Value


CS   But a Value is something to be earned.

CS   To mature one fully, you must have drive.

CS   A purpose. A desire to become someone.

CS   A desire... to become who you're meant to be.


A Value is a unique ability that can be developed depending on the connection an individual has to their Chroma.

While it is possible to lack a Value completely - the process of maturation is a trial for everyone - the majority of the human population have Values due to their utility and personal meaning.


History

The term 'Value' originated in Latin as 'valēre', meaning "to be strong" or "to be of worth". In English society, it became 'Valew', a term describing the ability's primary purpose at the construction of civilization - its worthiness in battle, as one's "valour". The word would become its modern iteration sometime in the 14th century, remaining the same in pronunciation.

Although humans have, from the beginning of time, harnessed energy to develop supernatural powers, the first Values to have reached maturity were ones resembling that of the two original, primordial deities - LIGHT and CHAOS. The two individuals wielding these Values remain unnamed and unidentified, the only information known being their Chroma (White and Black respectively).

From there, Values have evolved in number and complexity, similarly to the way colors have developed specificities from Red to Ruby and Blue to Cobalt. However, this growth would be followed by repeated chaos and unrest throughout society, as otherwise ordinary civilians would wield unprecedented power without regulation. This would and could only be combatted by others with matured Values, as well as federal powers, leading to a now-continuous state of war and tumult in the majority of the world.


List of Named Values

The Structural - Mass Manipulation

The ability to manipulate mass. Nothing is created or erased, as the focus is on developing something unique out of something pre-existing. The smallest family due to the limited ways matter can be interacted with.

Superclass Subclass Description User

ANIMA

(Mass Animation)

Energy is imbued onto non-living matter. Its 'living state' can range from rudimentary tasks to a perceived sentience, though no user has succeeded in granting complex consciousness on the level of humanity.

IMAGE

(Mass Composition)

A specialization of ANIMA imbued specifically onto matter created by the user. Specter scientists have compared this process as akin to 'creating' Specter, due to their abstract, unconventional physiology and weightless movement.

DATUM

(Mass Analysis)

Energy is used to convey information about matter. Users, upon processing new information, are able to retain the data to a larger, more organized capacity than normal humans. Few details can ever be forgotten.

PRICE

(Mass Appraisal)

A specialization of DATUM that focuses on the value of the item. This is contingent on economic records and predictive calculation - a user can only approximate. It is up to their business acumen to make use of this information.

DRAFT

(Mass Summon)

Energy from the user is sacrificed in order to manifest matter. The more complex the item, the more punishing it is on the body. The sheer toll on the user is likely due to the strictness of the universal law of conservation of matter.

STOCK

(Mass Inventory)

A specialization of DRAFT that focuses on converting existing matter into energy for internal storage. It is much less strenuous than summoning from user energy alone - even if the internal 'weight' is felt.

GUISE

(Mass Visibility)

Energy is focused on the transparency of matter. This is commonly known as the 'camouflage' Value, as it may allow matter to blend into its environment, as well as render otherwise invisible objects visible.

HOVER

(Mass Maneuvering)

Energy is focused on the placement of matter, allowing movement without needing to touch it directly. Size and weight, like for non-telekinetic movement, influence the process, necessitating exercise-esque training.

JAUNT

(Mass Teleportation)

Energy is focused on displacing matter instantaneously. Unlike HOVER, direct contact with the object is required. Usage on humans is popular in the transportation sector, though it is dangerous and lethal to the untrained user.

PHASE

(Mass Intangibility)

Energy is focused on rendering matter passible. A popular misconception defines PHASE as a Super Value that allows the user to 'walk through walls'. In reality, the user themself is not intangible - only what they pass through.

QUBIT

(Mass Revision)

Energy rearranges matter from an atomic level, allowing both visual and structural adjustment. It cannot alter the fundamental composition, merely 'transform' in an editing sense. A keen attention to detail and difference is crucial.

ANNUL

(Mass Return)

A specialization of ANNUL that focuses on reverting the state of matter, whether due to chemical processes, age, or damage. An effective outcome requires a strong understanding of the individual item and its history.

FRAME

(Mass Deformation)

A specialization of ANNUL that focuses on the physical shape of the object. The process is akin to molding clay, even for items otherwise immutable. It can also be utilized to change an object between solid and liquid-esque form.

SLICE

(Mass Division)

A specialization of ANNUL that focuses on separating matter into parts. When performed upon biological matter, energy can be imbued to keep parts sustained, resembling a traditional magic trick. The body is a common target.

