Metahuman Statistics

Metahuman Statistics are classifications applied to metahumans by the Federal Office of the Abnormal and Argus, its subdivision.

## Threat Levels

The Threat Level is the scale used by the Federal Office of the Abnormal, and its subdivision, Argus, in order to rate the power and danger presented by various metahumans. The six levels, ranging from lowest to highest, are Zeta, Epsilon, Delta, Gamma, Beta, and Alpha. There are two elements to Threat Level designations: How much damage a metahuman can cause with their powers, and how difficult it is to incapacitate them.

Metas that are both capable of widespread and rapid destruction alongside being extremely resilient or difficult to contain are likely to be rated with a very high Threat Level. Conversely, a meta who is merely possessed of tremendous fortitude, but not of majorly destructive abilities, might be rated lower. However, high destructive ability is likely to compensate for being more easily overcome, and see a meta given a higher Threat Level.

**Zeta Level:** Metahumans classified as Zeta level threats possess abilities that do not make them any more threatening than ordinary humans. Such individuals have powers that can include enhanced hearing, a rapidly functioning excretory system, or the ability to spontaneously change the color of an object. Ordinary humans bereft of powers are also designated with this threat level.

**Epsilon Level:** Metahumans identified as Epsilon level threats possess slight combative advantages over ordinary humans, or are nominally harder to contain, but are do not possess abilities that make them a serious danger. At most, their powers make them dangerous to a few people at once. A single skilled operative, should be able to quell the threat. Such powers included in this level include low level super strength, invisibility, surface level Telepathy, or a moderate healing factor.

**Delta Level:** Delta level threats are classified as serious threats, either able to kill small groups of individuals with rapid ease, or possessed of some advantage which makes them extremely hard to subdue. Such individuals are regarded as highly dangerous, and should not be engaged except by highly skilled specialists. Powers to raise a meta to this category include moderate levels of super strength and durability, mind control over small numbers of people, powerful regenerative abilities, or moderate pyrokinesis.

**Gamma Level:** Gamma level threats are likely able to kill dozens in moments, and spread destruction over fairly sizeable environments (such as a city street, or several). Engagements with them must usually be met with high levels of force, and may well require the use of ordinance. Powers that could seat a meta at this tier include potent forms of matter manipulation, high levels superhuman strength, immunity to conventional gunfire, widespread mind control, or potent telekinesis.

**Beta Level:** Beta level threats are frightfully potent, and most metas ranked at this tier can rank up body counts in the hundreds or even thousands within the span of minutes. The slang term "army buster" is often applied to Beta level threats, as many metas at this stage can effectively combat sizeable military forces. Titanic super strength, the power to produce an earthquake capable of bringing down a building, or speed sufficient to slaughter hundreds in the blink of an eye can all warrant being placed at this Threat Level.

**Alpha Level:** Alpha level threats are individuals whose abilities are absolutely apocalyptic in proportion. Dark humored jokes have often labeled the Alpha Level as the "Oh Shit Class". To be ranked as an Alpha Level Threat, a meta must be capable of killing millions if not dealt with, able to lay cities to waste and ravage nations single handedly. Example abilities to warrant an Alpha Level classification might include hurricane level atmokinesis, the ability to mind control thousands upon thousands at once, or godlike physical prowess sufficient to effortlessly rip apart skyscrapers and withstand all common assault.

## Power Classes

Certain metahuman abilities are widespread enough to warrant potency ratings, known as Power Classes. The strength of powers are given a Class rating between one and five (with Class 0 simply indicating that the ability is nonexistent or equivalent with an ordinary human), with one being the weakest and five being the strongest. What combination of powers a metahuman has, as well as the Power Class of those powers, determines their Threat Level. Below is a list of common abilities, with their five levels of Power Class described.

### Atmokinesis

Atmokinesis, commonly referred to as weather control, is the metahuman ability to control the weather. Its applications are quite varied, and can include temperature manipulation, dispersing or conjuring precipitation, directing wind, or even calling down lightning from the sky (which is not to be confused with Electrokinesis, which involves the specific control of electricity). Atmokinesis Power Classes are based on the scale and potency of the weather alterations a metahuman is capable of making. Additionally, all Atmokinetics have some form of ability to sense the weather, or at least, the form of weather they can control.

Depending on what forms an individual's Atmokinetic abilities take, subjects are assigned several tags.

* Total: Subjects are capable of manipulating all aspects of the weather.
* Lightning: Subjects are able to summon lightning down from the sky.
* Precipitation: The meta in question is capable of summoning forms of precipitation, such as rain or snow.
* Temperature: Subjects are able to make alterations to the ambient temperature of the environment. Notably, the ranges of the temperature extremes they can summon fall within the natural limits of Earth's climate, such as the heat of Death Valley or Antarctic cold, at most.
* Wind: Subjects can control the wind and manipulate the movement of air. When this is the only Atmokinetic power a meta has, it is often referred to as Aerokinesis.

