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''Note: This list describes the Thinker ratings of different capes. For a full overview of their abilities, please check their individual pages.'' | ''Note: This list describes the Thinker ratings of different capes. For a full overview of their abilities, please check their individual pages.'' | ||
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==Speculated Thinkers== | ==Speculated Thinkers== | ||
Revision as of 00:21, October 11, 2016
Thinker is one of the twelve power classifications created by the PRT still in modern day use.<ref>PRT Master Reference - Classifications</ref> Thinkers have powers related to knowledge, skills and enhanced perception.<ref name=":2">Possesses enhanced knowledge, skills and/or perceptions beyond any reasonable norm. Includes clairvoyance, precognition, skill acquisition, enhanced hearing and enhanced sight. - PRT Master Reference - Classifications - Thinker</ref>
Methodology
Thinkers might use their abilities to gather information<ref name=":1">Thinker - Advanced perception, knowledge, data-collection, or skills.
Thinkers manifest from emotional or mental strain, reaching a crisis point in a short time. - WD Rulebook: Character Creation</ref>. Their powers might manifest in variety of different ways, including but not limited to:
- Improved senses<ref>Sense thinkers arise from regression; they faced a bad situation, and it tore them down, leaving them a little more than a child or an animal. They came back from it, in part or in whole. They have enhanced or augmented senses. - THINKERS, document by wildbow.</ref>, including enhanced sight<ref name=":2" /> and hearing<ref name=":2" />.
- Entirely new senses, including x-ray vision and echolocation.<ref>No doubt they were organized by ability. Teacher could grant thinker
and tinker powers. If I assumed at least one tinker per group, with the
tinkers carrying some ranged weapon or defense, and if the athletic
members of the roaming squads were the soldiers, gifted with some knowledge that would give them a small edge in a fight, there were still
two or three members in a given group I couldn’t identify. - Speck 30.3</ref><ref>https://www.reddit.com/r/Parahumans/comments/3sn02a/need_some_ideas_for_list_of_powers_teacher_can/cwzaytv</ref>
- Precognition and other variants of clairvoyance.<ref name=":2" />
- The ability to perform, learn, or execute techniques (all generally in the realm of human capability).<ref name=":3">Skill thinkers arise from helplessness or questions of competence, often scenarios where the thinker is out of their depth. They have powers that enhance their abilities to perform, learn, or execute techniques (all generally in the realm of human capability). - THINKERS, document by wildbow.</ref>
- Superpowered analysis, used to uncover hidden information.<ref>Scan thinkers arise from confusion, missing pieces of a puzzle, or ignorance. They are capable of effectively gathering information about a subject or area. - THINKERS, document by wildbow.</ref>
- Enhanced understanding beyond the ability of normal humans.<ref>Esoteric thinkers are thinker powers that work with other powers (and are thus trump-like) or approach the types of thinker listed above with an abstract angle or twist. Their triggers involve thought processes or understandings that are abstract or distant from the usual human scope. Their anguish is one that involves faith, conspiracy, superpowers (but not so connected to powers in active use that it’s trump) and the like. - THINKERS, document by wildbow.</ref>
Thinker powers do not make an individual smarter per se, although increased intelligence is considered a Thinker power.<ref>It is worth stating that thinker powers do not make individuals smarter as a rule, though they can. In fact, if one doesn’t count those who had their intelligence or wits augmented by their power, thinkers might well be less intelligent on average, given they’re drawn from the subset of the population that got themselves into the stressful situations in the first place. - THINKERS, document by wildbow.</ref>
Trigger events
Trigger events 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.<ref name=":1" /> This contrasts with Tinkers, where issues remain unresolved over a large amount of time before they culminate in a crisis moment.<ref>Tinker - Building alien or advanced technology.
