I was going to say that it's there in the archive, but his nickname is never mentioned in relation to his real name, so I guess fair point.
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by Zarkenis Ultima » Sun Apr 29, 2018 12:17 pm
by Finland SSR » Mon Apr 30, 2018 11:11 pm
- Quantum Metastable Physiology: In quantum physics, metastability refers to the ability of certain types of atoms to stay in an unstable, energetic state, and thus prevent themselves from emitting a photon, for a longer time period than normal. Renata'a body takes this to a whole another level - her entire body is composed of extremely metastable material, able to stay energetic for hours or days. Not only that, but through unknown means, Renata can control the flow of energy absorbed by his body and project it in various ways. So, in a nutshell, she is capable of absorbing and emitting electromagnetic radiation. This can be used in various ways:
- Laser Projection: Renata can emit narrow condense beams of infrared and visible radiation from her fingers, hands, legs, eyes, whatever, for various tasks, but especially cutting and melting objects. This drains a lot from Renata's radiation storage, however.
- Plasma Generation: The fourth state of matter, plasma, can be generated from gas or other types of matter by having a powerful electric current or a beam of high energy EM radiation shoot past it - and Renata can do the latter. She can generate plasma for various tasks, but usually limits herself to shooting it as a concussive attack - she has little control over it after it is actually generated, after all.
- Speed Boost/Jump Boost/Limited Flight: By firing either bursts of plasma, heated air or radiation opposite to the direction of her movement, Renata can increase her running speed or leap to the air for long jumps. Obviously, the longer or higher the jump is - especially if she gets too ambitious and tries to fly by constantly firing backwards - the harder it is to descend without breaking a few bones.
- Photoelectric Current: Exposure to EM radiation can be used to rip electrons from atoms and thus create a noticeable electric current. Put into use during the fight with Inferno, during which Renata generated enough electricity to allow Blackout stand toe-to-toe with the villain for a while.
- Electromagnetic Radiation Immunity: As a result of her radiation-absorbing powers, Renata is completely immune to any of its effects, beneficial or not, except in a few special cases (eyesight). This is both good and bad to her. The good news is that she can't get skin cancer or die from gamma rays, nor can she be blinded. The bad news, though, is that her skin cannot produce melatonin and vitamin D, so, first, she cannot tan, and, second, she needs to constantly take vitamin D medication.
- Condition-Enhancing Suits: Pick one of the two. For a number of reasons, including the Spectrum Gauntlet not being able to fit on a shock absorber, Renata cannot wear both of these suits at once. These are:
- Stella Suit: Upon Renata's request, her father and the R&D facilities available to him in Ecuador sent her a suit designed to make full use of her high-damage, but also high-risk abilities. The most important innovation which it brings is shock absorbers installed on both of her arms and legs, which allow her limbs to not break from the pressure and knockback generated by her powers, letting her use larger and more powerful blasts as well as employ innovative applications of her powers, such as using heated air to boost her punches to an incredible speeds and thus give her bootleg superhuman strength. Out of the two suits, the Stella Suit arguably wields more raw power, but at the cost of frailty and lesser mobility.
- Spectrum Gauntlet: After her teammate and friend Scott Green departed from the Young Bloods, Renata inherited his device, the Spectrum Gauntlet, an alien super-weapon designed to be wielded by individuals of great willpower and emotional control. Wielding the Gauntlet, Renata is equipped with a costume of hardened light which grants basic defense against physical attacks, can generate energy constructs at the whim of her imagination, and is able to fly. In addition, it has access to several other emotional modes besides Willpower, each one of them with their own quirks and abilities. Out of the two suits, Spectrum is considerably more versatile, grants greater defense and mobility, but Renata is still unacquainted with all it can do and is unable to wield her own powers to their fullest while using the Gauntlet.
- Metastability - Size: There is a limit to how much energy Renata can absorb before all of the atoms in her body are energized and thus she hits her limit. Fortunately for her, that number's fairly high, though far from planet-busting.
- Metastability - Time: Renata's atoms cannot stay energized forever. If they do not release their photons within a few days, that energy will radiate away automatically. This means that she cannot store radiation indefinitely, and has to work with what she can absorb at the moment. In addition, this gives her a permanent, faint glow.
- Metastability - Wavelength: Following Bohr's postulates, Renata can only emit the same wavelength of EM radiation as she had absorbed, which limits her options. On Earth, X-Rays and Gamma rays, two of the most potent EM waves, are extremely hard to find, so Renata cannot use them, instead relying on most common wavelengths emitted by natural and artificial lighting - Infrared and visible radiation.
