Glitter
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Just trying to work shit out.
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Post by Glitter on Mar 2, 2018 20:48:57 GMT
Capes: Fallen It was over thirty years ago that the first parahumans appeared and the world was changed forever. More commonly known as capes, parahumans have bought both crime and law enforcement to new extremes with their superpowers.
This is not your standard comic-book superhero setting. Being based on John McCrae/Wildbow’s Worm and Ward, Capes is a darker and grittier take on the superhero genre and despite the presence of a wide assortment of superpowers, injects a dose of realism into things. Villains take part in more typical, realistic criminal endeavours; they’re dealers, thieves and killers. Heroes are either government sanctioned law-enforcement or vigilantes skirting the edges of what is legal.
In Fallen, which follows the canon of the first Capes (but don’t worry, new players won’t have any trouble!), we are introduced to a changed city of Fallcliff. A month prior to Fallen, La Fenice and Fundation (a pair of supervillain groups) joined together and laid siege to the city in a takeover attempt. The Protectorate and Wards, government heroes, fought back against the attempt and were successful, but both sides suffered heavy losses. Now Fallcliff has become a dangerous city, and even the upper class neighbourhoods are dangerous at night. The police and Protectorate are under-manned and crime is on the rise. Nowhere is safe anymore. Factions There are four major factions that currently hold power in Fallcliff, although several smaller organisations do exist. Players will have the option of being a part of one of these factions or to operate outside them, however plot events will largely revolve around these groups.
The Protectorate and Wards The heroes of the Wormverse are generally members of the Protectorate, or their under-eighteen division, the Wards. They are a government parahuman agency who are tasked with dealing with parahuman crime, although they can also respond to ordinary offences. There is little difference between the responsibilities of the Protectorates and Wards, however the latter are often accompanied by full Protectorate members and are heavily supervised. Both groups are overseen by the Parahuman Response Team (PRT), a non-cape police agency tasked with dealing with paranormal threats and their fallout. Having suffered heavy losses, the Fallcliff branch of the Protectorate is largely composed of younger and more inexperienced capes and many of its members have transferred in from other branches.
Darwin’s Chosen A loosely affiliated group of cape-supremacists. They believe that parahumans are not just an anomaly but the next stage of human evolution and that therefore they should act as the ruling class. Although technically not a criminal organisation, they are heavily involved in crime against non-capes and have only been emboldened by recent events, claiming that the destruction the cape combatant wrought is proof of their superiority. They refuse to describe themselves as human, only parahuman, and many have taken to “human hunting” for sport. Disturbingly, a subset of the non-cape population has grown to believe in Darwin’s Chosen ideals.
Hell’s Remnants Composed of the remnants of the now defunct La Fenice and Fundation, as well as of several smaller groups they have absorbed, Hell’s Remnants are a cape-centred organised crime group that stretch across multiple social classes and backgrounds. While its members have joined for a variety of reasons, the primary goal is to profit from criminal enterprises.
Justice Composed of former protectorate capes, former solo heroes and even those who used to be rogues, Justice are a powerful vigilante group that have risen up over the past month. They patrol the streets and track down villains, bypassing the law to punish them brutally and violently - sometimes even with death. Although they are legally criminals, they have gained a great deal of public support. Capes Parahumans can possess a wide range of different powers, although most will have a power or power set with a specific sort of focus. In addition to that, most powers are bound by a strange effect that causes them to affect only organic material or only inorganic material. Few possess a power than works on both. Parahuman abilities can be classed into several categories with all abilities fitting into one or more of the following classes.
Mover - A mover is a cape with a power enhancing their mobility. Think Speedsters or Teleporters. Shaker - Shakers are capes with powers that have an area of effect. Think manipulation of the terrain or barriers. Brute - Brutes are capes with enhanced strength or durability. This one’s pretty self-explanatory. Breaker - A breaker is a cape that can shift into another state. For example, the ability to become water or smoke. Master - A master can control or create minions. Mind control or controlling bugs, for example. Tinker - Tinkers can create various devices and gadgets with futuristic technology. Blaster - Blasters are those with ranged, offensive abilities. Lasers or pyrokinesis, for example. Thinker - Thinkers have powers based on gathering information such precognitive powers or a superpowered intuition. Striker - Strikers have powers that are based on touched or have a melee range. Changer - Changers have powers altering their form or appearance such as shapeshifters. Trump - Trump capes can manipulate powers to some capacity. An example of a Trump ability would be weakening the powers of others. Stranger - Strangers have powers based on stealth or infiltration such as invisibility or perception filters.
All capes develop their powers in what is known as a trigger event. A trigger event is a time of extreme suffering or distress. Powers will often have a connection to the event that causes them to manifest with those who suffer physically usually developing physical powers and those that suffer mentally usually developing mental powers. A power's main priority when appearing is adapting in a way to sustain its host. A power can be detrimental, but will never be fatal to the person who wields it. Capes can have second trigger events, but these are extremely rare. Fallcliff This RP is set in the city of Fallcliff, a large and extremely multicultural city with one of the highest cape populations in the country. Fallcliff gets its name due to the large cliff that divides the city in two with the majority of the city sitting on the lower half whilst the upper section is primarily home to wealthy families, parks and large properties. Those who live on the lower half are generally much poorer and live in either apartments or small homes. Fallcliff has a continental climate with hot, dry summers and wet, rainy/snowy winters. From most parts of Fallcliff, mountains, including dormant volcanoes, can be seen in the distance (a large volcanic event is responsible for the city’s interesting geography). Due to the volcanic nature of the area, there are many farms around the outskirts of the city whilst the interior is primarily industrial in nature. Amongst the farmland the sturdy structure of the Fallcliff Detention Centre can be seen. Over the past month, the lower city has sustained some infrastructure damage and the crime rate across Fallcliff has dramatically increased. Sign-Up Sheet
Name: Cape Alias: Age: Sex: Alignment: Is your character a hero, villain or something else. Who do they work with? Appearance: Both in and out of costume. Personality: Power(s): History and Trigger Event:
Rules
1. All standard PW and RPT rules apply. 2. GM word is law. 3. Everyone is human. No aliens, gods, spirits, mages or ferrets. 4. Telepathy isn't really a thing in the Wormverse and we're not allowing mind/body control. 5. Rather than everyone having like fifty NPCs that nobody else uses, you're encouraged to share NPCs around and to interact a fair bit. 6. If you're capable/comfortable, we're happy for you to play as more than one character. 7. Rather than aiming to just make characters with really strong powers. Try to be creative with parahuman abilities.
Players List
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Glitter
Administrator
Just trying to work shit out.
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Post by Glitter on Mar 2, 2018 21:03:15 GMT
Parahuman Database This is a list of NPCs that will appear in and be available for your use in Capes. The only rule here is that you discuss the use of NPCs with the GMs and each other to make sure that complications don't arise (like characters being in two places at the same time or something... unless they can do that). The Endbringers and Triumvirate are listed here for lore. At no point should anyone write an Endbringer event or have a Triumvirate member appear in Fallcliff.. Please remember that Capes generally conceal their identities from people who are not in the same faction. Even most PRT staff do not know the identities of the Protectorate and Wards. The Protectorate The Triumvirate
Dorothy Sites
White woman in her mid-thirties
Short but fairly muscular and extremely fit
Short blonde hair
Her costume is a grey, hooded, bodysuit that is coupled with a featureless white mask with built-in, blue goggle lenses.
Leader of the Protectorate after the recent death of the previous leader.
She can compress inorganic matter into a bullet-sized projectile that retains its original mass and fire it off at a target at high speed. She is also capable of flight.
Blaster/Mover
Karma (Kevin Smith)
Biracial (one black parent and one white) man in his thirties.
Tall, broad-shouldered and extremely well-built.
Long hair is worn in a ponytail.
His costume is grey cargo pants over a dark green bodysuit with no sleeves. Wears combat boots and matching fingerless gloves. Mask resembles a gas mask with yellow lenses.
He has massively increased endurance and durability, albeit not invulnerability. Over time accumulates energy from impacts/damage taken and can release this as a concentrated, superhot energy blast. It’s theorised he might also have slightly enhanced strength but he’s so huge anyway it’s hard to say for sure.
Blaster/Brute
Yggdrasil (Albin Hagen)
Because of his ability, his actual appearance is hard to determine. Can generally be described as a white man of average height and a toned build.
Shaved head but a thick, cropped blond beard.
He has a Finnish accent.
His costume is minimal to account for his power. Pale gray tights with a loose pale blue shirt that doesn’t have buttons to close. His mask matches the shirt in colour and covers the entirety of the upper half of his head while leaving the lower half and his ears bare.