**Class 1:** Class 1 Atmokinesis is generally effective only within the meteorological microscale, up to a maximum of one kilometer in range. Powers at this tier are relatively harmless, though potentially inconvenient, such as the ability to summon strong gusts of wind, cause a raincloud to appear over someone's head, or chill or heat a room to uncomfortable temperature. Notably, metas with this Class of Atmokinetic power are universally unable to summon lightning. While metas of this Power Class can call down precipitation, altering the weather to any meaningful degree takes a deal of effort and time, especially if their desired change is disparate to the current weather situation. Even the strongest Class 1 requires at least an hour to summon rain in a temperate region, for example.

**Class 2:** Class 2 atmokinetics brings weather altering abilities to an alteration range of up to ten kilometers, allowing the strongest members of the class into the low mesoscale. Class 2 Atmokinetics as a result are usually able to wreak change over small communities, and can usually enact more rapid and potent changes in the weather. While it is possible to wreak some level of destruction at this level, such as summoning blistering winds, the occasional lightning strike or a lashing rainstorm, the devastation possible is not completely devastating, and requires a deal of effort.

**Class 3:** Class 3 brings Atmokinesis well into the mesoscale, with a range of up to 500 kilometers. At this stage, powers become more destructive and dangerous. Calling down lightning bolts to blast foes requires only mild exertion for most metas at this tier, and winds powerful enough to knock around human sized objects are well within the realms of possibility. Weather patterns in the immediate vicinity can be altered near instantly, allowing small tornadoes to be summoned, and through great effort, large regions can have their climate altered.

**Class 4:** At Class 4, Atmokinetic power ranges from the high mesoscale up to the pinnacle of the synoptic scale, with a maximum range of 1500 kilometers. At this point, metas wield power likened to ancient stormgods, and most are capable of shredding buildings with wind or disintegrating people with abnormally potent lightning bolts. The stronger members of the Class are even able to summon mighty weather formations such as hurricanes, allowing them to wreak tremendous devastation, though even these paragons of Class 4 require a great deal of time and effort to do so, ranging from days to a few hours for the mightiest of them.

**Class 5:** Class 5 Atmokinetics are capable of affecting the weather beyond the synoptic scale, ranging over 1500 kilometers to the global scale and beyond. Such powers can potentially alter phenomena such as warm and cold fronts. Class 5 abilities enable metas to summon massive weather effects with minimal effort, giving them the potential to easily conjure hurricanes, cause regional flooding, or flatten entire cities within minutes or hours at most.

### Durability

Durability measures how tough a subject's body is, giving an indication of how difficult they are to damage using various methods. Individuals with Class 0 Durability are no more resilient to harm than ordinary humans. A high Durability Class is indicative that a subject is extremely resilient to physical damage, both in the sense that they are very difficult to harm in the first place, and that they have an extremely high tolerance for pain.

**Class 1:** Class 1 Durability indicates that a subject is noticeably tougher than ordinary humans. Being hit by a human punch or kick does not usually do much damage to individuals at the lowest range of this Durability Class, while more resilient ones can be struck in the head by a baseball bat and usually survive with minor damage. In addition to being more resilient to blunt trauma, they are are more resistant to penetrative attacks, ranging from being slightly tougher than an average human to rhinoceros like resilience, making stabs and cuts penetrate less deeply, and even enabling fire from low caliber guns at sufficient distance to be shrugged off.

**Class 2:** While not completely bulletproof, those with this Durability Class begin to approach that point. The most flimsy of them can completely laugh off any blunt attack made by a human without harm, aside from being knocked around. Piercing attacks have a hard time piercing the least resilient among their number, and most times being stabbed by humans will not penetrate very deep, while the average bullet will break through their skin and subsequent tissues, yet be unable to do much more than crack bones. For the more tough end of the Class, standard blades will do little more than leave scratches, while most bullets will only go a few inches into the skin, requiring more powerful weaponry to take them down.

**Class 3:** Metas possessed of Class 3 Durability are largely bulletproof. The lower levels of the Class find being hit with standard bullets to be very painful, and will often end up with bruises after being shot, but will not have any bullets break the skin. Higher levels can shrug off shots from even high caliber guns without any sort of pain, necessitating ordnance be brought to bear to harm and kill them.

**Class 4:** Those with Class 4 Durability are capable of withstanding even ordnance, such as fire from air vehicles or even shots from tanks. Lower levels of this Durability Class are pained by weaker ordnance, an can even sustain damage from heavier variants. Those at the higher end of the Class can survive hits from artillery with nothing but mild inconvenience, and require truly devastating levels of firepower be brought to bear in order to kill them.

