Powers Classifications
Power Classifications (Original)
as presented on the old site forums
Avatar (AV)
When they are possessed by a spirit, most people are at the mercy of that spirit. But "Avatars" can not only remain in control of their bodies, but are able to use the magical powers of the spirit. A classic example of an Avatar would be the original Captain Marvel (Shazam!). See the "entities" discussion above for the gory details.
Sketch of Avatar ratings, based on capacity:
AV-1: Pretty weak. Any major spirit is beyond this level of Avatar to control, and such a spirit may decide that its host looks better as it.
AV-2 through AV-4
AV-5: Mutants with this level of the Avatar trait can carry some insanely powerful spirits or many little ones.
In any case, not all spirits are created equal. Take the difference between Aquerna and Champion. BIG gulf of power there.
Deviser (DEV)
Unlike the other types, "Deviser" is more of an umbrella term for a common aspect. Devisers can create technological devices that shouldn't work but do. The effects that they create can't be replicated when the device is copied, and often other people can't use the gizmo. (Babs "hmm, it looks like a physical focus, it smells like a physical focus")
Gadgeteers
"Gadgeteering" is a specialization of the Esper trait, one that must apparently be established when the Esper trait first manifests itself. No non-Gadgeteer Esper has ever 'learned' to Gadgeteer, though Sahar has managed to learn some near-Gadgeteer applications. To "Gadgeteer" is to instinctively know how to put mechanical and electronic devices together so that they will achieve a certain effect. Harry "TechWolf" Wolfe appears to be a mechanically inclined Gadgeteer, though he might discover a gift with electronics later, once he has a chance to explore his power more fully. Researchers will be watching. Gadgeteering seems to work on the design, repair, sabotage and jury rig levels. Gadgeteers find learning technical and engineering skills very easy, but having them also makes their tinkering sounder and more effective.
Gadgeteers vs. Devisers
How is a Gadgeteer different from a Deviser? Simple: A Gadgeteer can go to the Patent Office, while a Deviser can go anywhere BUT the patent office! (insert rimshot here). More accurately, Gadgeteers are limited to the normal Laws of Physics, while Devisers aren't; As long as the Deviser has a coherent theory of how the doo-dad works, it WILL work. But Gadgeteers don't have to worry about the sometimes spectacular 'melt-downs' that happen with Devises, and they can patent their inventions, as the designs will work for anyone. With Devises, the Deviser must create the gizmo, which they can then give to another to use. While it isn't routine, it isn't unheard of either, that a Deviser will also have the Gadgeteer trait. ("Bugs" of Poe Cottage is a Deviser/Gadgeteer)
Energizer (EN)
Energizers can tap into the Earth's electromagnetic field and store it in their body to discharge as they want. This effect is limited to electro-magnetic forces, but the phenomenon is very versatile.
Most super-speed types are a sub-type of energizer: their specialty is a sort of secondary nervous system that distributes energy to the muscles for improved speed and endurance. The secondary nervous system may also improve reflex and response speeds.
Esper (ESP)
The various grades and shades of Clairvoyance. Actually this is a far more useful and powerful category than most people realize, as it gives the Esper information that can be crucial, at the moment that it's most needed.
Levels and supplemental info is somewhat special for the esper type. Level defines how reliable and controllable the senses are:
Level 1: flashes arrive at unpredictable times, duration unpredictable, vision cannot be controlled.
Level 2: Mutant can trigger the sense deliberately, duration somewhat controllable, sometimes vision can be steered or targeted.
Level 3: All aspects of the sense are completely controllable.
Supplemental info is not assigned to letters: it is far too varied for that. More than anything else, it is these details rather than the level that describe how interesting and 'powerful' an esper is. A level 1 precog is far more interesting that a level 3 (range 0) clairvoyant.
Among the more common talents are:
Astral projector: (The astral body can fly swiftly to see and hear things very far away. If the mutant can see/affect dreams or the minds of living people, it may be a telepathic skill.)