Thinkers arise from solutionless problems over long periods, culminating in crisis moment.. - WD Rulebook: Character Creation</ref> Crushing revelations, moments of mental or emotional anguish, great fear, anger, and self-loathing are frequent causes of Thinker triggers,<ref>Thinker triggers involve a component of mental or emotional stress. The stress arises and culminates in a relatively short period of time compared to tinker triggers, in a moment or in the course of hours or a few days. Crushing revelations, moments of mental or emotional anguish, great fear, anger, self-loathing and the like are frequent causes of Thinker triggers, but the mind is a complex thing and there are a great many other causes that can factor in. - THINKERS, document by wildbow.</ref> where anger is more likely to give Thinker powers related to combat<ref>Combat thinkers arise from intense rage and angry frustration or resentment. They have thinker powers that enable them to fight more effectively. - THINKERS, document by wildbow.</ref>, while feelings of incompetence give access to forms of skill acquisition<ref name=":3" />.
Combinations with other ratings
[Coming soon]
Use by the PRT
The PRT employs a large amount of Thinkers in their operations. They are used to vet applicants<ref>Applicants are subject to spot drug and background checks, as well as scanning by PRT-approved thinkers. - PRT Master Reference - Employment in the PRT</ref>, but were also used to screen individuals during the outtake process for the Madison quarantine zone<ref>Three years after the incident, the PRT restarted the process of outtake, each individual undergoing a background check and screening by a
PRT-approved thinker. To minimize the effects of cumulative influence,
the PRT rotates out directors and teams. - wildbow reddit comment</ref>. Watchdog, a PRT-subgroup focused primarily on preventing economic and political disruption by parahumans, employs think-tanks of Thinkers, using them to sift through large amount of information.<ref>Watchdog - A group based primarily in San Francisco with offices elsewhere, Watchdog is focused primarily on preventing economic and political disruption by parahumans. Think tanks of thinkers are employed to sift through large quantities of data using their individual talents, while non-parahuman staff works on ways to gather the data in question. Watchdog regularly launches investigations or sends individuals as a sort of internal affairs within the PRT, sometimes overt, sometimes covert. - PRT Master Reference - Subgroups in the PRT</ref>
PRT countermeasures
In direct engagements, the PRT-teams often targets Thinkers first, considering them the highest priority when all numbers are assumed to be equal.<ref name=":0">Thinker capes, all numbers assumed to be equal, take the highest priority in engagements.
Threat level 2+: Team is notified as to thinker classification. Communication should be limited and the thinker should be cut off from teammates where possible. Encrypted or coded communications may be necessary. Failing that, the operation may need to be silent (noncommunicative team).
Threat level 5+: Maximum disruption to the senses, with flashbangs and nonlethal truck emplacements put into regular effect. All possible measures should be undertaken to keep the thinker threat from communicating. Pre-prepared thinker countermeasures (false information) should be entered into play. PRT thinkers should be contacted remotely to maximize counter-thinking.
Threat level 9+: Contact the head office to discuss needs and resources available. - PRT Master Reference - Classifications - Thinker </ref>
| Threat level | Additional measures |
|---|---|
| 2+ |
|
| 5+ |
|
| 9+ |
|
Known Thinkers
Note: This list describes the Thinker ratings of different capes. For a full overview of their abilities, please check their individual pages.