**Class 5:** Class 5 Durability means that a meta is so titanically resilient that most mundane weaponry is deemed to be virtually useless against them. Harming or killing such metas necessitates the use of nuclear weapons, which are usually sufficient to end those on the lower end of this Durability Class. Those at the higher end cannot even be taken down in such a manner, making them utterly beyond the ability of human weaponry to harm.

### Electrokinesis

One of the most flashy of the "control" abilities that enable metas to influence their physical surroundings, electrokinesis is a power that grants influence over electricity across its myriad forms, be it the battery in a cell phone, the volts running through a powered fence, or the charge of an electrical storm. Given the state of technology in the world, and much of its reliance upon electricity to function, electrokinesis has many applications for its users, and is widely dreaded by individuals who combat those gifted with its powers.

Electrokinesis has several further applications applied to it beyond the basic Power Classes, which serve to illuminate some of the common functions found in electrokinetic metas. Its Power Classes are divided based on the amount and potency of the electrokinetic an electrokinetic can control.

* Absorption: The electrokinetic may absorb electricity from the environment into their own bodies. Depending on their specific powers, this electricity may potentially be expelled again later or used to empower them in other ways.
* Control (Environmental): The electrokinetic is able to manipulate and direct sources of electricity within their environment, such as in the air or in power lines.
* Control (Personal): The electrokinetic is able to manipulate and direct electricity that they themselves have created.
* Conjuration: The electrokinetic is able to bring new sources of electricity into existence within their perceptive field, without having to first expel it from their bodies.
* Generation: The electrokinetic is able to generate and expel electricity from their bodies.
* Immunity: The electrokinetic is completely immune to electrical currents and burns . They may also produce a passive energy field which protects their clothing from electrical damage.
* Resistance: The electrokinetic is resistant, though not immune, to electrical currents and burns. They may also produce a passive energy field which protects their clothing from electrical damage.

**Class 1:** Class 1 electrokinetics are sometimes known as walking defibrillators, due to the relatively low amount of electricity they can command. Those on the lower end of the scale are relatively harmless; able to suck the power out of a cell phone, or give someone a painful zap that causes their muscles to spasm. Those at the higher end of Class 1 are slightly dangerous, perhaps able to cause small arcs of electricity to run between their fingers, and able to generate enough power to melt a computer's circuits or interfere with the function of a human heart. Overall, though, they are not much more dangerous than the average person.

**Class 2:** At Class 2 of Electrokinesis, metahumans become notably dangerous. At this stage, they are capable of being quite dangerous. Those at the lower end of the class can black out the average room or cause its lights to explode, or create an EMP that can knock out electronics within a few paces of them. Moreover, electrokinetics at this tier can cause serious damage to human bodies with the electricity they command, agonizing nerds and damaging muscle tissues at the lower end, while the stronger among them can wield lightning powerful enough to scorch flesh and clothes or kill a grown man in a few bursts or moments of exposure.

**Class 3:** Electrokinesis at Class 3 is notably deadly, as the weaker electrokinetics at this tier can kill a grown man with a single burst of lightning, while those at the upper end can unleash maelstroms that can engulf dozens. They might drain an entire house or hospital unit of power, or blast through walls (made out of weaker materials such as wood at the low end, or brick and concrete at the high end), or perhaps generate tendrils of lightning capable of cutting through flesh and bone.

**Class 4:** Class 4 Electrokinesis allows for tremendous destructive power. At this tier, metas can affect electricity on an even larger scale, such as causing powersurges across entire streets, or discharging deadly bolts throughout an entire apartment complex. Class 4 electrokinetics can wreak such destructive feats as blasting human bodies apart with ease, cutting a truck in half, or blowing holes through solid steel.

**Class 5:** The deadly electrokinetics possible at Class 5 allows for such wide scale feats as draining the power from an entire neighborhood, or raining down enough lightning to kill off an entire football stadium. Even the most basic Class 5 electrokinetic can disintegrate a human body with a single burst of lightning, reducing it to greasy ash. They can level small to mid sized buildings in moments or effortlessly annihilate a tank.

### Flight

Flight is any metahuman ability which allows those who possess it to travel through the air and employ it as a form of rapid travel. Flight can be accomplished through a variety of means, such as through the use of wings, some sort of transformation, or the emission of some sort anti gravitational field. Flight Classes use similar measurements to Speed Classes.

Flight has several additional distinguishing traits assigned to it, based on what method the flight is achieved with.

* Anatomical: The meta has wings or some other anatomical structure which allow them to fly.
* Telekinetic: Through the use of telekinetic abilities, the meta is able to lift themselves and achieve flight.
* Anti-Grav: The meta is able to defy gravity through the manipulation of some sort of energy field.

