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#redirect [[Power Classifications#Brute]]
''This page is work in progress. This page still needs to be reworded and properly cited.''
 
'''Brute''' is one of the twelve [[Power Classifications|power classifications]] created by the [[PRT]] still in modern day use.<ref>[https://docs.google.com/document/d/1hqJy4YEDqpKLwbatFVBLXnhs7dDTNykSYtDUCiR9ZBo/edit#heading=h.dx2yvddcqgz6 PRT Master Reference - Classifications]</ref> A Brute classification typically indicates enhanced strength or durability, often both. There are no known Brutes without at least some form of self-protection.
 
==Methodology==
Brute powers might manifest themselves in variety of ways. Most Brutes are either some combination of big, strong, and tough or possess some other method of self-protection. Examples of Brute powers include, but are not limited to:
*Increased mass and muscle, often utilizing biokinesis or some form of [[Changer]] effect.
*Different forms of armor, offering external protection.
*Some form of personal shielding.
*Some method to control objects in close range, using these to block attacks.
*Different transformations, assuming more durable forms.
*Different forms of regeneration, sometimes coupled with adaption or growth.
In some rare cases, parahumans with enhanced senses fall under the Brute rather than the [[Thinker]] classification.<ref name="RPG1">[https://forum.rpg.net/showthread.php?690769-Worm-thread-Gimel-Tinker-Taylor-Weaver-Worm&p=16905506#post16905506 Wildbow on Rpg.net]</ref>
 
==Trigger events==
For Brutes, trigger events involve some form of physical harm, where the source and severity of the damage, combined with contextual factors, inform the resulting ability.
 
In particular, the nature of the harm effects the powers in the following ways:
*Harm from a physical source (crushing, smashing, dismemberment, broken bones, etc.) result in powers emphasizing raw strength, biological alterations, armor, shields, and size.
*Environmental hazards (extremes in temperature, radiation, electrocution, vacuums, etc.) result in more energy-based powers: personal telekinesis, forcefields, energy manipulation, and some more concrete manifestations of time, space, or reality warping.
*Forms of harm outside of these two categories (chemicals, poison, disease, etc.) lead to powers relating to growth, phasing, constructs, and more esoteric manifestations of time, space, or reality warping.
 
On the other hand, the type of damage:
*Surface damage tends to create surface level protection, often along the lines of personal forcefields or exterior armor.
*Deeper tissue damage will involve more thorough changes and restructuring. Brutes along these lines may more closely resemble [[Breaker]]s, drawing from endless fountains of muscle mass or energy to repel or stand firm against attacks.
*Internal harm without clear outside source will often express itself by giving powers that relate to absorption or expression of forces. This might be kinetic energy, light, electromagnetism, or something more abstract like time or inertia.
*Gradual damage will often provide regeneration in some capacity, or biokinesis of a more intentional sort than might be seen in deeper tissue damage.
 
==Combinations with other ratings==
[Coming soon]
==Role in the Cycle==
<p class="MsoNormal">Brute powers are a very low level power, easy for the entities to explore, as they continually refine their ability to persevere.<span style="mso-spacerun:yes">  </span>Very select brute powers and brute powers that perform exceptionally are actually attempts on the entities’ parts to devise a form of immortality, both for perpetuating the cycle and for their end goals.</p>
==PRT countermeasures==
 
{|class="mw-collapsible article-table" style="width:100%"
!Threat level
!Additional measures
|-
|2+
|
*The team is notified of a Brute classification.
*It's assume divided fire will not have any serious effect, and focused fire is devoted to the target.
*Treated as low priority unless movements cannot be restricted, in which case the brute can be escalated to moderate priority.
|-
|5+
|
*It's assumed standard munitions are unable to hamper the target.
*Lethal munitions are authorized, truck emplacements are authorized.
*Property damage should be expected and accounted for. Where possible, move fight to an open area.
|-
|9+
|
*Inter-city missile emplacements and other large scale munitions are authorized.
*It's assumed standard parahuman abilities are unable to hamper the target.
|}
 
==Known Brutes==
 
''Note: This list describes the Brute ratings of different capes. For a full overview of their abilities, please check their individual pages.''
{|class="mw-collapsible article-table" style="width:100%"
!Name
!Speculated 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">[https://parahumans.wordpress.com/category/stories-arcs-11/arc-14-prey/14-y-bonus-interlude/ 14.y - Interlude: Alexandria]</ref>
|Super strength and invulnerability
|-
|[[Blasto]]
|Tinker 6 (Master 5, Blaster 2, Changer 2, Brute 2)<ref name="19.y"/>
|Botany/cloning tinker
|-
|[[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
|-
|[[Echidna]]
|Master/Striker 10, Brute 8, Changer 2,<ref name="18.4">[[Queen 18.4]]</ref> Thinker<ref name="18.5">[[Queen 18.5]]</ref>
|Strength, healing factor at near-Endbringer levels. Near-normal durability.
|-
|[[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
|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
|Regeneration. Becomes progressively bigger, stronger and faster-healing as the fight goes on
|-
|[[Weld]]
|Brute, Changer
|Made of metal
|}
 
==Speculated Brutes==
 
''Note: This list describes the Brute ratings of different capes. For a full overview of their abilities, please check their individual pages.''
 