| Name | Known ratings | Power description |
|---|---|---|
| Accord | Thinker<ref name=":4">Accord was a thinker, and the running theory on his power was that he
got naturally smarter as the problems he was addressing got more complex. It gave him an intuitive understanding of groupthink, politics, and convoluted designs. - Migration 17.8</ref> |
Gets naturally smarter as the problems he is addressing get more complex.<ref name=":4" /> |
| Alabaster | Brute<ref>Alabaster
Not a brute in the conventional sense, white supremacist Alabaster proves to be one to his victims. Flawless in appearance, his S.O.P. makes for much ugliness. - Playtest Capes, document by wildbow. </ref>, Thinker<ref name=":16">Power: Maintenance. Thinker power makes him more effective at maintaining and fixing gear. He can reroll craft checks, and is assumed to have a grounding in all non-niche craft types. - Playtest Capes, document by wildbow.</ref> |
More effective at maintaining and fixing gear.<ref name=":16" /> |
| Alexandria | Brute, Mover, Thinker<ref name=":7">Alexandria had originally named herself after the Library of
Alexandria, though she’d ceased mentioning that, choosing to leave enemies in the dark instead. As strong as she was on a physical level, her mind was equally formidable. She never forgot a detail, absorbed information quickly, reading two pages of a book with a glance, and she learned quickly, retaining everything she picked up. She knew most commonly spoken languages, no less than ten styles of martial arts and she could match some of the best non-tinkers in the world when it came to computers. Not only was she rated well in the brute classification, but she held high scores in the mover and thinker categories. - 14.y (Bonus Interlude)</ref> |
Perfect memory, faster learning, perfect information retention, and heightened cognitive speed.<ref name=":7" /> |
| Appraiser | Thinker<ref name=":5">“And you won’t have another,” Miss Militia cut in. She’d stepped out of
the Director’s office next door and into the doorway. “We’re not here to socialize. We got in touch with some thinkers. Eleventh Hour says he gets an ‘eight’. Appraiser’s read says we’re ‘purple’. Rule for any pre-situ call is we get three points of reference, going by thinkers alone, that means a third thinker. The first they were able to get in
touch with was Hunch. Your old teammate, Weld.” |
Rates situations using colors.<ref name=":5" /> |
| Arbiter | Thinker, Blaster, Shaker<ref name=":8">Rime explained. “She’s a social thinker, in addition to her minor
blaster and shaker powers. Her danger sense is mild at best, not something she can react to immediately, but it makes her aware of associated individuals and the threat they pose. She wouldn’t be able to see much from Pretender alone, but she knows that there’s a moderate to high danger posed by those closest to him-” - Drone 23.2</ref> |
Mild danger sense, but it makes her aware of associated individuals and the threat they pose.<ref name=":8" /> |
| Chevalier | Thinker<ref>It was a piece of the puzzle, but that puzzle was still far from
complete. Until they had more to work with, it was merely data. Glimmers of memories and dreams, the conclusion had been, after long discussions with Eidolon and the parahuman researchers. An effect of the thinker power required to manage his own ability, tied to trigger events in some fashion. - Interlude 24</ref> |
Senses properties and sees phantom images of objects he targets, sees illusions surrounding parahumans.<ref>He started to turn his head, but the image changed. The effect ran over
the girl’s skin, as though she were standing right in front of a glacier, the light refracting off of it. For her companions, there was a strange writing system patterned on one boy’s skin, and the other boy swirled with a smoke that wasn’t there.
been confronted with so many in one place. It was distracting, unnerving. |
| Codex | Blaster/Thinker<ref name=":9">Codex was a blaster-thinker hybrid. Tattletale had speculated that the
woman caused permanent brain damage and memory loss , briefly augmenting her own processing power in exchange. - Imago 21.6</ref> |
Causes permanent brain damage and memory loss, briefly augmenting her own processing power in exchange.<ref name=":9" /> |
| Contessa | Thinker<ref>“What’s her classification?”
“Thinker. Don’t worry about the number. Just run.” - Drone 23.2 </ref> |
Can instantly determine the exact steps needed to accomplish any task and perform them accurately.<ref>She could see each individual step, looking forward to see what it
entailed. She could see it evolve as time passed, accounting for her starting it later. - Interlude 29</ref> |
| Dragon | Thinker<ref name=":10">Dragon is a thinker who co-opts and draws inspiration from other tinkers' work. - wildbow reddit comment</ref>, Tinker<ref>TL;DR is that tinkers can't pass on tips to humanity. Even Masamune, even Dragon. - wildbow reddit comment.</ref>, Trump<ref>I can say that it matches up with the trend that people who trigger in