Aura reader: (some people would like to make this a sub-category of telepathy)
Clairvoyant: (vision, but also applied to other "tele-senses")
Danger sense
Diviner: (Differs from a precog in that a diviner asks specific, focused questions.)
Dowser: (a finder that uses a physical focus to find (usually) natural resources)
Empathy: (some argue that this is a sub-category of telepathy)
"Finder": (many categories: object types, people, etc.)
Gadgeteer
Medium
New senses: (see gravity waves, smell zones of good & bad luck, hear the voice of trees)
Precog
Psychometrist: (a "post-cog," most commonly triggered by touching an object)
Reincarnator: (May overlap with "avatar." The esper version is usually limited to vision-flashes of the past life.)
Super senses: (telescopic / microscopic vison)
Exemplar (EX)
A mutant whose power slowly shapes their body according to an ideal that they've formed somewhere in their subconscious. This makes them stronger, faster, tougher, smarter, and usually (but not always!) cuter. More than anything else, exemplars represent the "ideal human" or perhaps the "next evolutionary step."
Level 1: Normal abilities, but body may be reshaped by the "exemplar effect." They're trim and strong, despite perhaps having a poor diet. This may shape people into alternate genders or give unexpected physical developments, without necessarily granting superhuman powers. Level 1 exemplars don't regenerate, but they heal quickly and are resistant to disease.
Level 2: Upper reaches of human physical and mental ability. The very tip-top of normal humanity may match or barely exceed them. They heal quickly enough that it is almost like a low-level regeneration.
Level 3: Just above human maximum in strength, agility, intelligence, etc. Better than any normal human, but not stunningly better. Their strength is much greater than human maximum, but they rarely exceed 500 or 600 in a dead lift. At this level, we begin to see true regeneration, but it is a slow regeneration.
Level 4: True superhumans. They break the 1000 pound lift barrier. At this level, the Exemplar begins to become 'bulletproof'- or at least, begins to be tough enough to stop .22 short rounds. Healing and regeneration is advanced (a serious knife cut may heal in an hour).
Level 7: The highest level of exemplar ever seen.
The exemplar effect:
The sudden alteration of the mutant's body toward a personal, subconscious ideal.
Physical package: (Hey, a package deal!) Most exemplars show physical improvements across a wide range: improved reflexes, speed, strength, endurance, durability; heightened senses, and occasionally ambidexterity. And, of course, a more attractive appearance.
Mental package: Similar to the physical package, most exemplars share a wide range of mental gifts. These may include: speed reading, improved memory (up to eidetic recall at higher levels), increased intelligence, mathematical skills (lightning calculator at higher levels), "danger sense," direction sense, and a "time sense".
Note: Mutants are usually exemplars in addition to having some other ability (energy projection, TK, etc.)
Gross Structural Dystrophy (GSD)
GSD is when a person's body changes permanently. As far as anyone can tell it isn't related to the Exemplar syndrome, but is genuinely a direct expression of their genetic code. Almost by definition, these powers cannot be turned off.
Healing / Regeneration (HEAL/REG)
These are similar abilities. Regeneration is limited to the mutants themselves, and is usually an unconscious action. Healing is the ability to cause others to heal or regenerate, and is usually under conscious control. Most healers are able to apply that ability to themselves. Note that some healers and regenerators are limited to affecting either wounds or infection/disease only.
Level 1: Close (clot) and sterilize wounds, disinfect, promote healing at double or triple speed. Ease fevers, hasten (x2 or x3 speed) recovery from illness.
Level 2: As above. Healing at the top speed of the healthiest normal human ever seen. Near-miraculous, without quite edging into unbelievable.
Level 3: True (slow) regeneration. Cuts close almost instantly, no trace in minutes. Major wounds stop bleeding, scab over very quickly. Limb regeneration in days (taking a few weeks for a major limb). Almost never sick. No allergies.
Level 4: Cuts close in seconds. Knife wounds (and low-caliber bullet wounds) are gone in minutes. Limb regeneration in a day. Aging may be halted.
Level 5: Faster than level 4. Knife wounds take 10-30 seconds to heal. There is modest protection even from critical wounds such as brain and heart injuries, although these may take longer and/or leave side effects (such as memory gaps).
Level 6: Knife and bullet wounds heal in seconds. Brain and heart wounds are almost never critical, though they may slow the healer down. Almost anything can be cured short of actual death itself (and even that may not be final until advanced decomposition has set in).
Level 7: (hypothetical so far) Harming such a being would be like trying to shoot or cut the ocean. An instant later, it has flowed back into place, and no damage remains.
High level healers will usually require huge amounts of energy to achieve the higher levels of healing. Healing at a lower level is much less draining.
Manifestor (MAN)
One of the stranger types, the Manifestor can temporarily bring a substance into existence, and often manipulate it. The obvious example here would be Beltane, but a less obvious one would be "Colossus," Piotyr Rasputin of the X-Men. He can "manifest" the "steel" that surrounds him, which he can manipulate to be stronger and almost indestructible. Effects covered more easily under other categories are not listed as being "manifested" (such as Mega-girl's TK shell, which is probably 90% TK and 10% "other stuff," but usually gets listed as a pure TK power). Many other manifestation-like effects are usually classified as TK variants (pyrokinesis, cryokinesis).
Over half the manifestors create armor, weapons, or tools. The first classification of the manifestor is the 'durability' of the produced substance. This is matched against several other scales (such as the TK), to indicate the strength needed to alter or damage the manifested material:
Force to Dent
Level 0: < 1 lb
Level 1: 50 lbs
Level 2: 200 lbs
Level 3: 1 ton
Level 4: 5 tons
Level 5: 20 tons
Level 6: 100 tons
Heat to Damage
Level 0: sparks, embers
Level 1: big cigarette lighter
Level 2: Bunsen burner on high
Level 3: flamethrower
Level 4: volcanic heat
Level 5: surface of the sun
Level 6: atomic heat
Next involves the link to the caster themselves. Creating armor for yourself is useful, creating armor at will that you can pass around to equip an army is far more useful.
a: Always connected to the body (merged with body)
b: Can stretch away from the body (but contact remains)
c: Completely separate and independent from body
The last category is usually omitted, except for the weirder cases. Some manifestations have independent intelligence: almost a sort of summoned being. Perhaps this is some stranger ability, but due to its rarity it gets lumped under the already-rare classification of "manifestor."
(omitted): Simple physical substance
x: Pre-programmed reactions
y: Animal level independent behavior
z: Human level (or higher) independent operation
Shifter (SH)
These mutants have a powerful psychokinetic ability over their bodies at the very molecular level. There is apparently some connection between the Shifter syndrome and the exemplar syndrome, but shifters vary rarely display exemplar traits.
Shifter classification codes, based on effect:
u - unstable shifts: body(part) reverts from shift to some natural form
t - toggle shift: a set number of forms exist and the body shifts back and forth between them
i - one way shift: each shift ends with a new 'final' product that is stable
f - full form shift: no partial changes possible, form moves from one complete to the next
p - partial form: capable of shifting a limb, skin, or any major part of the form
r - refined:capable of shifting a very refined portion of the form
a - appearance: shift is appearance only, the actual make-up of the person remains same
n - functional: internal organs and body chemistry adapt to serve new form
c - complete: the new form is completely unique from the previous, and fully functional in any way (only type c of the a/n/c grouping mimics powers and innate talents)
s - stimulus: shift is triggered by an external stimuli
w - controlled: shift is controlled through willpower or some directed means
m - mass constant: mass remains constant during shift
l - localized: mass varies within a limited range using external objects to comprise difference
e - extended: mass varies within a limited range, not taken from an outside source
g - irregular: mass fluctuates from form to form without limit
Level 1: limited to first stage (u, f, a, s, m) in at least four of the following: number of forms, amount of body that can be changed, functionality, control, or mass limitation (and not meeting req's of 4+).
Level 2: limited by at least three categories as above (and not meeting req's of 4+).
Level 3: limited by at least two categories as above (and not meeting req's of 4+).
Level 4: minimal rating for a shifter showing one classification: i, r, or l
Level 5: minimal rating for a shifter showing classification: e or c
also minimal rating for classification showing both: i and r
Level 6: minimal rating for a shifter showing classification: g
also minimal rating for a shifter showing all three of: i, r and c
Finally, if a shifter can shift to gain powers in another category (for example, if they can shift to become as strong as a Level 4 TK, or duplicate the feats of a Level 3 exemplar), then they are given at least that level in shifting power.
Telekinet (TK)
Besides moving objects, Telekinets can also do far more subtle things, such as setting things on fire, freezing them, or controlling electricity. TK levels are measured in both strength and control, as in TK-3c. Sometimes a range is added: TK-4b-50 is limited to 50 yards of controllable range. The tables below should all you to generalize to non-listed types, like cryokinesis and other elemental variants, magnetic fields, control of gravity, etc. It is also fairly common for the talent to be focused on, or limited to a particular type of physical object: Super-powerful hair, whips or chains that obey your guidance, mechanical octopus arms grafted to your body: stuff like that.
Strength -- Telekinesis:
Level 0: lift/move < 1 lb
Level 1: lift 1 - 50 lbs
Level 2: lift 50 - 200 lbs
Level 3: lift 200lbs - 1 ton
Level 4: lift 1 ton to 5 tons
Level 5: lift 5 tons to 20 tons
Level 6: lift 20 -100 tons
Power -- Electrokinesis:
Level 0: sparks
Level 1: small arcs
Level 2: painful arcs
Level 3: lethal arcs
Level 4: power line strength
Level 5: megawatts of power
Level 6: power the eastern seaboard
Power -- Pyrokinesis:
Level 0: embers
Level 1: big cigarette lighter
Level 2: Bunsen burner on high
Level 3: flamethrower
Level 4: volcanic heat
Level 5: surface of the sun
Level 6: atomic heat
Dexterity -- Telekinesis:
a: boxing gloves
b: wearing oven mitts
c: human dex., clumsy
d: fine embroidery
e: microscopic control
f: chemical control
g: molecular control
Control -- Electrokinesis:
a: no directional control
b: right quadrant, usually
c: like shooting a gun
d: trigger individual circuits
e: control integrated circuits
f: totally control electronics control
g: electronics god
Control -- Pyrokinesis:
a: no directional control
b: right quadrant, usually
c: like shooting a gun
d: melt parts of a machine
e: flame-craft fine parts
f: control some chem. reactions
g: transmutation of matter
Telepath (TP)
Mind readers often have strange limitations on their abilities.
Package Deal Psychics
A "Package Deal Psychic" is a mutant who has the Esper, telepathy, and PK talents, all at once. Mindbird of the Betas is a "PDP." Unlike the more conventional Esper, telepathy, and PK talents, this appears to be a single trait, though one aspect will be favored over the others. Also, PDPs manifest "mainstream" applications (clairvoyance for the Esper, mind-reading for telepathy, levitation for PK), rather than the more exotic applications. Still, PDPs can learn to apply their talents in ways that can mimic the more exotic applications. While almost all PDPs have the mental talents associated with the "Exemplar Package Deal," no Package Deal Psychic has ever manifested the whole Exemplar trait. Furthering the mystery, most PDPs fall into one of two physical categories- either they are extremely healthy, athletic, attractive individuals who could easily be mistaken for a low level Exemplar, or they are very poor physical specimens who can't get in shape no matter how hard they try. Those who study Mutant Bio-Physics find this syndrome very confusing.
One very strange part of this particular puzzle is that the first mutant with the modern meta-gene complex, Gian Han, was a PDP. However, the PDP package was quite rare until recently.
