Noctis Cape
Tier 1: 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.
Tier 2: 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.
Morbidity Limit
Tier 1: 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.
Tier 2: 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.
Core Instinct
Tier 1: 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.
Tier 2: 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.
Power Lock
Tier 1: 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.e. years, decades, or even lifetimes).
Tier 2: 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 - for example - 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.
Tier 3: 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.
Mental Blocks
Tier 1: 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.
Tier 2: 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.
Tier 3: 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.
Power Sense
Tier 1: 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 (about sight-range if there are no walls), 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.
Tier 2: 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.
Tier 3: 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.
Low Frequency
Tier 1: 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.
Tier 2: 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.
Tier 3: 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.
Natural Harmony
Tier 1: 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.
Tier 2: 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.
Tier 3: 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.
Iron Mind
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.
Painkiller
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.
Linguist
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.