Completely depends on how far that manipulation of candy goes. What can he do with candy, how can he affect it, can he sense it, etc. I can definitely give you a ranking in each category if you could provide a complete description, along with weaknesses and safeguards.
I'm planning this roleplay to take place within the Worm universe (for those who know what it means, the timeline is Earth Bet). Inside the Worm universe superheroes are common place. People who are superheroes get them through what is known as a trigger event.
This takes place before the events at the end of the story (NO SPOILERS!)
A trigger event comes from a particular traumatic experience, and because of this most people with powers become villains. Some people with powers are even known to have second trigger events. The first trigger event gives the person their power, with heavily laid restrictions in order to protect the user of said power. The second trigger event refines these restrictions, granting the person more power in almost all cases. The second trigger event also must come from a particular traumatic event.
Almost no characters in the RP should know these particulars about trigger events. I'm just providing this for your sake, It refines character development. I'm also going to note that some people have their first and second trigger event simultaneously.
People with powers are often referred to with the shorthand slang of "Capes", or even "Parahumans"(or beside humans while still being similar". Most powers have safeguards, as in line with the worm universe. (I.E. A pyrokinetic is flame resistant). Almost every power (with few exceptions) is governed by the Manton Effect.
The Manton Effect refers to a parahuman's inability to affect a living being, though powers that exclusively affect living beings seem to be exempt. This effect prevents telekinetics from crushing someone's heart inside their chest or force field users from bisecting a person.
Power classifications are as follows:
Mover, Shaker, Brute and Breaker. Master, Tinker, Blaster and Thinker, Striker, Changer, Trump and Stranger. source
A mover has the ability to transport themselves and/or others to other locations, by means of enhanced speed, teleportation, flight, vehicles or the like. Known powers are listed next to the mover classification with the specific type of capability, eg Mover: Teleporter.
A Shaker can affect a broader area, asserting some degree of control over the battlefield. May include gas, explosions, forcefields, and ambient or radiated effects. Most wide-area-effect, forcefield and spacetime manipulation powers fall under the Shaker classification.
A Brute classification typically indicates enhanced strength or durability, capes who are most dangerous in a melee and are typically very difficult to put down. While the execution may remain fairly stable, the source of this power can vary.
A breaker is those who have some ability to ‘break’ the natural laws of the universe as far as those laws apply to them. This is frequently a side effect of powers to prevent them from harming their owners. They typically have the ability to alter themselves to a different state in which they maintain different abilities. Appends other powers, but only in this state. Can also include general altered states.
A cape whose powers let them control others or create minions (be they humans, parahumans, animals or specific objects). Can range from ability to control simple insects all the way up to superhuman/projections. Varies from area (touch to long distance), number of beings affected (one being to nearly infinite), simple commands to absolute control and across a spectrum of time lengths and programming (short durations vs. indefinitely or programmed commands). Can be of pseudo-telepathic variety (there are no true telepaths except for the Simurgh) or require voice commands.
Covers anyone with powers that give them an advanced grasp of science. Lets them make technology years ahead of its time. They can intuitively create or alter many devices beyond the usual restrictions of knowledge, resources and physics. Tinkers are less dangerous when removed from their gear, but should not be assumed to be harmless. A typical tinker can artificially assume any number of other classifications, depending on specialty. Specialty should be appended to the classification in every case possible. Many Tinker devices cannot be maintained or used safely by anyone except the Tinker in question.
A cape with ranged, offensive attacks of some form. Can include blasts, thrown or moved objects, grenades. Not always damaging, but generally deleterious. Response varies greatly depending on the nature of the blaster. At low levels, cover is highly recommended. At higher levels, movement is a higher priority, and cover should be assumed to be useless.
Possesses enhanced knowledge, skills and/or perceptions beyond any reasonable norm. Includes clairvoyance, precognition, skill acquisition, enhanced hearing and enhanced sight.
Thinker capes, all numbers assumed to be equal, take the highest priority in engagements.
A cape with the ability to apply some effect by touch or at point-blank range. Has a power that applies on physical contact. Often applies a changed state, like the breaker classification, but isn’t personal. Melee range, including strength only without any durability, else it is classified as a Brute power.
