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|[[Rosary]] ||Mover ?, Shaker ?|| Minor telekinesis
|[[Rosary]] ||Mover ?, Shaker ?|| Minor telekinesis
|-
|-
|[[Shadow Stalker]]|| Breaker 3, Stranger 2, Mover 1<ref>[https://parahumans.wordpress.com/2013/03/05/scourge-19-5/#comment-12048 Comment by Wildbow]</ref>|| Shadow state, intangibility.
|[[Shadow Stalker]]|| Breaker 3, Stranger 2, Mover 1<ref>[https://parahumans.wordpress.com/2013/03/05/scourge-19-5/#comment-12048 Comment by Wildbow in Scourge 19.5]</ref>|| Shadow state, intangibility.
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|-
|[[Shielder]] ||Mover 3, Blaster ?, Shaker ?|| Flight, same as Lady Photon, though with better forcefields
|[[Shielder]] ||Mover 3, Blaster ?, Shaker ?|| Flight, same as Lady Photon, though with better forcefields

Revision as of 21:30, August 21, 2016

Since parahumans began to appear in the 1980s and following the arrival of threats like the Endbringers, the Siberian and other villains, the need for a system of power classifications to be used by law enforcement, government and the media became clear. While initially used only for classifying Villains, this classification soon became used to gauge the parahuman capabilities of all capes - whether hero, Villain or Rogue.

When a new parahuman reveals their presence they are identified with one or more of twelve categories and a number in each one (usually between 1 and 10) to express the level of threat they offer to a PRT team. The scale does go beyond ten but that appears to be reserved for particularly dangerous or powerful threats. It should be clearly stated that ratings are subjective abstractions largely based on danger to the citizenry <ref name = "CM1">Private message by Wildbow, archived on SpaceBattles</ref>. Baring some objective measure from an ability, a individual para-humans rating may be, too low, too high or fail to account for other aspects of the para-human's abilities all together.

The categories are: Mover, Shaker, Brute, Breaker, Master, Tinker, Blaster, Thinker, Striker, Changer, Trump and Stranger.

Weld theorizes that the powers may have been named the way they were to facilitate memorization using the following rhyme: <poem> Mover, Shaker,

  Brute, Breaker, 

Master, Tinker,

  Blaster, Thinker, 

Striker, Changer,

  Trump and Stranger.</poem>

Powers which are inextricably linked, such as Dauntless' ability to empower objects (Trump) by touching them (Striker), are indicated with a slash ("Striker/Trump")<ref name = "PM1">Private message by Wildbow, archived on SpaceBattles</ref>.


Mover

A mover has the ability to transport themselves and/or others to other locations, by means of enhanced speed, teleportation, flight, vehicles or the like. PRT typically appends the mover classification with the specific type of capability, eg Mover: Teleporter.

Known Movers
Cape Classification Power Description
Acidbath Breaker/Changer (Blaster, Striker, Mover)<ref name="list"/> Acid manipulation: can turn into, sling, and move as acid
Aegis Mover ?,  Brute ? Flight, Extreme personal Biokinesis
Alexandria Mover ?, Brute ?, Thinker 6 <ref name="14.y">14.y - Interlude: Alexandria</ref> Extremely rapid flight, super strength, increased durability
Bambina Mover/Shaker 6<ref name="23.2">Drone 23.2</ref> Ricochets off hard surfaces at will, creating explosions at each point of contact. Can protect teammates from her own power.
Battery Mover 4 Short intervals of extreme speed and strength. Must charge between intervals and must not personally move while charging.
Black Kaze Mover/Striker<ref name="list"/> Teleport/speedster hybrid, telefragged anyone in-between departure and arrival
Burnscar Mover ?, Blaster ? Extreme pyrokinesis, Teleportation through open flames
Chariot Tinker/Mover?<ref name="9.1">Sentinel 9.1</ref> High speed flying suit
Damsel of Distress Shaker ?, Mover ?<ref name="16.x">Interlude 16.x</ref> Gravity blasts, high recoil
Glory Girl Mover ?, Brute ? Flight, some invincibility, super strength, aura of awe (allies)/terror (enemies)
Lady Photon Blaster 4, Mover 3, Shaker 3<ref name="WoG1">Edit by Wildbow</ref> Flight, light blasts, forcefields
Laserdream Mover ?, Blaster ?, Shaker ? Flight, light blasts, forcefields (light blasts are stronger than Lady Photon's, while forcefields are weaker)
Legend Mover ?, Blaster ?, Breaker ? Flight. Capable of attaining relativistic speeds when traveling in a straight line at the expense of conscious thought.
Leonid Thinker ?, Stranger ?, Mover ?<ref name="29.6">Venom 29.6</ref>

Slow teleportation/phasing by becoming sound.