SCALE

(Mass Resize)

Energy permits the growth/shrinkage of matter as long as another receives the opposite effect. Materials must be equivalent in some manner (makeup, value) for an 'equal' exchange; otherwise, the body will take a toll.

SYNTH

(Mass Synthesis)

Energy combines two items into one. It can range from simply creating a larger object out of two identical materials to an entirely new outcome dependent on the user's creativity. Passive synchronicity is possible as well.

The Natural - Environment Connection

The ability to manipulate physical, surrounding elements. It is primarily dependent on location and available resources. Training relies on the user's emotional control, since their target will only cooperate if they are in control of themselves.

Superclass Subclass Description User

ANEMO

(Wind Connection)

Energy connects to air. One of the classical elemental Values. Active wind is not necessary for activation, but stagnant air can create a feeling of 'absence'. Flight can be achieved if air is concentrated around the target.

CLIME

(Weather Connection)

A specialization of ANEMO that focuses on air in relation to clouds and climate. It resembles HYDRO due to the water cycle, and users often describe the Value as being an intermediary between air and water.

OZONE

(Aether Connection)

A specialization of ANEMO that focuses on air in the higher realms of the atmosphere. Though it may not appear immediately distinct, Aether contains more heat and light energy. The essence is more 'pure' and volatile.

FAUNA

(Animal Connection)

Energy connects to zoological organisms. This is primarily through communication, though FAUNA encapsulates a general, energetic, and often personal bond with animals. Languages must be learned like human languages.

FLORA

(Plant Connection)

Energy connects to photosynthetic organisms. One of the classical elemental Values. Not only can the user affect plant biology - expediting growth, assistance with healing, - their body itself may also prove fertile for growth.

ARBOR

(Tree Connection)

A specialization of FLORA that focuses on larger, thicker plantlife. This subclass requires more core strength as a result of its larger targets. Even tree stumps, remnants of woodcutting, may hold enough life for connection.

FRUIT

(Produce Connection)

A specialization of FLORA that focuses on seed-bearing, ripened structures. While 'vegetable' may encapsulate any edible part of a plant, fruits are a distinct enough classification to earn their own subclass (not stopping debate, even now).

GRAIN

(Crop Connection)

A specialization of FLORA that focuses on agricultural plantlife. For millenia, farmers either wielded GRAIN or employed those with it when handling domesticated plants. It is said that these users create the ideal harvest.

TESTA

(Seed Connection)

A specialization of FLORA that focuses on embryonic plantlife. Its significance in the reproductive process requires significant patience and care. These users are said to be the nurses, caretakers, or midwives of the FLORA family.

FLAME

(Fire Connection)

Energy connects to thermodynamic combustion. One of the classical elemental Values. It can be conjured from the body through energy alone, but fuel and oxidants can create a truly powerful reaction. Intense emotion will make it worse.

FEVER

(Temperature Connection)

A specialization of FLAME that focuses on the degree of thermodynamic energy. One can intensify the presence of heat just as easily as they can also remove it, allowing a surprising level of control over coldness as well.

FUNGI

(Spore Connection)

Energy connects to non-photosynthetic, non-zoological organisms. With how little is known of the true biodiversity of fungi, the value has also yet to be fully understood. This sense of mystery lends to a cultural mysticism.

HYDRO

(Water Connection)

Energy connects to fluid containing H2O. One of the classical elemental Values. Anything containing water can be controlled, but the presence of non-aquatic materials acts as a deterrent to a true energetic connection.

FLOAT

(Bubble Connection)

A specialization of HYDRO that focuses on water containing gas. FLOAT includes a multitude of niche liquid targets, including carbonated beverages, seafoam, and boiling water. Its most recognized one is the soap bubble.

FROST

(Ice Connection)

A specialization of HYDRO that focuses on frozen, solidified water. The packed geometry is so distinct from the typical liquid form that it is sometimes considered its own Value. FROST users rarely demonstrate HYDRO abilities.

HAEMO

(Blood Connection)

A specialization of HYDRO that focuses on immune system biofluids. It is also considered the Value of plasma. Notably, users can even control targets that exist within the body, making them vital for medical procedures.

JOULE

(Energy Connection)

Energy connects to energy. Due to its many forms, JOULE is largely considered a jack-of-all-trades Value with powerful potential. It can even detect, analyze and mimic the Values of others, feeding off of their strength.

SPARK

(Electricity Connection)

A specialization of JOULE that focuses on electric charge. It evolved alongside industry - so much so that JOULE is culturally synonymous with SPARK (in the same way that energy = electricity). It intensifies during thunderstorms.

