Requires 11th Level, Inferno Lung and Fireproof Skin.

Costs 4 Evolution Points When you concentrate to block out the burning flames around you, an inhuman change takes over your body. Your skin begins to secrete the same chemical that brews in your Pyro Lung, turning you into a violent pyre.
 * Passive- Your Pyro Lung and Inferno Lung abilities can now be directly channeled through your skin, meaning you can attack without obvious audible and visual cues.
 * Active- When you activate your Fireproof Skin, you are also wreathed in brutal flames. While you are in this form, you also have Resistance III to Cold Damage. Any individual that starts their turn within 5ft of you must make a Dexterity Saving Throw against your Attack DC for half damage. On a Failure, they take 4d6 Fire Damage. When you hit with a melee attack while this ability is active, you deal an extra 3d6 Fire Damage.

Cloaking
Requires 9th Level and Mimetic Skin.

Costs 3 Evolution Points Your skin evolves to the point where you can become truly invisible.
 * Active- As an action, you can make yourself fully Invisible even while moving. This effect ends if you move more than 30ft in one round, as moving too quickly makes you easily noticable.
 * Passive- You now have Sunlight Sensitivity, giving you Disadvantage on Attacks made while you or your target is in direct sunlight or bright light.

Exoskeletal Enhancements
In nature, exoskeletons are incredibly powerful defensive mechanisms that allow the creature to withstand relentless attacks. A Metahuman can use that power for defensive measures, or even as a weapon.

Chitinous Shielding
Costs 2 Evolution Points You grow a massive shield-like protrustion from the side of your offhand forearm that allows you effective protection against enemy attacks.
 * Passive- You have a Natural Shield that grants extra AC equal to your Proficiency Modifier.
 * Passive- Your left hand becomes useless, as it is grown into the chitin plating. You can no longer use two-handed weaponry of any form, or dual wield weapons.
 * Passive- The shield is large and spiky, causing it to be easily noticable in public. You have Disadvantage on checks made to hide in crowds or disguise yourself.
 * Active- You can use the Shield to make weapon attacks. The damage is one dice tier above your unarmed damage. You can also use it to make a shove attack as a bonus action, which will deal Piercing Damage equal to your Proficiency Modifier on a Success.

Lance Arm
Costs 2 Evolution Points Your weapon arm mutates into massive lance the length of your body, allowing you to make violent strikes while keeping a distance from your opponent.
 * Passive- You have a Natural Weapon that replaces your dominant arm from the elbow down. This weapon deals 1d12 Piercing Damage, and can pierce through opponents to attack enemies behind them also. It has a Reach of 10ft, and if you successfully land an attack you are able to make a Grapple check against the targets as a bonus action.
 * Passive- Your Lance has Hit Points equal to your Constitution Modifier multiplied by your Proficiency Modifier. It has an AC equal to your AC plus your Proficiency Modifier, and damage dealt to your Lance does not deal damage to you. If your Lance is destroyed, it regrows over a three day period. It is unusable until fully grown.

Evolved Lance
Requires 7th Level and Lance Arm.

Costs 1 Evolution Point Your Natural Weapon mutates, becoming a far more dangerous tool in combat.
 * Passive- Your Lance now deals 2d8 Piercing Damage.
 * Passive- Your Lance now only requires two days to regrow.
 * Active- You can now cause the Lance to partially detach from your arm, increasing your Reach to 15ft. You can do this to one attack per turn.

Monstrous Lance
Requires 11th Level and Evolved Lance.

Costs 3 Evolution Points Your Lance becomes a horrifying dripping nightmare of sickly fluids. It grows longer and meaner, causing you balance problems in combat but allowing powerful new attacks.
 * Passive- Your Lance now deals an extra 1d8 Poison Damage on hit, and your target must make a Constitution Saving Throw (DC = 8 + your Proficiency Modifier + your Strength Modifier) or become Envenomed. They can repeat the save at the start of their turn.
 * Passive- Your Reach permanently increases to 15ft, and your special attack now increases to 20ft.
 * Passive- Your Speed is decreased by 5ft.
 * Passive- Your Lance now regrows in a Long Rest.

