![]() ![]() Parahumans should engage in pairs or trios at a minimum, two fully equipped squads should be deployed.Acquiring further intel is recommended where possible, but not mandated.Parahumans and operatives should assume that traditional actions are going to be met by a complication.Operatives should postpone engagement.A typical trained parahuman or one parahuman assisting a squad of operatives should be able to deal with the power in question.Operatives can engage until assistance arrives.A typical parahuman or one parahuman assisting a squad of operatives should be able to deal with the power in question.Additional countermeasures come into effect.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.Care should be taken to remove civilians from the area and discourage them from participating.Several trained individuals may be required to deal with the situation.Civilians, even alert or fit civilians, will not be able to handle the ability (or abilities) in question.Team members are reminded of standard countermeasures and should put these measures in effect when there are no pressing other matters.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.The ability should be assumed to be a non-threat and need not be identified if other matters prove more pressing.Poses a threat only just 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.It is the responsibility of PRT operatives and parahumans to familiarize themselves with the current ratings for all relevant threats. 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. Įxceptionally 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. As such, the numbers also take into account the possibility of harm, but also panic. Rather, the number rating is a ballpark scale indicating the threat to a team. The numbers assigned to classifications are not an indication of raw strength of an ability. Other named older classifications include Catcher, Brick, Shaper, Razor, and Controller. Only two of the older classifications have been expanded upon: The Shifter classification, which dealt with parahumans that could alter their appearance within human norms, and the Nuker designation, which covered Shakers with Blaster-like offensive potential and Blasters with Shaker-esque radius and potential for damage. As the time passed, it was discovered that certain strategies were valid against broad groups of parahumans and classifications were condensed until twelve groups were left. Over time, the system was used to classify all parahumans, and as many thirty categories were added to account for all the different types. The classification system was initially created by the PRT ground-patrol and response teams in New York to classify villains. It’s possible for the number assigned to sub-ratings to exceed the number assigned to the main power. Hybrid ratings are issued if two or more aspects are irrevocably linked and are designated with a slash, while sub-ratings are given if a power has side-effects or applications that belong in another category. It’s possible for parahumans to receive hybrid and sub-classifications. Īn ability that focuses on stealth and/or infiltration. Īn ability that allows a cape to manipulate powers in some capacity. Īn ability that allows a cape to alter their form or appearance. ![]() Īn ability that focuses on information gathering. Īn ability that allows a cape to create or alter devices with futuristic technology. Īn ability that allows a cape to control others or create minions. Īn ability that allows a cape to shift into another state. Īn ability that grants a cape enhanced strength or durability. In the modern day, the PRT has twelve different categories: ClassificationĪn ability that grants a cape enhanced speed or mobility. ![]()
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