METAL

(Alloy Connection)

Energy connects to conductive, malleable minerals. Due to the conductivity of the material, users may find themselves drawn towards electric or heat energy, leading many to the VOLTECH or HARTHSEAR element.

MICRO

(Bacteria Connection)

Energy connects to microscopic, single-celled organisms. It is commonly grouped with FLORA, FAUNA, and FUNGI in the Natural family, encompassing all living organisms. However, it is the least popular of the four.

PRISM

(Light Connection)

Energy connects to electromagnetic radiation. It broadly refers to any wavelength, including that which is invisible, such as gamma rays and radio waves. The triangular prism is emblematic of both the Value and Chromadeity.

STONE

(Mineral Connection)

Energy connects to solid geological material. This includes minerals - which typically occur within stone - as well as igneous and metamorphic rock. Sedimentary material may lean towards STONE or its more loose sibling, TERRA.

MAGMA

(Igneous Connection)

A specialization of STONE that focuses on molten rocks. Typically, these cannot be handled by humans without protection, but MAGMA users can manipulate its composition so that the areas touched do not cause injury.

KRUOS

(Crystal Connection)

A specialization of STONE that focuses on mineral crystal. Both natural and polished gemstones are included, but not all jewelry qualify. The more precious it is, the more it can be controlled by KRUOS rather than STONE.

TERRA

(Earth Connection)

Energy connects to soil. This is known as the ground substance, which includes dirt, clay, and sand. The broadness of this material category lends to a large range in application, as if the Earth itself is a body to examine.

HUMUS

(Topsoil Connection)

A specialization of TERRA that focuses on the organic upper layer of soil. Broadly labeled as 'dirt', this material requires a strong understanding of what dwells within it. As a result, FLORA and HUMUS users tend to study together.

TOXIC

(Poison Connection)

Energy connects to harmful chemical substances. Whether through ingestion, absorption, inhalation, or injection, the material itself can be repurposed, particularly to reverse-engineer a curative effect. Immunity can be developed.

VENOM

(Zootoxin Connection)

A specialization of TOXIC that focuses on naturally-occurring poison. Due to its delivery necessitating a wound, users find it imperative to experience the venom themself in order to wield it effectively. They may even learn to produce it.

UMBRA

(Shadow Connection)

Energy connects to the darkness where light is blocked. Largely considered the antithesis of PRISM in the absence of a Darkness Connection Value. It was a useful tool for spies and mercenaries, as shadows leave behind little evidence.

The Conceptual - Abstract Control

The ability to manipulate abstract elements. Not dependent on surroundings but reliant on the user’s mental/emotional self-control. This family, far more than the other 3, requires studying the concepts due to their inherent complexity.

Superclass Subclass Description User

BRAIN

(Cognition Control)

Energy controls what can be thought. From a rudimentary level, the user can visualize thoughts but must train to truly parse them. With advancement comes the potential to manipulate and completely replace them.

CHARM

(Suggestibility Control)

A specialization of BRAIN that focuses on influencing cognition. The user must utilize tools of persuasion alongside energy for the full effect, though it may activate passively if they lack the discipline to control it.

DREAM

(Consciousness Control)

A specialization of BRAIN that focuses on cognition during inhibited consciousness. Navigating the mind in a rested state has been compared to lucid dreaming, the abstract 'unreality' requiring a specialized hand.

TIPSY

(Intoxication Control)

A specialization of BRAIN that focuses on cognition during altered consciousness. TIPSY was conceived from drinking, but it also includes non-alcoholic substances. Delirium can be weakened or heightened, depending on the goal.

MEMOR

(Memory Control)

A specialization of BRAIN that focuses on cognitive recognition and recall. The different ways information is stored as well as the various depths they are stored (short-term, long-term) make this a truly difficult subclass to master.

CLOCK

(Time Control)

Energy controls the passage of time. An incredibly rare type of Value due to its contradictory nature with reality. An old folk tale claims that there are only 12 CLOCK users existing at a time - when the 13th is born, one dies.

PAUSE

(Suspension Control)

A specialization of CLOCK that focuses on stopping the progression of time. Like its superclass, meditation and mental peace is required for activation, though it is much less herculean a task than traveling forwards/backwards.

COVET

(Fulfillment Control)

Energy controls manifestation. An apocryphal Value with no concrete evidence of existence; however, the concept has appeared ubiquitously throughout history, as if humans all yearn for the impossible - their wish brought to reality.