**Class 1:** Individuals with access to Class 1 flight capabilities (affectionately called "Floaters") are typically limited in their flight speeds to under thirty miles per hour, and generally do not reach altitudes of more than a few hundred feet.

**Class 2:** Class 2 flight capabilities allow those who possess them to reach flight speeds over thirty miles per hour, to a maximum of around three hundred, meaning that most fall within the speed range of landbound vehicles.

**Class 3:** A flight ability of Class 3 indicates that an individual can fly at speeds anywhere between three hundred miles per hour and Mach 2, meaning that they are capable of matching the flight speeds of most planes, and at the highest tier of the Class, rival the fastest planes in the world.

**Class 4:** Those with Class 4 flight are able to fly at speeds which exceed Mach 2, to a maximum of Mach 5.

**Class 5:** Any metahuman whose flight capabilities allow them to exceed Mach 5 are classified as having Class 5 flight abilities.

### Healing

Healing is often confused with Regeneration, as both revolve around the mending of injuries. Healing, however, is the power to restore the bodies of others, not the self. Metas with Healing abilities are able to repair all manner of injuries, cure illness, and purge bodies of the effects of poisons. Additionally, Healing differs from Regeneration in that its abilities can also effect plants and nonhuman animals.

The Power Classes of Healing are categorized by the efficacy of the Healer's abilities; in essence, how much damage can they undo.

Healing is also given classifications for its Range, how much contact the Healer requires in order to make use of their ability on someone.

* Full Tactile: In order to Heal another individual, the Healer requires direct, skin to skin physical contact. Clothes will obstruct their ability.
* Partial Tactile: The Healer requires physical contact with the subject of their power, but they are not impaired by the presence of clothing.
* Proximity: The Healer can make use of their powers on anybody within their immediate vicinity.

Additionally, Healing is also classified as being Active (meaning that the activation of the ability requires direct will and concentration) or Passive (meaning that the Healing powers of the meta are always in effect).

**Class 1:** Class 1 Healing effects are not particularly potent. At the lower end of the range, Healing at this level can simply ease pain and boost the metabolism and immune system to the human peak. The higher end of the Class can raise a body's healing capacity slightly beyond normal limits, allowing them to mend wounds faster than normal, survive injuries that might be life threatening, or rapidly fight off an infection. Class 1 Healing usually allows the body to repair such damage to its fullest extent within a few hours, depending on the severity and the exact potency of the healer's abilities.

**Class 2:** Healing in the Class 2 range enables those subjected to it to survive injuries that might otherwise be guaranteed to kill them, as it boosts the natural restorative processes of the body well beyond ordinary limits. Class 2 Healing can essentially repair most any damage that is not instantly fatal, and can allow for such extraordinary feats as reattaching recently severed limbs or partial organ regrowth. The vast majority of poisons can easily have their effects overcome, and diseases can for the most part be cured, while most common injuries can be repaired within a few minutes.

**Class 3:** Class 3 Healing allows for most harm to be undone within mere seconds. Entire limbs and organs be regrown, crippling injuries undone, cancers and pathogens wiped away. There are two primary limitations at this stage: The target must still be alive, and the injuries that they are attempting to fix must not have completed their natural healing process. For instance, while a man's ability to walk might be restored directly after a car accident, it would not be possible to do so had the crippling injury occurred a decade ago.

**Class 4:** The powers of Healing at Class 4 allow for even old injuries and genetic defects to be cured. Its only limitation is that death cannot be undone, though Healing at the pinnacle of Class 4 can enable the resuscitation of people whose hearts stopped within a few close moments. However, perhaps more extraordinary than that is that Class 4 Healing can combat even the damage done by aging, enabling those who receive regular treatments by a Class 4 healer to have their aging slowed, or even halted completely by those at the upper end of the Class.

**Class 5:** Class 5 Healing abilities allow for virtually any injury or ailment to be cured, including the ability to repair even mortal injuries. At the very least, a still warm body can be restored to life. As one exceeds the possibilities of classification altogether, it becomes possible to raise the dead after they have gone cold, or even begun to decompose. Furthermore, Class 5 can even restore youth to the elderly.

### Mind Control

Mind Control is ordinarily a psychic ability, and one of the most feared weapons in the arsenal of a psychic (though in some instances Mind Control is possible through other means, such as pheromones). Mind Control is the ability to override the will of another individual, forcing them to carry out orders and warping their beliefs. Mind Control is classified based on the potency of the commands that can be given, the strength of beliefs that can be instilled, how long they last, and how difficult said compulsions are to resist.

