We do have a couple of characters with related powers at the moment, Renata Martinez and Tommy Towers. Though, if you can put enough of a twist on your character to make it different from them, it shouldn't be an issue.
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by Zarkenis Ultima » Mon Jul 16, 2018 5:31 pm
by Zarkenis Ultima » Mon Jul 16, 2018 8:19 pm
by Turmenista » Tue Jul 17, 2018 12:27 am
Clara Mason always hated that she never had natural superpowers like many of her friends. She wasn't always the fastest, or strongest, maybe not prettiest, but she was always the most determined and one of the smartest out of the small group of friends that she had throughout middle school. Still upset by the lack of her powers that were having a number on her popularity, Clara gladly asked her parents to order her a book she found online — one which she was better off not reading at such a young age.
But her parents, as gullible as they were, bought it anyways. So, at the age of 12, Clara found herself with a rather large book on Chaos Magic, one which her parents laughed off as nothing more than a piece of "emo garbage." But Clara read it anyways, soon finding out about the dark history of the book and the powers contained within it as she binge read it, taking in as much information as she could on nearly every aspect of the dark and selfish art of Chaos Magic confined within the pages. As she read it, she began to change the more she read, hanging out less with her friends and more with herself, where she found herself experimenting with basic spells of Chaos Magic whilst keeping to herself, desperate on finishing the book. By the time she'd ended the book she felt as if she knew nearly every aspect of Chaos Magic, but really had only scratched the surface — for the book mentioned that the true way to find the limits of one's power in the art of Chaos Magic would be through self-discovery and experimentation, not through reading the pages of an old book.
And, so, she set out to complete her studies herself. By 16, when she'd met Johnny Swift and fallen for the young speedster, she was also casting powerful new Chaos Magic spells, memorizing hand motions and phrases in the ancient language to experiment with the extent of her powers. But, deep inside her, she also felt a longing to get back out into the real world, to put aside the magic for one moment and focus on what was in front of her now: love. Her desire to learn more about the secrets around her often clashed with her desire to stay with Johnny, but the boy would get in trouble too much — while she would learn about the ethics of using her powers for good at Thomsen High, Johnny would find himself getting into trouble, which drew suspicion from her parents and her friends on her apparent boyfriend. As much as she loved to stay with Johnny, the speedster was becoming more of a liability to her and her training in Chaos Magic and popularity, and thus she had to make the heartbreaking choice of leaving him to focus on her studies.
A year later, Clara suddenly met Keith Westwoods out of the blue, a quiet and reserved boy who also held a dark secret himself: he too was a practitioner of Chaos Magic, albeit to much less of an extent that Clara had. Clara would find that Keith led the Weirdo Clique, a trio of like-minded individuals who looked out for one another and kept to themselves in the otherwise harsh environment of Thomsen High. After joining the Weirdo Clique, Clara would find herself involved in the escapades of a group of people who she could truly call friends, though still found herself with that desire to go out into the "real world" that she'd so desperately wanted after she left Johnny.
Her desire to reunite with Johnny conflicted with those of Keith, who would consistently insist to her that her presence was needed for the execution of a Chaos Magic ritual that, somewhere in the back of her mind, Clara knew was the secret to unlocking the full extent of her Chaos Magic abilities, and the secrets she so desired from the beginning.
- [Chaos Magic]: Compared to the rest of the Weirdo Clique, Clara is a rather adept practitioner of Chaos Magic, a dark and rather selfish form of magic whose spells allow for the warping or manipulation of reality around the user. Although Clara herself has barely scratched the surface of her potential, the Chaos Magic that she does know so far makes her ability a rather versatile one, and includes the casting of various offensive and defensive-based spells (like blasts and shields/constructs), creating vivid illusions for her foes, picking up objects from afar, and transmutating objects, such as when she turned a car into ravens. This ability does, however, carry several drawbacks.
- Offensive spells require a direct line of sight on the target.
- Defensive spells are only limited to the user and his or her surrounding area.
- Transmutation requires Clara to have physically touched the two target objects before, such as a bird and a car.
- Only one spell is capable of being used at a time. In other words, Clara is not capable of using two different spells at the same time.
- Chaos Magic spells require both hands to be used if a spell is to work.