circumstances where powered individuals are present or involved get powers that often relate to powers; trump powers - reddit wildbow comment</ref> |
Co-opts and draws inspiration from the work of other Tinkers.<ref name=":10" /> |
| Dredge | Thinker 5<ref>➥ DREDGE; Real name unknown
Disposition: Villain (B) Classification: Thinker 5 Last known location: Vancouver (Captured) Dredge is a subordinate in the Anchorage faction of Tuurngait. Apparent crimes include Robbery Dredge supports the team as safecracker, as well as other tertiary roles. Largely a noncombatant, he proves more vulnerable than a non-parahuman due to a lack of awareness regarding his surroundings. In interview, suspicions came up that Dredge has a pattern and history of murder in cold blood, though evidence has yet to corroborate. Dredge is now in custody. - PRT Quest (Anchorage) </ref> |
Can gather memories from touched objects.<ref>Dredge Object reader, gathering memories from touched objects. - parahumanList, Bolded edit by wildbow.</ref> |
| Eleventh Hour | Thinker<ref name=":5" /> | Provides numerical threat ratings.<ref name=":5" /> |
| Echidna | Master/Striker 10, Brute 8, Changer 2<ref>“Tentative ratings, based on what we know, we have her down as a brute
eight, a changer two and a combination of striker and master with a rating of ten.” - Queen 18.4</ref>, Thinker<ref>“Chevalier, take your team, follow after my Wards. If she can detect capes, we’ll need to assign her a thinker classification, and we’ll need to assume that any isolated groups are at risk. Undersiders? Take Myrddin’s Wards and pursue Flechette and Parian. Ensure they aren’t intercepted. The rest of us will track down Noelle. Any indications about her location from the video?” - Queen 18.5</ref> |
Can 'smell' parahumans.<ref>“The gun woman. Who else is there?”
Noelle sounded funny. Her voice was hollow, almost disappointed.
|
| Harbinger | See: Number Man. | |
| Horizon | Thinker 3, Striker 1-12*<ref name=":14">HORIZON; Maria Whitworth
Classification: Thinker 3; Striker 1-12* Maintains one of three types of enhanced perception at any given point in time. Has an explosive touch linked to perception. - PRT Quest (Anchorage) - Horizon</ref> |
Has three types of enhanced senses. Can use only one at a time.<ref name=":14" /> |
| Hunch | Thinker<ref name=":5" /> | Provides vague information.<ref name=":5" /> |
| Jack Slash | Thinker<ref>Jack seemed so pleased with himself.
Jack has a thinker ability. What? Not precognition. “Or is it about doing something significant? Does killing Scion count?” - Interlude 26b </ref> |
Enhanced intuition concerning parahumans.<ref>Question: We
do see that Imp's power rendered her undetectable to almost every single one of the Nine (excepting Cherish and maybe Hatchet Face, if she got too near him). Would Jack still have gotten around her by somehow always ducking or standing in the wrong place or even slashing out at apparently empty air? Answers by wildbow: A combination of what Jaki said (Imp gets nudged away by her shard, she gets a bad feeling as she prepares to attack, and if and when she does attack her attack is off-target, or she hesitates, creating a window), intuition on Jack's part (suspicion, a hyperawareness of odd details, the movement of air in the room, 'it's too quiet', etc., happening to move to another location just as Imp strikes out), and leverage of the broadcast... Crawler wakes to initial commotion, he uses his full senses with his shard happening to kick into full gear (a la Skitter and her varying range) and/or moves across room, forcing Imp to back up from Jack, Shatterbird lashes out in a blind attack that happens to connect. |
| Kismet | Thinker<ref name=":6">“Kismet, balance thinker,” the Caucasian said. He wore a white robe
with a hard, faceless mask that had only slits for the eyes. - Crushed 24.3</ref> |
Calls himself a 'Balance Thinker'.<ref name=":6" /> |
| Leonid | Thinker, Stranger, Mover<ref name=":11">Secondary powers of sound detection and sound manipulation, adjusting
select things to be up to twice as loud or absolutely silent. It gave him a stranger classification, a thinker classification. His third power was a mover power. - Venom 29.6</ref> |
Secondary powers of sound detection and sound manipulation.<ref name=":11" /> |
| Number Man | Thinker<ref>Because she fits in the same category as Eidolon, I thought. Too dangerous to allow her to make contact with the man.
I wasn’t even that comfortable with them helping here, but there weren’t a lot of excellent options for thinker capes who could simply cut right through the layers of deceptions the enemy had been using. - Sting 26.5 </ref> |
Understanding the world through numbers.<ref>Child’s play, all of it. The money, with its imaginary value, it was something he breathed.