Mind Control is also further distinguished by its Mechanism, the conditions applied for its use. The known Mind Control Mechanisms are:

* Verbal: The target needs to hear the Mind Controller's voice to be affected by their power.
* Tactile: The Mind Controller requires physical contact to make use of their ability.
* Ocular: Direct eye contact is needed for the Mind Controller to employ their ability.
* Pheromone: The mind controller emits some sort of biological pheromone that allows them to influence people.
* Telepathic: The Mind Controller is able to employ their ability through psychic contact.

**Class 1:** Class 1 Mind Control enables those who possess it to usually force people to fulfill relatively minor commands, such as paying for a drink, or letting the Mind Controller use their car. Compulsions issued at this stage can only be momentary and simple, something that can be carried out immediately. Almost all individuals can resist commands that they would be extremely adverse too, such as harming themselves or a loved one. Commands typically cannot force people to act outside their nature, nor can they be convinced to believe anything that does not sound plausible to them. With sufficient mental training, one can learn to easily resist control attempts.

**Class 2:** The capabilities of Class 2 Mind Control allow for more complex compulsions to be implemented. One can compel subjects to commit longer lasting, more complicated tasks, though they must begin immediately and be completable within a few minutes, before the control wears off. Compulsions can also allow for subjects to be forced to take very out of character actions, and be temporarily convinced of things they would not believe normally. With the right prodding, victims can be coerced into having their moods drastically altered. Mental training can allow resistance to compulsions at this tier, but it is far more taxing on whoever is resisting.

**Class 3:** Class 3 Mind Control requires ichor-based psychic resistance for a subject to overcome its effects. One can issue compulsions which take hours complete, or are activated when certain conditions are met. Additionally, sufficient prodding can compel subjects to experience mood changes, and spur them to engage in dangerous activities even if they do not have any prior inclination to do so. Furthermore, instances of Class 3 Mind Control can allow for the alteration of recent, unsolidified memories, with a subject being convinced that they occurred differently than they actually did.

**Class 4:** Mind Control at the Class 4 Level can in certain instances, overcome psychic resistances. Most individuals bereft of any sort of mental protection can be compelled to accept commands that take hours or even days to implement. It is also possible to convince an individual of nearly any truth, alter their emotional states with ease, and change even ancient, deep rooted memories and beliefs.

**Class 5:** Class 5 Mind Controllers are nigh impossible to resist, and can compel victims to engage in any act, make them believe anything, and even forcibly alter their entire personality and worldview on a whim.

### Pyrokinesis

One of the most iconic forms of "control" abilities (which involve manipulating the physical environment without the use of bodily force), pyrokinesis is an ability that grants the power to influence heat and flame. Depending on the exact nature of their powers, pyrokinetics might be able to summon fire, shape and direct preexisting sources of flame and heat, increase the temperature of a fire instantly snuff out blazes, or absorb fire from the air.

Pyrokinesis is broken down into Power Classes based around the amount of flame a pyrokinetic can influence, as well as how hot and destructive it is. However, it is also given several designatory tags which detail how exactly the power functions in each individual.

* Absorption: The pyrokinetic may absorb flame from the environment into their own bodies. Depending on their specific powers, this fire may potentially be expelled again later or used to empower them in other ways.
* Control (Environmental): The pyrokinetic is able to manipulate and direct sources of fire within their environment.
* Control (Personal): The pyrokinetic is able to manipulate and direct fire that they themselves have created.
* Conjuration: The pyrokinetic is able to bring new sources of fire and heat into existence within their perceptive field, without having to first expel it from their bodies.
* Generation: The pyrokinetic is able to expel flame and heat from their bodies.
* Immunity: The pyrokinetic is completely immune to flame and heat, as well as the negative effects of smoke inhalation. They may also produce a passive energy field which protects their clothing from fire damage.
* Resistance: The pyrokinetic is resistant, though not immune, to flame and heat, as well as the negative effects of smoke inhalation. They may also produce a passive energy field which protects their clothing from fire damage.

**Class 1:** Class 1 Pyrokinesis entails being able to manipulate small amounts of flame, such as that which might compose a small campfire. They might be be able to increase a flame's heat to slightly beyond its normal level. Class 1 Pyrokinesis, while in theory quite useful to would be arsonists, and capable of causing nasty burns or destroying a home if applied correctly, is generally not very dangerous. At this tier, the power is more useful for theatrics than anything else. Many researchers jokingly remark that having a lighter and can of aerosol is about as useful.

**Class 2:** Class 2 is where Pyrokinesis becomes notably dangerous. At this Power Class, a Pyrokinetic can essentially act as a military grade flamethrower, and can manipulate flame and heat to engulf foes' clothes in flame, rapidly burning them to death. Even metas on the lower end of Class 2 are able to wield fire hot enough to instantly set wood ablaze.