The striker classification could include certain Breaker effects as they were applied to things other than the cape themselves, but not always. Other strikers included those who used energy weapons, those who had certain kinds of superstrength that weren’t accompanied by durability and those with pyrokinesis or such that didn’t extend more than a foot around them.
Can alter their form, appearance, and/or natural abilities through some manipulation of their bodies. Does not include new powers beyond natural weapons, armor, or durability.
Can manipulate powers in some capacity, altering, granting, strengthening, weakening or removing them entirely, or has powers that interact solely with the powers of others. Can have different powers or effects based on circumstances.
Stranger powers predominantly lend themselves to infiltration. Ability in question might bypass defenses, mislead, or help to avoid notice or otherwise affect a person's mind.
You are given a power classification, by the PRT, with the scale being 1-10, with ten being a high level of effectiveness in that category, and the reverse with one. The scale goes beyond ten, but that classification is reserved for very high level threats.
The PRT are the Parahuman Response Team, a police force and emergency response team trained to deal with parahumans and the fallout of their actions. The PRT has multiple management levels (Chief Director, Deputy Chief Director, etc.) that are not relevant.
PRT officers wear chain mesh and Kevlar vests, helmets that cover their faces, and firearms.
Their human-on-parahuman attack method normally entails using a special type of gun which fires containment foam. It sprays as a liquid, then expands into a foam. The foam is flexible and porous, allowing people to breath while fully entrenched in it, and is extremely sticky. It's impact resistant, so heavy hitters can be contained or safely catch falling individuals. The foam is also completely heat and fire resistant, although all PRT personnel have a canister of vapor-based melting agent for the foam, that has no negative human side effects. source
The Protectorate is a government-sponsored superhero organization that spans the United States of America and Canada. It works in conjunction with the PRT, wholly managed by the PRT. In exchange for government funding and legitimacy, the Protectorate has agreed to follow a special set of laws laid out for capes, to accept bureaucratic oversight and cooperate with local authorities. Every city in the US with a sizable cape population has a corresponding Protectorate team.
These teams operate out of the local Protectorate Headquarters (PHQ), maintaining regular patrols and responding to reports of villain activity. Large cities known to host Protectorate teams include Austin, Boston, Brockton Bay, Chicago, Houston, Las Vegas, Los Angeles and New York, with New York being the largest. source
The Wards are the under-eighteen sub-division of the Protectorate, and where all of your characters will start out, as the title implied.
Wards are granted a trust of $50,000 a year, as well as a base minimum wage salary, the latter of which is doubled on full membership. In all other respects, Wards are similar to the Protectorate in membership types and status, but bear additional protections and measures.
Probationary Wards lose their probationary status at the age of eighteen, regardless of their history and record. Wards of any status are not permitted full access to confidential or classified records without permission.
Wards are to attend school during typical hours and maintain satisfactory grades and failure to do so will see their pay docked. Wards must be allowed to receive a full night's sleep with regularity. The Wards' PRT department can remove Wards from school or wake them up in the case of an emergency on a school night, but the department heads have been urged to use this in moderation.
Termination of a Ward requires the formation of a tribunal (made up of PRT personnel) and thorough review. All parties are heard, incidents are detailed and investigated, and all paperwork of any relevance is reviewed. Where possible, punishment or transfer to a better environment is preferred over termination.
Should a termination be deemed necessary, measures taken can include suspension, firing, arrest and execution. source - - - - - This is just a general outline.
Mr. Man lifted his head to listen to Arcadius, showing no loathing this time. Either it was veiled, or he was interested in what the boy had to say. He saw only one other student nod as Arcadius spoke, and a quick check with an enchantment told him that it was indeed what he had expected. Two substantially intelligent students. He tossed his book aside, the pages not fluttering as it flew, a spell stopping it near the wall. It stayed suspended while Mr. Man examined Arcadius first.