Lance Javelin
Requires 15th Level and Monstrous Lance.

Costs 2 Evolution Points Your Lance becomes a Projectile of lethal proportions, allowing you to launch it through multiple enemies.
 * Active- You can launch your Lance at enemies, breaking it off your body and sending it flying 60ft through all who stand in its way. You launch the Lance in a 60ft line attack, and all enemies in its path must make a Dexterity Saving Throw. On a Failure, they take your Lance's maximum damage roll and are grappled by the Lance automatically. They are then forcefully moved along with the Lance to its resting point 60ft away from you. If there is already a target in that tile, they land prone in a surrounding tile. On a Success, they take half damage and are only moved 5ft away from you.
 * Passive- Your Lance regrows over a Short Rest.

Mind Modifications
The human brain is a powerful supercomputer, and even minor tweaks to chemical levels can change everything in a person. It could lead to strength and pain tolerance beyond any reasonable level, speed without compare, or even clinical depression. It all hinges on a few settings that the Metahuman can alter.

Metahuman Reflexes
Costs 1 Evolution Point You become far quicker, allowing you to dodge around attacks and weave through hazardous situations like a grim dancer.
 * Passive- While not wearing armour, your AC is equal to 9 + your Dexterity Modifier + your Proficiency Modifier.

Threat Identification
Costs 2 Evolution Points Your mind calculates and processes threats at an incredible rate, allowing you to predict enemy attacks and take approriate safety precautions before they even strike.
 * Passive- While not wearing armour, your AC is equal to 11 + your Intelligence Modifier + your Wisdom Modifier.

Hyperstrength
Costs 2 Evolution Points You can flood your muscles with incredibly powerful stimulants as you enter a desperate state voluntarily.
 * Active- Once per Short Rest, you can flood your muscles with stimulants and enter a frenzy for 5 rounds as a free action. While in this state, your Strength Score increases by 10 temporarily and every attack you make deals half damage as Bludgeoning back onto you. If you miss you take Bludgeoning damage equal to 1 + your Strength Modifier. You also gain Advantage on all Strength Checks made over this 30 second duration.

Lightning Reflexes
Requires 5th Level.

Costs 3 Evolution Points Your mind speeds up, allowing you to process and react to events faster than an average human.
 * Passive- You gain +15 to your Initiative Count.
 * Passive- The first Opportunity Attack against you on your turn has Disadvantage.
 * Active- As a reaction, you can gain +5 to your AC until the start of your next turn. You can do this 3 times per Short Rest.

Regeneration
Requires 13th Level and Powerful Heartbeats.

Costs 4 Evolution Points With the re-generation of human stem cells and growth hormones, the brain can allow the body to regenerate tissue at a rate that is literally unheard of.
 * Passive- If you start your turn with less than half your HP, you regain HP equal to 5 + your Constitution Modifier. This does not apply if you have 0 HP. If you have the Bone Marrow Stimulants Modification, this overrides that ability while below half HP.
 * Active- As an action, you can enter a healing trance. You consciously fire up all the regenerative properties your body has, causing your body to regrow everything at an advanced rate. Any missing limbs are regrown, any diseases or poisons are purged, all radiation damage is removed and you'll definitely need a haircut afterwards. Unfortunately, the process takes an entire week and requires the Metahuman to be monitored and fed the entire time, but the result allows them to literally sleep off being bisected.

The Hyperion Factor
Requires 20th Level and Regeneration.

Costs 5 Evolution Points Your Regeneration effect becomes near unstoppable, as you can condense a week's worth of healing into a moment of pure power.
 * Active- As a Bonus Action or Reaction, you can activate your Regeneration effect. The effects are instantaneous, and you instantly heal to full health, regrow all missing limbs and are cured of all status effects. For the next minute, you are under the effects of the Assault's Battle Rage at 20th Level. You then gain five levels of exhaustion. Once this effect ends, you are knocked unconcious for one full day, but do not lose any exhaustion levels. If you have any abilities that grant you extra levels of Exhaustion, you instead gain an amount equal to a lethal dose minus one. If you will take a lethal level of Exhaustion, you die of Total Organ Failure after your Battle Rage ends. Once you succesfully use this ability, you cannot use it again until you have fully recovered from its effects.