Can morph his body to suit almost any situation. Although he can’t change into something else entirely, he can change just about every aspect of his body to a great extent.
Changer/Brute/Mover
Fallcliff Branch Shockwave (Kane Grant)
White male in his mid to late thirties but in excellent physical condition.
Clean shaven with precisely cut, short hair that is brown but starting to grey.
Experienced and battle hardened, Shockwave was brought in from Chicago to lead the weakened and largely inexperienced Fallcliff branch and to manage the increasingly dangerous city. He is known for being a tough leader but a respected one.
Creates loud concussive bursts much like sonic booms via collisions with other objects either directly or through an item he is holding. Can also do so by clapping or similar.
Costume is a dark orange bodysuit with red accents. Also wears a matching red mask.
Striker/Shaker
Seraph (Farrah Merci)
20-year-old French-Arabic female with sharp features and dark hair.
No-nonsense, hardballing hero and a stickler for detail.
She was considered for taking on leadership of the Fallcliff branch but passed over due to her young age.
Triggered when kidnapped at a science fair.
No secret identity.
Her power grants her a deep understanding of hardlight constructs which she puts to use in her costume, a violet-coloured mechsuit. The suit has two modes, the first is offensive and allows her to fly with hardlight wings capable of shooting damaging shards. The second is defensive and is used to create powerful barriers around herself.
Tinker (Suit makes her considered a blaster and mover also)
Sharpshooter (Athena Brooks)
23 year old female, half Caucasian, half Native American of Choctaw descent.
A protectorate hero since she was 15; transferred in from Oklahoma City shortly before the siege as recommended by her superiors.
Triggered by brother, acting under peer pressure from his friends, bullied and harassed his sister; bullying reached a critical point where she fought back and injured one of the other guys and subsequently the bullies tried to teach her a lesson by attempting to drown her.
Childhood was split between her divorced parents: Choctaw mother eking by Tulsa and white father in Oklahoma City.
Power is “Superaiming”- she has power over projectiles from any given weapon and can control the trajectory of them once in midair
Costume is a maroon fullbody suit with black and gold accents on the calves and forearms
Quiet, warm, patient, empathetic, affable with a serious and no nonsense demeanor; can be very overprotective of friends and fears being alone most of all; prefers to hide hardships and pain. Prefers doing the work to stop crime rather than be a prominent public figure
Shaker
Newton (Isaac Gamal
A young man in his twenties of egyptian descent.
He is tall and lanky with hair long at the front but short at the back.
Costume is a grey bodysuit with a tight hood, purple pants and face mask and pale pink boots and gloves.
Has been a cape for less than a year.
Has the power to defy Newton’s laws of motion or bend them to his will, but only in relation to his body and items he is touching. His power has been described as “weird and versatile”.
Striker/Mover
Icebreaker (Jeremy Schmidt)
19-year-old white male; hails from Maryland
A new transfer from Baltimore
Stands about 5’ 5”, wiry and slim, sports an undercut with a fringe, blonde hair, covered in tattoos
Costume is a white and blue suit reminiscent of an old timey diver’s suit with a cyberpunk aesthetic to it
Power involves cryogenic tinker tech, specializing in ranged weaponry
Tinker (specialisation leads to Blaster classification also)
Fallcliff Wards
Shift (Stephanie Peterson)
Leader of the Fallcliff Wards.
17-year-old female with one black parent and one white.
Lean, tone and athletic with a head of thick dreadlocks.
Costume consists of a white bodysuit below an equally white hoodless robe. She wears pale blue body armour between the layers and a full-face mask in the same colour with a feminine design.
Hates PR work but has a talent for it.
Has the ability to convert one form of energy into another and manipulate it. For example, changing kinetic energy to potential, stopping an object from moving.
Triggered at a gay conversion camp in another state. Now lives under foster care.
Striker/Blaster
Porcupine (Carly Delaware)
15-year-old white female.
About 5ft tall but athletic.
Costume is a yellow tunic over a lavender bodysuit with a matching yellow mask. Her costume is often covered in small holes.
New to the wards. Idolises the Protectorate and Shift.
She has the power to produce extremely sharp and strong spines from anywhere on her body.
Changer
Casper (Shelton James)
White seventeen-year-old male
Tall with broad shoulders and a strong build. Short, messy dirty-blond hair.
Costume is a billowy pale blue poncho over loose pale grey pants a similarly grey bodysuit. His mask resembles a friendlier “scream” mask and is white with lenses and a painted mouth in the blue of his poncho.
Has the power to become intangible at will.
Breaker
Southpaw (Moises Abreu)
17 year old black male; hails from Brazil
A new transfer from Boston
Stands at about 6’ tall, very well built and muscular frame, curly black hair kept very short
Costume is heavily armoured and brown in colour with yellow accents, boots and gloves.
He is left-handed, hence the name.
Power involves getting faster and stronger the more he is injured
Brute/Mover Darwin's Chosen Tempestuous (Dana Black)"] The 34-year-old leader of Darwin’s Chosen.
Half-white, half-Asian. Stand about 5’8” and is thin with long, dark hair.
Costume is a skintight, white bodysuit worn under a labcoat. She does not conceal her identity and acts as a public figure for her organisation. More often she is seen donning ordinary business or lab attire.
Trained biologist and lead researcher at FutureScience Labs.
Has the power of storm embodiment and is able to quite literally turn herself into a storm and back again. Even when not transformed she’s able to create weather effects like wind and lightning.
Easily an A-class threat if she goes all out in combat. She rarely ever fights though.
Shaker/Blaster/Breaker
Blackout (Eugene Jackson) Half-African American, half-Jamaican. In his early thirties.
About 6’0” with a shaved head and light stubble. Fit and healthy but not unusually built or athletic.
Costume is a heavy brown coat over camouflage cargos and a green tank top. His “mask” is large hi-tech goggles that cover the entire top of his face.
He has the power of advanced knowledge of stealth and infiltration technology that allows him to build futuristic tools for those purposes.
Tinker (Stranger by virtue of his devices)
Alpha (Blaine Harrison) White man in his late twenties.
Shaggy brown hair and goatee. Athletic and strong.
He doesn’t wear a costume. He’s often seen in jeans and a tacky old shirt.
Civilian identity is known. He is also an active human hunter.
It is suspected that he survives on funds from Tempestuous, but nobody can prove it.
Has the ability to morph into a grotesque, werewolf-like creature with increased agility and strength.
Changer/Brute/Mover
Puff (Chris Chamberlaine) Skinny white man in his mid twenties.
Has a brown mohawk and is covered in tattoos and piercings.
Costume is baggy pants in a dark colour and a black full-face mask with a hole for his mouth and green lenses.
Escaped during breakout.
Can produce clouds of irritating spores from his body or spit thicker bursts of the spores as a mid-ranged attack. Minor contact results in itching, lots of contact results in severe pain.
Blaster/Shaker
Dodgem (Claire Lewis) Caucasian woman in her mid twenties originally from England.
Is average height and athletically built. Has albinism and the trademark pale skin and white hair.
Recent escapee courtesy of Null’s breakout.
Costume is a white bodysuit with red gloves, boots and mask.
Can create a large number of concussive spheres of light that can be thrown, dropped etc. They bounce off of any surface until they eventually dissipate. Any that hit Dodgem herself merge into her and give her an increase in speed.
Blaster/Mover
Hell's Remnants Null (Martin Rodrigo) Early-mid 20's
Mostly Hispanic descent, toned but not hugely well-built and reasonably tall.
Has longer shaggy hair and stubble but generally described as handsome
Costume is simple dark coloured pants and shirt, old leather jacket and a half-face red mask.
Has the power of being unable to be directly affected by other powers. This means you cannot directly target him with a power but you can still affect him with the results of one. For example, you can't set him on fire but you can burn him to death in a flaming building.
Deceptively cunning and intelligent and also ruthless. He formed the Remnants from what was left of his old gang, Fundation, and La Fenice after the failed siege.
Always carries a gun and a knife.
Trump
Flashback (Maria Ruiz) Young Hispanic woman with short, curly dark brown hair
“Costume” consists of denim shorts, black shirt and a violet mask covering the top half of her face. May carry a knife and/or gun.
Has the ability to make people she touches relive their most horrific memories.
She was a high ranking Fundation member but has lost a lot of status in the Remnants. She dislikes Null and only obeys him for the sake of Nightmare.
Grieving for Sincere, her fellow cape and sister who died in the siege.
Striker
Nightmare (Rosa Ruiz) Youngest sister of Flashback and Sincere, aged 12-13.