Setting up the tools to manipulate it had taken a little time, but that was it. Numbers were the fundament of the universe, as much a
fabrication as money in some ways, more real than anything else in
others. |
| One | Thinker<ref name=":18">One Brainwashing-capable thinker - parahumanList, Bolded edit by wildbow.</ref> | Capable of brainwashing.<ref name=":18" /> |
| Roulette | Thinker 4<ref>◈ ROULETTE; Desdemona Shelley (“Dez”) Classification: Thinker 4 False Precognition, “Shotgun precognition”. - PRT Quest (Anchorage) - Roulette </ref> |
Views a spread of futures.<ref>Roulette can, in her words, ‘shotgun precog’. She views a spread of futures in a matter of moments, with the number of events and the length of the viewing periods varying depending on the time since the last ‘shotgun’, her emotional state and her degree of rest. The number of futures viewed and the duration of each viewing vary from six to two and hours to seconds, respectively. The ability hits a ceiling at the point where she is incapacitated for longer than the visions last. - PRT Quest (Anchorage) - Roulette</ref> |
| Shén Yù | Thinker<ref name=":19">Shen yu Thinker,
maintained expert tactical abilities and understanding of movements and maneuvers, giving a pseudo-clairvoyance regarding battlefields - parahumanList, Bolded edit by wildbow.</ref> |
Maintained expert tactical abilities and understanding of movement and maneuvers, giving a pseodo-clairvoyance of the battlefield.<ref name=":19" /> |
| Skitter | Master 5<ref>“She’s a villain,” the PRT uniform cut me off, touching his way through
some blackberry device with his free hand. “Designation Master-5, specifically arthropodovoyance, arthropodokinesis. No super strength.” - Extermination 8.5</ref>, Thinker 1<ref>“Prescience. Interesting,” the Director called out, as I ducked low and used the cubicles to hide. “We assigned you a thinker-one classification, but perhaps we fell short.” - Monarch 16.2</ref> (later: Master 8, Thinker 1<ref>“Arthropodokinesis, arthropodovoyance,” the Deputy Director said. “She’s on record as a master eight, thinker one. The thinker classification is key here: ex-Director Piggot noted Skitter can see through her bugs’ eyes.” - Cell 22.1</ref>) |
Receives sensory input from the bugs she controls.<ref>Long story short, Taylor’s sensory input from the bugs is vastly
different depending on whether she’s giving them a general ‘find your way to me’ impulse or whether she’s focused enough on them individually to have them navigating their way into somebody’s underpants. In the former case, she’s drawn her bugs in while really stressed (such as when Bitch attacked her) without really noticing she was doing it. Things are that thin, that easy to block out. - wildbow comment for Shell 4.3</ref> |
| Squealer | Tinker 2/Mover 3<ref>Weld took the folders and opened the one for the Wards, glanced through
it to memorize the faces of his new team. Then he went to the next file, “Then the top priority as far as opposition goes is… the Archer’s Bridge Merchants? Superpowered drug dealers. A Shaker 2, Tinker 2/Mover 3 and a Shifter 4. These aren’t big numbers. Am I missing something?” - Sentinel 9.1</ref>, Thinker<ref name=":17">Power: Driven - Squealer’s thinker power gives her 5 in Drive. She can take a -1 penalty to her skill ranks to operate it at full capacity while still maintaining some physical contact with the controls, and take a full-round of actions while controlling the vehicle (ie. shooting a full round with a machinegun while steering). - Playtest Capes, document by wildbow. </ref> |
More capable at operating vehicles.<ref name=":17" /> |
| Tattletale | Thinker 7<ref>“The one that is speaking is Tattletale, member of the Undersiders,”
Armsmaster spoke, his voice a hair away from being a growl, “A master manipulator, penchant for head games, likes to pretend she’s psychic but she isn’t. We don’t know her power, possibly clairvoyance, psychometry, or some combination thereof, but we’ve got her pegged as a Thinker 7.” “Seven? I’m flattered,” Tattletale replied, grinning. - Extermination 8.7 </ref> |
Possesses enhanced intuition, with the ability to close gaps in her knowledge or draw natural conclusions from related areas of knowledge.<ref>Tattletale, Lisa Wilbourn (Also
