Metahuman Statistics

Metahuman Statistics are classifications applied to metahumans by the Federal Office of the Abnormal and Argus, its subdivision.

Threat Levels
The Threat Level is the scale used by the Federal Office of the Abnormal, and its subdivision, Argus, in order to rate the power and danger presented by various metahumans. The six levels, ranging from lowest to highest, are Zeta, Epsilon, Delta, Gamma, Beta, and Alpha.

Zeta Level: Metahumans classified as Zeta level threats possess abilities that do not make them any more threatening than ordinary humans, or are ordinary humans themselves. Such individuals have powers that can include enhanced hearing, a rapidly functioning excretory system, or the ability to spontaneously change the color of an object.

Epsilon Level: Metahumans identified as Epsilon level threats possess slight combative advantages over ordinary humans, but are do not possess abilities that make them a serious danger. A single operative, or small group of them, should be able to quell the threat. Such powers included in this level include invisibility, surface level Telepathy, or the ability to fool the senses.

Delta Level: Delta level threats are classified as serious threats to small groups of people. Such individuals are regarded as highly dangerous, and should not be engaged except by highly skilled specialists. Powers in this category include low levels of super strength, verbal control over small numbers of people, regenerative abilities, or basic matter manipulation abilities.

Gamma Level: Gamma level threats are major threats to large groups of people. Engagements with them are to be met with high levels of force, and may well require the use of ordinance. Powers in this tier include potent forms of matter manipulation, superhuman strength or speed, as well as strong telepathy or telekinesis.

Beta Level: Beta level threats are truly powerful, and represent threats to large areas such as cities. They are to be met with high levels of military force. Powers in this category include high levels of strength, speed, or invulnerability, extremely potent telepathy, or the power to induce nuclear explosions.

Alpha Level: Alpha level threats are individuals whose abilities are absolutely apocalyptic in proportion. Such beings represent planetary level threats, being dangerous to the entire human race. This category is made up of individuals with godlike physical might, globe spanning telepathy, or the ability to alter the weather on a worldwide scale.

Power Classes
Certain metahuman abilities are widespread enough to warrant potency ratings, known as Power Classes. The strength of powers are given a Class rating between one and five (with Class 0 simply indicating that the ability is nonexistent or equivalent with an ordinary human), with one being the weakest and five being the strongest. What combination of powers a metahuman has, as well as the Power Class of those powers, determines their Threat Level. Below is a list of common abilities, with their five levels of Power Class described.

Durability
Durability measures how tough a subject's body is, giving an indication of how difficult they are to damage using various methods. Individuals with Class 0 Durability are no more resilient to harm than ordinary humans. A high Durability Class is indicative that a subject is extremely resilient to physical damage, both in the sense that they are very difficult to harm in the first place, and that they have an extremely high tolerance for pain.

Class 1: Class 1 Durability indicates that a subject is noticeably tougher than ordinary humans. Being hit by a human punch or kick does not usually do much damage to individuals at the lowest range of this Durability Class, while more resilient ones can be struck in the head by a baseball bat and usually survive with minor damage. In addition to being more resilient to blunt trauma, they are are more resistant to penetrative attacks, ranging from being slightly tougher than an average human to rhinoceros like resilience, making stabs and cuts penetrate less deeply, and even enabling fire from low caliber guns at sufficient distance to be shrugged off.

Class 2: While not completely bulletproof, those with this Durability Class begin to approach that point. The most flimsy of them can completely laugh off any blunt attack made by a human without harm, aside from being knocked around. Penetrative attacks have a hard time piercing the least resilient among their number, and most times being stabbed by humans will not penetrate very deep, while the average bullet will break through their skin and subsequent tissues, yet be unable to do much more than crack bones. For the more tough end of the Class, standard blades will do little more than leave scratches, while most bullets will only go a few inches into the skin, requiring either more powerful weaponry to take them down.

Class 3: Metas possessed of Class 3 Durability are largely bulletproof. The lower levels of the Class find being hit with bullets to be very painful, and will often end up with bruises after being shot, but will not have any bullets break the skin. Higher levels can shrug off shots from guns without any sort of pain, necessitating ordnance be brought to bear to harm and kill them.

