One A/Comment: Hi! Some of you guys have been asking for Jake's Powers, Sub-Ability, And Perks! So here it is!
——— Powers Jake has ———
Core Spider Powers: Superhuman Strength: Proportional to a spider, Allowing him to lift roughly 20 tons.
Superhuman Agility & Reflexes: Incredible flexibility & reaction speed, 10 times faster than an ordinary human, allowing him to dodge bullets.
Spider-Sense: A tingling sensation in his skull alerts him to danger, Aiding in evasion.
Wall-Crawling: Electrostatic cling allows him to stick to solid surfaces.
Accelerated Healing: Rapid recovery from, and high resistance to, physical injuries.
Enhanced Equilibrium: Flawless, superhuman balance.
Organic Webbing: He can produce webbing directly from his body.
——— Sub-Abilities Jake has ———
(New) Vehicle Control: The Sub-Ability to control, Any summoned Vehicles Jake Maxis wants to control. But Jake can only control Three Vehicles at a time. - Level I
(New) Vehicle Autofill: This Sub-Ability will automatically fill any Summoned Vehicles Jake Maxis had summoned. Jake's Sub-Ability can only Autofill Summoned Military Vehicles, And any Automobile Summoned Vehicles will not work. - Level II
——— Abilities, Perks, & Effects Jake has ———
Normal Perks: N-Perk: P1. Overkill
Effect: Allows the user to carry three primary weapons.
N-Perk: P2. Fast Hands
Effect: Allows the user to swap guns faster, Use lethal or tactical equipment faster, And throw back frag grenades.
N-Perk: P3. Team Link
Effect: Allows the user to see friendly teammates through walls & reveals a Fog of War circle around the user and teammates.
N-Perk: P4. Scavenger
Effect: Allows the user to resupply ammo & consumables from dead enemies.
N-Perk: P5. Tracker
Effect: Enemies leave behind a footprint trail.
N-Perk: P6. Quick Fix
Effect: Killing Enemies immediately triggers health regeneration. Capturing & holding objectives increases the health regeneration rate.
Bonus Perks: B-Perk: BP-1. JUGGER-NOG
Effect: I – Reduce status effect durations by 50%.
II – Armor Plates replenish 25% additional armor.
III – Increase maximum health by 100.
IV – Armor durability increased by 25%.
V – Instead of getting downed on a lethal hit, Armor is depleted, and health is reduced to 5.
B-Perk: BP-2. STAMIN-UP
Effect: I – Increase backpedal speed by 25%.
II – Immunity to fall damage by 75%.
III – Walk faster while aiming down sights by 10%.
IV – Use equipment while sprinting.
V – Remove sprint speed falloff.
B-Perk: BP-3. PHD SLIDER
Effect: I – Immunity to environmental damage while sliding.
II – Increased slide duration.
III – Immunity to self-inflicted explosive damage.
IV – Increased slide speed.
V – Falling from a large height will trigger an explosion. The size & damage increase the higher you fall.
Abilities (Tier I)
Tier I: Resilience & Survivability
Ability: R&S–1. Field Medicine (Passive) - (Triage)
Effect: Highly skilled in battlefield first aid, Capable of quickly stabilizing life-threatening injuries & correctly prioritizing the wounded under fire. - Level I
Ability: R&S–2. Regenerative Hide (Passive)
Effect: Skin is capable of hardening (Like cured leather or thin plating), And minor wounds heal almost instantly. This effect can be toggled on & off. - Level I
Ability: R&S–3. Radiation Sponge (Passive)
Effect: Can absorb significant levels of ambient radiation & use this energy to aid healing, Essentially making the user immune to typical radiation sickness. - Level I
Ability: R&S–4. Toxic Resilience (Passive)
Effect: Possesses complete immunity to all forms of Poison, Disease, and Chems (Such as Jet or Psycho). - Level I
Ability: R&S–5. Holo-Decoy Projection (Active)
Effect: The ability to project a single, Convincing holographic duplicate to draw enemy fire. - Level I
Tier I: Cognitive & Situational Awareness
Ability: C&SA–1. Clairvoyance (Passive) - (Medium Range)
Effect: The ability to "see" a real-time, three-dimensional map of immediate surroundings, revealing hostiles, traps, and hidden caches within a half-mile radius. - Level I
Ability: C&SA–2. Field Scan (Active)
Effect: Projects a 50-meter tactical ping, Instantly revealing all living entities as color-coded dots on the HUD for 15 seconds per burst. - Level I
Ability: C&SA–3. Uncanny Instinct (Passive)
Effect: Provides a +25% increase to reaction time, dramatically improves muzzle control & recoil management, and instantly identifies hostile intent in proximity. - Level III
Ability: C&SA–4. Mental Fortification (Passive)
Effect: Completely immune to Fear, Manipulation, And Intimidation attempts from others. (User can still feel fear, If it's strong) - Level I
Ability: C&SA–5. Weather Sense (Passive)
Effect: An uncanny intuition for dangerous weather patterns, Allowing groups to avoid Rad Storms or Dust Bowls. - Level I
Tier I: Combat Expertise
Ability: CE–1. Hydrokinesis (Active) - (Water Bending)
Effect: The ability to purify & control small quantities of water, A priceless asset in the wasteland. - Level I
Ability: CE–2. Cybernetic Reflexes (Active)
Effect: Neural enhancements boost reaction time, allowing the user to manually engage a slow-motion, high-precision targeting sequence (Operating like the V.A.T.S. system in real-time). This can be toggled on & off. - Level I
Ability: CE–3. Combat Focus (Active)
Effect: A short-burst ability that slows temporal perception for 3 Seconds, Allowing the user to execute multiple, high-precision actions sequentially (120-second cooldown). - Level I
Ability: CE–4. Lethality Calibration (Passive)
Effect: Mind automatically calculates the optimal shot placement for the most rapid neutralization of enemy targets. - Level I
Ability: CE–5. Quick Reload (Passive)
Effect: Exceptional muscle memory allows for sub-two-second reloads under extreme pressure. - Level I
Ability: CE–6. Marksman (Passive) - (Designated)
Effect: Grants uncanny precision with standard service rifles, Allowing reliable hits on distant or small targets, even when under stress. - Level I
Ability: CE–7. Unarmed Disarm (Passive)
Effect: The ability to swiftly & safely disarm an armed opponent in hand-to-hand combat without the need for lethal force. - Level I
Tier I: Specialist Field Operations
Ability: SFO–1. Breacher Specialist (Passive)
Effect: Proficient in forced entry, Encompassing the use of explosives, thermal lances, and mechanical tools to penetrate fortifications. - Level I
Ability: SFO–2. Heavy Weapons Specialist (Passive)
Effect: Proficient in the deployment, maintenance, and effective use of Crew-Served Weapons, such as Light Machine Guns (LMGs) and Anti-Tank (AT) weapons. - Level I
Ability: SFO–3. EOD Proficiency (Passive)
Effect: Certified skill in Explosive Ordnance Disposal (EOD), Meaning the user can safely identify, render safe, and dispose of various munitions & Improvised Explosive Devices (IEDs). - Level I