Oni Lee Mover ? Duplication/Teleportation; teleports, duplicates are left behind, disintegrating in moments.
Purity Blaster 8, Mover 4<ref name="9.6">Sentinel 9.6</ref> Flight, absorb and emit light, fires destructive beams of light
Rosary Mover ?, Shaker ? Minor telekinesis
Shadow Stalker Breaker 3, Stranger 2, Mover 1<ref>Comment by Wildbow in Scourge 19.5</ref> Shadow state, intangibility.
Shielder Mover 3, Blaster ?, Shaker ? Flight, same as Lady Photon, though with better forcefields
Squealer Tinker 2, Mover 3<ref name="cast"/> Modified vehicles
Strider Mover ? Mass teleportation
Trickster Mover ? Teleportation. Can swap the locations of any two objects/people (including himself) within line-of-sight. The less similar in shape/mass/volume of the objects, the more difficult and slower the teleport.
Velocity Mover ?, Breaker ? Superhuman speed inversely proportional to strength

Shaker

A Shaker can affect a broader area, asserting some degree of control over the battlefield.  May include gas, explosions, forcefields, and ambient or radiated effects. Most wide-area-effect, forcefield and spacetime manipulation powers fall under the Shaker classification.

Known Shakers
Cape Classification Power Description
Annex Shaker ?, Breaker ?<ref name="24.1">Crushed 24.1</ref> "Enters" surfaces and permanently distorts them
Bambina Mover/Shaker 6<ref name="23.2">Drone 23.2</ref> Ricochets off hard surfaces at will, creating explosions at each point of contact. Can protect teammates from her own power.
Barrow Shaker <ref name="21.7">Imago 21.7</ref> Similar to Labyrinth, but cannot leave effected area.
Damsel of Distress Shaker ?, Mover ?<ref name="16.x">Interlude 16.x</ref> Creates poorly controlled storms of unevenly altered gravity, time and space
Golem Shaker ?, Striker ?, Inserts appendages into surfaces of a given material, corresponding replicas emerge from other surfaces of the same material with their speed of emergence inversely proportional to chosen size.
Labyrinth Shaker 12<ref name="19.7"> Scourge 19.7</ref><ref name="9.1">Sentinel 9.1</ref> Can exchange her surroundings for alternate dimensions
Lady Photon Blaster 4, Mover 3, and Shaker 3

Forcefield bubble and shaped forcefields

Laserdream Blaster, Mover, Shaker As Lady Photon, weaker forcefields
Marquis Shaker, Changer<ref name="cast">Cast Page</ref> Reshapes bone very rapidly
Mockshow Master/Shaker 6<ref name="9.1">Sentinel 9.1</ref> Animates inanimate objects into rhino-like constructs under her control.
Rosary Shaker ?, Mover ? Deconstruction and reconstruction of matter in thin, leaf-like sheets
Shatterbird Shaker? Large scale manipulation of silicon, allowing her to telekinetically control every piece of glass in a city.
Shielder Blaster, Mover and Shaker As Lady Photon, stronger forcefields
Starlet Blaster/Shaker 4<ref name="23.2"/> "Darts" of light which explode, then implode.
Skidmark Shaker 2<ref name="9.1">Sentinel 9.1</ref> Creates a layer of effect on flat surfaces that create a push towards one direction and corresponding resistance towards the other. Can be stacked repeatedly on the same spot(s) for increased intensity/magnitude of effect.
Tecton Tinker ? (Shaker ?)<ref name="24.1">Crushed 24.1</ref><ref name="18.5"/>, Thinker ?<ref name="18.5">Queen 18.5</ref> Architecture Tinker<ref name="18.5"/>.
Topsy Shaker Alters the direction but not magnitude of gravitational pull over a wide area
Vista Shaker 9<ref name="9.1">Sentinel 9.1</ref> Can bend, stretch, or compress space
Wanton Shaker ?, Breaker ?<ref name="24.1">Crushed 24.1</ref> Transforms into a telekinetic whirlwind
Winter Shaker Wide area effect that sapped heat from the environment, kinetic energy from moving objects and volition from biological life forms
Unnamed Shaker<ref name="30.2">30.2</ref> telekinetic with an emphasis on small objects
Unnamed Shaker <ref name="30.2">30.2</ref> created superheated "lasers" between two objects

Brute

A Brute classification typically indicates enhanced strength or durability, capes who are most dangerous in a melee and are typically very difficult to put down.  While the execution may remain fairly stable, the source of this power can vary.