Class 4: Those with Class 4 Durability are capable of withstanding even ordnance, such as fire from air vehicles or even shots from tanks. Lower levels of this Durability Class are pained by weaker ordnance, an can even sustain damage from heavier variants. Those at the higher end of the Class can survive even hits from artillery with nothing but mild inconvenience, and require truly devastating levels of firepower be brought to bear in order to kill them.

Class 5: Class 5 Durability means that a meta is so titanically resilient that most mundane weaponry is deemed to be virtually useless against them. Harming or killing such metas necessitates the use of nuclear weapons, which are usually sufficient to end those on the lower end of this Durability Class. Those at the higher end, such as the metahuman Supreme cannot even be taken down in such a manner, making them utterly beyond the ability of human weaponry to harm.

Flight
Flight is any metahuman ability which allows those who possess it to travel through the air and employ it as a form of rapid travel. Flight can be accomplished through a variety of means, such as through the use of wings, some sort of transformation, or the emission of some sort anti gravitational field. Flight Classes use similar measurements to Speed Classes.

Class 1: Individuals with access to Class 1 flight capabilities are typically limited in their flight speeds to under one hundred miles per hour, and generally do not fly to altitudes taller than most human buildings. Flight capabilities at this stage do not allow precise control at high speeds, and if fliers wish to move with precision, they will not be able to move at speeds far beyond their basic capabilities, making them quite slow when flying in tight spaces.

Class 2: Class 2 flight capabilities allow those who possess them to reach flight speeds over one hundred miles per hour, to a maximum of around five hundred, meaning that some might be capable of matching the speed of a slower airplane. Typically more controlled than their Class 1 counterparts, Class 2 fliers can travel at fairly impressive speeds with very high levels of control, usually at a pace that would allow them to keep up with an average car.

Class 3: A flight ability of Class 3 indicates that an individual can fly at speeds anywhere between five hundred miles per hour and Mach 3, meaning that they are capable of matching the flight speeds of most planes, and at the highest tier of the Class, rival the fastest planes in the world. Possessed of considerable control, they usually are able to fly with extreme precision if they maintain speeds at approximately ten percent or so of their maximum.

Class 4: Those with Class 4 flight are able to fly at speeds which exceed Mach 3, to a maximum of Mach 10. Such superb levels of flight can allow users to maintain extreme control over their movements at ranges from one third to half their full speed.

Class 5: Any metahuman whose flight capabilities allow them to exceed Mach 10 are classified as having Class 5 flight abilities. Individuals at this level usually exert masterful control over their movements except when extremely close to their maximum speed. Thus far, the only individual ranked at this level is Supreme, whose top recorded flight speed was Mach 12.

Mind Control
Mind Control is ordinarily a psychic ability, and one of the most feared weapons in the arsenal of a psychic (though in some instances Mind Control is possible through other means, such as pheromones). Mind Control is the ability to override the will of another individual. Mind Control is classified based on the potency of the commands that can be given, how long they last, and how difficult said compulsions are to resist. Mind Control commands can be issued verbally, or in conjunction with a psychic ability, such as Telepathy.

Class 1: Class 1 Mind Control enables those who possess it to usually force people to fulfill relatively minor commands, such as paying for a drink, or letting the Mind Controller use their car. Compulsions issued at this stage can only be momentary and simple, something that can be carried out immediately. Almost all individuals can resist commands that they would be extremely adverse too, such as harming themselves or a loved one. Commands typically cannot force people to act outside their nature. With sufficient mental training, one can learn to easily resist control attempts.

Class 2: The capabilities of Class 2 Mind Control allow for more complex compulsions to be implemented. One can compel subjects to commit longer lasting, more complicated tasks, though they must begin immediately and be completable within a few minutes, before the control wears off. Compulsions can also allow for subjects to be forced to take very out of character actions, such as an introvert being forced to carry out a long conversation. However, subjects typically still cannot be made to inflict harm on themselves or others. Mental training can allow resistance to compulsions at this tier, but it is far more taxing on whoever is resisting.