- Chaos Magic spells require vocalization if a spell is to work.
- [Pacifist Route]: Clara is a natural pacifist, who has made a personal vow to never use her powers in any violent manner except for self-defense.
- [Energy-dependent:] The strength of Clara's Chaos Magic is dependent on her physical energy, which in turn is dependent on the finite pool of chaotic energy that she draws from when casting spells. The two work in unison — if Clara is exhausted, so will her energy reserves be. If Clara continuously casts spells without taking a breather, she will find herself becoming tired.
- [The Words and Hands]: A Chaos Magic spell is cast both by voice and by hand motion; whether it be a whisper or a shout, if Clara does not vocalize her spell, it will not work. Conversely, if she does not move her hand in the correct manner, this would lead to casting the wrong spell.
- [Only Human]: Clara is only human, at the end of the day, and is just as vulnerable and delicate as any regular human without her powers.
Born and raised in rural Maryland, Keith, as an only child, carried a vibe to him that his parents could never truly get. The boy would often keep to himself and his studies and was quiet, to the point where some teachers in school would often forget that he was even in class. A quiet, selfish demeanor and hidden raw telekinetic strength only drove him further and further away from his squabbling parents, who often argued with him just as much as they argued with each other. One day, though, Keith snapped, unleashing his strength on his family unintentionally, the results of which drove him further and further away from his family and more to a self-dependent lifestyle.
His parents put him through as many boarding schools for "gifted youths" as they could in an attempt to suppress their son's abilities. It was during his time in one of these schools that he met Gabriel Queen, a boy his age who could manipulate his body in ways Keith had never seen before. The two-like minded youths were lucky enough to enroll into an interstate program, where they were given the opportunity to transfer to the prestigious Thomsen High, a school in San Diego specifically for youths gifted with such powers. His parents relocated to San Diego due to the move, his father using the rather bloated family inheritance fund to buy a home in the city of their son's new school, though found themselves outside and away from the house more than their son was.
Keith and Gabriel would later meet Thelma Graves, another like-minded person who introduced them to the mysterious art of Chaos Magic, a selfish and dark form of magic that the trio would become obsessed with. Taking the pseudonym of Keter and giving Gabriel and Thelma the names of Yesod and Malkuth, respectively, Keith formed the Weirdo Clique, a group of his friends dedicated to unlocking the true mystery behind Chaos Magic and the power within. Although they would find themselves unable to move to the next level of their studies, Keith would later find the metaphorical key to the next level in the form of Clara Mason, a rather powerful Chaos Magician and the newest member of the clique.
From then on, the Clique would continue their studies on the occult, preparing for their chaos magic ritual while they did so.
- [Telekinetic Force Manipulation]: Keith is capable of harnessing his mental energy into generating raw telekinetic force. As a result, his applications are not as diverse as others, being limited to object handling at most, but, in return, what is lost in telekinetic dexterity is gained in sheer overwhelming power. Keith can easily crush and destroy brick walls with his mind, throwing away objects and people alike or simply ripping reinforced doors down, and can incapacitate opponents at close range by "squeezing their heads." His telekinesis is primarily destructive, sacrificing controlled damage for raw damage.
- [Chaos Magic]: Although not to an extent as Clara, Keith is knowledgeable in the art of Chaos Magic, using it primarily to execute Chaos Magic rituals alongside the rest of the Weirdo Clique.
- Unless he is executing an AoE attack, Keith requires eyes on the target for his telekinesis, meaning he cannot crush an object that he cannot see.
- Keith's abilities are destructive and uncontrolled, at best, meaning he must pick specific targets if he is to limit collateral damage or accidental team damage.
- Keith's Chaos Magic requires proper vocalization and hand movements if they are to work.
- A sober, calm mind is required for the best, most controlled effect of his telekinesis.
- [Bloody Noses]: Extensive use of his mental abilities will give Keith nosebleeds, and cause him to become nauseous and disoriented, which further decreases the effectiveness of his powers.
