Metahumanism

Metahumans, Bioterrorists, or Oddities are a sub-species of sentient life who possess superhuman abilities afforded to them by the presence of the "Meta Gene" and are forever subject to the Beast, their raging animal urges of hunger, fear and rage and made manifest by the collective unconscious of humanity. They are also are one of the main supernatural beings in the Arkverse. 
The Meta gene can be present in both humans and animals. The word Metahuman has been used to designate anyone with superhuman abilities, regardless of whether or not they possess the Metahuman gene. Metahuman abilities can range from manipulation of certain forms of energy or matter to flight, enhanced senses, and strength, or other physical and mental enhancements. Normal humans, either out of fear, jealousy, or prejudice often detest and reject Metas, calling them "freaks", "deviants", or "bioterrorists" and, on many accounts, physically abusing them or those suspected to be one which is why their existence is kept a strict secret under the veil.
== History ==
=== Origins ===
Metahumans are the result of a rare genetic mutation within some humans and animals. The ostensibly named "Meta gene" is naturally occurring. The gene is for the most part dormant within the hosts, with carriers of the metagene normally displaying no powers at birth and could potentially live their whole lives without realizing what their naturally inherent abilities are, with a few ways of identifying meta potential. There are rare exceptions to this, but these demonstrated abilities are minor. The gene was a distinctive part of the human anatomy, and can only be seen by a select few. They appear red in colour and are located in the torso, near the spinal cord of an individual.
=== Inevitable Evidence ===
As evidenced, several animals such as rats can also hold the Meta gene. Animals were used as test subjects for the ZSphere, which resulted in very unstable results, or worse, the death of the subject.
=== Project Veil ===
== Metahuman Classifications ==
There are three known classifications for Conduits; these being Prime Metas, Forced Metas, and Meta Positive.
* Prime Metas are individual carriers of an active meta gene which enables the development and manifestation of their own set of superhuman abilities.
* Forced Metas are individual carriers of an inactive meta gene or regular humans who have had superhuman abilities bestowed or grafted unto them via external means.
* Metahuman Positives are individual carriers of an inactive Meta gene who haven't manifested any superhuman abilities of their own; but have the potential to develop superhuman abilities upon conduit gene activation.
=== Power Classifications ===
In theory, power classifications are only intended to rate the threat posed by the power itself, and not the user's own skill or any other factors. Power classifications are also not intended to rate the "power levels", usefulness, or raw strength of an ability; only measuring the threat the power poses to Ark personnel and civilians. However, in practice they are often used poorly, or simply to cut through "red tape" and justify treating a metahuman a certain way.
The numbers assigned to classifications are not an indication of raw strength of an ability. Rather, the number rating is a ballpark scale indicating the threat to a team. As such, the numbers also take into account the possibility of harm, but also panic.
Exceptionally high or low degrees of control are important to take into account: The first for the possibility of targeting specific team members or civilians, the second for the dangers of collateral damage or aftereffects.
While the number scale starts at one and rises up with no hard limit (still, 10+ are rare and denote very exceptional powers), it’s also possible to receive a rating of zero, or even a negative rating.
It is the responsibility of Ark operatives and meta humans to familiarize themselves with the current ratings for all relevant threats.
Threat level	CollapseEstimation
1 	
* Poses a threat only to above human norms, an unexceptional individual may be able to cope with the ability or walk away unharmed from an altercation where the abilities in question were leveraged.
* The ability should be assumed to be a non-threat and need not be identified if other matters prove more pressing.
2 	
* An alert, exceptional, well-equipped, or trained individual should be able to answer or address the ability in question, but it can still prove problematic.
* Team members are reminded of standard countermeasures and should put these measures in effect when there are no pressing other matters.
3 	
* Civilians, even alert or fit civilians, will not be able to handle the ability (or abilities) in question.
* Several trained individuals may be required to deal with the situation.
* Care should be taken to remove civilians from the area and discourage them from participating.
4 	
* One full squad of trained operatives should be able to deal with this situation alone, but exceptional circumstance, context and environment may bias things one way or the other.
5 	
* Additional countermeasures come into effect.
* A typical metahuman or one parahuman assisting a squad of operatives should be able to deal with the power in question.
* Operatives can engage until assistance arrives.
6 	
* A typical trained parahuman or one metahuman assisting a squad of operatives should be able to deal with the power in question.
* Operatives should postpone engagement.