Class 3: Class 3 Mind Control requires ichor-based psychic resistance for a subject to overcome its effects. One can issue compulsions which take hours complete, or are activated when certain conditions are met. Additionally, one can compel subjects to harm other individuals if it is not in their character at this stage, with it usually only being possible to resist if the subject has an extremely potent emotional attachment to them.

Class 4: Mind Control at the Class 4 Level can in certain instances, overcome psychic resistances. Most individuals bereft of any sort of mental protection can be compelled to do anything up to and including self harm, accepting commands that take hours or even days to implement.

Class 5: Class 5 Mind Controllers are nigh impossible to resist, and can compel victims to engage in any act, from self harm to the slaughtering of loved ones. Commands can be extremely long lasting, with the will of the Mind Controller prevailing for weeks or even beyond.

Regeneration
Regeneration measures how quickly and effectively a metahuman's body is able to recover from damage, as well as how such healing properties facilitate additional benefits. Any individual with Class 0 Regeneration indicates that their body heals at the same rate and to the same extent as humans.

Class 1: Metahumans possessed of Class 1 Regeneration are capable of healing anything an ordinary human can in rapid time. Light cuts or bruises fade completely within a matter of hours, whilst more severe wounds, such as those from stabs, gunshots, or broken bones, take longer, usually a few days. Injuries that an ordinary human would consider life threatening are almost always survivable through Class 1 Regeneration, though damage that is fatal, such as severe burns, extreme blood loss, or damage to the vital organs are fatal to those with this Regeneration level. Additionally, the healing is similar in potency to normal human capabilities, meaning that wounds leave scars, and that limbs or organs cannot be regrown. Metas with this Class of Regeneration tend to age noticeably slower than ordinary humans.

Class 2: Class 2 Regeneration allows those who possess it to heal the majority of injuries within a span of hours at most. More mild injuries can usually be recovered from in a span of minutes, while more severe ones take hours to repair. Such healing is more complete than that possessed by humans, and there is little to scarring left from injuries which they are capable of surviving. Class 2 Regeneration allows one to survive damage that would kill a human, such as severe blood loss, minor damage to vital organs, and burns that would leave humans dead. However, sufficient damage, such as dismemberment, severe damage to the brain, or complete immolation remains lethal. Class 2 Regeneration usually also gives metahumans who have it a greatly expanded lifespan.

Class 3: Metahumans with Class 3 Regeneration can heal most injuries within a few minutes, and for utterly horrific injuries, perhaps up to an hour. Class 3 Regeneration enables the regrowth of lost limbs and certain organs, and allows for metas to survive severe blood loss, oxygen deprivation, total body burns, and severe damage to the vital organs, such as being shot in the head or impaled. Notoriously difficult to kill, metas with this Regeneration Class can be reliably terminated by decapitation, near total destruction of the brain, having a large portion of their torso and the organs therein destroyed, or by simply being blown apart. Class 3 Regeneration and onward also confers virtual immunity to aging.

Class 4: Class 4 Regeneration allows for those gifted with it to heal from almost any injury in mere moments. Such Regeneration enables one to survive injuries that would kill those with weaker regenerative capabilities, including decapitation and being blown apart. As long as there is sufficient body mass left from being exploded, a Class 4 Regen can regrow the rest of their body, although the amount of mass needed varies within the class. Typically, all flesh of someone with this Regenerative Class being incinerated is a reliable way of killing them.

Class 5: The rare metahumans with Class 5 Regeneration are virtually immortal, able to regrow their entire body from a few drops of blood, or sometimes even less. The only reliable way of killing them is by halting their Regeneration altogether somehow, or utterly annihilating every last portion of their body.

Senses
Senses measure the acuity and range of a metahuman's sensory abilities. Not all senses that metas possess are enhanced to the same degree. For instance, one might be able to see clearly for miles, but have a completely ordinary sense of smell. As a result, each sense is given its own separate Power Class. Senses not found in ordinary humans, such as the ability to sense magnetic fields, also fall into this category.