- [Only Human]: At the end of the day, Keith is only human, and carries all of the weaknesses that other humans have.
by Finland SSR » Tue Jul 17, 2018 9:21 am
by The Rebel Alliances » Tue Jul 17, 2018 2:38 pm
The Starlight wrote:Rebel Force: Noun - A strange power associated with street-level characters who are the weakest, yet most powerful of all.
by Rupudska » Tue Jul 17, 2018 5:37 pm
- [Miragic Teleportation]: "Simply put, as long as an object is within a certain distance (depending on the atmospheric temperature), exposed to the same light as myself, and is less than approximately three metric tons in mass, I can 'teleport' a copy made of solidified light to my current location. Changes in the light after 'teleportation' have no effect and the item can last for up to twenty four hours, depending on the amount of ambient light at my location at the time of creation."
- [Mirage Telekinesis]: "As long as it's in the air and does not hit anything massive, I can telekinetically control my light constructs."
- [Expert Gun Combatant]: "I am well skilled with almost any firearm, though I do have a few preferences."
- "The nature of my only real 'superpower' is such that my item teleportation range is significantly curtailed indoors (for obvious reasons) and at night - furthermore, the items I create at night last an hour at best.
- "Any items summoned are summoned rather close to myself, so if I create very large items, I can accidentally crush myself or others if I'm not careful."
- "Once an item comes in contact with anything more massive than twenty kilograms, I lose telekinetic control. I also have to 'catch' it telekinetically in the air first, and with heavy objects that can be difficult."
- [New Moon Darkness]: "Obviously, I cannot do much if it is completely dark."
- [Mortality]: "I am only human, after all, and while my firearms skills are impressive, they are not superhuman by any means."
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties
by Zarkenis Ultima » Tue Jul 17, 2018 5:42 pm
by The Knockout Gun Gals » Tue Jul 17, 2018 11:32 pm
Zarkenis Ultima wrote:Here's a mission app for a fairly big (albeit optional) arc I'm planning for not too long down the road. Since it involves some important surprises I'd rather not reveal, the summary's a bit scarce, but I tried to give enough details that aren't top seekrit
Mission Title: Shadow Heist/Night of Chaos
What heroes would be involved, if any?: Icarus, possibly; anyone who wishes to participate is welcome.
What Villains are involved, if any?: The Cabal will serve as the main antagonists.
Location(s): San Diego
What is the heroes’ objective, if any?: During the first phase, stop the robbery. During the second phase, restore order in San Diego.
What is the villains’ objective, if any?: Steal the chemicals, distribute them and disrupt order within the city.
Quick Summary: Members of the secretive group of teenage criminals who call themselves the Cabal have finally decided to make their move, after a long period of preparation. Their target: A large facility belonging to a powerful corporation renowned for its unique and very expensive products. Their objective: Extract a wealth of dangerous chemicals stored within the facility and take them to an undisclosed location for later use. The heroes of San Diego try to stop them, but through meticulous planning, flawless execution and an apt distraction to cover their entrance and exit, the Cabal manages to get away with their prize.
Once the goods have been secured and a period of lying low has elapsed, the second part of the plan is enacted: the Cabal begins distributing the chemicals throughout San Diego in order to make a cryptic statement, and the city is plunged into chaos as a result, the forces of law and order finding themselves quickly overwhelmed and in dire need of assistance as the crisis grows. Will the city's fall carry the name of the Cabal far and wide, or will the heroes of San Diego be able to stop the Cabal's schemes this time?
by Zarkenis Ultima » Tue Jul 17, 2018 11:41 pm
by The Knockout Gun Gals » Wed Jul 18, 2018 12:03 am
Zarkenis Ultima wrote:It's pretty close now, Knockout, but I wouldn't really call it officially on-going until the Cabal starts making their move on their target.
by Zarkenis Ultima » Sun Jul 22, 2018 5:31 pm
by Segral » Mon Jul 23, 2018 8:28 am
- Power Physiology: Has the powers of all-sight, domain warping, supreme knowledge, etc. that come with being a Power of the Reflection and being its driving force.
- The Power Of Light: Lux's mirror element is light. Specifically, he controls the photon rays that bounce off particles. He can rebound and redirect the movement of photons, concentrating them or dispersing them to, in essence, "move" light. This power is very simple, but extremely powerful.
- Limitations of A Power: Shares limitations with the other three Powers.
- Photons: He can only redirect and cluster photons, meaning he can concentrate and shift light, but he can't create more or drain an area of light, nor can he do much flashier aspects. Simple, and true.
