WormRP:Parahuman Terminology Guide: Difference between revisions
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Latest revision as of 08:51, 16 July 2023
Please let us know in #mod-helpdesk on the Discord server if you believe something ought to be added to this list of terminology. Thank you!
- Parahuman
- A Parahuman is somebody who has gained physics-bending abilities by undergoing a traumatic trigger event.
- Cape
- Cape is a slang term for a Parahuman, based on the tendency for flashy costumes the majority of parahumans wear when interfacing with the public.
- The term Cape can also be used to refer specifically to Parahumans that take an active part in “Cape Subculture”, (IE superhero vs supervillain)
- It is often said ‘Every Cape is a Parahuman, but not every Parahuman is a Cape’
- Unwritten Rules
- The Unwritten Rules, also known as the code, the truce or the game, is a semi-unofficial code of honor adopted by capes in much of the Western world.
- Respect secret Identities, private lives, & don't mess with civilian families.
- Respect truces, parlays, & agreed upon meetings.
- Minimize lethal force when able.
- No widespread attacks on civilian populace.
- No slavery, whether by mind-control or other means.
- No sexual assault or rape.
- Avoid guns to Avoid escalating conflicts unnecessarily, powers that rely on, or synergize with guns are a grey zone.
- You are to assist in the take-down of capes who do break these rules when able. To ensure that the rules are maintained adequately.
- Trigger Event
- Trigger, Trigger Event, or Crisis Point, is the moment a parahuman gained their superhuman abilities. This is accomplished through a traumatic experience.
- A large number of people have the potential to trigger even if they haven’t met the conditions necessary for a trigger event. With the circumstances leading up to the trigger event influence the power granted.
- Types of Triggers found here: Trigger Types Guide
- Corona Pollentia
- The Corona Pollentia is the part of the brain that is adapted to and connects the powers that come from Shards (see below).The Corona Pollentia is a startlingly common feature, even in unpowered people.
- Gemma
- The Gemma is the part of the Corona Pollentia that controls the active use of a parahumans' abilities and powers, the same way there are parts of the brain that allow regular humans to coordinate and move their hands.
- Shard
- Shards, also known as passengers or agents are fragments of immense interdimensional crystal colony organisms known as Entities. They serve as the source of parahuman powers.
- They connect through dimensions to a parahuman through their Corona Pollentia & Gemma, at the moment of a Trigger Event.
- Manton Effect
- The Manton Effect is a tendency among powers to affect either living targets or inanimate objects, but not both (or at least not in the same way.) this is in no way universal, just a common tendency. ?
- Parahumans that undergo a Second Trigger often result in their powers having a tweaked or lessened Manton Effect. Though again, this is not universal.
- Manton Protections
- Powers tend to favor their host by implementing built in defenses and controls, to protect a parahuman from their own power. A few examples include:
- Pyrokinetics with heat resistance, Flight with an immunity to vertigo, or a cape with explosive blasts being protected from blindness & deafness
- Kill Order
- Kill Orders are assigned to capes who are a threat to public safety
- A kill order could be signed to punish criminals who consistently broke the Unwritten Rules.
- They generally only applied to people who even other villains agreed needed to be dealt with. While kill orders usually take a while to be implemented, sometimes the process is expedited, or even pre-signed as a deterrent measure.
- Surrender is theoretically possible for the target of a kill order.
- S-Class Threat
- S-Class threats are those classified as among the most dangerous threats in the world. Being labeled as an S-class threat is equivalent to a kill order.
- High-level duplicators & villains who operate to any exponential degree are automatically considered S-class if their powers generate more instances of power generation or recurring effect in an epidemic pattern
- Endbringers fit firmly in this category. The majority of existing quarantine zones also contain S-class threats, or have the potential to become one.
- A-class threats are only slightly below this in severity. Still extremely important, requiring decisive action, but more localized ‘all-hands-on-deck’ situation think “state/province vs nationwide”
- M/S Protocols
- Standing for Master/Stranger Protocols, this is a catch all term for pre-planned responses & guidelines to perform when finding yourself under the influence of a Master or Stranger power.
- Usually not a perfect solution, M/S protocols can provide some assistance to someone trying to navigate a situation where they cannot trust their own senses or instincts.
- Call-and-response phrases, code phrases, & passwords to ascertain proof of Identity against impostors, guidelines to follow when under various effects, etc.
- Mover
- A type of power possessing an ability that grants a cape enhanced speed or mobility, or slang for a cape with that kind of power.
- Shaker
- An ability with an area of effect, or slang for a cape with that kind of power.
- Brute
- An ability that grants a cape enhanced strength or durability, or slang for a cape with that kind of power.
- Breaker
- An ability that allows a cape to shift into another state, or slang for a cape with that kind of power.
- Master
- An ability that allows a cape to control others or create minions, or slang for a cape with that kind of power.
- Tinker
- An ability that allows a cape to create or alter devices with futuristic technology, or slang for a cape with that kind of power.
- Blaster
- A long-ranged, offensive ability, or slang for a cape with that kind of power
- Thinker
- An ability that focuses on information gathering, or slang for a cape with that kind of power.
- Striker
- A melee/touch-based ability, or slang for a cape with that kind of ability.
- Changer
- An ability that allows a cape to alter their form or appearance, or slang for a cape with that kind of ability.
- Trump
- An ability that allows a cape to manipulate powers in some capacity, or slang for a cape with that kind of ability
- Stranger
- An ability that focuses on stealth and/or infiltration, or slang for a cape with that kind of ability.