Costume is a black dress and legging with a full-face emerald green mask.
Can create shadowy constructs based on people's worst fears/nightmares. These constructs can physically interact with the world. A side-effect of her power is that she constantly relives people's most horrifying nightmares/memories which has lead to her being somewhat unstable.
After seeing the horrors of battle and watching her older sister, Sincere, die, she has emotionally shut down and is now basically just a zombie following Null’s orders.
Killed two of the three Triumvirate in the siege and now serves as Null’s personal bodyguard.
Triggered as a result of night terrors.
Shaker, Master & Thinker.
Vacuum (Luca Adams) Tall with neatly cropped, short black hair.
White with an olive tinge to his skin.
Mid-twenties
Costume is a simple black or grey suit with a full-face, dark blue mask (formerly worn by Vortex) and a fedora. He chooses to continue to don this typical La Fenice look.
His power allows him to teleport, compressing the air in the vicinity and taking it with him. When he reappears the air rushes out rapidly like a pressure explosion. By "charging" his power and taking time before disappearing, he can take more air with him when he does creating a bigger explosion on reappearance.
His father, Vortex, was killed by Jailer during the siege and as such he holds a personal grudge.
Mover/Shaker
Wipeout (Samuel Garcia)"] Early thirties
Average height but quite well built. Wears a buzz-cut.
A mix of American-Italian and Hispanic heritage
Costume is black pants and a green shirt with a paler green mask.
Has the power to partially liquefy solid structures/the ground and cause them to surge forward like a wave.
Frost (Camille West) Early thirties
White with brown hair, of average height and a slim build.
Costume is pale grey leggings and a white shirt with a white and ice-blue mask. She has taken to also wearing a darker blue beanie and gloves.
Has the power to freeze anything she touches. The warmer the object, the longer it takes to freeze.
Striker
The Elemental (Lisa Ormanni) 17, Italian, delicate face, average height, physically fit, long hair and soft eyes are both naturally a very mirror-like appearance due to her power
Her plain, skin tight cape outfit is segmented into various mirror-like reflective shades that appear to form thigh highs, and opera gloves over the top of it. Her mask, physically similar to The Speed Demon's masquerade, though more elegant, also paired with the same ninja-like mask for the lower half of her face. Meanwhile, her long cape follows the same mirror-like formula along with her flowing hair. (A walking mirror that's kinda hard to look at)
Her power is most effective when using her hands. She can summon and manipulate any element, but only to a small extent, forming nothing bigger than a softball, forcing her to use her creativity to make them effective in combat. (Not atomic elements, think "fantasy elements" like, Air, Electricity, Water, Fire, Earth, Light, ect.)
Alternatively, she can draw an element/material from its source, limiting her to that element/material but strengthening it in the process until the element/material is drained or overwritten. (Strength and Duration of the buff depends on the amount absorbed)
Her hair, eyes, and cape outfit change from mirror to actual color palettes with varying degrees of saturation to match the current element/material and the amount stored. She always uses dirt outside of combat for its easy access and natural colors, that help her look normal in civilian clothes.
Blaster/Shaker
Tangent (Lionel King) Tall and athletically built white man in his early thirties.
Shaggy black hair with neatly cropped facial hair. Attractive.
Typical attire would be expensive pants, dress shirts, watches, jewelry etc.
No longer has a secret identity and goes solely by Tangent.
He turned himself in for his own safety are using his power to cheat wealthy and dangerous gamblers.
Was transferred to Fallcliff for protection.
The main target of the breakout. He can predict future events to a high degree of accuracy from extremely small pieces of information.
Thinker
Superglue (Travis Glass) Short and slightly overweight, half-white-half-hispanic man
In his late twenties
Wears hair in a buzz cut. Costume is a bullet proof vest over a white tank top with black cargo pants and combat boots. Where’s a bandanna around his lower face and a helmet resembling an old aviator’s helmet.
Escaped during Null’s breakout.
Can throw clumps of a glue-like slime that is extremely hard to escape from. Very sticky.
Blaster
Creeper (Jared O'Downe) Extremely tall and slender white man.
Escaped during Null’s breakout
Has long bleached blond hair that is never seen in costume .
Costume is a featureless, deep purple morphsuit worn under a ragged brown robe that is kept open.
Keeps an array of knives and a gun around his waist.
Can merge with a shadow, including that of a person. Moves along with shadow if it moves.
Stranger
Impact (Raymond Greene) 19-year-old African-American with short hair.
Has a runner’s build and a scar barely visible on his left cheek.
Costume is dark orange pants and hoodie (hood worn up) with no shirt. He also wears a bandana around his lower face and large sunglasses. Costume is rounded out by a brown satchel filled with potential ammunition (read: reasonably light random crap)
Can imbue objects he throws with a power that greatly magnifies their impact force for their mass and the speed they hit at.
Striker (Blaster in application)
Justice Proxy (Madeline Harris) Leader of Justice and formerly of the Protectorate
Caucasian woman in her thirties. She wears a brown pixie cut with red and purple accents.
Shorter in stature but athletic and lean.
A fiery figure, she tires of the inaction and weakness of the PRT and Protectorate.
Triggered when a cape killed her boyfriend accidentally.
Costume is a purple, hooded bodysuit with an orange vest, boots, gloves and mask.
Can create metal spheres (from existing metal) that follow her around and can be reshaped into weapons, tools and other metal objects. She can control these spheres within a small range around her. Master
Rain Dance (Jennifer Lu) Sixteen-year-old Chinese American.
She is short in stature with a thin frame and mid-length black hair.
Costume is a pastel pink bodysuit worn under a brown tunic. Her mask is white on the right half while the left matches her bodysuit and it covers her whole face.
Triggered during the siege and was protected by Proxy. She is softly spoken, from a strict home and idolises Proxy.
Has the power to create a localised bout of heavy rain across a wide area. She can sense the locations and movements of anything moving through it.
Shaker/Thinker
Foresight (Max Burns) White with shaggy brown hair. Average height but strong build.
Early twenties.
Took up combat sports as a hobby and triggered when his gambling addict father tried to convince him to take a loss.
Costume is non-descript, brown athletic attire with a red mask.
Sees a phantasmal projection of people’s actions completing them a few seconds before the actual person does. Power can be confused by sudden changes of mind at which point the phantom will disappear and suddenly reappear doing something different.
Thinker
Wildcard (Loreena Eastern) White woman in her early to mid twenties.
About 5’7” and fit with a slender build. Has straight red-orange hair worn in a long ponytail.
Costume is white, black, red and yellow checkered bodysuit with black boots and gloves. Her black mask covers the top half of her face and has one red lens and one yellow.
Gains a different power depending on the capes in her vicinity, but doesn’t have any power until she witnesses that of the other capes. The powers she generates tend towards giving her the best chance of surviving an attack by other capes, not necessarily defeating them.
Trump
Torrent (Kiara Persad) Dark-skinned woman of Caribbean descent. Mid 20’s.
Taller with a very athletic build. Wears hair in something of a pixie cut.
Costume is a deep blue hooded bodysuit with thick goggles and a transparent, pale blue raincoat.
Originally a solo cape. Joined Justice after seeing the Protectorate fail to thwart the breakout.
Hydrokinetic
Shaker/Blaster
Unaligned Capes The Tailor Probably male, costume hides almost everything about them.
About 5’9” tall and thin
Costume is a head-to-toe morphsuit (colour changes often) underneath a formal vest and trousers with a top hat or an elegant dress. Always seen with a large bag of materials.
Rogue. Does not participate in crime or fighting crime. Simply uses power for business purposes.
A Tinker that specialises in creating synthetic fabrics with a variety of useful characteristics such as massive durability, elasticity, fire-resistance etc. Often commissioned to make costumes by various Capes. Very expensive though.
Firewall Gender and appearance unknown. Known only by their online handle.
Have advanced knowledge relating to IT (especially encryption).
Created an untraceable email service used widely by both heroes and villains.
Rogue. Does not participate in crime or fighting crime. Simply uses power for business purposes.
Probably located outside Fallcliff. Is confirmed either American or Canadian.
Tinker.
Hazard Hispanic woman in her late teens.
She’s short but toned and athletic and her dark hair is worn in a pixie cut.
Her costume is vaguely cyberpunk; a silver bodysuit with metal shoulder plates, charcoal pants. Gloves and boots with metal plating over the tops and visor-mask with a red lens.
A villain. She has been seen working with Frankenstein for the last five years.
She is a Tinker that specialises in dangerous traps. Along with Frankenstein she is considered an S-Class threat eclipsed only by Endbringers.
Frankenstein White man in his thirties or maybe forties.