- Power Weaknesses: Shares weaknesses with other powers, pretty self-explanatory.
- Light And Dark: His powers can easily be countered by those with powers over light/dark, as he can't really create more photons to give him more of an edge.
- Power Physiology: Has the powers of all-sight, domain warping, supreme knowledge, etc. that come with being a Power of the Reflection and being its driving force.
- The Power of Image: Imagini's element is control over images and pictures. Basically, she can create and destroy images, pictures, reflections, or any form of still or moving image. This allows her to create mirages, distractions, confusions, anything.
- Limitations of a Power: Self explanatory
- Two Dimensions: She can only control two-dimensional pictures. Any 3-D models, sculptures, pop-outs? Nope.
- Fragile: The images are actually quite fragile, and can be broken with a few punches from a regular human.
- Power Weaknesses: Self-explanatory. Shares weaknesses with other powers.
- Brute Firepower: Imagini's power relies on the art of imagery and illusions. As a result, this doesn't give her much in the way of offensive power, leaving her prone to brute forced attacks.
- Power Physiology: What it says on the tin.
- Restriction: Nullum as the ability to actively block out any sensation except sight in an object. This inclludes living things, media, food, and many other areas. There is only visual senses intact, no auditory, olfactory, tactile, or gustatory senses. This is permanent on anybody who cannot resist it.
- Power Limitations: What it says on the tin.
- Quantity: In a coporeal form, the sense-disablement can only eb directed towards one object a time, and even in incorporeal, they have a limited area.
- Power Weaknesses: Shares weaknesses with other powers.
- Brute Firepower: Like Imagini, Nullum's powers aren't offensive, and can be overcome with powerful offensive attacks. If put up in these scenarios, he's a sitting duck.
- Glassed Physiology:
- Mimicry
- Body Transmutation
- Memory Posession
- Vitrikinesis: Rellet also has a powerful mastery over glass, the material he's made out of. He can melt, reshape, and transform glass to do whatever he wishes. He can also absorb glass to "charge up" his reserves for even larger attacks. Once he gets enough glass, he may also make constructs out of them, including glass golems, servants used to do his bidding that can reflect/nullify any atomic/plasma based attacks.
- Autonomy: Unlike other Reflection inhabitants, Rellet has autonomy, full thoughts, personality, and emotions, and can use his powers voluntarily to make him much stronger. This even grants him the power to travel between the Reflection and the universe.
- Vitrikinesis: While his vitrikinesis is powerful, there are several weaknesses to it. First off, he can only control glass in its regular form. Somehow, due to reasons unknown to him, he can control unrefined and regular glass, but any plated, reflective glass is out of his reach. As well, glass coated with other materials such as dust or other minerals is more difficult than pure glass to control, as they interfere with his abilities.
Finally, the actual strength of his vitrikinesis is limited as well. He can launch shards, make waves of liquified glass, and make swords all right, but powerful attacks like regeneration, crystallization, and fine attacks like glass bullets are out of his reach without time and training.- Mimicry: Much like how Glassed mimicry is limited to a single person, his own mimicry is limited to copying the attacks of his counterpart, James Teller.
- Fragile: While some Glassed are very strong, Rellet in particular is no stronger than a regular human, and is just as physically strong, fast, and squishy as one.
- Hardheaded: Rellet has a strong sense of pride and a desire to do good for the world, by saving his dimension from being destroyed. The only problem is that this makes him very thick-headed and unable to listen to others, and tends to spend a lot of time arguing than fighting. Which causes him to make stupid decisions and fail miserably.
by Grand Rivia » Mon Jul 23, 2018 3:22 pm
- [Insert Power Name Here]: Fortunate Son.
Kook is not a meta-human. Rather, his power is a manifestation of his mental energy, his fighting spirit. Thus, his power actually takes the form of a second person, a spirit of sorts, that is always standing next to Kook when activated. But it would be incorrect to assume that this is, in any way, a different character. His power is not at all a unique person. It has no sense of individualism, or even a mind of it's own. It is entirely an extension of Kook.