Hyperion Reflexes
Requires 17th Level.

Costs 2 Evolution Points Your mind becomes faster and faster at processing inputs, allowing you to identify and develop counter stratagies in the space of a heartbeat.
 * Passive- You cannot be surprised and have +20 to your Initiative Count.
 * Passive- You have Advantage on Opportunity Attacks.
 * Active- Once per Long Rest, you can activate your Hyperion Reflexes as an action. For one minute, you gain the Guarded Condition. During this minute, you cannot be Staggered, Grappled, Stunned or Restrained while conscious. This effect ends if you are Incapacitated.

Miscellaneous Modifications
Some Modifications are too extreme and strange to warrant a category, but are nevertheless extremely powerful.

Wings
Requires 5th Level and Hollow Bones.

Costs 3 Evolution Points You grow a pair of bird-like angelic wings, allowing you to take to the skies.
 * Passive- You gain a flying speed of 30ft. If you do not move at least 20ft on your turn however, you descend 60ft at the end of your turn.
 * Passive- You have Advantage on Dexterity Checks and Saves while airborne, but Disadvantage while on the ground.
 * Active- You can now perform a dive attack. When you move 20ft towards and enemy while airborne, you can descend to the ground using only 5ft of movement and make a melee attack roll against that enemy. This attack has Advantage. If you hit, it deals an extra +5 damage and the target must make a Strength Saving Throw (DC = 8 + your Dexterity Modifier + your Proficiency Modifier) or be knocked back 10ft.

Dual Wings
Requires 7th Level and Wings.

Costs 2 Evolution Points You grow another pair of wings to work in tandem with your original set, allowing you a drastic increase in speed and mobility in the air, at the cost of ground mobility.
 * Passive- Your flying speed increases to 45ft, at the cost of decreasing your walking speed by 10ft. You also no longer need to move any certain distance on your turn, as your two pairs of wings allow you to hover.
 * Active- With a powerful thrust from your wings, you can make a Power Takeoff as an action. All individuals within 15ft of you must make a Strength Save in which the DC is the same as your Dive Attack's. On a Failure, they take 2d6 + your Strength Modifier in Bludgeoning Damage and are knocked Prone. On a Success, they only take half damage and are not knocked Prone. After making this attack, you gain an extra 15ft of flight speed for that turn only.

Seraphim Wings
Requires 11th Level and Dual Wings.

Costs 5 Evolution Points You grow a third pair of wings, appearing as if you are an Archangel from an Abrahamic Religon. Your airborne agility and speed reaches unfathomable heights, and your ground manoeuvrability reaches rock bottom.
 * Passive- Your flying speed increases to 60ft and your walking speed decreases by another 5ft. When you take Bludgeoning Damage while on the ground, you must make a Strength Save or be knocked Prone. The Save DC is equal to half the damage if it is 20 or above, and equal to 8 if it is not.
 * Passive- You can now push your flying speed to maximum overdrive. When you Dash as an Action, your movement speed the next turn is also doubled (you cannot benefit from a Dash Action on that turn however).
 * Active- When you make a Dive Attack, you can instead make a Airstrike Attack. An Airstrike Attack consumes an entire action, will leave the Metahuman on the ground in the square their target was in and knock back all individuals in a 25ft cone by 10ft. The initial target is knocked prone automatically, and all other individuals affected must make the save instead.

Knuckleblades
Costs 1 Evolution Point You grow a set of natural weapons, a pair of dual claws around 6 inches long that extend from your knuckles. These are made of a bone-like fiber, and cannot be retracted.
 * Passive- You gain a Natural Weapon- the Knuckleblades. They deal damage equal to two dice tiers higher than your standard unarmed attack, and the damage type is Slashing.
 * Passive- The Knuckleblades have a HP count equal to your Constitution Modifier multiplied by your Proficiency Modifier. If they are specifically targeted by an enemy who can make such attacks, they can be destroyed. It requires a Long Rest to regrow your claws in this manner.