Cherreads

Particularity Classification

This is subject to change as I'll update it over time.

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Particularities are unique special powers that awaken together with the particular core, and are unrelated to magic. They stem from the personality, dreams, and life experiences of the Adapt and can be literally anything.

These powers can not be copied, stolen, or replicated in any way shape, or form without another particularity.

Particularities are divided into 6 types: physical, spiritual, mental, essence, wonder, and scientific.

All these types can be tiered into an ER.

All particular cores and therefore particularities awaken at ER: I the lowest, then it goes, H, G, F, E, and D.

I- Inconsequential

H- Hazard

G- Groundbreaking

F- Feral

E- Extinction

D- Doomsday

All of these are classified from the core's tier, as it is the same, and that's based on the full mana pool of the Adapt, which is evolved through training, meditation, and continuous use.

However aside from that, each and every particularity is tested individually on a variety of parameters depending on its effects to understand its capabilities once an Inept awakens into an Adapt.

Depending on those results, the tier of a particularity might be much higher than its core tier, known as GP, grand particulars, dangerous abilities that even weak could spill death to those who face it.

Adapts with this type of ability are known as Anomalies.

Aside from that, there are three other factors to a particular core, sub-particularities, titles, and skills.

Titles are names imprinted on the soul for achievements and can have various buffs, but are outside the control of the Adapt.

Skills are basic abilities that once learned through the permanent use of one's mana pool max, can be used forever at no cost, but there is a limit to how many can be learned at what tier, and only the amount of mana sacrificed will be the power of the effect proportional to the user.

If a low-ranked adapt can only make 1 mp do 1 damage, then a high-ranked one might be able to make it do 3 damage or 5, all depending on their overall, proficiency and so on.

Finally sub-particularities, just like the main one, every tier, the Adapt has a choice, of course their particularities naturally go a tier up with their core, but they can also evolve their current particularity, or gain a secondary one at a percentage of what it's power would have been if it were the main one.

Essentially to gamble for more or improve what you already have beyond its capabilities.

Let us say that an Adapt has the particularity to fly, that's their ability, and they raise their core's tier so now their flight which was limited to 20 km/h(12 mph) can now go at 30km/h(18 mph), just an example.

Now they have a choice, evolve flight or gain a new ability at a lower power level.

Let's say they pick Evolve, the evolved version of flight, for example, removes air resistance to a high degree, so now they can fly much faster despite not exactly increasing the speed.

However, if they pick the latter, they might gain a great new ability or one that makes a lot of sense with the first or no sense. It could be gravity manipulation, or it could me invisibility, or it could be the ability to pull hats out of other hats.

While the ability is always related to the Adapt themselves in question, the more particularities they get the more distant, and alien to them they become.

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