Main Table
HoratioVonBecker
Imperfectly Aligned
So for years I've had this theory that parahuman abilities, particularly the non-Cauldron ones, are based on coping methods. And I eventually noticed that Brute, Breaker and Striker were basically the same sort of power with different control schemes. I ran with it, hoping for better insight into parahuman psychology. (And as a side effect, a refinement to Weaverdice chargen.)
Much thinking and revision later, including some greatly-appreciated betareading by @aCameron, this is the result. (I hope the slightly-obsolete class names aren't too confusing; he advised changing them and I didn't want to.)
CLASS EXPLANATIONS:
Changers can switch toolsets over the course of a fight. Examples for clarity: Eidolon, Marquis, arguably Taylor.
Tinkers distract themselves by designing and building stuff, usually supertech.
Trumps have a highly-adaptable toolset with a narrow focus, typically offensive. Examples for clarity: Flashbang, Gregor the Snail, Citrine, Jouster.
Thinkers are people with some manner of enhanced tactical awareness. (Entities are bad at more abstract processing.)
Gifters can grant one or more powers to other creatures and/or objects.
Jackers are Masters who share some of their minions' senses.
Puppeters (note the 'er' rather than 'ear' sound) are Masters who don't identify with those they manipulate. Emotion-manipulators generally fall in this category. Tend to be jerks, even by parahuman standards.
Strangers have a power suited to concealing themselves. (Entities are still bad at abstract processing.)
Streamers have a 'smooth' mobility power, like flight or superspeed, with no inherent downtime.
Jumpers have a power that moves them in starts and pauses, like airdashing or teleportation.
Blasters have a power suited for shooting opponents.
Shapers change specific environments - summon walls, move earth, make conveyorbelt-forcefields, that sort of thing.
Brutes have a melee-range power that's always on, or at least on by default. Body alterations count.
Breakers access their powers through a distinct altmode.
Strikers have a short-uptime melee power, nearly always offensive.
Cloakers have an area-effect power centered on themselves.
Capekillers have a power that only affects parahumans, or only works in their presence. I don't know much about them.
Powers often have themes of a secondary class, which I call slanting. By this reckoning, Tecton and (to some extent) Bakuda are Tinkers with Shaper slants, Flashbang is a Trump with a Blaster slant, and Taylor is a Cloaker-slanted Jacker. I also use slashes for brevity, e.g. 'Crawler is a Brute/Changer' means 'Crawler is a Brute with a Changer slant'.
This list is probably not appropriate for combat chatter, as it prioritizes mental groupings over tactical ones. (That said, I like to think that budget-focused organizations (PRT) use the following two rankings: "roughly this expensive to leave alone" and "roughly this expensive to arrest".)
Any questions?
Much thinking and revision later, including some greatly-appreciated betareading by @aCameron, this is the result. (I hope the slightly-obsolete class names aren't too confusing; he advised changing them and I didn't want to.)
Threats | Responses | Internalize | Dissociate | Lash Out | Externalize |
Complicated | Changer | Tinker | Trump | Thinker |
Social-ish | Gifter | Jacker | Puppeter | Stranger |
Environmental | Streamer | Jumper | Blaster | Shaper |
Personal | Brute | Breaker | Striker | Cloaker |
Parahuman | Capekiller | Capekiller | Capekiller | Capekiller |
Changers can switch toolsets over the course of a fight. Examples for clarity: Eidolon, Marquis, arguably Taylor.
Tinkers distract themselves by designing and building stuff, usually supertech.
Trumps have a highly-adaptable toolset with a narrow focus, typically offensive. Examples for clarity: Flashbang, Gregor the Snail, Citrine, Jouster.
Thinkers are people with some manner of enhanced tactical awareness. (Entities are bad at more abstract processing.)
Gifters can grant one or more powers to other creatures and/or objects.
Jackers are Masters who share some of their minions' senses.
Puppeters (note the 'er' rather than 'ear' sound) are Masters who don't identify with those they manipulate. Emotion-manipulators generally fall in this category. Tend to be jerks, even by parahuman standards.
Strangers have a power suited to concealing themselves. (Entities are still bad at abstract processing.)
Streamers have a 'smooth' mobility power, like flight or superspeed, with no inherent downtime.
Jumpers have a power that moves them in starts and pauses, like airdashing or teleportation.
Blasters have a power suited for shooting opponents.
Shapers change specific environments - summon walls, move earth, make conveyorbelt-forcefields, that sort of thing.
Brutes have a melee-range power that's always on, or at least on by default. Body alterations count.
Breakers access their powers through a distinct altmode.
Strikers have a short-uptime melee power, nearly always offensive.
Cloakers have an area-effect power centered on themselves.
Capekillers have a power that only affects parahumans, or only works in their presence. I don't know much about them.
Powers often have themes of a secondary class, which I call slanting. By this reckoning, Tecton and (to some extent) Bakuda are Tinkers with Shaper slants, Flashbang is a Trump with a Blaster slant, and Taylor is a Cloaker-slanted Jacker. I also use slashes for brevity, e.g. 'Crawler is a Brute/Changer' means 'Crawler is a Brute with a Changer slant'.
This list is probably not appropriate for combat chatter, as it prioritizes mental groupings over tactical ones. (That said, I like to think that budget-focused organizations (PRT) use the following two rankings: "roughly this expensive to leave alone" and "roughly this expensive to arrest".)
Any questions?
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