su·per·pow·er
- /ˈso͞opərˌpou(ə)r/
What makes a cape different than a non-cape? Well the most glaringly obvious thing would be superpowers. From throwing fireballs, to reading minds, to ear shattering squeals, bending the laws of physics and time, or even the ability to make technology far beyong that of the current understanding; superpowers are definitely something unique to capes. Superpowers come in a variety of shapes and sizes, but below you can find the basic classifications that registered capes fall under, what they mean, and what triggers them.
Power classifications were originally established by the Parahuman Response Team; power classifications and the accompanying number ratings are used by the Government Parahumans and Dragon’s Teeth to quickly identify parahuman threats and adopt counter strategies, although other organisation use their system as well, including capes in India. Each classification is matched with a number, where higher numbers pose a greater threat but those are addressed later.
- M O V E R ::
- From one place to another
Capes of the Mover category have the ability to transport themselves and/or others to different locations via various means depending upon the specifics of their particular power. This can include such things as teleportation, enhanced speed, flight or the use of vehicles. The exact nature of these powers can vary quite a bit. As while some focus on high speed in a straight line, others might be slow to cover distance but be very good at evasion, or even grant the ability to bypass obstacles entirely by some means or another. Trigger events tend to produce mover class capes if they involve a drive to escape, flee, or run.
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- S H A K E R ::
- The homefeild advantage
Shaker powers cover a broader area and generally allow the user to assert some measure of control over the battlefield. Area of effect abilities are largely covered under this classification which may include such things as gas, explosions, forcefields, and ambient or radiated effects. Other shaker powers involve temporary alterations of reality and the environment. Trigger events which produce Shakers often involve some sort of environmental or ambient danger, often non-human or only abstractly human.
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- B R U T E ::
- Hit me with your best shot
Brutes are the archetypal "tank" type of Cape. They often have enhanced strength and durability, making them most dangerous when within melee range. They are also typically very difficult to put down in a fight. While the execution of these powers can be expected to remain fairly consistent across various Capes, their power source and fine details can vary. It is important to note that there are no known Brutes without at least some form of self-protection or enhanced durability. This is presumably so they do not end up killing themselves by using their power. This is achieved in any number of ways. Be it enhanced muscle mass, natural or energy shielding, skill based redirection or even enhanced healing. For Brutes, their trigger events often involve some form of physical harm.
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- B R E A K E R ::
- Aliens man, aliens.
Nearly all powers have some small element of Breaker to them: the innate defenses of parahumans that keep their own powers from harming them are generally Breaker powers. Powers that earn a true Breaker rating however are those that cause the user to alter their physical (and sometimes mental) state to something alien and power-generated.This altered state can have a singular benefit that breaks the defined laws of reality (as any power does, but centered around the parahuman’s capabilities) or a state that contains a suite of powers. The altered state may have costs when adopting it, costs to maintain it, or costs and complications in other forms. Breakers tend to arise from trigger events which either blur the line of mental/emotional harm and physical harm in an indivisible way, or from abstract stressors, hard to define threats, or otherwise ones difficult to explain.
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- M A S T E R ::
- You are getting very sleepy
Masters have the ability to control other entities. Either through manipulating others, or creating minions to do their bidding. They can do this through a variety of ways, including, but not limited to: The ability to create and control minions with a large amount of variations in size, control, amount, and exact method. The ability to control and sometimes enhance existing creatures, such as bugs, rats, or dogs. Animate otherwise inanimate objects, create copies of oneself and the power to create projections. This also includes powers that control other people passively or directly, either directly or by manipulating emotions or attitudes. Masters are some of the most feared parahumans of all and it is not unknown for a kill order to be placed upon any who prove willing to use their powers to take control of other people. Masters arise from trigger events involving isolation, alienation, exile or betrayal.
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- T I N K E R ::
- Behold my marvelous creation!
Tinkers can create devices or alter existing devices well beyond usual restrictions of education, knowledge, resources, and/or physics.They are distinct from other parahumans in that their powers don’t work through them so much as they enable them to fabricate things. Most Tinkers have a specialty, an area of technology in which they operate either exclusively or better than others. Tinkers are among the most flexible parahumans, as a typical Tinker can artificially assume any number of other classifications depending on specialty, in addition to drawing inspiration from the powers of other parahumans or the work of other Tinkers. It is also worth noting that this knack for technology is not limited only to traditional technology. It can also include more exotic things like biotechnology. Tinkers arise from problems without solutions that take place over long periods, culminating in a crisis moment.