HEART

(Emotion Control)

Energy controls what can be felt. Like other Values of heightened, specialized senses, HEART can be overwhelming to the untrained. The user may even find their own emotions mixed up among the ones they detect.

COMIC

(Laughter Control)

A specialization of HEART that focuses on humorous, positive emotions. Spreading joy is a natural goal for these users, though it does not guarantee happiness for the user themself, as they may only wield it for others.

GLOOM

(Lacrimation Control)

A specialization of HEART that focuses on melancholic, negative emotions. At best, some find comfort if the Value is activated, as release may feel euphoric. At worst, it can drive a person to sorrowful madness - especially the user.

ROUSE

(Desire Control)

A specialization of HEART that focuses on passionate, lustful emotions. What motivates 'want' has been divided into distinct categories - action, value, and pleasure. Understanding the individual is the key to this Value.

FORCE

(Mechanical Control)

Energy controls what is moved. Considered the Value of Physics, FORCE was imperative to scholars of the past due to its incredible ability to defy how matter typically reacts through space and time. Even now, it is highly coveted.

SPACE

(Gravity Control)

A specialization of FORCE that focuses on how objects are drawn to each other. On Earth, this boils down to the alteration of weight. Lighter weight grants floating-like movement, and heavier weight restricts it altogether.

TESLA

(Magnetism Control)

A specialization of FORCE that focuses on how objects attract or repel. It is commonly confused for telekinesis (see: HOVER) - in reality, TESLA manipulates the magnetic fields of materials, not the items themselves.

TRIBO

(Friction Control)

A specialization of FORCE that focuses on how objects resist motion. Even the roughest surfaces can feel as smooth as ice upon activation, though the user must make contact with it first. Falling is an all-too-common punishment.

KARMA

(Probability Control)

Energy controls what can happen. Largely, this Value is used to assess the odds of certain outcomes, and only at an advanced level can it influence the odds themselves. Widely considered the 'luck' Value, to both benefit and ruin.

SIGHT

(Vision Control)

Energy controls what can be seen. The important distinction from SCOPE (Super Eyesight) is the manipulation of perception and optical devices overall rather than the visual acuity of the user themself. Eyesight is not required.

GLASS

(Reflection Control)

A specialization of SIGHT that focuses on specular reflection. The image within the reflection can be manipulated and, with discipline, may even be used as a means of traveling between reflective objects.

TRICK

(Illusion Control)

A specialization of SIGHT that focuses on deceptive images. In the development stage, the user may believe they are encountering hallucinations. Once matured, it can be powerful enough to fool other senses as well.

SONIC

(Acoustics Control)

Energy controls mechanical waves. While it is defined by its most notable subclass (SOUND), SONIC embodies the overall continuum mechanics of noise. Some scholars have argued that it is, in reality, a subclass of FORCE.

PULSE

(Vibration Control)

A specialization of SONIC that focuses on the oscillation of matter through sound. Though SONIC's two subclasses go hand in hand, PULSE aims to harness its physical effect, such as sending waves strong enough to deal damage.

SOUND

(Audio Control)

A specialization of SONIC that focuses on what can be heard through sound. This encompasses volume, tone, and overall delivery. It is typically used for performances, since it cannot affect archival data and records.

The Self - Super Ability

The ability to manipulate the user's physicality. May allow for shared usage, but mainly affects the user’s own abilities and health. All abilities, to some extent, already exist in humans and are only intensified through energy.

Superclass Subclass Description User

APNEA

(Super Respiration)

Enhanced breathing, even in circumstances of limited oxygen. This allows the user to hold their breath longer as well as 'breathe' using unconventional resources. The stronger the Value, the more difficult suffocation becomes.

ARISE

(Super Flight)

Enhanced lift, to the point of remaining airborne. A common Super hero Value. While fantastical in concept, ARISE requires a strong knowledge of physics due to altering the user's weight and interaction with air.

ASTRA

(Super Channeling)

Enhanced connection with the spiritual realm. The setup varies by user, but it typically includes a special table, ritual, and environment to establish proper communication with the deceased. The person's name and face is required.

CLAIR

(Super Foresight)

Enhanced foresight. It is distinct from KARMA (Probability Control) due to the absence of numeric likelihood and presence of branches into the far future. In antiquity, these users were considered prophets and bedlamites.

CLONE

(Super Duplication)

Enhanced reproduction of form. These may be specific parts or an entirely separate body, but whatever is created must be re-integrated back into the host, where the individual experiences are absorbed multi-fold.