* Metahumans and operatives should assume that traditional actions are going to be met by a complication.
* Acquiring further intel is recommended where possible, but not mandated.
7 	
* Metahumans should engage in pairs or trios at a minimum, two fully equipped squads should be deployed.
* Acquiring further intel is mandated, all acting parties should shift to the defensive or delay until intel can be acquired.
8 	
* Evacuation of civilians should take priority for all squad members.
* Engaging should be avoided outside of specific missions and tasks.
* Metahumans should engage only when supported by their team to ensure a minimum of complications or danger.
9 	
* Assume extreme complications, with standard tactics not applying, or the power in question having an additional factor that exaggerates its effect.
* Metahumans and MRT should evacuate where possible, and should only engage when a specific mission and strategy has been outlined.
* Major countermeasures should take effect.
10+ 	
* In the event of a serious confrontation, additional teams or specific high-rated individuals should be called in to manage the crisis.
15+ 	
* Planet level-threat
* Functional loss of humanity in the host
== Oddity Types ==
Despite what initial impressions may lead some to belief; not all conduits will manifest powers and abilities that enable them to solely manipulate a specific form of matter. Conduits have been known to develop a variety of different powers and abilities not tied to a given energy or element type. The following is a classification of the different types of prime metas known to exist. (Note: Not all oddities will develop abilities centralized in a general criteria and it has been known that conduits are able to develop a variety of abilities encompassing a multitude of different criteria.)
*Elemental Prime Metas: These types of conduits are able to manipulate natural or artificial tangible elements; capable of absorbing, manipulating, projecting, and assuming the properties of their element.
*Biologically Enhanced Prime Metas: These types of metas have enhanced biological abilities which enables them to perform physical feats which elemental, psychic, and energy manipulating conduits would have a hard time achieving on their own. These conduits possess strength, durability, enhanced physical senses, and regenerative abilities far surpassing those of the average prime meta.
*Vampires: The Vampires (also called Kindred), are descendants of Caine (the Biblical Cain), cursed with a thirst for blood, vulnerability to sunlight and immortality. 
=== Oddity Clans ===
Clans is a term used by metahumans to describe the major groups of individuals who share common characteristics passed on by their genetic makeup. There are several known clans, each of which has specific abilities and traits inherited from their predecessors. 
# Nightweavers - A clan of oddities who possess the powers of Shadow Manipulation, Invisibility, and Teleportation.
# Flamecallers - A clan of oddities who possess the powers of Fire Manipulation, Heat Generation, and Flight.
# Mindscapers - A clan of oddities who possess the powers of Telekinesis, Telepathy, and Illusion Casting.
# Shapeshifters - A clan of oddities who possess the powers of Transformation, Size Alteration, and Animal Mimicry.
# Timekeepers - A clan of oddities who possess the powers of Time Manipulation, Precognition, and Chronokinesis.
# Thunderstorms - A clan of oddities who possess the powers of Electrical Manipulation, Sonic Scream, and Weather Control.
# Earthbound - A clan of oddities who possess the powers of Earth Manipulation, Plant Control, and Geokinetic Constructs.
== Changes ==
=== Physiological Changes ===
Aside from the unique superhuman abilities granted to prime conduits upon the activation of their conduit gene; the conduit gene as a by-product of the protein compound it releases throughout its hosts body grants prime metas an additional set of abilities as part of the molecular restructuring process they undergo. These additional abilities are common to all prime metas with the exception of the particle charge manipulation which is only common to energy and elemental manipulating metas.
*Enhanced Strength: Most, if not all metas possess the ability to physically exert themselves with ease. It should be noted that not all Conduits possess the same level of enhanced strength, if at all, as certain low-level Conduits were shown to be overpowered by groups of ordinary humans.
*Particle Charge Manipulation: Conduits can generate great amounts of energy and force between molecules and particles around them, on them, or even part of them, allowing them to generate greater kinetic energy and other forces. This allows them to perform greater physical feats than humans.
*Enhanced Speed and Agility: Metas are far faster and more agile than normal human beings. Various metas have been able to perform feats such as landing on their feet from several stories, scaling buildings several stories high in seconds, and performing advanced acrobatic moves with ease.
*Enhanced Durability: Conduits are far more resistant to physical harm than a normal person. Not all Conduits possess the same level of physical endurance, as it is noted several times that only exceptionally strong and durable Conduits can survive a Ray Sphere explosion, and several low-level Conduits are shown able to be killed by large groups of humans. However, most Conduits have survived extreme blunt force trauma, multiple gunshot wounds, severe beatings and abuse from others with little hindrances or passing out.