Sarah Livsey) – Controls central Downtown, though she doesn’t show much presence. Seventeen years old, Tattletale possesses enhanced intuition, with the ability to close gaps in her knowledge or draw natural conclusions from related areas of knowledge. This renders her a master at obtaining information, cracking encryption and playing head games with her enemies. - Cast (In Depth)</ref> |
| Tecton | Tinker (Shaker)<ref>The Wards, their powers, how to use them? I thought. If I went by the PRT classifications, Tecton was a tinker with shaker capabilities. - Crushed 24.1</ref>, Thinker<ref name=":12">“Tinker and thinker both. Architecture and geology sense. Armor lets
me ‘ground’ kinetic energy like you might do with electricity. These are piledriver gauntlets,” he patted one gauntlet, “For creating fissures, generating localized earthquakes and other controlled demolition.” - Queen 18.5</ref> |
Geology sense.<ref name=":12" /> |
| Über | Thinker<ref name=":13">He is. Über and Victor are both Thinkers. - wildbow comment on Cast (In Depth)</ref> | Mastery of any one technique as long as he concentrates on it.<ref>Über and Leet (Missing) – A
thinker with the ability to be a master at anything he tries, and a tinker with the ability to build anything, the two only barely managed to be b-list supervillains with a video game theme. Disappeared after working with Coil. - Cast (In Depth)</ref> |
| Victor | Thinker<ref name=":13" /> | Has the ability to steal learned skills and talents through proximity to others.<ref>Victor
– Has the ability to steal learned skills and talents through proximity to others. Victor retains these talents indefinitely, while his victims may recover some of what was lost over weeks, months or years. - Cast (In Depth)</ref> |
| Weaver | See: Skitter. | |
Speculated Thinkers
Note: This list describes the Thinker 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 Thinkers' list. Please add capes to this list conservatively: It's meant to list capes that are generally agreed upon to be Thinkers, but we lack proper citations for.
| Name | Speculated ratings | Power description |
|---|---|---|
| Butcher II | Trump, Brute, Thinker | Has the ability to see people’s veins, arteries and hearts through walls.<ref>She turned our way, as though it wasn’t even a question. A sensory power.
Butcher two, the ability to see people’s veins, arteries and hearts through walls. - Imago 21.6 </ref> Power inherited by all later Butchers.<ref name=":15">Butcher XIV, Quarrel – The fourteenth in her line, Butcher was once Quarrel, before challenging the leader. Since the original Butcher was killed by a subordinate, both the accrued powers (only a fraction) and consciousnesses of the previous Butchers have been passed on to the one who kills them, the combined voices driving the subject mad if they do not follow the proper procedure of challenging the leader. As such, Quarrel gained a share of thirteen sets of powers on top of her own – the ability to make any attack strike its target, provided they are in range. Is a tall Asian woman with a costume described as stylized samurai armor, festooned with barbed blades, and a string of skulls at one shoulder. Uses enhanced strength to carry a gatling gun that would normally require a turret mount. - Cast (In Depth)</ref> |
| Butcher III | Trump, Brute, Thinker | A danger sense, limited to more physical danger.<ref>Butcher three’s danger sense. Didn’t do him much good. Driven mad,
died in a suicidal attack against the Teeth. Window of opportunity is lower, application limited to more physical danger. - Imago 21.6</ref> Power inherited by all later Butchers.<ref name=":15" /> |
| Cherish | Master/Shaker, Thinker | Can sense emotions in a distinct enough way to track and identify individuals at a distance.<ref>Cherish (Imprisoned) – Regent’s sister, has the ability to
manipulate emotions and sense emotions in a distinct enough way to track and identify individuals at a distance. Attempted to use her power in a subtle fashion on the rest of the group, only to find that they knew what she was planning. Following the escapades in Brockton Bay, she was trapped in an impervious, life-sustaining shell of Mannequin’s design and sunk to the bottom of the derelict Boat Graveyard, where she is expected to live for several thousand (or tens of thousands of) years - Cast (In Depth)</ref> |
| The Clairvoyant | Thinker, Trump | Able to perceive vast amounts of information, seeing whole other worlds at once.<ref>Two-six-five. No name. The Number Man knew him well enough,