- Stella Suit - Wear and Tear: Renata's shock absorbers have a limit to how much pressure they are able to take before the mechanisms inside them wear down and break. During her first battle while wielding the Stella Suit, the Wonder Foundation battle with the Cabal, Renata, being unaware of this limitation, broke two of her four shock absorbers and had to limit herself for the rest of the fight, lest she breaks her bones next.
- Spectrum Gauntlet - Battery Life: The Spectrum Gauntlet cannot be spent forever - it has a battery which, if fully spent, leaves the device as nothing but a useless metal glove until it can recharge. The Gauntlet slowly recharges when not in use, but this recovery is not fast enough to have any major impact on her reserves in battle.
- Spectrum Gauntlet - Physical Frailty: Though each one of the Gauntlet's emotional nodes comes with a hardlight costume which protects the user from basic attacks like punches or kicks, and the user is able to create constructs if necessary, underneath them is still a girl with normal human endurance. This normal endurance also comes into play if she wants to use her metastable powers while wielding Spectrum - it does not save the user from knockback, so if she fires a plasma blast too powerful and breaks her bones, the fault is only on her.
- Spectrum Gauntlet - Gauntlet Removal: Obviously, if you take the Gauntlet off Renata's hand, she loses all of its powers. In addition, as the Gauntlet can be wielded by anyone who can fit it on their hand or equivalent appendage, it can easily be used against her.
- Darkness: In the light of the sun, Renata can easily replenish herself, but that isn't the case when you throw her into the night, or a dark place. There, she is basically running on fumes, and if her energized atoms run out before the enemy is beaten, she'll have a hard time.
- Hothead: Renata has a reputation of being extremely quick to the trigger, to the point of a "shoot first, ask questions later" mentality. Which is... not a very good mentality to have for a superhero.
- Close Combat: Renata's powers are tailored towards ranged fighting and agility - using them to maneuver across the battlefield, avoid enemy attacks and fire back. Which means that she is simply not that good at close combat, especially if there is no place to run or back off. The Spectrum Gauntlet amends this somewhat by granting her some CQC powers such as generating swords and shields, but still, despite that, she could fairly easily be beaten by anyone with a good grasp of hand-to-hand combat.
- Electric Current: High electric current disrupts Renata's hardlight constructs and turns them into mush, giving potential openings for opponents to exploit.
by Zarkenis Ultima » Tue May 01, 2018 5:12 pm
by The Knockout Gun Gals » Tue May 01, 2018 8:18 pm
by The Republic of Atria » Tue May 01, 2018 8:40 pm
The Knockout Gun Gals wrote:In my post, I addressed both Wyatt and Andrew. Basically, if one of you have the suggestion to do the first attack, just post it and the vampires' reactions. I mean, you can wait for me to post the vampires' reactions, but it is also fine to not wait for me and for you to adjust it accordingly.
by The Knockout Gun Gals » Thu May 03, 2018 2:56 am
by The Flutterlands » Thu May 03, 2018 3:58 am
by The Flutterlands » Thu May 03, 2018 9:54 am
- Mold Manipulation]: She can create, shape and manipulate mold, a large and taxonomically diverse number of fungal species where the growth of hyphae results in discoloration and a fuzzy appearance, especially on food. Able to cause fungi to grow, move/attack or even rise from the soil and "walk", mutate fungi by rearranging DNA structure, etc.
- [Rot inducement]: Can cause anything organic to wither, rot, decay and eventually disintegrate, whether living or deceased at will
- Can only make things rot and decay upon physical contact.
- She can only create mold within a five foot distance and can only control no more than five mold creatures.
- [Fragile Mold:] Most molds are rather fragile, able to be torn or blasted apart easily or burned to the ground.
by The Republic of Atria » Thu May 03, 2018 9:15 pm
- Elder Dra'Qunni: Naligura is an Elder Dra'Qunni and as such she is immensely powerful. Strength, speed, and healing are all among the best on the planet. Her talent with sorcery is surpassed by few, allowing her to teleport herself, a fine control over most forms of matter, and many other things.
- Living Things: For some reason, Dra'Qunni magic does not like affecting life directly without specialized training she doesn't have. Be it Human, Dra'Qunni or otherwise. So she can't simply snap her fingers and obliterate people.
- Not Long For This World: She's lost the vast majority of her power due to pushing it's limits too many times in too short a period. She tries to use it sparingly to prolong what life she has left.