BOUGH

(Super Appendage)

A specialization of CLONE that focuses on creating outgrowth. Hands are the go-to body part, though in the same manner one struggles to use a non-dominant hand, each of them require practice and tactile prehension.

GUARD

(Super Defense)

Enhanced physical protection. Whether it involves toughening the body or focusing energy on survival, GUARD has a long history in times of strife. Children raised in wartimes can develop this out of necessity.

BLOCK

(Super Deflection)

A specialization of GUARD that focuses on countering physical effects. Upon activation, the body will absorb damage, convert it to energy, and release it through the user's own force. A valuable skill in 1-on-1 combat.

DERMA

(Super Skin)

A specialization of GUARD that focuses on toughening the outer tissue of the body. The usage has been compared to growing an arthropod exoskeleton, allowing a shield over an otherwise vulnerable form. The texture may vary.

RENEW

(Super Recovery)

A specialization of GUARD that focuses on healing damaged biology. Energy is a catch-all medicine, speeding up natural biological recovery, manually repairing broken parts, and even reviving dead or dying parts (but never a dead person).

INTEL

(Super Evaluation)

Enhanced mental processes. This can encapsulate logic, problem-solving skills, and planning. Scholars working in related fields often find themselves developing INTEL out of habit rather than purposeful ambition.

COUNT

(Super Calculation)

A specialization of INTEL that focuses on mathematical data. Users have been described as human calculators - counting, working with, and retaining data at incredible speed and complexity. Their timing abilities also benefit.

PLACE

(Super Navigation)

A specialization of INTEL that focuses on geographical and cartographic data. With training, the user can understand where they are, what paths can be taken, and establish a mental map of the world around them.

POISE

(Super Balance)

Enhanced center of gravity. Through energy, weight is distributed strategically throughout the body. Users are typically athletic in some manner, as training the Value requires training parts of the body it will be used upon.

POWER

(Super Strength)

Enhanced physical exertion. One of the most well-documented and oldest Values. It is most associated with combat, though it can pack more than a hearty punch; strong feet jump high, and strong hands clap loudly.

VITAL

(Super Stamina)

A specialization of POWER that focuses on the persistence of force rather than the intensity. This is possible through strategic energy exertion, permitting the body to withstand fatigue (which will be felt once de-activated).

SCOPE

(Super Eyesight)

Enhanced vision. Depending on the speciality, this can range from distance to depth, as if the eyes contain built-in optical tools. Unlike many other Values, SCOPE is only dependent on one part of the body, thus requiring care around the eyes.

ANGLE

(Super Aim)

A specialization of SCOPE that focuses on accuracy. Unlike trained marksmen, who calculate the necessary details, ANGLE users simply process distance differently. The target is mentally 'brought closer', making hitting it much easier.

OPTIC

(Super Inspection)

A specialization of SCOPE that focuses on dissecting through layers. It is akin to electromagnetic radiation, allowing the distinction between different materials such as flesh and bone. Night vision is a secondary skill, as a result.

SHAPE

(Super Transformation)

Enhanced alteration of form. The number of 'true' subclasses varies, as an infinite number of specializations can exist and have existed. Trained users have described the process as deeply psychological as well as physical.

MIMIC

(Super Simulacrum)

A specialization of SHAPE that focuses on imitation. These users find familiarity in the human form and therefore limit their models to other people. Description alone may suffice, but visual reference and personal familiarity are important.

REACH

(Super Elasticity)

A specialization of SHAPE that focuses on streching abilities. The 'rubbery' effect is said to be a consequence of energy pushing the body past its typical constitution. Aside from length, the user can demonstrate great flexibility.

SPEED

(Super Agility)

Enhanced rate of motion. Time is experienced differently during usage, allowing one to act as if the world has slowed. However, returning to 'normal' time, in both mind and body, is considered the highest hurdle to overcome.

TASTE

(Super Consumption)

Enhanced ingestion. The digestive system is able to break down and extract nutrients from a broader range of materials. The user's palate may be rendered more or less sensitive, depending on their personal experiences.

VIGOR

(Super Manifestation)

Enhanced materialization. Unlike other Values in the Super family, VIGOR ignores the user's physique and hones in on energy alone. The entities that manifest are comparative to Specter - ethereally hovering, wielding unknown power.

VOICE

(Super Speech)

Enhanced vocalization. The only parts of the body necessary are the head, respiratory system, and core. What comes from the mouth becomes an instrument and tool, far exceeding its biological capacity for sound.