Known Brutes
Cape Classification Power Description
Aegis Brute ?, Mover ? Redundant body and has a never ending supply of adrenaline
Alexandria Brute ?, Mover ?, Thinker 6<ref name="14.y">14.y - Interlude: Alexandria</ref> Super strength and invulnerability
Crawler Brute<ref name="I12">Interlude 12</ref> Extremely rapid regeneration; adapts to any injury with permanent physical changes that render him increasingly resistant and increasingly monstrous
Glory Girl Brute ?, Mover ? Super strong with a forcefield constantly surrounding her
Hatchet Face Brute, Trump Superhuman strength and durability
Hookwolf Changer 4, Brute 7<ref name="9.1"/> Surrounds himself with shifting armor of metal blades
King Brute, Striker ? Superhuman strength, automatically transfers all damage received to everyone he has touched in the previous 24 hours
Lung Brute 4-9, Blaster 2-6 <ref name ="I6">Interlude 6</ref> Regeneration. Becomes progressively bigger, stronger and faster-healing as the fight goes on
Weld Brute, Changer<ref name="9.1"/> Made of metal

Breaker

A breaker is one who has some ability to ‘break’ the natural laws of the universe as far as those laws apply to them. This is frequently a side effect of powers to prevent them from harming their owners. They typically have the ability to alter themselves to a different state in which they maintain different abilities.  Appends other powers, but only in this state.  Can also include general altered states.

Known Breakers
Cape Classification Power Description
Acidbath Breaker/Changer (Blaster, Striker, Mover)<ref name="list"/> Could turn into, sling blasts of, & move as tidal wave of acid
Annex Shaker ?, Breaker ?<ref name="24.1">Crushed 24.1</ref> "Enters" surfaces and permanently distorts them
Ash Beast Breaker ? Keeps his body in good physical condition. Described as "matter to energy and energy to matter".
Fenja Breaker<ref name="9.6">Sentinel 9.6</ref> ? Warps space so she is simultaneously bigger and attacks against her are weaker, increased durability and strength while larger
Menja Breaker<ref name="9.6">Sentinel 9.6</ref> ? Same as Fenja
Night Breaker 9<ref name="9.1">Sentinel 9.1</ref> Becomes an inhuman monster when out of sight
Scion Breaker ?, Unknown others
Shadow Stalker Breaker 3, Stranger 2, and Mover 1 Transforms into a shadow state
Velocity Mover ?, Breaker ? Is accelerated in relation to the world, but proportionally loses his ability to affect it
Wanton Shaker ?, Breaker ?<ref name="24.1">Crushed 24.1</ref> Transforms into a telekinetic whirlwind

Master

A cape whose powers allow them control others or the minions they create (be they humans, parahumans, animals, or specific objects). Varies from area (touch to long distance), number of beings affected (one being to nearly infinite), simple commands to absolute control and across a spectrum of time lengths and programming (short durations vs. indefinitely or programmed commands). Can be of pseudo-telepathic variety (there are no true telepaths except for the Simurgh) or require voice commands. The PRT typically designates Masters as the second-highest threat in any situation.

Known Masters
Cape Classification Power description
August Prince Master/Stranger 3<ref name="23.2"/> Cannot be deliberately harmed by anyone within range of his power
Bitch Master 5, Striker 5 Transforms dogs and wolves into strong monsters the size of vans, brain altered so she can naturally understand and communicate with dogs instead of with humans
Canary Master 8<ref name="I6"/> Voice lets her command humans
Cherish Master ? Emotional control. Can sense and control others' emotions on a city-wide range 
Crusader Master 6<ref name="9.1">Sentinel 9.1</ref> Creates ghostly replicas of himself
Echidna Master ?, Brute ?, Striker ? Can create controllable clones of  living creatures for duration of physical contact. Clones retain all memories from the originals with similar if not identical variations on their powers.
Glaistig Uaine Master 10+,