Generally described as physically fit and well-built. About 6’4”
Wears black jeans and a long sleeved shirt under a black hooded robe. Mask is metallic silver and its lenses can likely identify traps set by Hazard.
Originally from Fallcliff, but soon went on the run. He picked up Hazard as an accomplice some years later. They take long hiatuses but then go on killing sprees in seemingly randomly selected cities. Together they are considered an S-Class threat second only to Endbringers.
A Tinker that specialises in the reanimation of corpses. He doesn’t bring them to life, but more programs them and turns them into biological machines. After his most recent attack, it was rumoured he’d been able to produce “zombies” that still possessed their cape powers, but this is unconfirmed. Endbringers The Endbringers are not human beings, nor were they ever, and nobody knows where they come from or why they emerged. They are monstrous creatures, forces of destruction that started appearing shortly after the first parahumans. Once every three months, one of the three known Endbringers will appear at a human population centre, usually a city, and lay waste to the landscape until they can be driven off by an army of assembled capes. The three Endbringers are:
War War is the largest, bulkiest of the Endbringers. He is capable of walking on all fours, or standing on his hind legs reaching about 45 feet tall. His thick red-brown skin is covered in numerous bony growths and his face is masked with a helmet of bone that ends in a mane of spiny protrusions. He produces several fleshy pods from beneath the bony armour that covers his exterior, launching them like missiles. Within each pod is one or two smaller creatures catered to the fight. Preferring to let his minions do most of the work, War mostly stays back releasing several volleys of the pods throughout a battle although each one takes time to make.
Famine Famine stands about 35 feet tall and is bipedal. He resembles a yellow-green straw man, seeming to be made of numerous, thick intertwining cords in a vaguely humanoid shape. He has no mouth but a single, glowing red eye can be seen from beneath the chords of his head. From within his arm three sharp, unmoving obsidian claws protrude. Within a range of about 150 feet, powers gradually get weaker around Famine with the effect becoming stronger the closer to the Endbringer you get. Famine is the slowest moving Endbringer but also regenerates the fastest.
Pestilence Pestilence is the smallest of the Endbringers standing at only 15 or so feet tall and is far less bulky, she’s also considered the scariest. She has a humanoid, feminine and metallic body but no discernible features and moves extremely quietly and quickly. She can cause anything she touches to begin dissolving. Pestilence is considered the scariest of the Endbringers because during each battle she dissolves and absorbs some of the defending capes, using them to create plagues based on their powers that are then released during her next appearance. I encourage you to post your old SUs into this thread, just in case. However every accepted player does have a link back to their original SU in the OP.
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adventure
Playwriter
Hey y'all cray
Posts: 14
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Post by adventure on Mar 2, 2018 22:12:01 GMT
waifu Name: Jordan Fox Cape Alias: Nix (used to go by Nozone) Age: 27 Sex: Female Marital status: Married to Tom Fox. They keep it a secret to the public in that they try to never show signs of Nix and Magnet being a couple. Some fans totally ship them though, which Jordan finds very frustrating. Alignment: Hero, but agrees with Justice and is frustrated of the Protectorate's adhering to the laws in critical times. Appearance:[CIMG=width: 200px;]https://78.media.tumblr.com/3f55d7cce8b56c278b59dc47dd896654/tumblr_oom8atjCGe1w3npngo1_400.gif[/CIMG] [INDENT]Jordan stands at 177 cm height with a lean, toned build. She is afro-american with a floof at the top of her head but the sides cut short. Her dark brown eyes seem perpetually bothered, mostly because her face is often scrunched up in a skeptical frown. Physically, Jordan is very fit, keeping up a daily exercise routine with emphasis on sprinting and agility rather than building pure muscle. For her off-duty attire (although she seldom considers herself to be off-duty truly) she is keen on staying fresh and stylish, without necessarily being posh or overly girly. Growing up, she was often handed expensive newly bought clothes, so she feels off if she's dressing sloppily. She tends to follow jeans trends closely, has about a hundred shoes to choose from every day, but she's relatively casual with what she dresses her upper body in; usually simple sleeveless tops and quality hoodies or short jackets are enough. Both her ears have multiple piercings lining them, much to her parents' disgust, but that's usually the only jewelry she wears. Nix' superhero attire consists of a durable dark gray textile jumpsuit with blue reinforced knees, elbows, shoulders, chest and back. Her boots and sturdy gloves are both snow white. She diligently cleans the boots after every mission, and has several spare gloves if those need a wash. Her helmet covers her whole head and is blue on the top and back, but the front has what can be described as a pink demon mask, a visor in the slight shape of a V making sure her field of vision is broad enough. You can just barely make our her eyes through the dimmed glass, but there is nothing that really gives away her ethnicity when her full suit is on. A thin, pink mantle just barely covers her back. She doesn't carry any weapons, as her power lets her avoid most close combat, but she keeps a few smoke grenades on her belt for getaways.[/INDENT] Personality: [INDENT]Jordan is a flame contained within ice walls. She gets impatient easily, especially with others when she believes that she can probably do whatever they are doing better. That being said, she's good at thinking on her feet, as her frustration usually makes her explore possible situations ahead of time. Even if she can be a fire waiting to blast, her statue and expression has suggested she is a cold person, and media often portrays Nix as the coolheaded, coldhearted freeze-zoner. But once you start talking to Jordan, you should realize that's not true. She sometimes speaks her thoughts out loud, she doesn't hesitate to vent to anybody in the vicinity, and she makes friends easily even if it takes her a while to fully commit and trust you completely.[/INDENT] Power(s): [INDENT]"Freeze" zones. With herself as the epicenter, she can create zones in a spherical area around herself (typically around 4 meters) where time is stopped. When the zone dissipates, nothing will regain its original direction or velocity - instead it will all fall down towards the ground. Whenever she has initiated a zone she can freely move within it or out of it, but anything else entering the zone with only a few centimeters will freeze, even if the majority of the object is still outside of the zone's border. She can also pull frozen objects out of the zone by hand, as can powers such as that of Magnet's. Nix can't have multiple zones active at the same time; if she creates another one, the previous one dissipates and allows movement again. After creation, a zone persists for around a minute down to a few seconds, depending mostly on the number of objects it has frozen. In some controlled cases, Nix has been able to keep a zone up for several minutes, but usually it's not possible.[/INDENT] History and Trigger Event:[INDENT] The Garfields were a well off family in the better parts of Fallcliff. Jordan's father was a businessman at a bank, dealing with economy surrounding "some cape organizations" and was doing really well. At the age of 15, Jordan triggered when a landslide knocked the car she and her father were traveling in off the road down a rocky slope outside of the city. She froze the car in the air as it bounced and managed to climb out and jump off, but didn't understand what was happening or why her father wasn't following her. Her zone dissipated, and the car fell down against the rocks. Her father survived, but fell into a coma. The Protectorate approached Jordan and her mother and revealed that Mr Garfield had actually been a parahuman, using his clairvoyance powers to aid the heroes and not actually worked fulltime at the bank. It had been the father's wish that if something were to happen to him like this, his family would be told the truth. Mrs Garfield was shocked, as she had never really liked the thought of parahumans existing at all and wasn't a fan of heroes or villains alike. Because of this, Jordan certainly didn't reveal that she now was a parahuman herself. Jordan had up until then been quite popular in school, but now, feeling guilty about her father's coma and suspecting some villains causing the landslide to murder him, she had lost all focus. She constructed her own makeshift cape suit and ventured out in the night to look for trouble. She found it, in the form of a smalltime villain gang of a few individuals who convinced her to join them. They gave her the cape name Nozone. They didn't really do much crime, they mostly just used their odd powers to get extra money or even just to stir up trouble for fun. But eventually, they got recruited by a slightly bigger gang. More violence and actual criminal acts were committed. The slightly bigger gang got into a fight with another gang, and it became clear that Nozone and her companions would need to be ready for actual grave violence and even be prepared to kill to hammer their point in. Jordan's alarm bells went off - she had never expected to become an actual villainous villain. She just enjoyed being around people who allowed her to use her power with no complications. But complications had found her. And when Jordan was 22, complications blew up. In a fateful showdown where another villain nearly killed a Protectorate hero, Jordan couldn't stand it and switched sides in the heat of the battle. She stopped her supposed ally with her power, saving the hero. The other villains immediately turned on her, which after a string of chaotic events led to the hero actually carrying an unwilling Jordan away from the scene since she knew she'd be in just as much trouble if she froze him and let the villains catch up. The hero happened to be called Magnet, and after quite a hefty bit of bureaucracy and leaps of trust, he gave Jordan the new cape name Nix as she joined the Protectorate as the hero she never had really dared to believe she always could have been. While Tom was her safe haven in the new environment ever since the start, it took them years of stubbornness and unspoken gestures before they couldn't deny their deep bond anymore. The story of how that actually happened is probably a novel on its own, and there are people who still can't for the life of them understand how those two can be a married couple.