*Enhanced Endurance: Metas tire slower than a normal person, but not indefinitely. Some have been able to fight and undergo dozens of missions even while going several days without eating or sleeping.
*Healing Factor: Metas heal faster than the normal person, allowing them to fully heal and recover in minutes, especially when exposed to their element. Metas with elemental powers have their healing take place on a molecular level, instantly re-materializing any part of their anatomy that is damaged. This causes them to be unable to succumb to regular injuries and an exponential amount of damage would be required in order to be killed as exposure to their element makes their healing fully repair them in a millisecond. Aside from the particular curses of each bloodline, the oddities share a few disadvantages. For instance, oddities must feed on the blood of other beings to fuel their powers and heal their wounds.  In addition, they universally fear ghosts, decapitation, and the teeth, claws and powers of other supernatural creatures.
=== Psychological Changes ===
Metahumans are naturally inclined toward conflict, as humans that are predisposed to using their powers happen to have a higher chance of inheriting the gene. Additionally, the gene subtly nudge their hosts toward conflict, playing off of their existing neuroses and mental condition. Metahumans tend to be more emotionally volatile, their emotional peaks and valleys more exaggerated, their trigger issues causing bigger eruptions. This emotional volatility exacerbated conflicts and made gathering large teams of metahumans difficult. Metahumans who were isolated and not regularly challenged had a mild tendency toward increased mental abnormality, becoming more paranoid and aggressive.
Metahumans, especially those who trigger at a young age, can have their personality altered by their gene. The more conflict metahumans get into, the firmer a "foothold" the gene has to rewrite their consciousness and subconsciousness. In extreme cases, the gene can increase impulsiveness, cause obsession, amplify neuroses, exaggerate personality traits to the extreme, or overwrite parts of the mind. In lesser cases, the influence is subtler, with the gene tapping into the emotions and base impulses of its host in order to encourage them to use their power in a combat situation. In some such cases, metahumans become restless or depressed while out of battle, the feeling only fading when out and fighting. In other cases, the metahuman is actively rewarded by the effective use of their powers, instilling a desire to use them more often. Some psychological commonalities exist when dealing with parahumans with a specific type of power. Masters, for example, have a systematic tendency to have interpersonal problems, although this is true to an extent of all parahumans. 
Despite the prevalent influence of the gene, metahumans are independent beings and act of their own accord. The gene merely influence their cognition on an instinctual covert level, with overt control of a methuman by their gene being nonexistent.
=== Mutations ===
The activation of the meta gene within a conduit has been known to occasionally affect the very physiology of the meta. Trigger events can radically alter a metahumans biology, as seen with metahumans like Zaps and John Hancock such as reducing or even removing the need to sleep or obviating the need for a functional body or brain. While some mutations are relatively mild, other mutations are more extreme a, hinting at a connection between the metas body and powers with their overall mentality.
== Trigger Events ==
Metahumans in this world gain their powers through traumatic trigger events, which may explain why there are more villains than heroes and why women and people from third world countries have a higher likelihood of having powers. However, not all who undergo a trigger event are given an immediate solution to their problems, and some may not survive. Despite the experts' understanding of the nuances of these trigger events, the general public is not aware of the details or the existence of metahumanism. There are many well recorded ways in which a meta positive's metahuman gene can be activated and thus enable the manifestation of their superhuman abilities.
=== Z Sphere ===
The Z Sphere was a device created by the first sons that was designed to awaken the latent powers of any meta positive situated within its area of activation. The device worked by stripping the neuro-electric energy from nearby non-metas (Killing them) and concentrating within individual carriers of the metagene. The explosion caused by the activation of the ray sphere will emit a powerful ray field pulse; any meta positive caught within this pulses immediate radius will have their metagene activated and by proxy have their powers unlocked (The inherent amount of powers and abilities unlocked within a conduits using the ray sphere is dependent on how far from the centre of the blast a conduit found themselves when their powers where awakened). Power can also be gained from the very inside of the Z Sphere, a powerful vortex of energy.
==== Z Field Energy Exposure ====
Prolonged exposure to Z Field Energy could unlock a Conduit's abilities. This method was also capable of highly advancing a Conduits abilities, and granting additional offsets, such as enhanced smell senses, infrared vision, and neuro-electricity. The Glassman, A powerful meta, was able to unlock other meta's powers using this method, by unleashing Z Field blasts over the cities he attacked, as well as advancing other meta's abilities.