Trump 10+,

Can claim the powers of recently killed parahumans, then summon up to three "spirits" under her command, that are able to interact with the world and allow her to use their powers
Heartbreaker Master ? Emotional manipulation with potentially permanent effects
Mockshow Master/Shaker 6<ref name="9.1">Sentinel 9.1</ref> Animates inanimate objects into rhino-like constructs under her control.
Moord Nag Master ? Controls a giant shadow-monster that grows stronger by feeding on living things
Nilbog Master ? (>7) Creates life (non-human creations)
Parian Master 6, Shaker ? Telekinesis with a cloth specialization. Uses powers to animate cloth minions.
Prism Master ? Brute? Creates duplicates of herself that can be condensed back into one, giving the remaining one (the original) a temporary surge of superhuman strength and speed
Regent Master ? (>8) Can manipulate nervous systems. Limited to humans. Only minor movements initially, but with time may gain complete motor control over a victim
Skitter Master 8, Thinker 2 Absolute control of arthropods within a radius of about a quarter kilometer.
Teacher Master? Trump? Bestows tinker and thinker talents on chosen volunteers at the expense of their free will.

Tinker

Full Article: Tinker

Covers anyone with powers that give them an advanced grasp of science. Lets them make technology years ahead of its time<ref name="1.6">Gestation 1.6</ref>. They can intuitively create or alter many devices beyond the usual restrictions of knowledge, resources and physics. Tinkers are less dangerous when removed from their gear, but should not be assumed to be harmless.

Most tinkers have a speciality, something they’re particularly good at or something that they can do which other Tinkers can’t. A typical tinker can artificially assume any number of other classifications, depending on speciality. Speciality should be appended to the classification in every case possible.

Most Tinker devices require regular maintenance and can be controlled only by a Tinker (often the original creator), often prohibiting their creations from entering common use by society. It's usually impossible for a non-tinker to copy the process of creating tinkertech without shard guidance.

Known Tinkers
Cape Classification Power Description
Andrew Richter Tinker ?<ref name="I10.5">Interlude 10.5</ref>

Computer programming and AI development

Armsmaster/ Defiant Tinker ?<ref name="cast">Cast page</ref><ref name="1.6"/> Hyper efficient miniturization and combination of existing technology
Bakuda Tinker 6<ref name="I6"/> Explosives, ranging from standard ordinance to weapons that can have parahuman-like effects, slowing time, freezing an area, and the disruption of nervous systems, etc.
Bauble Tinker ? Glassworking and glassworking tools<ref name="22.2">Cell 22.2</ref>
Big Rig Tinker ? Designing drones that fabricate large construction machinery<ref name="22.2" />
Blasto Tinker 6 (sub: Master 5, Blaster 2, Changer 2, Brute 2)<ref name="19.y">Interlude 19.y - Blasto</ref> Botany, with a focus on hybridization with animal life and cloning
Bonesaw Tinker ? Human anatomy and modification
Cask Tinker 5, Blaster 1, Brute 2, Master 1, Trump 2 Produces chemical mixtures with a range of healing, transformative, deleterious and physical/mental altering qualities. Limited amounts at a time.
Chariot Tinker/Mover?<ref name="9.1">Sentinel 9.1</ref> Devices that help with mobility and/or rapid transit
Clay Shaker 4, Tinker 1, Striker 1 Creates a spray of liquid forcefield that quickly hardens and can be formed into rough shapes.
Cranial Tinker ? Neurology<ref name="22.2" />
Dodge Tinker ? Pocket dimensions<ref name="22.2" />
Glace Tinker ?<ref name="26.3">Sting 26.3</ref> Cryogenics and stasis<ref name="22.2" />
Hero Tinker ? Greatest Tinker to ever exist, part of the original Triumvirate. Power believed to be manipulating and enhancing wavelengths and frequencies.
Lab Rat Tinker ? Specializes in tinker drugs that turn subjects into monsters while storing their original state for when the transformation ends.
Leet Tinker 2 Can create anything, but rate of failure increases if the object is too similar or identical to one he's created before
Kid Win Tinker 4<ref name = "9.1">Sentinel 9.1</ref><ref name="cast"/><ref name ="3.3">Agitation 3.3</ref> Modular equipment
Mannequin Tinker ?<ref name="12.6">Plague 12.6</ref> Formerly biome, terraforming and ecosystems. Currently used for body modifications, turning various bod yparts into self-contained systems.<ref name="12.6"/>
Masamune Tinker ? Mass-reproduction of others' tech
Pyrotechnical Tinker ? A tinker focusing on flame manipulation, special effects, guns.<ref name="22.2" />
Saint Tinker 0<ref name="28.2">Cockroaches 28.2</ref> Use of Dragon's tech
Squealer Tinker 2, Mover 3 Modified Vehicles
String Theory Tinker ? Tinker favoring macro-scale doomsday devices, created objects had timers built in from start of creation process, with catastrophic misfires if interrupted.
Tecton Tinker ? (Shaker ?)<ref name="24.1">Crushed 24.1</ref><ref name="18.5"/>, Thinker ?<ref name="18.5">Queen 18.5</ref> Architecture and geology sense<ref name="18.5"/>.
Toy Soldier Tinker ? A powersuit user with a suit the size of a small building.<ref name="22.2" />

Blaster

A cape with ranged, offensive attacks of some form.  Can include blasts, thrown or moved objects, grenades.  Not always damaging, but generally deleterious.

Response varies greatly depending on the nature of the blaster.  At low levels, cover is highly recommended.  At higher levels, movement is a higher priority, and cover should be assumed to be useless.

Known Blasters
Cape Classification Power Description
Acidbath Breaker/Changer (Blaster, Striker, Mover)<ref name="list"/> Could turn into, sling blasts of, & move as tidal wave of acid
Allfather Blaster ?<ref name="list">Wildbow's Parahuman List</ref> Created mid-air portals from which to launch volleys of weapons
Ballistic Blaster ?, Striker ? Can accelerate an object to a set, bullet-like speed with a touch
Geomancer Blaster ?<ref name="list">Wildbow's Parahuman List</ref> Created streams of rubble
Starlet Blaster/Shaker 4<ref name="23.2"/> "Darts" of light which explode, then implode.
Burnscar Blaster ?, Mover ? Pyrokinetic
Flashbang Blaster ? Creates light grenades
Flechette Striker ?, Blaster ? Imbues weapons (crossbow bolts preferred) with effect that ignores all physical resistance.
Lady Photon Blaster 4, Mover 3, Shaker 3<ref name="WoG1">Edit by Wildbow</ref> Fires hard light blasts
Laserdream Blaster ?, Mover 3, Shaker ? Same as Lady Photon with more emphasis on offense
Legend Blaster ?, Mover ? Shoots beams of light that he can bend and split, with variable effects of his choice, e.g. freezing
Lightstar Blaster ? Slow moving projectiles that he detonates at will
Lung Brute 4-9, Blaster 2-6 <ref name="I6">Interlude 6</ref> Pyrokinetic. Becomes progressively more powerful as the fight goes on
Purity Blaster 8, Mover 4<ref name="9.6">Sentinel 9.6</ref> Fires beams of light
Shielder Blaster ?, Mover 3, and Shaker ? Same as Lady Photon with weaker blasts, more focus on shields.
Gregor Blaster ? Can manipulate his body to produce various chemicals

Thinker

Possesses enhanced knowledge, skills and/or perceptions beyond any reasonable norm.  Includes clairvoyance, precognition, skill acquisition, enhanced hearing and enhanced sight.

Thinker capes, all numbers assumed to be equal, take the highest priority in engagements. A frequent drawback for Thinker's is that overuse of their abilities lead to severe migraines. <ref name="14.y">Cockroaches 28.x</ref>

Known Thinkers
Cape Classification Power Description
Accord Thinker ? Superhuman problem-solving, intellect scales with the complexity of the problem
Alexandria Thinker 6, Mover ?, Brute ?<ref name="14.y">14.y - Interlude: Alexandria</ref> Perfect memory, heightened cognitive speed and planning
Contessa Thinker 10+ Can instantly determine the exact steps needed to accomplish any task and perform them accurately
Dinah Thinker ? Can calculate the probability of any event to an exacting degree and express it as a percentage
Floret Thinker ?, Shaker ?

Create and manipulate crystalline "buds," enhanced awareness and processing ability regarding fine detail.