[/INDENT] husbando Name: Tom Fox Cape Alias: Magnet Age: 26 Sex: Male Marital status: Married to Jordan Fox. They keep it a secret to the public in that they try to never show signs of Nix and Magnet being a couple. Some fans totally ship them though, which Tom finds very cute. Alignment: Hero with the Protectorate, and never pondered it. Appearance: [CIMG=width: 200px;]https://i.imgur.com/8yh50Dy.jpg[/CIMG] [INDENT]Vividly red haired, with short sides and major curls on top, sticking out over his forehead as a fringe. His eyes are blue, and his face filled to the brim with freckles. Standing at 186 cm with rather long arms, he is well built and strong, sometimes ridiculed as "gorilla" in high school (and before that, ridiculed for his very red hair instead) His smile is of the perfect sort to put on a hero whose job is to make people feel calm and safe. He used to care very little about what he was wearing - he'd get bullied regardless. Since he became friends with Jordan though, she has made him realize that at the very least wearing fresh, not too worn clothes can both make others respect you more and make you feel better about yourself. His usual attire these days is loose fitting jeans with sneakers or brown boots, belts of Jordan's choosing, t-shirts or simple jumpers, and usually his army green bomber jacket with red lining to finish it off. His superhero suit is more armored rather than built for agility. The color of the armor plates is red with a metallic shine to it, and the textile in between them is black. The suit's gloves are huge, constructed for grabbing and catching things with ease. His helmet is the same shiny red, with most of the face covered by a non-see-through dark visor. In the beginning of his career, it was suggested he wear some sort of close combat weapon. He displayed how effective it was for him to clench his fist and pull a nearby person towards it at high speed. It was decided that he didn't need an additional weapon. [/indent] Personality: [INDENT]Tom's keywords would be Warm, Protective, Thoughtful and those sort of things. Since he knows what it's like to be put down, cast out or uncared for, he's adamant about making sure nobody he cares about should ever have to feel that way. When they first meet him, some people tend to expect him to be as fierce as his hair color, but instead they are met with what's better described as ordinary or untriggable. He's not dumb in any way, though. He's learned to calmly assess situations, pay attention to details that make up the grand picture, and weigh options seriously before making any decision. You'll never see him rush into anything, but sometimes his carefulness can be his downfall.[/INDENT] Power(s): [INDENT]Can pull any tangible object (organic or inorganic alike) towards himself from a certain distance. He doesn't have to pull them all the way to himself, but can stop at any point. He can also usually somewhat control the speed and force at which he pulls objects towards himself. If he activates his power on something with greater mass than himself (combined with whatever/whomever he is wearing/carrying) he instead pulls himself towards the object and can use this to move around if he's being careful - in some early times he tended to misjudge the mass of objects... But lessons were learned.[/INDENT] History and Trigger Event:[INDENT]Tom grew up with his single mum, as the dad had left them quite early on. They didn't have it easy, and Tom wasn't well off growing up. That combined with his unusual hair color made life hard for him in school, and he was prone to being bullied. Luckily, he didn't grow into a young man full of resentment and anger though. Instead, he learned to shrug things off and coped by figuring that others probably didn't have an easy time in every way either. To put it simple: Tom is way too nice for his own good. One day when he came home from school, aged 14, his dad was there, and his mum was very upset. Tom was surprised, as he hadn't seen his dad at all since about half a life ago. After quite a bit of threats and arguing between the parents, Tom mostly just trying to calm things down, the dad finally left. Later that night, Tom awoke from the fire alarm. He managed to reach his mother and rescue her and some of their belongings, and escape mostly unscathed. Afterwards, he realized that he was able to telekinetically pull things towards himself. It wasn't long after that he contacted the PRT himself, offering to become a Fallcliff Ward if they would have him. They would, and Magnet became a well renowned Hero after graduating to the Protectorate. While never one to say many words in front of cameras, he became popular in the early years for participating in rescue missions and saving people from disasters rather than for downright fighting crime. On one particular mission involving villains though, he was nearly stealthily struck down, but saved in the last second by another gang member. The situation eventually led to the gang member changing alignment and becoming the Hero Nix, which Magnet found himself going on frequent missions together with, as they had a quite good synergy between their powers. And also eventually they married. She proposed. Go figure :D[/INDENT] i refuse to fix the broken css :D
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Pudding
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Post by Pudding on Mar 3, 2018 5:52:23 GMT
Changed up the CSS so that it didn't look too messy since it didn't transition here too well. (:
-------------------------------------- Nicolette Crest | 22 yrs Rogue | Unaligned Cape |"Telly"
---- The Crest's reside in the Innocence District, where Nicolette grew to adore. It was a relatively safe district housing a plethora of families. Children frolick about, filling the streets with the occasional burst of innocence. Such an environment sheltered her from the darker shadows that lie beyond, but as the years progressed they began to unravel.
In the end, Nicolette garnered a neutral view on the parahumans. She truly believed she lacked the compassion and selflessness to invest in being a hero, yet unable to harm another without a gnawing guilty conscious. The responsibility and dedication required to partake in either career was daunting to the young adult. With that mentality she resorted to utilizing her power in making a living; a house beside her family's, aiding her loved ones in costs, and allowing many university students to an easier access to food. Who doesn't love food on the spot?
Overtime customers and family members alike have nicknamed her Telly, short for Teleporter.
--- Appearance ---
She finds no purpose in a costume if every customer knows her identity. Easily will they identify her.
Nicolette stands at 5'4" with beige skin seemingly kissed by the sun. Her weight clocks in at 130 pounds, give or take. Freckles plague her body, most notably her cheeks and upper arms.
Once upon a time she sported long strands of icy blonde hair, but it was cut relatively short. Such change allowed her once-hidden golden mustard eyes to pop out at last, sitting behind simple wire glasses.
Her wardrobe consists of casual dresses with matching leggings/stockings. Depending on the day and mood, Nicolette may throw in long sleeve jackets and coats.
--- Personality ---
Nicolette is a laidback individual who loves collecting... anything. Seashells, paintings, knick knacks, decorations, baking recipes, and the list goes on and on. She has that much free time in the first place due to a lack of a social life outside what she considers family. When one has siblings willing to talk an ear off and the ex fiance's family to add on, hands do get full. That isn't to say Nico doesn't enjoy meeting new and old faces, yet it's her lack of drive to keep in contact that ends many bridges. Were one to take the challenge and go for the long haul to know this woman, then her possessive - not to mention suffocating for many - nature will bloom.
Patience is key, and she has aplenty. But alas Nicolette is an emotional young adult. Whether it is pure joy or sorrow, she appears to do little to hide it. It's as if she wants to project her mood out with facial and body expressions alone. Thus productivity eases her mind, takes her stress and locks it temporarily. Doing so keeps her emotions in check, frightened by the prospect of being witnessed vulnerable. Such a state, she believes, is reserved for those she cherishes.
Like any human, Nico has her negative traits. She is selfish. Despite being an obedient daughter and family-oriented, Nicolette has shown to act out of personal gain and not with the intention of helping another. It's what drives her to work on her own, always seeking to reap the rewards herself and proudly collect achievements she can call her own.
--- Power(s): Mover ---
No doubt it was Teleportation. She was limited in her abilities, only able to teleport herself and inorganic matter. [Even then the amount she could hold at first was laughable at best; coffee mugs, snacks, laptops. Practice has aided in her power, allowing her to teleport objects of bigger mass.] Size seems not to be the issue, thankfully for the young adult who who would find struggling to teleport a large cardboard box ridiculous, but their mass. It would be less tiring to teleport a large, empty cardboard box than a bowling ball.
The current limits to her superpower consist of distance, inertia, carrying capacity, and destinations:
---Nico can only teleport a meager mile in any direction, and even then it tires her down to a panting mess who requires a minute of being on her knees. This also applies whether she heads upward or downward. Although, for a reason unknown to her, teleporting in a water medium appears to drain her of energy, thus a mile underwater seems implausible.
---Inertia remains unchanged. However fast or slow she was going at the start is her speed during her final destination. Were she to be falling from a building, teleporting closer to ground doesn't rid of the momentum, and death can easily occur from impact to the pavement. For this reason she has developed a knack for swimming, aware she can teleport to a body of water were this to occur.