Class 1: Class 1 Senses range from slightly beyond human norms, to being comparable to those of an animal whose senses are known to keen, such as the smelling abilities of a bloodhound or the eyesight of an eagle.

Class 2: Any Class 2 sensory ability is overtly superhuman, usually having ranges of peak acuity which completely outclass those of any natural creature.

Class 3: Sensory powers at Class 3 can usually extend for many miles, or into microscopic range.

Class 4: A sense at Class 4 is able to cover large regions and venture into astounding detail, for instance, allowing one to see in atomic detail, determine exact chemical compositions by scent alone, or locating someone's voice from across the country.

Class 5: A Class 5 Sense is able to stretch across the globe, and can detect massive amounts of sensory stimulus at once. Metas with such acute senses are walking surveillance systems, capable of observing events thousands of miles away from themselves, or in detail beyond the subatomic level.

Speed
Speed is a measure of the quickness with which an individual can run, move their bodies, and react to stimuli. Ordinary humans have Class 0 Speed, which indicates that their speed is in the bounds of normal human capabilities.

Class 1: Any metahuman with Class 1 Speed is able to run at speeds beyond the human maximum, which is near thirty miles per hour, up to a maximum of around one hundred miles per hour. Such individuals have enhanced reflexes as well, which vary from being slightly above the human peak to being able to effortlessly avoid multiple assailants and snatch slower projectiles like arrows right out of the air.

Class 2: Class 2 Speed indicates that a meta could potentially be called a speedster, though they would be a fairly unimpressive one. Such individuals can move between one hundred and three hundred miles per hour, and can easily avoid most projectiles that do not involve gunpowder.

Class 3: Capable of moving at speeds of over three hundred miles per hour, up to a maximum of Mach 1, the speed of sound, the core of speedsters find themselves with Class 3 Speed.

Class 4: The astoundingly fast individuals with Class 4 Speed are capable of moving at rates exceeding the speed of sound, to a maximum of up to Mach 5.

Class 5: Not much is done to calculate the exact top speeds of the rare metas who can move at Class 5 speeds. Those few who can move faster than Mach 5 are classified within this range.

Strength
Strength is a measure of one's physical power, the amount of force they can exert with their bodies. Ordinary people have Class 0 Strength, meaning that their physical strength is within standard human limits.

Class 1: Class 1 Strength indicates that a metahuman's physical prowess is beyond normal human limits, and caps out at around one ton of lifting strength. With such power, humans are usually trivial to beat down and thrash, and at the higher levels of this strength class, it is possible to flip or even lift small vehicles.

Class 2: At Class 2 Strength, it is possible for a metahuman to lift over a ton, up to a maximum of ten. Such power is capable of lifting and even throwing a fair number of vehicles, as well as being able to smash through a fair portion of common materials.

Class 3: A metahuman with Class 3 Strength is able to lift between ten and one hundred tons, meaning that most of them can toss around vehicles and tear through common materials effortlessly. As a result, restraining such powerful beings through conventional means is almost impossible.

Class 4: Class 4 Strength entails the ability to lift over one hundred tons, up to a maximum of one thousand. Such titanically powerful individuals are capable of smashing through buildings with ease, and even able to bring down large structures by damaging the necessary supports. Generally speaking, no earthly material is beyond their capacity to destroy.

Class 5: Strength that is Class 5 is so unfathomably vast that it is virtually incalculable. Such power is sufficient at the lower levels of the tier to lift and hurl skyscrapers, while the more potent can cause earthquakes and break apart mountains. Thus far, the only metahuman with strength on the higher end of the scale is Supreme, though unbeknownst to the world, more metas of such strength will soon be joining him.

Telekinesis
Telekinesis is a power that allows those who possess it to exert kinetic force on objects and individuals using the power of ones mind.

Class 1: Class 1 Telekinesis is fairly weak, with individuals at this tier being able to lift and manipulate small objects, whilst the most potent of them struggle to pick up something the size of a person. They can also usually unleash weak blasts of force, with most of them being incapable of producing anything stronger than a human punch.

