Exceed Skills

Exceed Skills are abilities possessed by the new generation of parautilitarians following the battle between the Exceeder and the Dark Lord. Any one given Exceed Skill is not necessarily a single supernatural power, but a suite of them intended to be used in conjunction of one another.

## Overview

Exceed Skills are supernatural powers that reveal themselves to certain individuals through trigger events when they feel extreme emotional distress. All sapient beings, from organic creatures to advanced AIs to even ghosts can trigger Exceed Skills, but non-sapient beings such as wild animals and monstrosities who inhabit Liminal Space are absolutely incapable of triggering Exceed Skills.

## Classifications

The Federal Bureau of Control classified Exceed Skills into 12 different categories, and provides any new Exceed Skills with a threat rating from 1-12. All Exceed Skills have unique names because all of them are slightly different in nature and functionality, and most of these names are either determined by their users themselves or PORT members who first witnessed them.

The 12 FBC Exceed Skill classifications are as follows:

* **Bruiser**: Abilities focused around enhancing physical strength, durability, and regeneration.
* **Mover**: Abilities focused around fast movement and avoiding danger.
* **Blaster**: Abilities that are long-ranged and single-target.
* **Shaker**: Abilities that affect anyone within a given area.
* **Changer**: Abilities focused on altering their user(s) physically in some way.
* **Breaker**: Abilities that the user can't normally use, and must transform into an alternate state to gain access to them.
* **Thinker**: Abilities focused on enhancing intelligence, mental processes, and senses.
* **Stranger**: Abilities focused on stealth, disrupting perception, and memories.
* **Tinker**: Abilities that enhance their users' minds in such a way that allows them to create advanced technology with no prior experience.
* **Master**: Abilities focused on granting the user control over things outside of themselves.
* **Trump**: Abilities that interfere with the performance of or are empowered by other Exceed Skills.

Some PUTs can have abilities that require multiple classifications.

## Biological Mechanisms

The exact mechanics behind how an Exceed Skill is able to function is mostly unknown to the general population of Earth, but medical experimentation on deceased PUTs have led to surface-level conclusions such as the existence of the Corona Pollentia, an organ that seems to spontaneously appear somewhere between the frontal and parietal lobes of an individual's brain during a trigger event. This organ seems to have a separate aura signature from the rest of the PUT it belongs to, and continues to produce aura a long time after its host is dead. The Corona Pollentia contains a specific region known as the Gemma, which seems to specifically facilitate control over one's powers, because when it's damaged, its host PUT will lose access to any Exceed Skills that require deliberate activation from their user, but any abilities that take effect as a reaction or based on extraneous circumstances that the user cannot control will remain active.

The descendants of PUTs are often born with Corona Pollentias already developing in their brains, even if they do not have powers.

## Inheritability

Studies have shown that Exceed Skills are not inherited by blood, though individuals whose parents are PUTs are born with developed Corona Pollentias, and may possess other supernatural talents such as being naturally able to perceive aura or astral project. Instead, Exceed Skills are inherited by proximity and not genetics, In other words, if a PUT adopts a child completely unrelated to them by blood, but raises them as their own and spends long periods of time with them, then the child would become far more prone to trigger events compared to an average person, as in that even the mildest of negative emotions would cause them to develop Exceed Skills.