- Extreme Cold: Comes with being a reptile. She doesn't like the cold much at all.
- Dying: Despite her incredible power, using it a bit too much or too long will quickly weaken her until she rests. A few solid blows from someone with mid-high level superhuman will quickly deplete her strength.
by Charmera » Sat May 05, 2018 10:30 am
- Teleportation: Nightraven is capable of disapearring in a puff of smoke and the re-appearing nearby.
- Intangibility: Nightraven can become temporarily intangible, able to phase through solid matter.
- Quill of the Raven: Nightraven is capable of conjuring sharp featherlike knives and lauching them. The User of the Nightraven suit also gets perfect dark-vision.
- Paper of the Raven: Nightraven is capable of conjuring a strong ropelike paper which can grab, restrain or push. She is capable of manipulaing this magic paper.
- Combat Training: Nightraven is an experienced hand to hand combatant.
- Teleportation is limited to anywhere within a 11 meter circumference and cannot be used more than twice in a half minute.
- Intangibility can be used for as long as she wants, however that intangibility must then cool down for an amount of time equal to how much she used it.
- The Quills can punch into steel, but cannot pierce through it completely.
- The paper can be ripped by someone with a strength greater than that of a normal human.
- Burning Light: Artificial light causes the Nighraven extreme pain. The brighter the light the more stunning the effect.
- Suit: The Nightraven's power comes from their suit. Separated from that suit they have no powers,
- Favour of the Eyes: The Nightraven's user is also caused stunning pain by the speaking of their name while using the suit by themselves of others. In addition, the Nightraven is unable to go intangible if not at least partially in shadow.
- Suit Protection: The Nightraven's suit doesn't protect them from much. Weapons can hurt them.
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.
by Finland SSR » Sat May 05, 2018 10:57 am
by Charmera » Sat May 05, 2018 6:00 pm
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.
by Northwest Slobovia » Sat May 05, 2018 6:07 pm
- EMP teleportation: Rafi can turn himself into an electrical pulse, teleporting 20m, so long as his destination isn't shielded. He can also teleport via power lines, but needs to know their layout to do it effectively over long distances; for that, he can teleport 20km at a shot.
- Electrical Powers:
- Channel Heaven's Wrath: a bog-standard lightning bolt, but it's summoned from the clouds, and requires him to point at both the sky and the target; only works outside.
- Lightning Bolt: a electrical attack potentially doing lethal damage to living things, but relatively weak against physical objects. On the other hand, it's armor-piercing, which may help get it through supers' armor.
- Thunder and Lightning: a smaller lightning bolt than Heaven's Wrath, but capable of temporarily blinding and deafening people.
- DC Paralysis: a weak entrapping attack; target needs to be grounded to release them (this is obvious to anybody who knows about electricity).
- Short Out: damages/destroys electronics. It's a weak attack, so it may take several turns of use to be effective with larger or protected equipment.
- Tactical Reprogramming: mind control against computers, robots, droids, AIs, and so on; can be resisted as normal by intelligent ones. A weak attack, and may take several turns to work on complex or resistant computers.
- The Mind's ARP: detects computers (even hidden ones) in the telepathically scanned area.
- Secure Connection: a telepathic link to computers. With intelligent computers (AIs, droids), this acts as regular telepathy. With dumb computers, this acts as though Rafi had a connection to them with a keyboard and a screen. Of course, Rafi needs to understand them to reprogram them; changing their programming by force of will requires Tactical Reprogramming, above.
- Stimulate Cellular Regrowth: a weak healing effect, requires many turns of continuous healing to work at all.
- Electric Shield: active defense, tiring to keep up (as opposed to armor). At full power, can be used as Energy is Energy, to absorb incoming energy and partially recharge itself and heal Galvanic from energy attacks (but not physical ones), but its absorption capacity is limited.
- Professional Knowledge (computer security): Rafi knows a lot about the business of computer security; who important black hats and white hats are, and that sort of thing, as distinct from actually securing and hacking computers.
- Stealth: he's a bit sneaky.
- Area Knowledge (US): he's been to a lot of the US, so he knows surprisingly much about random American places, even without consulting Wikipedia.
- Area Knowledge (US power grid): since Rafi gets around via the grid, he knows even more about it, how it works and doesn't work, and how to get from A to B
- City Knowledge (San Diego and its power grid): ...and he knows a hell of a lot of trivia about the city, including how he teleports around it.