Class 2: Class 2 Telekinetics have the potential to be extremely deadly if they so wished. Class 2s are able to exert enough telekinetic force to manipulate the bodies of human beings, allowing them to throw people around or break bones with a flick of their wrists. Stronger Class 2s are able to unleash blasts of force that can kill sizeable groups of people, and can erect telekinetic barriers which can withstand gunshots. However, Class 2 Telekinesis is typically insufficient to lift something as a car, though high tier Class 2s can do so with great struggle.

Class 3: Individuals with Class 3 Telekinesis are capable of throwing around and crushing vehicles, with weaker Class 3s being able to destroy cars, while the mightiest Class 3 might be able to battle a large vehicle like a tank. Normal human beings can be pulverized by even the weakest Class 3, and as such, battling them is unfeasible. Weaker Class 3s are able to erect telekinetic barriers to shield themselves from gunfire, whilst more potent ones can protect themselves from smaller explosions.

Class 4: Class 4 Telekinesis allows for absolutely astounding displays of telekinetic force, sufficient to break apart buildings by crushing them or via blasts of telekinetic power. Class 4 Telekinetics are typically able to produce barriers capable of withstanding all manner of powerful weaponry, typically requiring tremendously potent explosions or attacks from powerful metas to break through them.

Class 5: Class 5 Telekinesis has only ever been displayed by one individual, Aleksander Menshikov. The upper limits of this level of telekinetic might have never been truly explored, but such power is sufficient to throw around large buildings and even incite potent earthquakes.

Telepathy
Telepathy is the psychic ability to form mental links with the minds of other individuals, allowing for mental communication and memory reading. It is the most common psychic power, and Power Classes are assigned to it based on its range, the number of minds that can be contacted at once, and the thoroughness of the telepath's abilities, how deeply they can penetrate a mind and how difficult they are too resist. In all a cases, basic mental contact is far easier than simple mental probing, and performing more thorough mental penetration limits the number of subjects that can be probed at once.

Class 1: Class 1 Telepathy usually entails weak, short range psychic abilities. Class 1 Telepathy usually require physical contact, line of sight, or extremely close proximity to employ their powers, and are usually limited to between one and three targets at once. Generally, their telepathic abilities enable them to scan an individual's present thoughts, or project their own thoughts into someone else's mind for those stronger Class 1s.

Class 2: Class 2 Telepaths are still confined to a relatively short range for their powers, no greater than one mile of themselves. Unlike Class 1s, however, they do not rely on their physical senses to establish telepathic links, and can sense the minds of others through mere psychic presence. Additionally, Class 2s are able to read the minds of anywhere between three and twelve people at a time. Furthermore, they are also able to delve more deeply into the minds of their targets, and engage in reading memories. This process usually takes place in real time, as the telepath relives the memories they read.

Class 3: Class 3 is where Telepathy begins to seriously step up. Telepaths at this stage have a telepathic range between one and three miles, and are able to maintain mental contact with anywhere between a dozen to thirty people at once. Their capacity for mental probing is considerable, and they can rapidly delve into minds in order to root out memories and information.

Class 4: Telepaths given the Class 4 designation have telepathic ranges between three and ten miles, and can mentally link with anywhere from thirty to one hundred people. Typically, Class 4 Telepaths can learn everything about individuals they encounter within a span of a few minutes.

Class 5: Any Telepath with a psychic range of over ten miles and the ability to interface telepathically with over one hundred individuals in a single instance is given a Class 5 designation. Such individuals can gain absolute understanding of a subject within moments of meeting them, and are virtually impossible to bar from one's mind.

Teleportation
Teleportation is the ability to traverse long distances without crossing the ordinary distances in between by mundane means, such as walking or the use of a vehicle. Teleportation might be accomplished through the creation of portals or tears in space that one may pass through, or by mentally shifting about one's location through space. Teleportation Power Classes are ranked based on the distance an individual is capable of travelling via their teleportation, and how much they are able to transport with them.

Class 1:

Class 2:

Class 3:

Class 4:

Class 5:

Power Archetypes
Among the metahuman community, there tend to be common sets of abilities known as Power Archetypes. Most metas have powersets which fall into one of these common Archetypes.


 * Brawn:
 * Speedster: