Sam Wilson (
sizeofyourbaggage) wrote2018-05-25 08:30 pm
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station 72 crau symbiote abilities
SYMBIOTE ABILITY
PHYSICAL/MENTAL SYMBIOTE ENHANCEMENTS
In general, the symbiote pushes the limits of its Host's body and supplements its ability to cope with stress. Hosts start at a baseline of being about 25% more mentally and physically capable then they were prior to merging with the symbiote. This includes increased immune system, quicker healing time, increased strength and speed, greater information recall, enhanced senses, and increased ability to process information. It also includes a telepathic connection to all other Hosts, as well as to the Nest itself, and a specific symbiote specialization that is unique to each Host. This specialization grew stronger and more complex the more a Host trained it and developed their relationship with the symbiote - Sam had reached rank three of his ability at the point he's taken from.
ENERGY/LIFEFORCE TRANSFERENCE - RANK III
RANK ONE
(+) Sam's able to use his own energy/lifeforce to heal injuries, illnesses, or fatigue of others - or use the energy/lifeforce of others to heal his own. His own immune system has been boosted to the point that it's really difficult for him to get sick, and his endurance and healing has been boosted to allow him to recover from injuries or fatigue an additional 1/4 quicker than normal.
(-) The only way to use this ability is through touch - Sam has to be touching whoever he's attempting to use it on. He also has virtually no control over this ability. If he touches someone who has a broken arm, guess what, he has a broken arm now. If he hasn't slept in three days and touches someone who's well-rested, now he's fine and they're exhausted. This ability is one-way and one-time only: if he heals someone's cold, he's stuck with that cold until it's run its course, and if he uses someone to heal his sprained ankle, he can't take it back. His ability will heal major injuries and illnesses, but nothing chronic or potentially fatal.
RANK TWO
(+) Sam's endurance and healing has been boosted further, allowing him to recover from injuries he heals an additional 1/2 faster than normal symbiote enhancement. The range for using his ability has increased somewhat, enabling him to use it from a distance of about 3 feet from a brood member, or about 1 foot from a host in another brood or a non-host. His level of control has a minor increase - he can now manage to only use enough energy from him or the other person to essentially "split" whatever ails one of them. One person's pneumonia becomes both of them having a head cold, a broken ankle on one of them becomes a sprained ankle on both of them, etc.
(-) Using his ability from a short distance isn't automatic, but it's also more difficult, and can result in headaches, nosebleeds, increased fatigue. The more serious the injury/illness/fatigue, or the more emotionally attached Sam is to the person he's using it on, the more automatic his ability is. If it's a cut on a stranger, he can pretty much ignore it - but multiple broken bones on a brood member or a close friend, and he won't be able to stop it. It's still one-way and one-time, and he's still unable to heal chronic or potentially fatal conditions.
RANK THREE
(+) Another boost to Sam's endurance and healing, allowing him to recover an additional 3/4 faster, and his range has increased to about 7 feet for brood members and 4 feet for non-brood members/non-hosts. He now has a lot more control over his ability and is able to stop it from happening most of the time. If there's a third person in range, Sam can now do a three-way energy split - any combination of healing one person completely using the energy from the other two, healing two people completely using the energy from the third, or splitting any illnesses/injures between all three of them. If he uses the energy from two people, he's now able to heal chronic as well as potentially fatal conditions.
(-) The further away Sam is from the other people, the harder it is to use his ability, and it can still result in headaches, nosebleeds, and increased fatigue. For close friends and seriously injured brood members, his ability is still automatic and will heal them if he touches them whether he likes it or not. Even with a third person, his ability is still one-time. Once he's finished the energy transference he's unable to go back and adjust it, or attempt to later use another person. He's still unable to heal chronic or potentially fatal conditions with only one other person.
DIAGNOSTICS
(+) Ability to "scan" people to assess where someone is sick/injured/etc and feel how bad it is.
(-) The scan is not specific and won't tell him "broken arm" or "poison" but he'll be able to feel "bad injury located in the arm" or "something off in the bloodstream." From there he'll have to use his own medical knowledge or the medical knowledge of those around him to extrapolate what it might be.
(*) Essentially he is a nice portable piece of medical equipment.
PAIN RELIEVER
(+) With finer control, Sam can hold back his ability to only take or give the pain or symptoms of an injury/sickness without actually healing it.
(-) The effect will last at most an hour.
(-) This comes with the risk of someone injuring themselves worse due to feeling no pain.
FAMILIARITY BOOST
(+) The more he uses his symbiote ability on someone, the more it's able to "recognize" them and their energy.
(+) This makes it a little easier to figure out and heal what's wrong with them from a short distance (around 1-3 feet depending on level of familiarity) rather than direct contact - no more headaches or increased fatigues on top of taking on their injuries.
(-) It also makes it harder to hold his symbiote ability back and keep himself from healing them even without the direct contact.
CHILL PILL BOOST
(+) While using his healing ability, Sam can activate a calming effect that makes the person feel more comfortable and at ease with him.
(+) This effect fades slowly after 5-10 minutes.
(-) The more serious the injury, the harder it is for him to activate the calming process - so if he's healing a bruise or a headache, it's easy to utilize and may last the full ten minutes, but if he's working with multiple broken bones and internal bleeding they'll take enough of his focus and energy that he might not be able to utilize it at all.
TELEPATHY - RANK II
(+) Increased control and clarity. Sam's mental shielding has increased, making it easier to control what he gives in and takes out. The clarity of his mental communication, especially feelings/sensations, has improved as well.
(+) Easier communication with nonbroodmates! No more headaches.
(+) Range has quadrupled from telepathy rank one.
(-) His connection with broodmates makes it more difficult to shield around them, and it's easier to accidentally bleed out clearer feelings and sensations.
(-) Other broodmates with rank two telepathy may result in an intense feedback loop.
(-) Technically a side effect of having Rank II symbiote ability but telepathy related; Sam will start to more deeply experience some emotional and thought process 'overlap' with his broodmates and the Hosts he spends the most time with.
TELEPATHY EXTENSION
(+) Sam can share his telepathy skill with another Host of lower telepathy rank for a short time, resulting in narrowing their connection with the rest of the Nest and quieting its "voices."
(-) As the connection to the rest of the Nest narrows, their connection broadens, resulting in a single shared brain space for as long as the skill extension lasts. (up to 15 minutes)
(-) This increases bleedover and can result in lingering confusion.
FLIGHT ENHANCEMENTS
(+) Improved vision and ability to process information, specifically related to the enhanced vision his goggles provided him.
(+) Lung modification. Sam is able to function at higher altitudes, including being able to pull more oxygen from thinner air and cope with colder temperature/decreased air pressure. Essentially he is able to fly at roughly the altitude of a fighter jet.
BRI • CONTACT @ PLURK