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16.66% Worm: Accelerator / **Important** Threat and Power Classifications

**Important** Threat and Power Classifications

Threat Classification is the PRT's way of arranging Parahumans in order of threat to Human society, they range from D-Rank to S-Rank, where A-Ranks are capable of endangering a whole region, and S-Ranks that endanger a continent. This has nothing to do with actual powers, even though the higher ranks tend to be more powerful in terms of powers.

Human Masters and Bio-Tinkers tend to get them automatically due to the stigma associated with them. (Heartbreaker and the Simurgh for Masters, and Bonesaw and Nilbog for Bio-Tinkers).

Tinkers who can make AI get S-ranks automatically.

Power Classifications are the PRT's way to designate the threat of someone's power (As opposed to the person itself) and the different methods of engagement in order of categories.

-Current Classifications-

Mover: An ability that grants a cape enhanced speed or mobility.

  Example: Teleportation.

Shaker: An ability with an area of effect.

  Example: Telekinesis.

Brute: An ability that grants a cape enhanced strength or durability.

  Example: Super-Strength.

Breaker: An ability that allows a cape to shift into another state.

  Example: Turning into Metal.

Master: An ability that allows a cape to control others or create minions.

  Example: Mind Control.

Tinker: An ability that allows a cape to create or alter devices with futuristic technology.

  PS: Tinkers have a specialization that varies from Parahuman to Parahuman, their technology is black-boxed so normal scientists can't make heads or tales with it, although other Tinkers are capable of reverse engineering aspects of Tinkertech as long as it's related to their specialization.

  Example: The ability to make technology involving lasers(Laser pistols, laser shields, etc.... )

Blaster: A long-ranged, offensive ability.

  Example: The ability to throw fireballs from your hands.

Thinker: An ability that focuses on information gathering.

  Example: Future sight.

Striker: A melee/touch-based ability.

  Example: The ability to Decay anything you touch.

Changer: An ability that allows a cape to alter its form or appearance.

  Example: The ability to change into animals.

Trump: An ability that allows a cape to manipulate powers in some capacity.

  Example: The ability to nullify other powers.

Stranger: An ability that focuses on stealth and/or infiltration.

  Example: Invisibility.

It's possible for parahumans to receive hybrid and sub-classifications. 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. These are placed within parentheses. It's possible for the number assigned to sub-ratings to exceed the number assigned to the main power.

  Example: Trump/Thinker: Can predict the actions of other parahumans.

  Example: Shaker(Blaster): Can control light within a certain radius, with the possible application of making laser blasts from surrounding light through the main power.

-Number Ratings-

The numbers assigned to classifications are not an indication of the raw strength of an ability. Rather, the number rating is a ballpark scale indicating the threat to a team. As such, the numbers also take into account the possibility of harm but also panic.

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.

It is the responsibility of PRT operatives and parahumans to familiarize themselves with the current ratings for all relevant threats

Threat levels:

-1-

- 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.

- The ability should be assumed to be a non-threat and need not be identified if other matters prove more pressing.

-2-

- 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.

- Team members are reminded of standard countermeasures and should put these measures in effect when there are no pressing other matters.

-3-

- Civilians, even alert or fit civilians, will not be able to handle the ability (or abilities) in question.

- Several trained individuals may be required to deal with the situation.

- Care should be taken to remove civilians from the area and discourage them from participating.

-4-

- One full squad of trained operatives should be able to deal with this situation alone, but exceptional circumstances, context, and environment may bias things one way or the other.

-5-

- Additional countermeasures come into effect.

- A typical 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.

-6-

- A typical trained parahuman or one parahuman assisting a squad of operatives should be able to deal with the power in question.[28]

- Operatives should postpone engagement.

- Parahumans and operatives should assume that traditional actions are going to be met by a complication.

- Acquiring further intel is recommended where possible, but not mandated.

-7-

- Parahumans should engage in pairs or trios at a minimum, two fully equipped squads should be deployed.

- Acquiring further intel is mandated, all acting parties should shift to the defensive or delay until intel can be acquired.

-8-

- Evacuation of civilians should take priority for all squad members.

- Engaging should be avoided outside of specific missions and tasks.

- Parahumans should engage only when supported by their team to ensure a minimum of complications or danger.

-9-

- Assume extreme complications, with standard tactics not applying, or the power in question having an additional factor that exaggerates its effect.

- Parahumans and PRT should evacuate where possible, and should only engage when a specific mission and strategy has been outlined.

- Major countermeasures should take effect.

-10+-

- In the event of a serious confrontation, additional teams or specific high-rated individuals should be called in to manage the crisis.

-15+-

- Planet level-threat

- Functional loss of humanity in the host

Power Classifications and Number Ratings are used together by PRT agents and Protectorate Capes and were adopted by several other organizations, hero or otherwise.

They are so useful that I use them for everything else other to do power comparisons on other fictions, in Worm, they are used to designate rules of engagement.

If someone sees a masked person and shouts "Striker 10!" then you get as far away as possible while knowing that normal people can't do sh*t to the cape as long as they touch them. If they say "Blaster 6!" then you duck behind cover and try to get in close if you're a Parahuman and to stop what you were doing if you were a normal trooper.

This is really important as it's often used by story characters to describe other powers, and in order to enjoy this as much as possible, knowing about this is very important.


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