The most important and interesting aspect of this verse is the power system, which is in need of a remade info post.
Origins
Up until the year 1908, the world of this verse was practically the same as our own. Then, the Tunguska Event changed everything. A meteoroid exploded in the atmosphere, creating a powerful shockwave and releasing an unknown form of energy that rapidly spread throughout the world. While there were no visible effects at first, people began to develop unique abilities throughout the years, and by the 1920s most of the world's population had gained their own.
Basics
As knowledge of these powers progressed, it was noted that every ability can be summed up with one word. Because of this, they're known as Linguistic Abilities, often shortened to just Abilities. The word, effects, and details can vary widely between individuals. By now, it's rare for two people to share the exact same ability unless they're related by blood. Because of the variety of abilities in the world and the details of how they function, they're separated into several categories.
Classification
What categories an ability fits into depends on the details of its functions. Specifically, there are three primary categories: Endogenic, Exogenic, and Esoteric.
Endogenic abilities focus on the user's body in some way. From things as simple as physical enhancements and transformations to teleportation and intangibility, if it's focused on the user or part of their body, it belongs in this category. Animal based abilities are often in this category, since they give the user physical enhancements and animalistic traits based on the species their ability is named after.
Exogenic abilities involve things that aren't part of the user. Generating, controlling, or otherwise altering things separate from their body are all traits that put an ability in this classification. It should also be noted that abilities that generate something from the user's body or a specific part of it can also fit into this, such as the ability to breathe fire or alter things via contact.
Esoteric abilities are rare, and typically either deviate from or combine the traits of the other two classifications. Some allow the user to perceive things nobody else can, like seeing the future or sensing the exact location of something. Others grant traits that belong in both of the other groups, like granting the user characteristics from video games. Because of the difficulty of determining whether or not an ability fits into this group, it's known that some which could be considered Esoteric end up classified as something else, depending on what traits are most notable.
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Aside from the main three classifications, there are also Generations. These don't refer to an individual's bloodline, but instead determine the conditions and limits of an ability. These go from one to three, and it's noted that the more conditions an ability has, the more raw power it possesses.
1st Gen abilities are the most broad and versatile. These are typically simpler abilities, such as fire manipulation or physical enhancement. Endogenic abilities often fit into this type due to their simplicity, especially the animalistic ones.
2nd Gen abilities are stronger but more conditional. Things like requiring physical contact or causing a temporary transformation are often traits associated with this group. Because of the limits and details of abilities over the years, not only do most people have a 2nd Gen ability, it's common for some of the strongest to belong in this generation, especially due to the creativity their users need to make the most of them.
3rd Gen abilities are rare and situational. These are defined by drastic conditions that make them difficult to use, such as needing to be physically isolated or being unable to turn off their effects. In exchange for the conditions and limits that come with them, abilities of this generation are typically stronger and longer lasting, allowing for those that possess them to become much more powerful if they can find ways around the downsides.
The Atlas Effect
An important trait that all people share, first documented in the man this trait was named after, Charles Atlas. It was noted that even though his ability was a simple strength enhancement, he was also far more durable and faster than those without abilities focused on those traits. Because of this, it's well known that most endogenic abilities can affect more than just their main focus. Examples include speed focused abilities that come with enhanced reflexes, and durability enhancements that increase the user's strength and endurance.
The other result is seen in those without endogenic abilities. Alongside the development of powers, it was noted that the limits of the human body increased. Through extreme training or other conditions, any individual can achieve feats that were previously considered superhuman. Those that reach this level are considered Pseudo-Superhuman, as they're more physically capable than most but can't match those with abilities that enhance their bodies. Typically the training to reach this level is also focused on a specific trait, such as making an individual stronger or faster. Feats that can be achieved via this training include: cracking concrete with a hard strike, moving fast enough to disappear over short distances, and taking reduced damage from injuries that would be debilitating or fatal.
Examples:
Ability: Strength
Classification: 1st Gen, Endogenic
Description: A simple, passive enhancement that grants the user enhanced strength. Due to the Atlas Effect, this also grants them enhanced durability, endurance, and speed to lesser degrees.
Ability: Flame
Classification: 2nd Gen, Exogenic
Description: This allows the user to generate fire at will. The heat and power of their flames can be adjusted, from small flickers to powerful explosions. Due to being unable to manipulate them after they're generated, the user must be careful and creative to make the most of this simple ability.
Ability: Tracking
Classification: 3rd Gen, Esoteric
Description: Allows the user to perceive and mark the exact location of a target they have in mind. When active, their senses are focused on the target, allowing them to know exactly what's around them at the cost of temporarily being unaware of their current surroundings.