"Young Innocenti. Your family name has a lot of weight, doesn't it." It was more a statement then a question. "Your families Grimore wasn't the only thing enchanted to be heavy," He said, drawing an obvious metaphorical comparison. "The burden family names can cause can be more crushing then the physical trials we are forced to face in our day to day lives. I'm sorry about your mother and father, and that I couldn't attend the funeral. I was dead-" He paused a bit too long "-tired from working so hard the day before, and as such couldn't make the trip." Despite his serious demeanor he was trying his best to lighten the mood.
"As to your question. First I'd like to ask why you supposed you would force the demon to do it. You could easily offer it something it would consider of equal value, or even barter with it. I'll also suppose you knew that, as I can tell this isn't your first demon summoning. Second, to the nature of your problem. This is too easy for someone of your caliber, I'm sure, so you want something more challenging?" Mr. Man definitely didn't make anything easy. Well, besides the first assignment.
"Right, right," Mr. Man said nodding slightly, inwardly annoyed that Arcadius partially knew the right answer. "I'm glad at least one of my students is well schooled," He said, switching strategies. By complimenting Arcadius, and insulting the rest of the class it would turn the class against him. It would also make him have to work twice as hard for any recognition. Mr. Man was quite ruthless. He expected Arcadius to either succeed or break. There would be no gray area. Any slight success would be failure, any A- a slap in the face. A few students already turned to glare at him.
Mr. Man sighed as he looked around at the other 'mages' and almost scoffed at how ridiculous some of them looked. There were a few wearing actual wizard robes, which were always over sized and dorky looking. One or two had pathetic looking staffs, most without any actual enchantments. He picked up his book again, thumbing a page ahead, before snapping his fingers. The room had a lot of enchantments on it, and responded to his will and constant use made it imbued with similar muscle memory to that of, well, snapping his fingers. Slowly books floated off the shelves, each with the same blue cover, and neatly written gold text. The words were a lot more dull then the spectacle. As it reached each student they could read for themselves the less then magical words "Arcane Arts - Semester One" in beautiful typography.
"This will be your textbook. It will be easy to store with magic, and has no weight, nor mass. It barely exists, in fact. Forgetting about it, or looking away from it will cause it to stop existing till you remember it again. Leave it anywhere you like, just don't forget it in my class"-there was a slight pause as a few students chuckled, most more nervous then not-"Seriously, though. I hate reminding students about it. Now please read the first chapter, write a small summary, then preform the ritual on page d. I expect you all to have summoned a lesser demon by tomorrow. And yes I realize this isn't rituals, but arcane arts requires a slight knowledge of basic rituals. Also please inflict damage to your textbook if you find you have summoned a greater demon. I will banish it immediately. Don't be a hero about this, it's simple shit, that can and will go terribly wrong."
After giving the speech, Mr. Man sat down, rubbing his forehead as if anxious. He let out a long sigh and picked up his book, reading it quickly, as he waited for the first student to stand up and ask why the book was in Greek, or why it was upside down and backwards, alternating which each line. The only page that wasn't tainted was page d, which detailed how to summon a scribe demon. Mr. Man was counting on the students figuring out that the scribe demon would help them decode the page. Unfortunately most people intelligent enough to figure this out, also were intelligent enough to complain about how easy the ritual was, or how easy casting a cipher-solving spell was. He was waiting for these students in particular, because he could give them advanced lessons.
As Mr. Man waited one or two more students stood, including one he had already learned the name of. Then Arcadius stood up, in front of the student he had memorized the name of. To top it off, Arcadius then went on to assume he was supposed to give a verbal response. Mr. Man sighed and glanced at his seating chart, more for show then anything else. He was trying to show that he was supremely uninterested in Arcadius's 'knowledge'. After mouthing the full name, again for effect, he spoke "Right your name is Arsidious? If you're studied then you'll know that Lichs don't know how to use any defensive spells except the more complex regeneration spells. Why? Why don't they use defensive magic, for example to protect against, say, holy attacks?"
It was a bit of a trick question, truthfully. Lich's didn't use these kinds of spells because of a genetic deficiency, enacted by a curse long ago. Lich's are unable to resist holy spells or enchantments as an effect of this curse. Of course someone of Arcadius's age wouldn't know that unless he had a mage as strong as Mr. Man as a teacher before this, who also specialized in Arcane Arts.