Shard:Identifier

Classification:Thinker/Striker

Power: The user can determine what kind of powers a Parahuman has via physical contact with the target. The information gathered at first touch tends to be bare bones, but the more the user touched the target, the more information about the target's power is obtained. Information relevant to the target can be easily recalled as long as the user hasn't touched another target, which overwrites the previous information with new information.

Shard:Tailor

Classification:Striker

Power: The user can create temporary copies of clothing they have touched before and teleport them onto their body, wearing them. Copies dissipate after some time when used,requiring the user to touch the original article again to obtain its copy. This power works on armor, and the user usually has copies of different types of power armor/armored clothing on standby when needed.

Shard:Warper

Classification:Shaker/Mover

Power:The user can generate invisible " warp tiles " within 600 meters of themselves that warp the user to the nearest " warp tile " generated. The user can force targets that step into one of their warp tiles to teleport them to any other warp tile within the area the user desires, tripping up affected targets.

Shard: Tower

Classification: Striker/Master

Power: The user can imbed targets they touch with some sort of crystal. This crystal allows the user to control targets imbedded with them. The user can only control up to 10 targets at once and this power does not work on other Parahumans. Destroying or removing this crystal prevents the user from controlling their targets further.In addition, each time a crystal is destroyed or removed, the user suffers backlash in the form of migraines.

Shard:Clockwork

Classification:Tinker

Power: The user is a Tinker that specializes in the creation and maintenance of Timer Tech. They can create technology that incorporates and/or works on some sort of timer, only activating once the timer runs down or turns on once the timer is set. Such examples include assault rifles that fire unlimted bullets until the timer runs down, forcing the user to rewind it, Tinker tech explosives that blow up after the timer runs down, and automatons that stay active as long as the timer doesn't run out.