regardless. He’d been too young a subject when he’d taken the formula, his brain too malleable for the required changes, too slow to form natural immunities and defenses. Not a problem with regular trigger events, as it was. The boy’s eyes had burned out of his sockets as he’d tried to process the vast amount of information he was capable of perceiving. Even now as he was reaching his late teens, the boy’s mind had never developed beyond the mental age of eight, and his eyes remained like twin ashtrays. A partner to the Doormaker, capable of granting clairvoyance, seeing whole other worlds at once. It left most subjects incapacitated for a week after use, and it overrode any other perception powers. - Interlude 21 (Donation Bonus #1) </ref> |
| Coil | Thinker | Can create a concurrent reality and make different decisions in each, with each of his selves remaining aware of ongoing events in the other reality.<ref>Coil (Deceased) –
Coil had the ability to create a concurrent reality and make different decisions in each, with each of his selves remaining aware of ongoing events in the other reality. He could then choose a reality and cause the other to fade away, enabling a fresh use of this power. - Cast (In Depth)</ref> |
| Crane the Harmonious | Shaker, Mover, Thinker | Has a sense of movement, using it to understand martial arts.<ref>Crane's power is a focus over movement. Her orb is controlled much like
Sundancer's sun, but allows for controlled Jacklight-like effects for individuals inside it's area of effect, with a slow buildup for organic tissue vs. inorganic. This turns any movement into movement in the direction of her choosing. She also has a sense of movement and enhanced flexibility/agility that she's used to create her own martial art (primarily a striking style) and develop custom fighting styles for her
disciples, based on their particular frame, mentality and abilities. - Wildbow on IRC, Spacebattles quote.</ref><ref>Q: She's a master at every martial art? She intuitively understands existing styles with her secondary power. She wouldn't necessarily be competent. But she can grasp what they're about. - wildbow on IRC, Spacebattles quote.</ref> |
| Cricket | Shaker<ref>Question by randomsoul2: Unsure where Fog and Cricket fit in, but Shaker seems to be some sort of influence over the area?
Response by wildbow: There you go. Cricket can generate dizziness/nausea in a wide area around her. Fog is (like many breakers) a sub-class shaker, in that his breaker power has a shaker (and stranger) side effect (the broad cloud of semisolid fog he generates). Much like Shadow Stalker. You can see 9.1 for brief mention of these breaker sub-classes, I think. - Queen 18.5 </ref>, Thinker |
Has the ability to generate and hear subsonic noises<ref>Cricket – Like Stormtiger, she was a onetime combatant in the
underground fighting tournaments. Cricket is a young woman with vastly accelerated reflexes and the ability to generate and hear subsonic noises. She can use these noises to disorient and induce vertigo in her foes or use staccato blasts as a form of radar. She favors kama as a weapon – short scythes that can each be held in one hand. Covered in small scars, she wears a metal cage over her face and keeps her hair short. - Cast (In Depht)</ref>, using it as a radar<ref>Then every bug in the area reacted to that sound I couldn’t make out, the one I’d heard when Cricket went after Coil’s soldier. It was loud enough for them to hear through the darkness, but… entirely out of my range of hearing. I couldn’t say for sure, but I got the impression the ones closer to Cricket had heard it a fraction of a second sooner. “Grue!” I screamed into the oppressive shadow. “Move!” Cricket turned toward him and lunged in one motion, bringing both scythes down in an overhead swing. Grue moved out of the way just in time. “She has radar!” I shouted, my voice barely audible to myself. Didn’t matter. Grue could hear me. - Buzz 7.8 </ref>. |
| Dinah Alcott | Thinker | Can calculate the chances of a particular event occurring.<ref>Dinah Alcott (Alive and Well)– Kidnapped by Coil with
the unwitting assistance of the Undersiders during the Agitation Arc, Dinah is a parahuman with the ability to calculate the chances of a particular event occurring. - Cast (In Depth)</ref> |
| Floret | Shaker, Thinker | An enhanced awareness and processing ability regarding fine details.<ref>Details would be Floret’s thing. She didn’t look it, with bright
