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A superhero roleplaying guild set in the world of Worm 

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Over Yandere
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PostPosted: Sat Apr 15, 2017 10:12 am



          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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PostPosted: Sat Apr 15, 2017 10:13 am



          P O W E R x R A T I N G S
              HOW STRONG YOU BE, HUH BUTTERCUP?

        Number ratings are how much of a threat you pose to the general public; and what steps should be followed if you would need to be contained, detained, or otherwise killed. Think of it as the "Code Red, Code Blue, Code One, Code Two" for the Wards and Dragon Teeth members of each city and the general civilization. These numbers follow each of your classifications, showing how strong you are in each; it goes without saying that the higher your number in the classification, the more danger you pose with those specific powers.


            【 1 】Poses a threat only just above human norms, an unexceptional individual may be able to cope with the ability or walk away unharmed from an altercation where the abilities in question were leveraged. The ability should be assumed to be a non-threat and need not be identified if other matters prove more pressing.

            【 2 】An alert, exceptional, well equipped, or trained individual should be able to answer or address the ability in question, but it can prove problematic. Team members are reminded of standard countermeasures and should put these measures in effect when there are no pressing other matters.

            【 3 】Civilians, even alert or fit civilians, will not be able to handle the ability or abilities in question. Several trained individuals may be required to deal with the situation. Care should be taken to remove civilians from the area and discourage them from participating.

            【 4 】One full squad of trained operatives should be able to deal with this situation alone, but exceptional circumstance, context and environment may bias things one way or the other.

            【 5 】Additional countermeasures come into effect based on the threat's power classification. A typical parahuman or one parahuman assisting a squad of Dragon's Teeth operatives should be able to deal with the power in question. Operatives can engage until assistance arrives.

            【 6 】 A typical trained parahuman or one parahuman assisting a squad of operatives should be able to deal with the power in question. Operatives should postpone engagement. Parahumans and operatives should assume that traditional actions are going to be met by a complication. Acquiring further intel is recommended where possible, but not mandated.

            【 7 】Parahumans should engage in pairs or trios at a minimum, two fully equipped squads should be deployed. Acquiring further intel is mandated, all acting parties should shift to the defensive or delay until intel can be acquired.

            【 8 】Evacuation of civilians should take priority for all squad members. Engaging should be avoided outside of specific missions and tasks. Parahumans should engage only when supported by their team to ensure a minimum of complications or danger.

            【 9 】Assume extreme complications, with standard tactics not applying, or the power in question having an additional factor that exaggerates its effect. Parahumans and DT operatives should evacuate where possible, and should only engage when a specific mission and strategy has been outlined.
            Major countermeasures should take effect.

            【 10+ 】In the event of a serious confrontation, additional teams or specific high-rated individuals should be called in to manage the crisis.

        x
 

Over Yandere
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Over Yandere
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Obsessive Lover

9,150 Points
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PostPosted: Sat Apr 15, 2017 10:22 am


Power Acquisition
At character creation you will be granted six [6] points to to distribute between power categories of your choosing. These numbers indicate your preference for power categories and the amount of points given to a category represents the relative strength of the power granted by those categories. However they do not guarantee that you will get certain powers as those are largely defined by your trigger event. After you have assigned your points across your chosen categories the power moderator will then roll a certain bonus die behind the scenes depending on how many categories of powers you chose. Those break down as follows: Putting points into only one category will receive a bonus of one six sided die [1D6], picking only two categories will grant a bonus to both classifications of one three sided die [1D3], and three categories will grant a bonus of one two sided die [1D2] to all three. Choosing four or more categories of powers means that you will not receive bonus points as you have the trade off of more variety.

    Case 53 / Anomalous Trigger
    If you want more specific powers than just gearing the power mod in a chosen direction and using your trigger event to temper it further, you can guarantee a certain kind of power by choosing the option of having an anomalous trigger aka becoming a new case 53. Those that undergo this process will suffer from power based deformities that leave them altered and in many cases inhuman looking. You will most likely be entirely unable to lead a normal life after and if you should choose to be a villain you will not be able to utilize anything that takes advantage of a civilian identity as your presence will be easily recognizable. Players may suggest their own mutations but tweaks may be made due to mod discretion. Note that you will not receive bonus dice if you go this route.


Trigger Event
A trigger event is the thing that actually causes you to manifest your powers. In layman’s terminology it is commonly known as the worst day of your life. Your trigger event is highly correlated to what kind of powers you will receive. That is: what’s happening, your psychological state, environmental conditions, and the events leading up to and during the event will work to determine what powers you get. That being said the easiest way to think of this is that physical trauma will produce physical based powers, while emotional/mental trauma will produce mental based powers.

After picking your preferred power categories you will need to write a trigger event for your character. After submitting your power categories and your trigger event the power mod will craft a fitting power or powers for your character. Please allow up two days for this process to be completed before trying to get in contact with the power mod. If you receive no reply please contact another mod.

    Acquiring Powers In Role Play
    Except under circumstances deemed okay by the mod staff for the purposes of arcs NPCs will not be allowed to trigger. However for those that choose for their RPC to be a non cape aka a human rather than parahuman the option to trigger is still available albeit harder. If you would like to trigger and acquire powers please contact the powers mod for a discussion on your character and their triggering. Be prepared to offer a summary of how you intend for your RPC to trigger and who will be assisting you as you may not trigger IC as a result of NPCs save for during an arc and with preapproval.


Manton Effect
The Manton Effect is a common tendency among powers to fail to affect living targets, first discovered by William Manton. All powers come with certain limitations - they might only target certain materials, have a limited range, limited precision, and so on. For most (but not all) powers, their range of effect stops at the outside of a person or animal’s body. Many of the exceptions are powers that only work on living creatures, such as certain Masters, or Panacea's biokinesis. This effect severely reduces the potential lethality of most powers; most telekinetics can't reach into your chest and crush your heart, most people who can create forcefields can’t create one through the middle of your body and cut you in two, most pyrokinetics can't generate fire inside your brain to instantly boil you, and so on.

Rankings
At the outset of character creation everyone assigns certain numbers to different power categories for their characters. These numbers represent your theoretical power ratings and are used to determine the powers you are granted. However within the world these ratings are used to denote how dangerous you are in the eyes of the government. Thus at set periods of one month your actions will be evaluated and your number designations may change. Note that this will not change your powers or their potency. Merely this reflects how dangerous you seem to be in character. It is possible to both increase in number rating or decrease depending on how you end up utilizing your power(s).  
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