**Class 3:** Pyrokinesis at Class 3 is extremely deadly. Most metas at this rank can manipulate sufficient amounts of fire to engulf small groups of people, or set an entire room ablaze from floor to ceiling in seconds. The fire pyrokinetics wield at this stage can often burn away human flesh, as well as heat up and melt many forms of non heatproof metal, depending on which end of the Class they fall.

**Class 4:** At Class 4 Pyrokinesis, metas are able to summon massive infernos, capable of filling whole streets or large rooms such as a gymnasium with fire. Low tier Class 4 pyrokinetics can instantly reduce the average car to a heap of molten slag, while those on the upper end of the Class can do so with armored vehicles, and rapidly melt through most heat resistant metals.

**Class 5:** Metas with Class 5 Pyrokinesis are walking infernos. Weaker ones can effortless turn most moderate sized buildings to puddles of molten rock in the blink of an eye, blow holes in skyscrapers, and obliterate groups of tanks with a wave of the hand. More powerful metas in this tier are able to rapidly immolate entire neighborhoods.

### Regeneration

Regeneration measures how quickly and effectively a metahuman's body is able to recover from damage, as well as how such healing properties facilitate additional benefits. Any individual with Class 0 Regeneration indicates that their body heals at the same rate and to the same extent as humans.

**Class 1:** Metahumans possessed of Class 1 Regeneration are capable of healing anything an ordinary human can in rapid time. Light cuts or bruises fade completely within a matter of hours, whilst more severe wounds, such as those from stabs, gunshots, or broken bones take longer, usually a few days. Injuries that an ordinary human would consider life threatening are almost always survivable through Class 1 Regeneration, though damage that is fatal, such as severe burns, extreme blood loss, or damage to the vital organs are fatal to those with this Regeneration level. Additionally, the healing is similar in potency to normal human capabilities, meaning that wounds leave scars, and lost limbs or organs cannot be regrown. Metas with this Class of Regeneration tend to age a bit slower than ordinary humans, allowing them to maintain more vitality in old age.

**Class 2:** Class 2 Regeneration allows those who possess it to heal the majority of injuries within a span of hours at most. More mild injuries can usually be recovered from in a span of minutes, while more severe ones take hours to repair. Such healing is more complete than that possessed by humans, and there is little to scarring left from injuries which they are capable of surviving. Class 2 Regeneration allows one to survive damage that would kill a human, such as severe blood loss, damage to nonvital organs, and severe burns that would leave humans dead. However, sufficient damage, such as dismemberment, damage to the brain, or complete immolation remains lethal. Class 2 Regeneration usually also gives metahumans who have it a notably expanded lifespan.

**Class 3:** Metahumans with Class 3 Regeneration can heal most injuries within a few minutes, and for utterly horrific injuries, perhaps up to an hour. Class 3 Regeneration enables the reattachment of lost limbs and certain organs, and allows for metas to survive severe blood loss, long periods of oxygen deprivation, extensive burns and impalement. Notoriously difficult to kill, metas with this Regeneration Class can, for the most part, survive any injury that is not instantly fatal to a human. They can be reliably terminated by damage to the vital organs (such as being shot in the head or stabbed in the heart) decapitation, or by simply being blown apart. Class 3 Regeneration tends to greatly increase a meta's lifespan.

**Class 4:** Class 4 Regeneration allows for those gifted with it to heal from almost any injury in mere moments. Such Regeneration enables one to survive injuries that would kill those with weaker regenerative capabilities, such as being shot in the head or the heart. Class 4 Regeneration allows for the complete regrowth of lost limbs and organs. Methods that can reliably kill metas at this tier of Regeneration are decapitation, being blown to pieces, or having a sufficiently large hole blown through one's torso,.

**Class 5:** The rare metahumans with Class 5 Regeneration are close to immortal. At this stage, there are few forms of reliably killing them, and each Regenerator must be considered on an individual basis. Some can survive their head being cut off, or their heart being torn out. Some of the more potent Class 5's can withstand being blown to pieces, regenerating so long as a sufficiently large chunk of their body remains. Complete incineration is the most effective way of exterminating Class 5s.

### Senses

Senses measure the acuity and range of a metahuman's sensory abilities. Not all senses that metas possess are enhanced to the same degree. For instance, one might be able to see clearly for miles, but have a completely ordinary sense of smell. As a result, each sense is given its own separate Power Class. Senses not found in ordinary humans, such as the ability to sense magnetic fields, also fall into this category.

**Class 1:** Class 1 Senses range from slightly beyond human norms, to being comparable to those of an animal whose senses are known to keen, such as the smelling abilities of a bloodhound or the eyesight of an eagle.

**Class 2:** Any Class 2 sensory ability is overtly superhuman, usually having ranges of peak acuity which completely outclass those of any natural creature.