Before talking about it's ability, I will go into detail about it's appearance. The manifestation takes a very ghastly form. Standing a 7'0 with a weight of 383 lbs, it is frighteningly larger than Kook himself. It dons the apparel of a butcher, complete with a thick leader apron. It reveals no skin except for it's head, which takes the form of a shaven bloodied boar that has tusks and a nose ring. A sullied bandage is wrapped around it's left eye, soaked in all sorts of filthy fluids that cannot be named.
It's right eye socket is perpetually peeled open via a peculiar device embedded within the thick fat surrounding the eye orbit. As stated, it has zero hair or fur to speak of, and the crown of it's head has no skin, exposing decomposing brain that is festered with insects and other creatures of an eldritch origin.
It's hands are key to understanding it's power. It's right hand is covered with a red glove that has five tubes attached to it's knuckles, all of which superficially seem to emerge from it's sleeve. Needles protrude from the finger tips of it's right hand. His left hand, however, looks considerably more bland by comparison, being encompassed by an ordinary leather glove. The unique appearance of it's right hand is, in fact, a red herring. It's the left hand that opponents should be cautious of.
It's principal ability is to stop time, and then proceed to erase it. Not literally. Kook has no control over time. His ability is not a chronokinetic one. What he does instead is to alter the perception of time of whoever is attacked by him. For the next eleven seconds after getting hit, Fortunate Son's opponent enters an unconscious state of mind, a dream like phase where they have no knowledge as to what is actually occurring. The victim is entirely at Kook's mercy during this period. If the eleven seconds do pass by and the subject is still alive, they will snap back to reality and have zero recollection of what had just occurred. Thus, time is both halted and erased.
Alongside this incredible power, Fortunate Son's sheer brute strength can aid it in winning the day. It's by no means super strong, but a single punch has the impact of a cinder block. Likewise, it can utilise the needles of it's right hand as claws.
(Note, you do not have a maximum or minimum of 2 powers. If you don’t need all those, delete them. If you need more, copy and paste.)
- Fortunate Son can only work to it's maximum potential at close range. It is mentally attached to Kook and thus, cannot move more than fifteen feet away from him. It is physically incapable of moving beyond that limit. It also moves at an incredibly slow pace.
- [Insert Weakness Name Here]: Because Fortunate Son is psychically connected to Kook, any violence committed against it will deflect back to Kook, and vice-versa if Kook is harmed while Fortunate Son is activated. While it may nigh-unbeatable if it were a one-on-one fight, the odds are drastically evened simply through the introduction of a second combatant. Fortunate Son uses it's ability with it's left fist, and will get increasingly overwhelmed the more it has to put up with.
Fortunate Son's ability also has a twenty second cooldown which initiates at the conclusion of it's affect.
by Zarkenis Ultima » Mon Jul 23, 2018 4:08 pm
by Agritum » Tue Jul 24, 2018 8:22 am
- [Ghost Physiology]: While a seemingly baseline human, Santa Muerte's blessings permitted Bruja Blanca to obtain the powers of a ghostly being anyway. She's been known to suddenly disappear, teleport or exert her influence on electronic equipment to scare-off evildoers and criminals alike.
- [Marksmanship]: While much details about it are unknown, Bruja Blanca is famed for her skilled use of gunpowder weapons and other projectile weaponry, comparable to Shadowkill's own expertise on the matter.
- Timed Ectoplasm - Being a living human, Bruja cannot keep her ghostly form for long periods of time, forcing her to materialize often.
- Lonely - Bruja is an archetypal lone wolf. Her dislike for working in pairs, with the glaring exception of her collaboration with Shadowkill, often put her at disadvantage.
- [Nimble Body]: When not in ghostly form, BB is still a normal human girl who's subjected to the usual exertions and weaknesses of a baseline body
- [Ectoplasm]: Forces which can interfere on ghostly planes can easily pose a challenge to Bruja even in her spectral form, which isn't particularly resilient.
by United Kingdom of Poland » Thu Jul 26, 2018 7:58 pm
- Only human:
Retired from field work: (Insert description of weakness here, if needed)
by Zarkenis Ultima » Fri Jul 27, 2018 8:44 pm
Agritum wrote:-snip-
United Kingdom of Poland wrote:-snip-
by United Kingdom of Poland » Fri Jul 27, 2018 9:58 pm
Zarkenis Ultima wrote:Agritum wrote:-snip-
Finally got around to reviewing this. "Alienation" is not a weakness, so I'd like it if you replaced it with something related to her power that can actually be exploited. Put down a number on the age field too, assuming you want me to add it to the archive. Everything else seems fine.United Kingdom of Poland wrote:-snip-
A bit barebones, but that's fine. I'll accept the mission app. I take it the character app is for a minor character in said arc; do you have need for me to add it to the archive?
