I decided to make a thing to get my brain back into writing with something “easy”. Or, more honestly, I’m already sick of my vacation and want to write something. So here, have a comprehensive list of how frequently given features or categories of powers are found within Imbued.
Auto-Corrective– Roughly 97% of all Imbued have secondary powers that allow them to compensate for inconvenience created by their primary powers. Pyrokinetics are generally immune to fire (Tank), or at least fire created by their power. Fliers have instinctive knowledge of how to fly (Tracker), finding it as natural as they find walking. Teleporters won’t accidentally find themselves inside of a solid object, even if they have no ability to sense the object ahead of time (Esper).
Transit– 52% of Imbued have superhuman movement abilities such as flight, surface adhesion, or enhanced speed. This is the most common general power classification.
Tank (Secondary)– 48% of Imbued have resistance or immunity to attacks similar to their power (related to auto-corrective). As an example, roughly half of pyrokinetics immune to their own fire are immune to all fire.
Tank (Primary)– 44% of all Imbued have some degree of damage mitigation, whether in the form of tactile telekinesis, regeneration, or reinforced physiology. Often in the form of a secondary feature related to other powers. Of these, subcategories, regeneration is the most common, and found within roughly 21% of the Imbued population.
Breaker (Specific)– Roughly 28% of Imbued have a power that will actively counter another individual’s powers. Typically, powers of this variety come from Retributive Imbuement Transferal or Surging in response to conflict with another Imbued.
Gifter (Secondary)– 31% of all Imbued have abilities which can be used to actively protect or enhance another without granting the target direct control of the ability. Examples include Gadget equipment, personal forcefields that extend to others, and most healer abilities.
Esper (Secondary)– 31% of all Imbued have Esper abilities, related to a primary ability, such as energy manipulators being able to sense the energy type they control.
Tracker (Secondary)– 27% of Imbued have sensory enhancements related to other, primary abilities.
Sneak (Secondary)- 22% of Imbued have stealth abilities resulting from creative use of a different primary ability.
Gadgeteer– 22% of all Imbued can create Gadgets or Artifacts. While one of the more common powers, Gadgeteers are amongst the least active of all Imbued, with an estimated 2/3rds preferring to remain unregistered.
Brawler– 22% of all Imbued have powers improving their abilities in CQC, such as superhuman strength or speed, combat instincts, or touch range special attacks.
Summoner (Telekinetic)– 22% of all Imbued have the ability to manipulate objects with their minds. Roughly 90% are limited to a single general material, such as water or stone, while the remainder can manipulate any object.
Summoner (Creation)– 18% of Imbued can create objects or illusions of objects that complicate the battlefield.
Sniper– 17% of all Imbued have offensive ranged abilities such as energy blasts or long distance summoning.
Sneak (Primary)– 15% of Imbued possess stealth powers that are not the result of features using their other abilities.
Esper (Primary)– 12% of Imbued possess core Esper abilities such as precognition, remote viewing, and other means of extrasensory information gathering.
Truthsayer (Secondary)– 11% of Imbued have some form of lie detection ability, almost always as a side effect of their primary powers.
Infiltrator (Illusion or Esper)– 9% of Imbued are believed to have powers that directly interact with or alter the mind or perceptions of a human brain. Distinct from Espers who acquire information by means other than telepathy, and Summoners creating illusory images by requiring a human brain as the target.
Escapist– 9% of powers have the ability to bypass obstacles via methods like teleportation and phase-shifting.
Tracker (Primary)– 9% of Imbued have enhanced sensory abilities unrelated to other, primary, abilities such as energy manipulation or shapeshifting.
Infiltrator (Controller)- 5% of Imbued have the ability to directly alter the behavior of other humans.
Gifter (Primary)– 4% of all Imbued have abilities which specifically grant powers or exceptional ability to other individuals.
Breaker (General)– Only 3% of Imbued possess the ability to actively disrupt other powers on a wide scale, making it the least common type of general power classification.