Leonid Thinker ?, Stranger ?, Mover ?<ref name="29.6">Venom 29.6</ref>

Sound detection and manipulation, teleportation via sound waves

Number Man Thinker ? Complete mastery of numbers and probabilities.
Skitter Thinker 2, Master 8 Superhuman multitasking, extremely precise control of bugs; superhuman awareness of environment through sensory information received from bugs; Administration (?).
Tattletale Thinker 7 Can obtain information by making connections, essentially making superlatively good guesses that build on each other. (Intuition)
Tecton Tinker ? (Shaker ?)<ref name="24.1">Crushed 24.1</ref><ref name="18.5" />, Thinker ?<ref name="18.5">Queen 18.5</ref> Architecture and geology sense<ref name="18.5" />.
Uber Thinker ?

Instant mastery of any one learnable skill as long as he concentrates on it.

Watch Thinker ?, Mover ?, Striker ? Short-duration 360-degree X-ray vision uninhibited by shadows, walls or skin

Striker

A cape with the ability to apply some effect by touch or at point-blank range. Has a power that applies on physical contact. Often applies a changed state, like the breaker classification, but isn’t personal.  Melee range, including strength only without any durability, else it is classified as a Brute power.

The striker classification could include certain Breaker effects as they were applied to things other than the cape themselves, but not always. Other strikers included those who used energy weapons, those who had certain kinds of superstrength that weren’t accompanied by durability and those with pyrokinesis or such that didn’t extend more than a foot around them.

Known Strikers
Cape Classification Power Description
Acidbath Breaker/Changer (Blaster, Striker, Mover)<ref name="list"/> Could turn into, sling blasts of, & move as tidal wave of acid
Assault Striker 7

Absorption and redirection of kinetic energy, momentum and inertia on physical contact.

Ballistic Blaster ?, Striker ? Accelerates objects to supersonic speeds with a touch. The speed is set and he cannot alter it.
Black Kaze Mover/Striker ?<ref name="list"/> Teleport/speedster hybrid, telefragged anyone in-between departure and arrival
Brandish Striker 5,<ref name="WoG2">Edit by Wildbow</ref> Changer 1<ref name="WoG2">Edit by Wildbow</ref><ref>Comment by Wildbow</ref> Able to deal powerful strikes that can shear through steel
Clockblocker Striker 7<ref name="9.1">Sentinel 9.1</ref> Can freeze anything he touches in time; no control over duration of effect
Dauntless Trump ?/Striker (?, low)<ref name="PM1" /> Can slowly "charge" objects with different powers
Faultline Striker ? Can cut through any non-living material with a touch.
Flechette Striker ?, Blaster ? Imbues objects with breaker-like effects
King Brute, Striker ? Superhuman strength, automatically transfers all damage received to everyone he has touched in the previous 24 hours
Newter Striker ? All bodily fluids contain hallucinogens, stuns at contact.
Panacea Striker ? Can manipulate biology of others with a touch.
Rune Striker ? Touching an object lets her control it telekinetically
Watch Striker ?, Mover ?, Thinker ? Intangible hands used to cause internal injuries.

Changer/Shifter

Can alter their form, appearance, and/or natural abilities through some manipulation of their bodies.  Does not include new powers beyond natural weapons, armor, or durability.

Known Changers
Cape Classification Power Description
Acidbath Breaker/Changer (Blaster, Striker, Mover)<ref name="list"/> Could turn into, sling blasts of, & move as tidal wave of acid
Brandish Striker 5,<ref name="WoG2">Edit by Wildbow</ref> Changer 1<ref name="WoG2">Edit by Wildbow</ref><ref>Comment by Wildbow</ref> Can transform into an immobile ball of hard light<ref>Comment by Wildbow</ref>
Fog Changer 8, Stranger 3<ref name="9.1">Sentinel 9.1</ref><ref name="10.3C1">Comment by Wildbpw on Parasite 10.3</ref> Transforms into a living mist with varying solidity that erodes living matter
Genesis Changer 9 (misclassified) Creates a single solid image that can have powers of their own
Hookwolf Changer 4, Brute 7<ref name="9.1">Sentinel 9.1</ref> Transforms into a giant wolf made of whirling metal
Marquis Shaker, Changer<ref name="cast">Cast Page</ref> Reshapes bone very rapidly
Mush Changer 4<ref name="9.1">Sentinel 9.1</ref> Can change into a body composed of loose matter such as dirt
Weld Brute, Changer <ref name="9.1" /> Can change the shape of his body parts to form weapons

Trump

Can manipulate powers in some capacity, altering, granting, strengthening, weakening or removing them entirely, or has powers that interact solely with the powers of others. Can have different powers or effects based on circumstances.

