Employee area for #5763279
Welcome to your employee area. Documents authorized for your use will be found in the tree view menu. Keep them away from unauthorized employees and civilians at all cost. Never give away your employee credentials.Splinter categories
Most splinters fit into one of the categories listed below. They are to be used to quickly identify possible danger as well as treatment plans for the afflicted.- Elemental: Controls or produces air, water, fire or earth.
- Material: Controls or produces materials not included in the elemental category.
- Telekinetic: Moving oneself, humans or objects with mind.
- Telepathic: Influences the minds of humans or non human animals.
- Clairvoyant: Grants access to hidden or unknown information through extrasensory perception.
- Energetic: Controls or converts energy into other forms (electricity, heat, light, life force...)
- Augmenting: Improves own or other's strength, speed, agility, endurance or senses.
- State-changing: Changes the state of oneself, humans or objects (liquid, solid, gas, plasma)
- Animalistic: Mimicks abilities observed in non-human animals.
- Anatomical: Influences own or others' normal bodily functions on a cellular level.
- Summoning: Summons or converts splinter aspects from own body, the environment or other sources.
- Shapeshifting (human): Shifts shape (partially or fully) into other human forms, including size and other measurements of the body.
- Shapeshifting (animal): Shifts shape (partially or fully) into non human animal forms.
- Informational: Focused on gathering, recording or storing information.
- Reactive: Abilities fluctuate depending on internal or external factors.
- Splinter-focused: Detects, controls, augments or removes other people's splinters.
How to determine a 4b splinter?
Determining a 4b splinter may be difficult, as "animalistic" features are not the only diagnostic criteria. Those with "animalistic" features alone may sometimes be placed in other categories depending on severity. The afflicted must meet multiple of the following criteria to be placed in 4b:- Visible body parts mimicking or visually close to non-human animals, including fur, scales, feathers, wings, tails, eyes, ears, sharp teeth, claws, horns. This is the most common, but not the only criteria determining a 4b splinter.
- Increased strength, speed or stamina compared to the average non-afflicted human
- Heightened senses like hearing, smell, sight compared to the average non-afflicted human
- Indulges in behavior reminiscent of certain animals (Sniffing, digging, eating a non-human diet etc.)
- Exhibits animalistic body language (Tail-wagging, snarling, cowering etc.)
- Can produce non-human sounds (growling, hissing, chirping, roaring etc.)
- Exhibits clear non-human animal abilities (shedding skin like a reptile, molting like a bird, breathing underwater like a fish, stretching mouth to swallow like a snake etc.)
- Can shift shape into/from an animalistic form (including partial transformations)
- Cannot control animalistic behaviors & abilities 100% of the time
What makes a classified splinter?
Classified splinters are extremely dangerous abilities. They are to be kept away from civilians at all cost, either by suppression or safety containment. Only employees with the necessary qualifications are allowed to interact with them. All other employees must immediately call the number on the back of their employee ID card if they encounter a seemingly classified splinter. Here are some things to watch out for:- Ability radius extends to over 10m
- Ability can cause great injuries/death of another person in a matter of seconds
- Ability manipulates/controls/disfigures the minds or bodies of other humans
- Ability can disrupt/destroy important infrastructure (electrical grid, transport, internet...)
- Ability can affect others' normal bodily functions on a cellular level (healing, sicknesses).
- Ability can disrupt the economy or offer an unfair monetary advantage (i.e. future vision when investing in stocks)
[Archived]
ID: 374642
Aspect I: change coloring of the iris to any color in the visible spectrum
Aspect II: none
Aspect III: none
Notes: -
ID: 374643
Aspect I: can record verbal thoughts on skin by concentrating melanin into letter shapes and dissolving them when no longer needed (suppressed)
Aspect II: none
Aspect III: skin has a blue-ish hue
Notes: -
ID: 374644
Aspect I: none
Aspect II: naturally grows goat-like horns from forehead (surgically removed, new growth suppressed)
Aspect III: coarse, fur like hair growth on chest and back (suppressed)
Notes: -
ID: 374645
Aspect I: none
Aspect II: blood glows green after oxidizing outside the body
Aspect III: discolored eyes (neon green)
Notes: Blood can be cleaned up like regular human blood, doesn't leave permanent glowing stains
ID: 374646
Aspect I: can visualize memories as files in a file cabinet, cannot forget anything unless actively choosing to do so
Aspect II: none
Aspect III: discolored hair (blue) and eyes (yellow)
Notes: -
ID: 374642
Aspect I: change coloring of the iris to any color in the visible spectrum
Aspect II: none
Aspect III: none
Notes: -
ID: 374643
Aspect I: can record verbal thoughts on skin by concentrating melanin into letter shapes and dissolving them when no longer needed (suppressed)
Aspect II: none
Aspect III: skin has a blue-ish hue
Notes: -
ID: 374644
Aspect I: none
Aspect II: naturally grows goat-like horns from forehead (surgically removed, new growth suppressed)
Aspect III: coarse, fur like hair growth on chest and back (suppressed)
Notes: -
ID: 374645
Aspect I: none
Aspect II: blood glows green after oxidizing outside the body
Aspect III: discolored eyes (neon green)
Notes: Blood can be cleaned up like regular human blood, doesn't leave permanent glowing stains
ID: 374646
Aspect I: can visualize memories as files in a file cabinet, cannot forget anything unless actively choosing to do so
Aspect II: none
Aspect III: discolored hair (blue) and eyes (yellow)
Notes: -
[Archived]
ID: 397114
Aspect I: none
Aspect II: can absorb oxygen underwater, making it possible to breathe
Aspect III: altered lungs (internal)
Notes: cannot swim
ID: 397115
Aspect I: none
Aspect II: can see beyond the regular visible light spectrum
Aspect III: discolored sclera (black) and discolored iris (orange)
Notes: further tests necessary to determine exact spectrum
ID: 397116
Aspect I: can emit a small amount of light (around 50 lumens) from each fingertip (can be suppressed with thick gloves)
Aspect II: none
Aspect III: discolored skin on fingertips only (pale white)
Notes: -
ID: 397117
Aspect I: none
Aspect II: hearing extends to ultra sound range (over 20,000 Hz)
Aspect III: larger, bat-like ears
Notes: -
ID: 397118
Aspect I: can "feed" a living plant with own energy to make it grow quicker and bigger than normal
Aspect II: none
Aspect III: discolored skin (green-ish)
Notes: ability only extends to plants in direct contact with the skin. the growth (and energy transmission) stops once afflicted reaches a certain treshold, which should make dying from overuse impossible.
