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Handbook on Superpowers

Hey, Chetachi. Since you requested for the GAG handbook on Superpowers, I went ahead to procure copies for your entire class. Treat this like sacred text.

The ESR exists to inform you on how to approach fights with Supers. Study this in your free time and ensure you apply them in the field. (Yeah, yeah, I know that you have the second highest score among your teammates in tactical simulations. But there is a marked difference between simulated battles and actual combat).

Anyway, I hope this guide serves you well.

Regards,

Catherine

***

GLOBAL ALLIANCE FOR GOOD

North American Chapter

HANDBOOK ON SUPERPOWERS

FOREWORD

Following recent disasters in the superhuman sphere (most notably, the Paleman incident of New Zealand), we have created a guide that unifies older efforts to classify superpowers.

We intend to use this as a framework to streamline lawmaking, containment, and combative methods for dealing with violent supervillains and known terrorist groups.

This guide will be updated as more information on the nature of powers becomes available.

Version 2018

INTRODUCTION

The Effective Superhuman Rating of any one Super is made up three distinctive values. These values classify the power (and ultimately, the Super) by: Class, Threat level, and Applicable Range.

There are currently ten (10) Classes of superpowers, six (6) Threat levels, and six (6) ranges of application.

CLASSES

The primary value of an ESR. Currently divided into Conventional and Unconventional Classes.

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A. Conventional

The most documented category of superpowers. Reduced margin for error.

1. Pawn (P): Abilities of this subset grant the Super enhanced strength/durability and all the benefits that come therein.

2. En-passant (E): Abilities that grant flight, or enhanced speed, mobility, or agility.

3. Rook (R): Abilities that alter, as a direct influence, the physiology or morphology of organisms.

4. Bishop (B): Abilities that manipulate energy.

5. Knight (N): Abilities that manipulate space-time.

6. King (K): Supers with this ability can create or manipulate non-living matter or natural phenomena.

7. Queen (Q): Supers with this ability can create or control organic beings.

B. Unconventional

These powers have displayed an alarming number of deviations between appearances. Increased margin of error.

8. Player (M): Abilities that revolve around knowledge, information, and consciousness.

9. Arbiter (A): Conceptual abilities.

10. Chessboard (C): Abilities that allow a Super to alter reality. This is the rarest Class.

THREAT LEVEL

The level of danger an ability poses.

1. Alpha (a): Mild. Debilitating but rarely fatal.

2. Beta (b): Moderate. Fatal if mismanaged. Caution should be exercised.

3. Gamma (g): Dangerous. Capable of an alarming number of fatalities.

4. Delta (d): City leveler. Self-explanatory.

5. Epsilon (e): Country destroyer. Self-explanatory.

6. Zeta (z): World ending catastrophe.

APPLICABLE RANGE

The range or manner via which an ability can exert its influence.

1. One (1): Self-applied powers.

2. Two (2): Touch/contact-based powers.

3. Three (3): Linear or projectile-based.

4. Four (4): External construct creation.

5. Five (5): Wide area of effect.

6. Six (6): Powers whose effective range are beyond evaluation.

EFFECTIVE SUPERHUMAN RATING

A Superhuman’s ESR is a combination of all of the above values. But be wary. ESRs aren’t law. While most recorded Supers easily fit within the framework, even the simplest powers can become lethal when wielded with immense creativity or control. Approach each supervillain with the intent to subdue them before a battle can even begin.

EMERGENCE

Most Supers are born with powers. However, these powers start latent and can remain dormant for the rest of one’s life. Powers become active upon Emergence: a situation where external stressors trigger internal changes in the Super.

BROKEN EMERGENCE

All Supers gain one or two Classes during Emergence. The sole exception to this is the Broken Emergence, a situation where a Super awakens with three or more Classes simultaneously. This process inflicts considerable damage on behavioral health and is theorized to be a consequence of a Super experiencing Emergence and Metamorphosis at the same time.

METAMORPHOSIS

Normal Supers can gain extra ESRs by undergoing a process known as Metamorphosis. Powers which metamorphose turn their host Supers into Metahumans. Metahumans typically gain extra Classes on evolution, though it isn’t uncommon for a Meta to gain extra applicable ranges or a higher threat level (potency) instead. Little is known about this process. More information would be added as the data becomes available.

***

(Mark down here)

I asked AV for the ratings of the Supers in the base, so I am jotting this here to make notes of my own.

Pro-now: Mb1 (Possible Ab1 too)

Dia Mater: Kd4/Kd5*

Rabidor: Ra1/Pg1*

Kabash: Rg3

Odim: Ab3

Activity: Pg1/Ba1

Harvest: Qg4

Neviecha: Ma1

Bazaar: Rb1/Qa5

Ballboss: Na1/Nb2*

Elixir: Ra2

No Light: Rb1/Pg1/Bg3*

Me: Bg2