---Being able to withstand the strength necessary to teleport several cars at a time is a farfetched dream of hers. The most she's capable of teleporting, other than herself, is 20 kilograms. Size has no say in it, the mass dictating whether or not she can pull off the feat.
---As far as destinations, Nicolette prefers to teleport to locations she's capable of visualizing down to its mundane details. A simple prior visit or picture should do the trick. This is to prevent her from teleporting and materializing right into solids. Whether she dies from it, she's uncertain, but she's unwilling to find out.
While more of a quirk than ability, accompanying her teleportation is the aftermath. The vacuum left behind by Nicolette's sudden absence gets filled in that instant, causing what may be described as the sucking in of air and a pop, followed by a small, odorless plume of white smoke. It is due to this she is unable to partake in secrecy, for both visual and audible cues are left behind. Neither effects are harmful.
--- History and Trigger Event ---
Both Mr. and Mrs. Crest bore three healthy girls in Fallcliff; Nicolette, Penny, and Summers. While Mrs. Crest dedicated her days raising her young, Mr. Crest spent it slaving away in construction. Whenever opportunities for more hours arose he seized them. His absence was apparent from the lack of memories the girls share of him, yet Nicolette has grown attached to her elusive father despite it. Watching him leave at dawn and return by bedtime instilled a sense of respect to Nicolette, who cherished the days her father lacked any work. Unlike the other girls, Nico aspired to become just as responsible, hardworking, and independent as Mr. Crest.
Meanwhile a new face, a boy named Emilio, slid his way into Nicolette's life. From a young age they had become friends, clinging to one another for company and support no other peer could reciprocate. Within a few years both Nico's and Emilio's families began to merge and enjoy each other's presence. She was happy with him, the only friend she could need. No other comrade stood at the pedestal with his greatness. And for Emilio he began to see her in a different light.
It was no surprise the two began to take it steady in early highschool, much to the families' delight. The two sped through the remaining academic years through thick and thin. While Nico aspired to enter into the world of space and its mysteries, Emilio pursued that of medicine. A male nurse. They followed each other out of highschool, Emilio being two grades higher than Nico, and into college.
Life was a cake bursting with flavor for Nicolette; scholarships giving her a free ride to college, a lovestruck fiance spoiling her rotten, two amazing families, and a future well-planned. The pieces were falling into place at last.
She could have her own family. Children running amok, a house pristine clean, a loving and handsome husband... everything.
And it was going to happen. However.
Life. It never caters, and misfortune finally plagued the young adult. Emilio had asthma, and Nicolette was fully aware, but it's been years since it's been a problem that at times she too has forgotten it could ever be a problem. But when it did at last arise, it occurred on his walk across a busy highway. According to witnesses Emilio suddenly fell to his knees and gasped for air, to which the incoming traffic wasn't prepared to experience.
Upon the call a pedestrian had been hit, Nicolette lost her bearings. Damn be whoever got in her way, for she sped off in her truck and towards her beloved at the scene. Yet it wasn't fast enough and traffic was slowing her down to the point of halting at a traffic jam. It didn't stop the woman as she exited the vehicle and began to sprint, panting and sobbing. A small pulsating headache began to materialize within, but it was ignored.
The frustrations of being so far, so slow, why did it happen to her? Was anybody helping him? Will the paramedics make it in time? What ifs began to plague her, distraught and face contorted from utter misery.
Within seconds she teleported, reappearing well past Emilio's whereabouts; a block away. It was then a migraine ensued, but the despair soon washed over her being, and again, she began to run towards him.
He perished in the hospital.
Nicolette's world crumbled. She dropped out of college, became more reserved, more prone to be controlled by her emotions, and now her newfound ability plagued her daily life as she randomly found herself plopped into different locations. It was no secret to either family, but they had the decency to leave her be and sulk.
Months later and her own father broke his right leg from falling off the ladder. It wasn't a near-death experience, yet the scare was enough to force her back into shape. No longer can she sulk and mop locked away in her room as life continued for everybody else. And thus she slowly collected herself, working a full-time job despite her father's protests. He was resting, unable to return to work for a few months, yet he had saved enough money for such an occasion. While Mrs. Crest took up being a janitor in a local hotel, Nicolette worked at the daycare. It didn't last long however. Upon growing accustomed to her powers, and the possibilities that came with it, she then did a bold move over to the university she once attended and offered to aid the food delivery service for the dorms. And thus, she was immediately enlisted upon discovery of her abilities. Pizzas, seafood, burgers, desserts, anything the university's student center created she delivered.
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Pusheen
Administrator
meow
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Post by Pusheen on Mar 3, 2018 7:09:22 GMT
Gonna need to introduce to y'all later the NPCs thing we can do for Capes :d Dae and Jun will be up sooner or later ǠƞǤƗǥǦǫƗǪǬǩǜƗǮǟǘǫƗǫǟǜƗǬǧǧǜǩƗǣǠǤǠǫƗǦǥƗDžLJƺǪƗǠǪƗǫǟǦǬǞǟƗǪǦƗǰǦǬƗǤǠǞǟǫƗǮǘǥǥǘƗǣǦǦǢƗǦǥƗǫǟǘǫƗƁǣǘǫǜǩƗǫǟǦę
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Pudding
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Post by Pudding on Mar 6, 2018 13:00:39 GMT
-------------------------------------- ELMER PRESCOTT Aka: Metallikos 19 | Male | Hero with Justice
----
Appearance:
Elmer is a pale, freckled young man with a slender build clocking in at 5 feet and 7 inches. Due to his pale skin his dark brown eyes, seemingly black if one doesn't pay too much attention, stick out from underneath the snow blue bangs. The dyed hair is kept rather short, just below the ears, hints of pastel lavender spotting it.
In his ear lobes one can see black plugs that match his black septum piercing. But that's as far as Elmer goes with bodily piercings. Tattoos however, they decorate him. He is the owner of tribal arm sleeves that dissipate once they reach the wrists and shoulder. An intricate dream catcher with angelic wings is found on his chest, the beads and strings of the image reaching as far down as the top of his navel.
In Costume: Out of pure sloth, Elmer chose a rather simple outfit. A black biker helmet covers his head, ruby visor able to retract for better vision. Tufts of his snow blue hair find their way behind the visor, visible if opened.
A skin-tight, pitch black body suit covers Elmer down to his feet and elbows, the latter of which they are shown to be visibly torn at its edges from having his forearms transform into sharp blades. To further cover his chest he dons a deep red leather jacket whose sleeves fold just above his elbows, hoping not to tear into the expensive fabric. Cushioning his feet are red boots matching the jacket's hue.
There is a pastel brown belt that lays at his waist, a small pouch to his side that carries an extra set of undergarments were the... wrong set of events to occur.
Out Costume: T-shirts of various colors of the rainbow can be found in his wardrobe; from pitch black to pastel pink. They're neatly tucked into his cargo pants of either khaki or forest green. No exception with those two colors. A worn, dark brown belt tightens them, the excess strip hanging off the front.
Personality:
Elmer is a peculiar individual who carries a kind outward appearance. First impressions reveal him to be talkative, understanding, bubbling with energy and jokes. Yet upon getting to know this man one will learn he carries a deeper, more complex personality. Short temper plagues him, further fueled by his mishandling of emotions that can easily take over. They blind him into an irrational mess, capable of crossing the line. At times he gives off a childish demeanor, seemingly taking his stress out on unsuspecting victims. As such he is not very close to many for fear he can drive them away. Those that do however are suffocated by his affection.
To accept he is wrong is a rarity, for he believes he is always in the right whether logic stands at his side or not. This can create tension in groups, never once occurring to him that perhaps he is in the wrong. But he means well, and isn't afraid to apologize.
His patience isn't too great, but he attempts. Furthermore he indulges in the pleasures of life, more often aiming for short-term goals as a consequence of his impatience and lack of responsibility.
He does not fear going into violence, fighting fire with fire to reach his goal. But despite such temper, he demonstrates manners, a gentleman who happens to be a hopeless romantic. Children are one of his many weaknesses alongside his fear of tight spaces, large bodies of water, insects, and heights to name a few.
Power(s):
Titanium Mimicry. A Changer with Brute qualities as a result of the metal.
Elmer is blessed with the ability to transform his physical body into titanium at will. Whether it be his entire body or a single portion, titanium's characteristics and capabilities are attained in the process; both the good and bad that comes with the metal.
○High Boiling Point: Some resistance to heat and fire, to a limit of course. ○Resistance to Electricity ○Enhanced Endurance & Durability ○Heavyweight: Slows movement
Furthermore, Elmer has developed a preference to sharpen his forearms into blades when transformed into the material to aid in combat.