- Computer Programming: he's not quite a 1337 haxx0r d00d without his powers, but he's very good
- Security Systems: ...and he's the same way at computer and electronic security
- Systems Operations: Those "Windows Secrets Revealed" books? He could help write one.
- Electronics: Rafi can wire up computer systems, cameras, and such things without trouble. Anything beyond that is trouble, though.
- In addition to his attacks being typical for supers -- and on the low end for characters with more focused powers -- his one defense requires endurance/power to keep up. A long battle will wear him out for hours to days.
- His lightning attacks aren't very effective against people wearing metal armor, inside metal vehicles, and so on. (Though the flash and boom from Thunder and Lightning works as normal on them.)
- He can't run or swim very fast or jump very far due to a hip injury.
- Rafi has almost no memory of his past, so he's easy to lead along by possible clues to figuring out who he is. Likewise, he's unusually vulnerable to gaslighting about a lot of historical events (including things about him) because he doesn't know the truth. Somebody does, though, and they potentially have a lot of power over him.
- Ice Sliding and Leaping: You've seen Frozone from The Incredibles? Like that: fast movement over summoned sheets/blocks of ice. Leaves blocks and sheets of ice in Blizzard's wake.
- Offensive Powers:
- Encase in Ice: traps the target in a block of ice. Both the target and others can smash/melt the target out.
- Ice Wall: creates a wall of ice, up to about 12m x 4m x 1m thick (40'x15'x3ish') a shot. If he needs a bigger wall, he'll have to spend longer creating it.
- Create Frost Bears: summons a pair of supernatural polar bears, which are surrounded by a intense cold aura and are protected by icy fur (a little armor). They can also sprint, but that's very tiring. Blizzard can summon them only if it's below freezing (but see next power).
- Snow Squall: fills an area up to 4km (2.5 miles) in diameter with snow and sub-freezing cold, making seeing nearly impossible. It lasts for a minute or so, but takes an entire turn to reach full effect. The snow storm must be centered on Blizzard, and he can keep keep it going in minute-long intervals. Creating large snow storms is especially tiring. Since Blizzard is controlling the snow, he can make a hole for him to see through it, though not much more than that.
- Ice Sheet: coats a surface up to 64m (about 200') in diameter with ice, making it hard to stand/move on.
- Ice Armor: an active defense, which is tiring to keep up. Very good against physical attacks, not as much against energy attacks.
- Warmth Control: Blizzard is unaffected by "normal" intense cold, but not against cold-based attacks
- Heat/Cold Vision: like the thermal vision provided by IR goggles, but good enough for Blizzard to tell the temperature of objects he sees. This also lets him see things in the dark if they're at different temperatures than the air around them.
- Icewalking: what it says on the label; he never slips walking on ice.
- Cryogenics: Dr. Sam Croft is one of the world's leading experts on ultra-low temperature physics. Bose-Einstein condensates? *pfft!* Those are so last week!
- Physics: He knows a lot about other areas of physics as well
- Inventor: Sam can build new stuff from scratch and get it to work the first time!
- Electronics: ...and fix your phone too!
- Acting: everybody needs a hobby; this is Sam's. He could act in low-budget semi-professional productions if he wanted to.
- Disguise: Sam is a master of disguise, almost as good as the legendary John Chambers. It's hard to keep a secret identity in the modern world otherwise.
- Shadowing: sometimes the only way to figure out what the bad guys are up to is to follow them around... and not get caught at it. Sam's pretty good at it, but he's not a professional spy. In practical terms, Sam can only use this ability in his secret identity and/or in disguise; doing it in costume is... challenging.
- City Knowledge (SD, LA, DC, Denver): need to find the best burgers in SD, or the fastest way to get from Fort Meade to the National Mall during rush hour? Sam probably knows the answers, and a lot of other trivia about those cities.
- Base: a well-hidden suite in Sam's penthouse condo. (Yes, he's wealthy.) It contains a cold room for cryogenics experiments, a good disguise preparation area (mirrors, make up, latex forms, costumes, etc), and an electronics work bench. He's also got a radio/TV scanner and a powerful desktop computer. The Batcave it ain't.
- Smarter Phone: Blizzard has a special phone for superhero work with a wired headset built in to his costume. In addition to working as a regular phone, it receives normal AM, FM, TV audio, and police band signals.
- Contact: As a result of his work on cryogenic approaches to zero-point energy extraction, Dr. Croft has contacts in the US Department of Energy (DOE). They can loan him useful things, sometimes make him aware of unusual information -- DOE is also responsible for nuclear weapons development, so it has a military side -- and can provide contacts elsewhere in the US government.