Warper (WRP)
These mutants have the ability to warp the 10 dimensions to achieve various effects. While the classic Warper is a teleporter, Warpers can also warp time, make things larger and smaller and so on. Warpers are usually specialize very heavily in a particular effect.
Warper classification codes, based on effects:
d: density change
e: electromagnetic interaction
g: gravitic interaction
i: interdimensional movement/transfer/effect
l: teleportation
p: probability interaction
r: 'reality' warping
s: size change
t: time travel/interaction
v: energy effects that are NOT covered by the 'e', 'g', 'i', or 'r' codes
x: other warper effects not yet covered by the standard codification
Warper classifications, in addition to the standard 'WA', have a power level, which is based on the strongest (or only) Warper effect. After the power level, there is a codification letter for each Warper efect, which is followed by an 'i' (internal effects only - limited to within the body of the Warper and 5 cm outside the body), 'e' (external effects only - limited to effects at least 5 cm from any part of the body), or 'b' (both - effect can be internal and/or external, not necessarily at the same time). If there are multiple effects, they are placed in order from strongest to weakest, following the power level (and a colon separator), and are separated by semicolons. The '5 cm' rule is arbitrary, but based on general observational research performed over many years.
Wizard (WIZ)
These mutants have the ability to tap into a magical force and manipulate it at levels far beyond non-mutant sorcerers. This does not always mean that they have great CONTROL, just that they can tap into these forces, Fey and Chaka are Wizards that tap into different fields.
Wizard classification levels, based on general ability:
Wiz-1: A mage at this level can manipulate some things with magic but anything more than a kleenex or tableware takes a lot of concentration to handle.
Wiz-2: Less concentration required for the above, plus able to mess with real intuitive magic instead of needing formulas and books, but still only the lightweight stuff like lighting a candle or putting said candle out without touching it.
Wiz-3: Intuitive magics are easier, but the mage still needs to really concentrate to achieve anything concrete (so to speak). Some with this rating can be formidable mages if they are smart and plan carefully.
Wiz-4: Now we're getting dangerous without all the preparations, spells in books or on parchment. At this level a mage can actually manipulate some of the natural energies around him/her. That isn't saying they can do it well, or safely, but they can do it.
Wiz-5: Uh oh! This one is definitely one to watch. Spells from books, scrolls, inscriptions, etc. are easily memorized, and manipulation of the surrounding elements is almost instinctive.
Wiz-6: Unknown.
Wiz-7: Based on an esoteric power curve rating that is taken from the effects the mage has on his/her surroundings. DEFINITELY one to be carefully watched. At times - from a safe distance. A lot of mages in this category tend to self destruct for some reason. They can pull in phenomenal amounts of power, but can't always get rid of it in time.
Higher-? This is in the range of "You have GOT to be kidding me!"
The above are general guidelines, at best. Mages have an annoying habit of defying categorization levels, which gives power testers no shortage of difficulty.
In addition, while most mages may not be Exemplars, they do possess Exemplar-level intelligence.
Conclusion
Remember, these types aren't cut and dried, they're ways that the faculty has developed to describe what they're dealing with. Blends and Crossovers are more the rule than the exception. For instance, Chaka can tap into the Earth's geomagnetic field and use it to enhance her Ki, so she is both Energizer and Wizard, as well as being an Exemplar.
Feel free to add, adjust, or comment on this as you see fit.
End Maggie Finson's Entry
EDIT: Switched heat entries in a couple places for 'atomic heat' and 'surface of the sun.' Atomic heat is more intense, but the original had the reverse.
EDIT (12/06/08): Made some minor formatting adjustments throughout; added information to the WIZ section (with some slight alterations from Maggie's original post); and alphabetized the common ESPer talent entries in the ESP section.
EDIT (12/06/08): Moved the primary information to the first post of the thread.
EDIT (02/05/09): Added information to the Avatar section from one of JG's posts. Plus, made minor formatting changes throughout.
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Created2015-10-23
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Last modified2020-03-23
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