**Class 3:** Sensory powers at Class 3 can usually extend for many miles, or into microscopic range.

**Class 4:** A sense at Class 4 is able to cover large regions and venture into astounding detail, for instance, allowing one to see in atomic detail, determine exact chemical compositions by scent alone, or locating someone's voice from across the country.

**Class 5:** A Class 5 Sense is able to stretch across the globe, and can detect massive amounts of sensory stimulus at once. Metas with such acute senses are walking surveillance systems, capable of observing events thousands of miles away from themselves, or in detail beyond the subatomic level.

### Speed

Speed is a measure of the quickness with which an individual can run, move their bodies, and react to stimuli. Ordinary humans have Class 0 Speed, which indicates that their speed is in the bounds of normal human capabilities.

**Class 1:** Any metahuman with Class 1 Speed is able to run at speeds beyond the human maximum, which is near thirty miles per hour, up to a maximum of around one hundred miles per hour. Such individuals have enhanced reflexes as well, which vary from being slightly above the human peak to being able to effortlessly avoid multiple assailants and snatch slower projectiles like arrows right out of the air.

**Class 2:** Class 2 Speed indicates that a meta is close to becoming a speedster, though not quite on. Such individuals can move between one hundred and three hundred miles per hour, and can easily avoid most projectiles that do not involve gunpowder. At this Speed class, most metahumans are constrained by the standard laws of physics, and in order to reach their top running speed, require a period of acceleration, and are also bound by the laws of motion, needing to slow down to make sharp turns.

**Class 3:** Capable of moving at speeds of over three hundred miles per hour, up to a maximum of Mach 1, the speed of sound, the core of speedsters find themselves with Class 3 Speed. Additionally, metas who reach Class 3 speeds frequently tend not to be bound by the standard laws of physics, and can accelerate to full speed near instantly, as well as maneuver in manners that should not be physically possible at high speeds.

**Class 4:** The astoundingly fast individuals with Class 4 Speed are capable of moving at rates exceeding the speed of sound, to a maximum of up to Mach 3.

**Class 5:** Not much is done to calculate the exact top speeds of the rare metas who can move at Class 5 speeds. Those few who can move faster than Mach 3 are classified within this range.

### Strength

Strength is a measure of one's physical power, the amount of force they can exert with their bodies. Ordinary people have Class 0 Strength, meaning that their physical strength is within standard human limits.

**Class 1:** Class 1 Strength indicates that a metahuman's physical prowess is beyond normal human limits, and caps out at around one ton of lifting strength. With such power, humans are usually trivial to beat down and thrash, and at the higher levels of this strength class, it is possible to flip or even lift small vehicles.

**Class 2:** At Class 2 Strength, it is possible for a metahuman to lift over a ton, up to a maximum of ten. Such power is capable of lifting and even throwing a fair number of vehicles, as well as being able to smash through a fair portion of common materials.

**Class 3:** A metahuman with Class 3 Strength is able to lift between ten and one hundred tons, meaning that most of them can toss around vehicles and tear through common materials effortlessly. As a result, restraining such powerful beings through conventional means is almost impossible.

**Class 4:** Class 4 Strength entails the ability to lift over one hundred tons, up to a maximum of one thousand. Such titanically powerful individuals are capable of smashing through buildings with ease, and even able to bring down large structures by damaging the necessary supports. Generally speaking, no earthly material is beyond their capacity to destroy.

**Class 5:** Strength that is Class 5 is so unfathomably vast that it is virtually incalculable. Many individuals at this tier possess power sufficient to lift and hurl skyscrapers, while those even more potent can cause earthquakes and break apart mountains.

### Technopathy

Technopathy is an uncommon ability, which enables metahumans who possess it to mentally control digital technology. Anything with a computer system can call under their command, be it a cell phone, a digitally controlled elevator, a plane's navigational systems, a television, a satellite. Technopaths can mentally pass through firewalls, turn devices on and off, control robots, or drain bank accounts.

**Class 1:** Class 1 Technopaths are typically possessed of short range abilities. On the lower end, they might require physical contact to interface with a device, while technopaths at the pinnacle of Class 1 typically can link with a device within the same small house. Generally speaking, they cannot control more than one device at once, and are unable to use their abilities to break past passwords or other security measures, nor can they operate a device in a manner not in line with its intended functions.

### Telekinesis

Telekinesis is a power that allows those who possess it to exert kinetic force on objects and individuals using the power of ones mind.

**Class 1:** Class 1 Telekinesis is fairly weak, with individuals at this tier being able to lift and manipulate small objects, whilst the most potent of them struggle to pick up something the size of a person. They can also usually unleash weak blasts of force, with most of them being incapable of producing anything stronger than a human punch.