Known Trumps
Cape Classification Power Description
Bonesaw Tinker ?

Trump ?

Biological/medical tinker. Trump rating for her ability to alter, suppress, and combine powers in her patients with varying degrees of success.

Citrine Shaker ? Trump ?

Can attune the laws of physics within a given area to arbitrary specifications. Given enough time, can thus dictate which parahuman powers will and will not work within her demesne.

Dauntless Trump ?/Striker (?, low)<ref name="PM1" /> Can slowly "charge" objects with different powers
Eidolon Trump 12 Can manifest virtually any power, but has only a limited degree of control over what it's going to be, has to wait for newly picked ones to power up to their full strength and can only manifest up to about three major powers or four minor ones at a time
Glaistig Uaine Master/Trump 12+<ref name="27.4">Extinction 27.4</ref> Can manifest up to three 'spirits' or 'warriors' at a time of capes she's killed or has seen die, each with the same power in death as they had in life.
Grue Shaker ?, Stranger ?, Trump ? Creates an area of darkness that inhibits breaker type abilities, disables normal senses, blocks radiation and later the ability to copy powers of others in a weaker form while the latter are in his darkness.
Hatchet Face Trump ? Brute ?

Can nullify the powers of other parahumans at short range. Is not immune to long-range powers (i.e. he affects the parahumans, not the effects)

Othala Trump ? Can grant powers from a limited pool to other parahumans aside from herself.
The Clairvoyant Trump ?

Thinker ?

Can grant the ability to perceive everything within the Earth's atmosphere, which even extends through dimensional portals. The person has to keep touching the Clairvoyant to hold onto the power and losing it is very unpleasant and confusing.
Victor Trump ?, Thinker ? Temporarily copies others' learned skills, while they lose them. If held long enough, the skills become permanent to him, though the victim may eventually regain them as well.

Stranger

Stranger powers predominantly lend themselves to infiltration.  Ability in question might bypass defenses, mislead, or help to avoid notice or otherwise affect a person's mind.

PRT response includes full ‘eyes on’ is SOP where possible.  Other safeguards include indiscriminate fire and high priority targeting.

Known Strangers
Cape Classification Power Description
August Prince Master/Stranger 3<ref name="23.2" /> Cannot be deliberately harmed by anyone within range of his power
Fog Changer 8, Stranger 3<ref name="9.1">Sentinel 9.1</ref><ref name="10.3C1">Comment by Wildbpw on Parasite 10.3</ref> Transforms into mist that causes damage upon inhalation
Imp Stranger 8 Fades out of awareness and memory while her power is active
Leonid Thinker ?, Stranger ?, Mover ?<ref name="29.6">Venom 29.6</ref>

Ability to muffle sound, slow "teleportation" via becoming sound.

Miasma Stranger, Shaker? Invisible, inaudible and emits a colorless, odorless, poison gas
Nice Guy Stranger Becomes barely noticeable and cannot be perceived as harmful by anyone within range of his power and perception.
Othello Stranger Has a mirror-self that travels in a parallel dimension yet retains the ability to perceive and act upon this one
Shadow Stalker Breaker 3, Stranger 2, and Mover 1 Transforms into a lightweight largely-intangible "shadow form"

Powers Not Classified Yet

Some Characters have been clearly stated as parahumans, but their powers yet to be clearly classified. If their classification is revealed in the story or stated elsewhere by wildbow please remove them from here and put them where they belong.

Unknown Classification
Cape Possible Classification Power
Lustrum Breaker? Saps energy sources to form a hard light body which is unaffected by gravity
Dragon Tinker? Thinker? Understanding of other Tinkers' work
Satyrical Changer? Master? Stranger? Shapeshifting self-duplicator whose copies can also change shape
Butcher Thinker?, Mover/Shaker?, Brute?, Trump? Danger sense, sees circulatory systems through walls, explosive teleportation, super-strength; enhanced durability; healing factor; pain-negation; powers transfer on death

Links

(Detailed power classification breakdown direct from Wildbow)

Parahuman List edited by Wildbow

References

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