On the down side, DOE HQ is in Washington, DC, so Dr. Croft has to go there if he wants favors, and usually has to arrange meetings in advance (that is, when the GM says so).- Contact: Abdul Chang, a specialist in the scientific study of magic at CalTech. He knows a lot about "global magical fluxes" and can sometimes provide Sam with useful information about large-scale uses and sources of magic on Earth. But he's in LA, not SD.
- Contact: Sam's brother Russell is a member of SDPD. He'll tell Blizzard pretty much anything he wants about what the force is up to, but he won't break the law or compromise investigations.
- While he has a variety of abilities, he's just not all that powerful, and his major defense exhausts him after a while.
- Blizzard has maintains a secret identity. Partially, this is because he gained his powers relatively late in life, and his scientific collaborators may not respect him if he's known to be a caped crusader. Even today, supers aren't universally popular. He also maintains his secret identity to protect Russell. Too many villains consider supers' loved ones fair game, and he wants to keep that from happening.
Blizzard's scientific contacts know him only as Dr. Sam Croft. While they understand he's got some connection to Blizzard, clever disguise work both in his costume and in his regular clothing -- he seems a little taller as Dr. Croft, and his supersuit has a partial thin latex mask, changing his facial appearance -- and active attempts to throw people off his trail make it hard for them to pin the connection down. He once even staged a public meeting with a near-double to provide "evidence" that Blizzard and Dr. Croft have been seen together at the same time.
On the other hand, his brother Russell has no idea who Blizzard is, just that he's a new super that's helped him and the force a couple of times.- And that brother? He has a gift for getting in over his head. Blizzard sometimes has to help him out, preventing him from dedicating more time to either scientific research or superhero work.
- Vulnerable to Fire: He takes extra cinematic damage from fire attacks, which are all too common, even IRL. Contemporary RL incendiary weapons can take him down, even if they won't necessarily kill him. In a supers game, he's vulnerable to fire-using supers as well.
- Overconfident: Did I say his brother gets in over his head? Blizzard does too. Runs in the family. In science, Blizzard can manage the most complex problems, but not so on the streets.
by Tomia » Sun May 06, 2018 4:43 pm
by Zarkenis Ultima » Sun May 06, 2018 5:45 pm
by New Neros » Sun May 06, 2018 9:39 pm
Reploid Productions wrote:I have had to read a lot of erotic RP telegrams in the past four months and it does all start to run together into one giant mass of penises, vaginas, breasts, tentacles, dildos, bodily fluids and so on.
by Finland SSR » Sun May 06, 2018 9:44 pm
New Neros wrote:im back baby
by The Knockout Gun Gals » Mon May 07, 2018 6:11 am
- [Spell Casting]: Trained by the great Merlin, Jean-Paul able to cast as many spells as he wants to, though he is much more enjoying the use of one spell and the next spell and another. He uses it through the use of combination of words and hands movements.
- [Magical Regeneration]: It's like healing regeneration, but he uses magic as the means to heal his own wounds.
- [Camouflage]: Blending with the environment with the use of his magic.
- [Magic Portals]: Creating portals as a means of transportations.
- [Magic Attacks]: His magic revolves around the use of magic for offensive applications.
- [Magic Communication]: It's like telepathy, except that he cannot read minds as the magic communication works as a means to communicate through minds. Basically, telepathy with different name.
- Limited magical capacity: Because he still unfinished with Merlin's training and because of it being a lost art, his magical capacity hasn't been expanded to the bigger one and as a result he has to rest to recuperates his magical capacity/mana from being overused.
- Inexperience with modern technology, as he is a man of old times and even with the help of Phantom Brotherhood, unable to properly use phones and e-mails.
- [Reliance on Magic]: Little combat training, more on magic abilities. He is really not a close combat fighter, but more of ranged one.
- [Limited Regeneration]: His magical regeneration can only heals from light to mid injuries, not heavy ones.
- [Camouflage Inability]: When he use camouflage, he cannot use his magic for attacking.
by Scotatrova » Tue May 08, 2018 8:45 pm
by Zarkenis Ultima » Tue May 08, 2018 9:25 pm
Scotatrova wrote:I do have to apologize for not posting for a minute, been a bit busy, but since I finished my lone mini-arc I'll try to get back into things with a post this weekend
by Scotatrova » Tue May 08, 2018 10:12 pm
by Zarkenis Ultima » Tue May 08, 2018 10:12 pm
by Scotatrova » Tue May 08, 2018 10:16 pm
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