**Class 2:** Class 2 Telekinetics have the potential to be extremely deadly if they so wished. Class 2s are able to exert enough telekinetic force to manipulate the bodies of human beings, allowing them to throw people around or break bones with a flick of their wrists. Stronger Class 2s are able to unleash blasts of force that can kill sizeable groups of people, and can erect telekinetic barriers which can withstand gunshots. However, Class 2 Telekinesis is typically insufficient to lift something as a car, though high tier Class 2s can do so with great struggle.

**Class 3:** Individuals with Class 3 Telekinesis are capable of throwing around and crushing vehicles, with weaker Class 3s being able to destroy cars, while the mightiest Class 3 might be able to battle a large vehicle like a tank. Normal human beings can be pulverized by even the weakest Class 3, and as such, battling them is unfeasible. Weaker Class 3s are able to erect telekinetic barriers to shield themselves from gunfire, whilst more potent ones can protect themselves from smaller explosions.

**Class 4:** Class 4 Telekinesis allows for absolutely astounding displays of telekinetic force, sufficient to break apart small buildings by crushing them or via blasts of telekinetic power. Class 4 Telekinetics are typically able to produce barriers capable of withstanding all manner of powerful weaponry, typically requiring tremendously potent explosions or attacks from powerful metas to break through them.

**Class 5:** Class 5 Telekinesis allows power sufficient to throw around or rip apart massive objects such as skyscrapers or oil tanker ships, incite potent earthquakes, and produce telekinetic shielding that can withstand most anything short of nuclear force.

### Telepathy

Telepathy is the psychic ability to form mental links with the minds of other individuals, allowing for mental communication and memory reading. It is the most common psychic power, and Power Classes are assigned to it based on its range, the number of minds that can be contacted at once, and the thoroughness of the telepath's abilities, how deeply they can penetrate a mind and how difficult they are too resist. In all a cases, basic mental contact is far easier than simple mental probing, and performing more thorough mental penetration limits the number of subjects that can be probed at once.

**Class 1:** Class 1 Telepathy usually entails weak, short range psychic abilities. Class 1 Telepathy usually require physical contact, line of sight, or extremely close proximity to employ their powers, and are usually limited to between one and three targets at once. Generally, their telepathic abilities enable them to scan an individual's present thoughts, or project their own thoughts into someone else's mind for those stronger Class 1s.

**Class 2:** Class 2 Telepaths are still confined to a relatively short range for their powers, no greater than one mile of themselves. Unlike Class 1s, however, they do not rely on their physical senses to establish telepathic links, and can sense the minds of others through mere psychic presence. Additionally, Class 2s are able to read the minds of anywhere between three and twelve people at a time. Furthermore, they are also able to delve more deeply into the minds of their targets, and engage in reading memories. This process usually takes place in real time, as the telepath relives the memories they read.

**Class 3:** Class 3 is where Telepathy begins to seriously step up. Telepaths at this stage have a telepathic range between one and three miles, and are able to maintain mental contact with anywhere between a dozen to thirty people at once. Their capacity for mental probing is considerable, and they can rapidly delve into minds in order to root out memories and information.

**Class 4:** Telepaths given the Class 4 designation have telepathic ranges between three and ten miles, and can mentally link with anywhere from thirty to one hundred people. Typically, Class 4 Telepaths can learn everything about individuals they encounter within a span of a few minutes.

**Class 5:** Any Telepath with a psychic range of over ten miles and the ability to interface telepathically with over one hundred individuals in a single instance is given a Class 5 designation. Such individuals can gain absolute understanding of a subject within moments of meeting them, and are virtually impossible to bar from one's mind.

### Teleportation

Teleportation is the ability to traverse long distances without crossing the ordinary distances in between by mundane means, such as walking or the use of a vehicle. Teleportation might be accomplished through the creation of portals or tears in space that one may pass through, or by mentally shifting about one's location through space. Teleportation Power Classes are ranked based on the distance an individual is capable of travelling via their teleportation.

**Class 1:** Class 1 Teleporters have a teleportation range of one mile or less. Those at the lower end of the Class might even be limited to teleporting within their line of sight.

**Class 2:** Individuals with Class 2 Teleportation capabilities are able to teleport to a maximum range between one and ten miles.

**Class 3:** Class 3 Teleportation abilities enable those who possess them to travel ranges between ten and one hundred miles.

**Class 4:** Those with Class 4 Teleportation can teleport themselves distances which span hundreds of miles, to a maximum of one thousand.

**Class 5:** Any individual possessed of a Teleportation range which exceeds one thousand miles is designated with Class 5 Teleportation abilities.

## Power Archetypes

Among the metahuman community, there tend to be common sets of abilities known as Power Archetypes. Most metas have powersets which fall into one of these common Archetypes.