History and Trigger Event:
The middle child of a family of eight, Elmer was considered the black sheep. Growing up he didn't demonstrate spectacular academic abilities like the eldest, nor obedience like the youngest. In fact, he often rebelled and locked himself in his room. That isn't to say he was a mama's boy - his father was the one where most of his frustrations stem from.
School was littered with possibilities and opportunities, yet Elmer hung with the wrong crowd. Such "comrades" had often toyed with his feelings and kindness, aware he was willing to go far and beyond for even a new friend. This affected him, always succumbing to his low self-esteem and confidence. But, amongst the darkened crowd was one small candle of hope that kept him going. It was a friend, one he's grown to cherish and depend on. That individual may be unaware of his adoration for her, but she's what is holding him together.
One particular evening his father had arrived home drunk, woes and anguish pouring out like a faucet. Unfortunately it soon turned into madness for Elmer's mother. She knew all too well the violent tendencies he carried, yet refused to halt his advances. To her dismay Elmer had stumbled upon the violent argument, startling him. All it took was one swing of that beer bottle to his wife for Elmer to unleash unrelenting fury.
Without reasoning, blinded by rage, and with tears flowing down his cheeks, Elmer's powers at last surfaced. It further injured the drunken man, beaten to a pulp.
Needless to say he was kicked out of the household at 16. With no money he was forced to acquire a job, apartment, and vehicle. To his parent's surprise it took a year's time to accomplish such feat, albeit the truck was bought in a horrendous condition. All the while he remained in school, determined to prove to his father that he could survive on his own.
During this he experimented with his newfound abilities. It was no easy task to hide such secret when strong emotions can trigger its appearance. Thus he partook in a small solo career of crime fighting to ease his stress. Not only did he have fun, but he managed to learn to control his powers to a greater extent. Yet his exposure to this side of Fallcliff revealed the true nature of many factions; Justice was the most appealing. To be hemmed a hero without being restricted by laws and regulations.
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Glitter
Administrator
Just trying to work shit out.
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Post by Glitter on Mar 6, 2018 13:05:00 GMT
That CSS works! You should change colours and stuff for Telly and use that for her too.
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Post by Dragon on Mar 6, 2018 22:40:45 GMT
Almost forgot:
[INDENT][INDENT]Name: Veronica Luthenbrugh Cape Alias: Roll Age: 22 Sex: F Alignment: Villain; sided with Hell’s Remnants
Appearance: She's around 5'4, a woman rather short for her age. Speaking of her age, while she's 22, she has the appearance of a young girl of small height with blonde hair. Some might confuser for being younger because of this, but she never really minded such talk. Out of costume, she is topped with a fluffy light blue accessory, and blue eyes. She wears a white long-sleeved shirt, with a light blue ribbon on her neck. Above her shirt, she wore a sleeveless light blue dress, with a black bodice, and white frills. Complemented with this, she also wears a pair of white boots.
In her costume, she wears a turquoise dress with a white apron and a ribbon on her head, giving her an innocent appearance. She also wears white and black striped socks, with white low-heeled buckled shoes. Most of her face is covered up by a set of all-purposed state of the art heat-detection goggles, crafted herself. These goggles can be used for heat detection, has a zoom-in feature, and also has a remote control function for activating her robotic servants.
Personality: A cunning, intelligent, yet self-absorbed and narcissistic individual who only enjoys herself with her odd sadistic nature. Her pleasure in others' misfortune is not her sole idea of entertainment however; she actually does enjoy robots most of all. In fact, she overall views robots as superior to normal humans, because she deems humans as too imperfect. They lie, they're influenced by silly emotions... She can't expect such imperfect creatures to uphold a reasonable system of law. That's why she enjoys robots much better; they're incapable of thought and emotions, so its easy for her to manipulate and change at will to suit her needs and attitude to what she sees fit.
Power(s): She excels mostly with robotic engineering, and programming. Her powers mostly involve the creation and controlling of her robotic solders and servants. The robots resemble different species of real-sized cute animals, from bunnies, to small cubs, to cats. They can perform speech, though most are only limited to simple sentences like, "You called, Lady Roll?" or "Instructions complete, Miss Roll." Most of these robots are quite harmless, though; they mostly perform Veronica's everyday chores, and serve Veronica's needs. When the time calls for it though, Veronica can activate their separate program to do abilities that normal animals could, like scratch, claw, jump, or bite.
However, she has three special robots, one she dubbed "Robot Masters", that are superior in design from the rest, and are able to perform key specific functions. The first one she named MEOWY, a robot that resembles a snow tiger. It has improved abilities over a normal tiger; its claws are designed to scratch even other hard metal, and its jaw and fangs can even crush a steel pole. Her second is PENGY, a robot resembling a Penguin. This robot is deeper designed to stimulate more complex speech patterns, and is overall Veronica's most artificially intelligent robot - basically its Veronica's right hand robot, so to speak. Veronica can also use it to communicate with other people, thanks to its voice box feature in it's tin-throat. Her third and largest robot is DRAGGY, a robot resembling a seven foot long dragon - a dragon she can only remember and design from her fairy tale books. It can easily move heavier objects the other robots can't, like vans or even trucks. It can even spit out a blast of flames, and fire balls from it's mouth, thanks to the fire launcher she designed for it.
She can activate them all with a simple push of a button that sits on her main head gear. She programs them beforehand, instructing their daily tasks, or specific ones. While Veronica herself prefers a "guns-blazing" method to missions, she doesn't have any combat abilities herself. So, she relies mostly on her robots - especially MEOWY and DRAGGY, to do that for her.
History and Trigger Event: Throughout her childhood, Veronica admired heroic capes deeply. As cool and powerful as those capes were, she still admired her father most of all. Her mother had passed on when she was a younger age than she can remember, thanks to an illness she had. Her father worked as a well-respected engineer at the Fallcliff's space station. As she grew into a normal teenager, she would sometimes come with her dad to the space station to view all their latest projects. She loved it all; all the machinery, the mechanics... Everything mechanical fascinated her, and everytime, her eyes would sparkle. It was like taking a look at the future! So, Veronica up to this point had a normal, steady life.
However, it was on a faithful day where her father brought her daughter to work because they had plans to go out together later that day, was where Veronica's life changed... forever. Veronica was sitting inside her father's main office, when suddenly she heard screaming. Apparently, something malfunctioned and went wrong - right nearby where her father was supposed to be stationed in. Even though she was instructed not to follow, she concernedly dashed to the scene. She witnessed quite a sight; almost everything was in flames, and the crew was all in a panic. Despite the chaos, she approached forward, until she eventually saw her father, covered in ashes, gasping for his life. Veronica went over to try and save him, only for her father to stop her. He signaled that the area had become unstable, and she should leave immediately. Despite Veronica's plea while going over to him to save him, her father could only smile as he pushed Veronica out the way, as rubble from the ceiling collapsed on top of him, causing Veronica to be taken aback from all the fallen rubble and smoke. Everything went black.
She awoke in a hospital bed, as it looked like another new day arose. She seemingly was asleep for a day. She couldn't remember much; the last sight she saw was that of her father, looking upon her with a smile, until...
Veronica became disheartened. Everything and everyone she loved the most was gone. Weren't the capes supposed to be there for her, and for everyone who was in danger? Why did her father... had to die? Come to think of it, what caused that blaze in the first place? She could remember the flames quite clearly. The heat, the motion, the way the flames rose... everything about it was unnatural. Above all else, she wanted to know the truth. So, for days turning into weeks, she would sneak into the scene of the accident, hidden from official investigation. After all, she wanted to make her own. She also looked up the names of her father's co-workers, by tracking down her father's old log in info, accessing the company's records. She didn't realize this yet because of her desperation, but things started to slowly... process quickly for her. The data records were all a massive information dump, and she managed to process it all in just a matter of minutes. Of course, to her, it might of not seemed to impressive, compared to her father. At any rate, she finally managed to find one individual in particular: Riptor Gunge. He was a former member of the engineering crew of her late father's work, but was laid-off and disgraced after company violations of data theft. Very suspicious. It was time to head back to the scene.
This time, she investigated the area where the blaze first started; the shuttle room. There was a giant machine that astronauts used to test their mettle against zero-gravity; one where they sat upon a chair as it rotated it around. She noticed that the motor used to run it, was first caught on fire. Perhaps a programming error made it overheat, or... someone had compromised it. It had to be him; Riptor Lazorous. But, how did he get in? Perhaps... perhaps he got in by disguise? But without much proof, this seemed to be Veronica's limit. But, perhaps her lead might be handy to the officials...