=== Environmental Stimuli ===
A meta is able to unlock his/her powers naturally through heavy environmental stimuli in the form of intense physiological and psychological stress. However, as evidenced, it appears that although a meta can unlock his/her ability this way, the power will not appear until an event occurs that causes pressure on the meta. This method was extremely rare although it became common after time, possibly because radiation mutated after the activation of the ZFI to destroy radiation sickness and instantly activate the powers of any Conduit who catches it; another possible theory is that the conduit gene could simply be activating in response to the intense stress and environmental stimuli being forced upon its host as a means to enable their hosts survival.
==== Inherited Powers ====
If one individual in a family has powers, it is far more likely that others will as well. Powers can be "inherited" from siblings or adopted parents, but it's very rare for them to pass "upward" from child to parent. People who have parents with powers don’t need nearly as intense an event to make their powers manifest. These are known as Nth-generation powers (second-generation, third-generation etc.)
A genetic relationship isn't necessary to inherit powers. Powers inherited from someone other than a relative were initially known as "serial powers" before it became clear that they were the same phenomenon.
Second-generation capes gain powers influenced by both the powers of those related to them and their trigger event. Similar to grab-bag capes, the children of parahumans tend to manifest multiple lesser powers related to those around them. 
=== Experimentation ===
It is possible to force the meta gene to activate through intense experimentation.
==== Forced Meta Creation ====
==== Power Transfer Device ====
The Transfer Device can be used to transfer powers between two Conduits, or to force a human to gain powers (the method works unstably on multiple recipients). Several products of the experiments are often mentally unstable, either going berserk or experiencing trauma. In addition, most of the experiments may end up halved, meaning some experiments only obtain half of the designated abilities they were supposed to receive.
==== Forced Mutation ====
A meta's abilities can be unlocked through a more grotesque and less effective way. Through the use of his powers, Jonah was able to turn bearers of the gene, brought to him by his enforcers, into grotesque monsters who've lost all their sanity. They were created out of Jonah's to induce a level playing field, and he allows them to roam free in the city to create chaos.
==== Infusion ====
As specified by the TBI Informant; the Time Bureau of Investigation infused their soldiers with an unidentified substance administered via injection into the bodies of their newest recruits to grant them access to their own set of superhuman abilities to combat the bio-terrorist threat with greater efficiency. The injections would subsequently induce headaches and seizures on the subjects as their very bodies began to react to the unidentified substance. It should be noted that this process is far more stable then the usage of the power transference device, allowing subjects of this process to retain their sanity and keep their bodies from constantly undergoing mutations in order to sustain the power infused into them; it should also be noted that the level of power gained by this method can vary from subject to subject, with some being more powerful than others.
== Developing ==
Once a meta's powers are unlocked, said power will then develop, which usually requires a catalyst. There are several ways to develop powers. These are:
=== The ZSphere ===
Even after a metas powers have been unlocked, further use of the Z Sphere will improve one's abilities, enhancing endurance and strength, or granting a new power, or both.
=== Blast Shards ===
Collecting and absorbing a set amount of Blast Shards will improve one's power, though the number of shards needed will rise accordingly. Blast Shards are useful although they are considered a very slow way to develop a metas powers. However, it seems that not all metas have this ability.
=== Exercising Powers ===
A meta is capable of developing his powers by exercising his/her powers in different ways. This technique, while it cannot grant new abilities, grants different variations of unlocked abilities, as well as permanent upgrades to abilities.
=== Blast Cores ===
Blast Cores can be used to quickly develop new abilities though, in turn, it will render the metaunconscious for a set amount of time (until the introduction of Core Relays which allow a meta to absorb the raw energy of a Blast Core without going unconscious). Due to the efficiency of Blast Cores, they are scarce and very valuable, which caused metas to fight over them.
=== Exposure to Element ===
Metas can develop their powers by absorbing their elements or energy relating to their elements. The amount needed can vary.
=== Coping ===
In very rare occasions, a meta is able to develop his/her powers by having their body try to cope with tough situations to survive. Hancock was able to practice this as he was able to develop his powers over time by coping with near-fatal conditions. A rat that Glassman was experimenting on was also able to develop wings in order to allow the rat to escape.
Category:Power Origins