by Zarkenis Ultima » Fri Jul 27, 2018 10:12 pm
United Kingdom of Poland wrote:Zarkenis Ultima wrote:
Finally got around to reviewing this. "Alienation" is not a weakness, so I'd like it if you replaced it with something related to her power that can actually be exploited. Put down a number on the age field too, assuming you want me to add it to the archive. Everything else seems fine.
A bit barebones, but that's fine. I'll accept the mission app. I take it the character app is for a minor character in said arc; do you have need for me to add it to the archive?
sorry I might have been running on fumes when I made those, and I'll flesh both out tomorrow. Murray's going to play a bigger role than just being a single arc character, but someone who's still a background character. You can keep him off the archives for now though.
by New Neros » Sat Jul 28, 2018 8:06 pm
- [Master-Level Telepathy]: Dr. Konrad Murray is an expert on the mind and memories, going so far as to enter a person's subconscious and meddle about. In his past, he used this ability for interrogation and extracting information, but now uses it to help drug users and mental patients find some form of relaxation from the assault that their mind generates. To the people he's affecting, he seems to be a reality warper, but it's all mental, down to the sensations they feel and the visions they see.
- [Psychological Intuition]: Like a road map, Invader is able to see and read the lines of which a person operates and works, and with his telepathic powers, can change and reset those perimeters. He can manipulate people by knowing them intently without ever having met them, knowing things that they have told no one, and other such items. He usually uses this ability to sense the trouble people are undergoing, and then assists them in overcoming their limitations, but in the past, used it as a tool of manipulation and mind-control by having others accomplish sinister tasks for him.
- Invader is just a human, nothing special about him except his mind. Even that is squishy and susceptible to high-caliber rounds and concrete-busting punches.
- There are several road blocks to accessing memories and changing the perception of reality, mental blocks are a big one that must be overcome and people who are extremely grounded to reality are also hard to shake. Still, it means that the telepath cannot read minds or immediately dive into the brain of someone in his line of sight, he has a process to undertake in order to prep his subject for mental examination.
- [Line of Sight]: Konrad Murray requires line of sight to be achieved in order to begin his mental reading, and the further away his target, the harder he has to try to warp perception or access memories. In addition, breaking line of sight will drastically reduce if not dispatch his perception check or memory examination.
- [Only For Humans]: Invader's power only works on humans and superhumans, he cannot affect robots or aliens with drastically different physiology than his own species. It's possible if an alien is accustomed to earth life and is socially adapted, but outright xenos are off the operating table for him.
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 Agritum » Sun Jul 29, 2018 2:13 am
Zarkenis Ultima wrote:Agritum wrote:-snip-
Finally got around to reviewing this. "Alienation" is not a weakness, so I'd like it if you replaced it with something related to her power that can actually be exploited. Put down a number on the age field too, assuming you want me to add it to the archive. Everything else seems fine.United Kingdom of Poland wrote:-snip-
A bit barebones, but that's fine. I'll accept the mission app. I take it the character app is for a minor character in said arc; do you have need for me to add it to the archive?
by Zarkenis Ultima » Tue Jul 31, 2018 6:12 pm
- [Robotic Body]: As a mecha, Oberon is designed to be a force to be reckoned with, able to face off against powerful superhuman. This translates into speed, strength, and most notably, durability that is far beyond a regular human's threshold.
- [Force Blades]: The swords that Oberon wields incorporate force-field technology, which allows them to either violently repel enemies as a means of attack or slice clean through most materials. While they are not a part of Oberon per se, they can be stored within its body and deactivated remotely.
- [Arm Cannons]: Oberon can morph its hands into cannons which fire off bursts of blue energy. The intensity of these attacks can vary; while they are usually restrained to non-lethal output, they can become more powerful to match an escalating situation, potentially having the intensity to punch through several walls. Sustained beams are also an option, though they are far more draining and leave Oberon vulnerable.