Months later after reporting Riptor Lazorous anmoniously, it took lots of time for investigation before the officials were confident that they can bring him to court. Veronica of course, took attendance, watching the proceedings. It was a long trial, filled with proceedings with testimony from the other co-workers, and from Riptor himself, pleading innocence. However, overtime, everything seemed to be a stalemate. The judge had to make a final decision. Not Guilty, due to a lack of evidence. Veronica was appalled - as the trial went on and evidence were being presented, it seemed obvious that Riptor had done it... from the motive, to the M.O... how could he had a Not Guilty? As the bailed walked Riptor out, he noticed Veronica, and gave her a snide, cocky grin. The only supposed bad guy was getting away, protected by the law. Veronica became enraged.
Weeks and months flew on as Veronica grew older. She studied about Riptor, went back to the scene investigation, examined the evidence by going through the court record system... everything proving his guilt should of been there. But then, she noticed something - some of the evidence listed in this secret file were not present during the trial. Why weren't all the evidence presented? In fact, these ones seemed to be the most damning ones of the bunch, set to prove his guild for sure. What happened to them? All the evidence should of been present, unless... Unless Riptor had bribed them beforehand? Could.. could the law be... corrupted?
If the law had indeed become corrupted, then... everything Veronica once believed in was a lie. The so called 'heroes' weren't around to save her father, and the law was being run by corrupted individuals, thus making the very notion of justice, blackened. She gritted her teeth. There was nothing more to believe in. Humans had taken away everything she loved, and hid it away. The humans... yes, everything bad in her life was the cause of humans. Over all these dark thoughts... something sinister came over her. No more, she thought. Humans will always be imperfect, she also thought. And its time they paid back, with interest. She peered around her father's own room... and then had an idea.
She realized, she became a cape. Because of her being a cape, her new talents of knowledge fully developed enough for her to plan and create things that she believed were the only things more superior than humans - robots. Of course, she couldn't accept the robots if they resembled the humans, other than herself, she hated; she created them to resemble her favourite assortment of animals, all remembrance from story books her father used to read to her when she was a child, from a cat, to a bear, to bunnies. The robots grew in number, and were eventually activated. They were all perfect. All... perfect. That's right, only robots can achieve true perfection. She created, and planned, as her mind grew, but soon became warped and a negative of her former self.
At first she wanted revenge, but... it dawned on her. She doesn't just need simple revenge. Now all she wanted was the pure delight of fulfilling her own self satisfactions, and the pure misery of humans. With this power, she now can. However, not as a so called 'hero of justice'. She was to profit from the dealings of organized crime. A member Hell’s Remnants. Her new life, was set to begin... [/INDENT][/INDENT]
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Fifi
Moderator
Fourth Horseman of the Moderators
Posts: 51
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Post by Fifi on Mar 7, 2018 9:47:30 GMT
Reza Shirazi || Freefall
Male // 18 // Hero
AppearanceReza is a Persian man with strong features and a slim, but athletic, build and a little on the shorter side. He has thick, black hair that is often unruly from his habits of wearing hats, as well as his costume's helmet. He has a short, well manicured beard that causes him to look older than he actually is. Outside of PRT duty he mostly sticks to wearing casual streetwear: hoodies, knit caps, jeans, sweat pants.
His Freefall costume, however, is the focus of his design efforts. The bulk of it is lightweight material, so as to not slow down his own gravity with excess mass. Metal plating covers a few sensitive areas and his limbs in case of impact. His combat vest was a find at a surplus military store, that he later upgraded with the help of a tinker ally to make bullet and projectile resistant. The pouch contains several capture grenades of his sister's design to assist with apprehension. His last piece of gear is a large cricket bat, just in case.
PersonalityReza is a lighthearted optimist of a man. He's been a fan of capes ever since he was young, and has always dreamed of becoming one. He takes his duties as a cape seriously, and is a big proponent of the unsaid bond between heroes and villains. He likes to crack awful jokes in combat and while on patrol, as well as ham it up for the crowds. He's one of the few heroes who actually loves PR work, seeing as a chance to reach out the the public. He also works with the Wards extensively, being a graduate from the program himself. He likes to bring along sidekicks when possible, especially his sister, whom he has a bit of an overbearing relationship with.
At least, that's how he still portrays himself. The siege has had major effects on his world view, and the chaos of Fallcliff after only solidifies it. Where he once enjoyed the chase of heroes and villains and hated those who pushed the line, he now sees the PRT as unnecessarily soft. Too many lives have been lost because of Parahumans, and the PRT has been too casual in pursuing parahumans who act out of selfish and sadistic interests. Major threats are allowed to reach a boiling point before extreme measures are taken. All these thoughts have caused a considerable drain on his psyche, to the point even he recognizes he is depressed. At the root of all this is a nagging feeling implanted by his parents that he has been in denial of until now. Parahumans are a disease. No one is truly equal while there still exist Parahumans. Afraid of the consequences of him speaking that opinion openly, he locks it deep within. But still, he tries to subtly test the waters of more... preventive measures within the PRT. That and prowling around for like minded people with the skills to ultimately find a way to end Parahumanism for good. PowerShaker 7, Mover 2
Freefall can manipulate the way gravity works on an object or area. He can change the direction and magnitude of gravity's effects, but cannot outright cancel it. The most basic use of this power is affecting the gravity of a specific object to cause it to fly in some other direction. By adjusting the magnitude of gravity on the object, he can cause the object to "fall" faster or slower. Lowering the magnitude to almost nothing allows an object to very slowly fall, almost to where it is floating. This effect can be spread to an area, creating a "Gravity Bubble" where all the object that enter the bubble are equally effected by the same manipulation. Larger bubbles are much harder to create than smaller ones, and tend to not have as strong of an effect. Small, intense bubbles are his preferred method of area manipulation, sometimes as small as a human foot for throwing his foes off balance. Freefall is also able to affect his own personal gravity, making himself both lighter and more mobile, all the way to pseudo-flight by adjusting his own gravitational pull's direction. The main limit of his powers is how much mass it can affect. Trying to manipulate too much mass leads to "Blowback" effects, where he is prone to headaches, loss of senses, and other negative affects. The largest he has been able to move are in the range of an empty semi truck, suffering some medium blowback in the form of a migraine and blurred vision during the act. Serious blowbacks can lead to periods (usually several minutes) of blindness and deafness as his "brain resets" (in his own words). If too much mass enters a Gravity Bubble, the blowback isn't immediate; he has a few moments to pop the bubble before it fully impacts him.
History and Trigger Event Reza's parents were immigrants to Fallcliff from Iran following the takeover of Tehran by the Villain group Babylon. Reza himself was two during the events, and his mother was already pregnant with his sister, Maryam, at the time. The Shirazi home was lost during the takeover, and at least one of Reza's uncles fell victim to Wretch and ended up a thrall.
Being young, Reza quickly adapted to American culture, where his parents struggled to adapt. As he grew up, both him and Maryam formed a close bond with one another, being the only Persian children in school, a bond the two keep to this day. Childhood hobbies came and went, but the only one that stuck for an extended amount of time was his interest in capes, much to his father's disappointment. He followed cape news closely, and most of his pocket money went to cape magazines, action figures, and other cape media.
As he grew up, he began to abandon the idea of being a parahuman, knowing his life was just too boring for a trigger event. That is, until him and Maryam were hanging out on the roof of their apartment complex and a rogue bomb from a cape fight exploded near them. The bomb was strong enough to crumble part of the roof, and Maryam lost her balance; plunging to the street below. Without even thinking he jumped after her, and as he wrapped his arms around her and came to his senses, he realized he was "floating" in mid air.
After many secret experiments and arguments with his parents, Reza and Maryam eventually got the grasp of their new powers and convince their parents enough to join the wards at the ages of 16 and 14. Freefall and Bombshell achieved minor popularity as a side kick duo, keeping their relatedness a secret for security reasons, but still wishing to work together. After two years, his high school graduation, and having been 18 for two months, Freefall finally graduated the Wards into the full Protectorate, where he has worked for three months.
During the siege he saw many of his friends and allies die, as well as the most devastating blow of all, his own parents. Their death solidified their views of Parahumans to him, seeing his family ripped apart twice now by rogue Supers. Rebuilding helped keep his mind off of their loss, as did finalizing his guardianship over his sister. The siblings now officially live together, and Reza continues college to this day to fulfill his parent's wish for him.
Others have noticed that he does spend a lot of time in a particular coffee shop however. And he is getting awfully friendly with the owners.
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adventure
Playwriter
Hey y'all cray
Posts: 14
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Post by adventure on Mar 12, 2018 17:12:10 GMT
Cozy pink theme!
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