ID: 397114
Aspect I: none
Aspect II: can absorb oxygen underwater, making it possible to breathe
Aspect III: altered lungs (internal)
Notes: cannot swim
ID: 397115
Aspect I: none
Aspect II: can see beyond the regular visible light spectrum
Aspect III: discolored sclera (black) and discolored iris (orange)
Notes: further tests necessary to determine exact spectrum
ID: 397116
Aspect I: can emit a small amount of light (around 50 lumens) from each fingertip (can be suppressed with thick gloves)
Aspect II: none
Aspect III: discolored skin on fingertips only (pale white)
Notes: -
ID: 397117
Aspect I: none
Aspect II: hearing extends to ultra sound range (over 20,000 Hz)
Aspect III: larger, bat-like ears
Notes: -
ID: 397118
Aspect I: can "feed" a living plant with own energy to make it grow quicker and bigger than normal
Aspect II: none
Aspect III: discolored skin (green-ish)
Notes: ability only extends to plants in direct contact with the skin. the growth (and energy transmission) stops once afflicted reaches a certain treshold, which should make dying from overuse impossible.
[Archived]
ID: 398261
Aspect I: can levitate for about 30 seconds depending on own weight and weather conditions
Aspect II: none
Aspect III: discolored hair (purple)
Notes: ability seems to be trainable, so suppressing with a weighted suit would only strenghten it in the long run
ID: 398262
Aspect I: can voluntarily change colors of own hair, iris and skin tone
Aspect II: none
Aspect III: none
Notes: body type, finger prints and facial features remain the same, allowing for proper identification at all times
ID: 398263
Aspect I: can "push" and "pull" air in a 5m radius with a maximum speed of 20 km/h, creating mild wind currents or blocking/diverting wind
Aspect II: none
Aspect III: discolored teeth, bones and fingernails (black)
Notes: -
ID: 398261
Aspect I: can levitate for about 30 seconds depending on own weight and weather conditions
Aspect II: none
Aspect III: discolored hair (purple)
Notes: ability seems to be trainable, so suppressing with a weighted suit would only strenghten it in the long run
ID: 398262
Aspect I: can voluntarily change colors of own hair, iris and skin tone
Aspect II: none
Aspect III: none
Notes: body type, finger prints and facial features remain the same, allowing for proper identification at all times
ID: 398263
Aspect I: can "push" and "pull" air in a 5m radius with a maximum speed of 20 km/h, creating mild wind currents or blocking/diverting wind
Aspect II: none
Aspect III: discolored teeth, bones and fingernails (black)
Notes: -
[Archived]
ID: 402115
Aspect I: involuntarily emits electromagnetic bursts (tied to strong emotions, stress, heightened heart rate)
Aspect II: none
Aspect III: none
Notes: ON THE RUN. further tests necessary to determine exact radius of ability.
ID: 402116
Aspect I: can change area above collar bones into any human or non-human face, can keep a face for about an hour before it gets uncomfortable and the urge to change again arises. seemingly no "default" face.
Aspect II: none
Aspect III: none
Notes: ON THE RUN. responsible for at least 21 bank robberies in Mirai City.
ID: 402116
Aspect I: can shoot a fire column out of any opening in the body, including natural orifices as well as cuts and other artificial holes. fire column extends up to 2m.
Aspect II: fireproof skin and insides
Aspect III: white horns, discolored eyes (orange)
Notes: needs a certain amount of oxygen in the area to summon flames. can be suppressed by fire extinguishers and other default fire safety measures found in all approved buildings in Mirai City.
ID: 402115
Aspect I: involuntarily emits electromagnetic bursts (tied to strong emotions, stress, heightened heart rate)
Aspect II: none
Aspect III: none
Notes: ON THE RUN. further tests necessary to determine exact radius of ability.
ID: 402116
Aspect I: can change area above collar bones into any human or non-human face, can keep a face for about an hour before it gets uncomfortable and the urge to change again arises. seemingly no "default" face.
Aspect II: none
Aspect III: none
Notes: ON THE RUN. responsible for at least 21 bank robberies in Mirai City.
ID: 402116
Aspect I: can shoot a fire column out of any opening in the body, including natural orifices as well as cuts and other artificial holes. fire column extends up to 2m.
Aspect II: fireproof skin and insides
Aspect III: white horns, discolored eyes (orange)
Notes: needs a certain amount of oxygen in the area to summon flames. can be suppressed by fire extinguishers and other default fire safety measures found in all approved buildings in Mirai City.
[ACCESS DENIED. REFER TO YOUR SUPERVISOR FOR ASSISTANCE.]
[ACCESS DENIED. REFER TO YOUR SUPERVISOR FOR ASSISTANCE.]
[ACCESS DENIED. REFER TO YOUR SUPERVISOR FOR ASSISTANCE.]