pink hair, green roots, and a costume of metal ‘leaves’ that left little to the imagination. Her costume philosophy was the antithesis of my own. But Floret wasn’t a fighter, even less than I was. She could take a minute or two to create a ‘bud’. The bud would then unfold into a complex crystalline shape after a set time, or upon impact with a surface. They were limited in terms of their size, no more than a foot
across, but they were rich in potential, with crude applications on the
molecular scale. Typically stylized to look like flowers, the crystals
could bond to surfaces, set touched things on fire, cancel out chemical
reactions or just fuck with tinker devices. teams, creating keys and fake keycards with cloned magnetic strips, to varying degrees of failure. It was only when she joined the Vegas team
that she found others with the degree of forethought, planning and
teamwork that could let her power truly shine. |
| Gallant | Blaster, Thinker | Can sense emotions.<ref>“You know I can sense emotions,” he said, “Everyone’s emotions, like a
cloud of colors around them. Can’t turn it off. It’s just how I see the world.” “Victoria mentioned that.” “So you’re an open book to me. I know you’re scared. No… you’re terrified, and that’s why you’re not talking.” - Interlude 3 </ref> |
| Glaistig Uaine | Master<ref>“No. I got it. Chronologically, you’re older, and by those measures, your youth is only a mask you wear. By other
measures, you’re still a child. You triggered at a very young age, you were no doubt isolated, as masters tend to be. No doubt surviving purely by your own methods. Somewhere along the way, something happened. You stole the wrong power, you fought someone and lost, or you found yourself in a bad situation. In the course of that event or in the wake of it, you unlocked stronger powers, and they eclipsed you as a person. Am I too far off track, here?” - Teneral e.1</ref>/Trump, Striker, Thinker |
Able to see phantom images overlaying parahumans.<ref>But the moment she relaxed, it became something else. Phantom images, a
man on fire, a woman who stood half again as tall as others. Images like her own shadows, caricatures, exaggerations, powers manifested
physical. Except these were undoubtedly alive. They shifted from moment to moment. his other suit, mangling the body within, the three voices were the same, only coming from different places. |
| Shamrock | Shaker, Thinker | A clairvoyant with very microtelekinesis, making small changes to enact larger effects.<ref>Shamrock – Shamrock is, like Newter and Gregor, a
onetime subject of Cauldron, though she displays no physical side effects. Shamrock has a particular combination of microtelekinesis and clairvoyance/precognition that allows her to affect small changes to create wider effects, essentially altering events in her vicinity. - Cast (In Depth)</ref> |
| Watch | Thinker, Mover, Striker | Capable of short bursts of intense, short-ranged clairvoyance.<ref>Watch was a package deal like Grace or Circus. A lot of powers,
flexible. His specific powers weren’t on record, but it was fairly well known that he was capable of short bursts of intense, short-ranged clairvoyance. He could see people’s biology, ignore the issues of light, darkness or intervening objects, and he had a limited super speed coupled with what had been dubbed ‘phantom hands’. The ability to reach through people like Shadow Stalker might, targeting particular aspects of people’s body to shred arteries or tear through nerves with his fingers and fingernails. - Scarab 25.3</ref> |
Trivia
- It's not uncommon for the use of Thinker powers causes migraines.<ref>Teacher had once specialized in renting out capes that could shape,
limit or refine powers, or using his power to do the same. Thinkers would go to him for a subordinate capable of ridding them of their perpetual migraines, or capes would seek him out to achieve more power at the expense of control, or vice versa. - Interlude 28</ref>
- Precognitive abilities often interfere with each other.<ref>“My power is a form of precognition,” she said. “Unlike most such
powers, other precognitive abilities do not confuse it. That said, there are certain individuals it does not work against, the Endbringers included.” - Crushed 24.2</ref>
References
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