''Note: This list deals with speculation. If you have a relevant and reliable citation, please add that cape to the 'Known Brutes' list. Please add capes to this list conservatively: It's meant to list capes that are generally agreed upon to be Brutes, but we lack proper citations for.''
 
{{Reflist}}
 
==Navigation==
{{Power classifications}}

Revision as of 14:06, October 4, 2016

This page is work in progress. This page still needs to be reworded and properly cited.

Brute is one of the twelve power classifications created by the PRT still in modern day use.<ref>PRT Master Reference - Classifications</ref> A Brute classification typically indicates enhanced strength or durability, often both. There are no known Brutes without at least some form of self-protection.

Methodology

Brute powers might manifest themselves in variety of ways. Most Brutes are either some combination of big, strong, and tough or possess some other method of self-protection. Examples of Brute powers include, but are not limited to:

  • Increased mass and muscle, often utilizing biokinesis or some form of Changer effect.
  • Different forms of armor, offering external protection.
  • Some form of personal shielding.
  • Some method to control objects in close range, using these to block attacks.
  • Different transformations, assuming more durable forms.
  • Different forms of regeneration, sometimes coupled with adaption or growth.

In some rare cases, parahumans with enhanced senses fall under the Brute rather than the Thinker classification.<ref name="RPG1">Wildbow on Rpg.net</ref>

Trigger events

For Brutes, trigger events involve some form of physical harm, where the source and severity of the damage, combined with contextual factors, inform the resulting ability.

In particular, the nature of the harm effects the powers in the following ways:

  • Harm from a physical source (crushing, smashing, dismemberment, broken bones, etc.) result in powers emphasizing raw strength, biological alterations, armor, shields, and size.
  • Environmental hazards (extremes in temperature, radiation, electrocution, vacuums, etc.) result in more energy-based powers: personal telekinesis, forcefields, energy manipulation, and some more concrete manifestations of time, space, or reality warping.
  • Forms of harm outside of these two categories (chemicals, poison, disease, etc.) lead to powers relating to growth, phasing, constructs, and more esoteric manifestations of time, space, or reality warping.

On the other hand, the type of damage:

  • Surface damage tends to create surface level protection, often along the lines of personal forcefields or exterior armor.
  • Deeper tissue damage will involve more thorough changes and restructuring. Brutes along these lines may more closely resemble Breakers, drawing from endless fountains of muscle mass or energy to repel or stand firm against attacks.
  • Internal harm without clear outside source will often express itself by giving powers that relate to absorption or expression of forces. This might be kinetic energy, light, electromagnetism, or something more abstract like time or inertia.
  • Gradual damage will often provide regeneration in some capacity, or biokinesis of a more intentional sort than might be seen in deeper tissue damage.

Combinations with other ratings

[Coming soon]

Role in the Cycle

Brute powers are a very low level power, easy for the entities to explore, as they continually refine their ability to persevere.  Very select brute powers and brute powers that perform exceptionally are actually attempts on the entities’ parts to devise a form of immortality, both for perpetuating the cycle and for their end goals.

PRT countermeasures

Threat level Additional measures
2+
  • The team is notified of a Brute classification.
  • It's assume divided fire will not have any serious effect, and focused fire is devoted to the target.
  • Treated as low priority unless movements cannot be restricted, in which case the brute can be escalated to moderate priority.
5+
  • It's assumed standard munitions are unable to hamper the target.
  • Lethal munitions are authorized, truck emplacements are authorized.
  • Property damage should be expected and accounted for. Where possible, move fight to an open area.
9+
  • Inter-city missile emplacements and other large scale munitions are authorized.
  • It's assumed standard parahuman abilities are unable to hamper the target.

Known Brutes

Note: This list describes the Brute ratings of different capes. For a full overview of their abilities, please check their individual pages.

Name Speculated 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
Blasto Tinker 6 (Master 5, Blaster 2, Changer 2, Brute 2)<ref name="19.y"/> Botany/cloning tinker
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
Echidna Master/Striker 10, Brute 8, Changer 2,<ref name="18.4">Queen 18.4</ref> Thinker<ref name="18.5">Queen 18.5</ref> Strength, healing factor at near-Endbringer levels. Near-normal durability.
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 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 Regeneration. Becomes progressively bigger, stronger and faster-healing as the fight goes on
Weld Brute, Changer Made of metal

Speculated Brutes

Note: This list describes the Brute ratings of different capes. For a full overview of their abilities, please check their individual pages.

Note: This list deals with speculation. If you have a relevant and reliable citation, please add that cape to the 'Known Brutes' list. Please add capes to this list conservatively: It's meant to list capes that are generally agreed upon to be Brutes, but we lack proper citations for.

References

<references/>

Navigation

Template:Power classifications