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- T H I N K E R ::
- Mind over matter, always
Thinkers have powers relating to knowledge, skills and enhanced perception. These powers are often used for information gathering in some manner. These powers can manifest in a number of varying ways from having a "danger sense", supernaturally acute senses, enhanced intuition, stealing the learned skills of others and so on. Thinker powers do not necessarily make an individual smarter, although increased intelligence is considered a Thinker power. It is also worth noting that actual mind reading has been ruled an impossibility, although some of the more potent Thinker powers might allow you to trick people into believing you are reading their mind. Thinker is also a very common secondary classification, often in support of other powers to allow them to work properly. Trigger events usually produce Thinkers when the parahuman experiences large amounts of emotional and mental strain while a crisis point is reached in a short period of time.
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- B L A S T E R ::
- Burn baby burn, it's gone inferno
Blasters are parahumans that deal in ranged offensive attacks. The majority of these powers are damaging, but that is not always the case and these attacks can have a wide variety of effects. Blasters involve one or more types, which determine the amount, range, accuracy and power, among other factors; and an 'element', which determines the type of damage and any special effects of the shots. Blasters emerge from trigger events involving some sort animated, ranged threat: hostile others, approaching or attacking from a distance.
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- S T R I K E R ::
- Close combat is my middle name
Strikers are the other side of the coin to Blasters. Where Blaster powers work at range, Striker powers are close range. Either working within melee range or specifically being touch based. This can include a large range of different abilities, including, but not limited to: Empowering weapons or other objects, granting them unique qualities, the power to impart some sort of changed state on a target through touch, weapon creation and abilities that enhance melee strikes with a variety of effects and particularly short ranged forms of telekinesis, including pyrokinesis. It should be noted that enhanced strength is not a Striker power, but part of the Brute classification. Strikers result from immediate, in-your-face threats, usually a singular object or individual.
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- C H A N G E R ::
- Why, why are you blue?!
Changers can alter their form, appearance, or natural abilities through some form of manipulation of their own bodies. They exploit this in a various ways, including, but not limited to: The power to grow extra weapons or armor, the ability to streamline one’s body, allowing for improved movement and evasion, often used for infiltration. the ability to alter one's appearance or to alter one's human features and the ability to use self-targeted biokinesis, possibly to heal oneself. The Changer rating does not include new powers beyond natural weapons, armor, or durability. Changers arise from mental and emotional issues involving identity or body image, or from conflicts involving constraining social expectations.
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- T R U M P ::
- Stop hitting yourself, stop hitting yourself
Trumps have powers that can manipulate other powers in some capacity; altering, granting, strengthening, weakening or removing them entirely. It also includes parahumans that can adopt new powers. Some Trumps have powers that solely interact with the powers of others. Trump powers are very rare: only about three to five percent of parahumans have a Trump rating. A notable characteristic of Trump ratings is that they will always be connected to one of the other eleven classifications, albeit the exact relation can vary. Some powers can have a small Trump note, while others have the Trump aspect as the most noticeable, where the other rating is only a method of expression or even just a complementary factor. Trump powers only come about when a trigger event involves parahuman abilities as part of the trigger event stressor.
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- S T R A N G E R ::
- Welcome to the Twilight zone
Stranger abilities might allow the user (and sometimes their allies) to bypass defenses, mislead opponents, or to avoid notice. Some effects may not be patently obvious and can potentially be used in civilian guise. They can work through a variety of ways, listed below. Stranger powers are result of a trigger event involving a threat to emotional and mental security or social or collective pressure, often with a focus on unwanted attention.
- • Obscuring or altering the senses of others, including blinding, gas clouds, and holograms.
• Affecting the target's mind to distract or debilitate, using things like hallucinations and perception filters
• Allowing the user to disable, deny or repossess enemy equipment (and objects in general)
• Granting invisibility, stealth or different forms of camouflage.
• Imitating others in appearance, voice and mannerisms
• Enabling or benefiting surprise attacks
• Granting or enhancing skills and abilities while unobserved
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