- [Energy Wings]: The energy wings on Oberon's back give it the ability of high speed flight and allow it complete control over direction and acceleration, making it a very agile airborne fighter. The wings themselves are incorporeal, though the emitters are not.
- [Shield Generator]: In addition to its natural resilience, Oberon is equipped with an energy shield which normally takes the form of a tight-fitting bubble, though it can be focused directionally to offer a greater defense at the cost of leaving other areas exposed. The shield is designed to take on anything from superhuman blows to bullets to explosions.
- Oberon has no artificial intelligence of any sort and as such cannot function independently of Alexis (or another designated pilot).
- While it has large energy reserves and internal generators which extend its battery life, Oberon cannot fight forever. As a rule of thumb, the more intense its performance, the faster it will run out of energy.
- For obvious reasons, Oberon cannot use its arm cannons and force blades at the same time (though it can alternate).
- In addition to having a limited capacity to absorb damage, Oberon's shields have another drawback: while focusing them directionally, Oberon cannot use its arm cannons.
- While using its arm cannons to fire a sustained energy beam, Oberon must remain stationary, which makes it a sitting duck; firing a beam also deactivates the shields, as all of the mech's energy is poured into it (it can be used during flight, but it will not achieve its maximum output this way).
- [Disruption]: While Oberon is immune to EMPs, the technology that its force blades, energy wings and shield generator rely on can be disrupted through the use of sustained high-intensity sonic pulses. This turns Oberon into a still very tough yet unshielded and flightless mech.
- [Overheat]: Excessive amounts of heat coming from external sources can cause Oberon's internal heat dissipation to fail, prompting it to shut down completely as a failsafe.
- [Backstab]: Oberon's wing emitters, which are on its back, are an easy target if its shields are not active at the moment: without too much effort, they can be destroyed or torn off, rendering Oberon flightless.
by Finland SSR » Sun Aug 05, 2018 7:16 am
- Hadrian Physiology: As one of the children of the legendary World Dragon Hadrimmelis (metaphorically, of course), Amadeo has all the inherent strengths, abilities and weaknesses of a Hadrian.
- Superhuman Condition: Though not able to tear down mountains or shake continents, Amadeo has physical stats superior to that of an average human. His bones are stronger than that of a normal person, his jaw strength allows him to easily puncture or rip off human flesh, he has supernatural lungs and can thus hold his breath for longer than average or blow people away with a powerful roar, his horns and tail give additional combat flexibility, so on and so forth.
- Language Assimilation: Amadeo, much like other Hadrians, has the ability to instantly gain fluency in a specific language almost immediately upon verbal exposure. This has led to him being designated as the first line of contact with foreign agents who wish to contact or support the Anticóndoristas, and as a result, Amadeo is fluent in various dialects of Spanish, American English, Brazilian Portuguese, Quechua, Aymara and even Chinese.
- Tracking: Amadeo, much like other Hadrians, has access to a sixth alien sense which allows him to track any living beings he has touched in the past 24 hours.
- Elemental Resistance: Amadeo, much like other Hadrians, has resistance to fire, heat and electricity, though not a complete immunity.
- Anticóndorismo: A martial art/guerrilla warfare tactic which Amadeo, much like the other members of his anti-Condor resistance unit, is trained in. The massively unequal forces between the Condor government and the Andean Condors themselves on one side and the Anticóndoristas on the other side has forced them to withdraw to the jungles, favelas and mountains of the country, using underground press, sabotage and ambushes to fight against the regime one step at a time. Anticóndorismo proclaims avoiding direct conflict with enemy forces and only using lethal force if absolutely necessary, and, even if direct conflict is unavoidable, avoiding revealing your real capabilities until you are assured that using the full extent of your powers will result in immediate victory - and as it turns out, Amadeo's Hadrian abilities are great for this approach to battle. As a result of being trained in this tactic, he is an expert in stealth, using the environment to his advantage as well as hand-to-hand combat.
- Modified Taser Pistol: Amadeo is equipped with a taser pistol whose grip has been custom-made to be able to be gripped by a Hadrian claw without falling on the ground, getting crushed or failing to fire. When fired, it releases nonlethal bullets which administer a stunning electric shock upon contact. Outside of roaring, which can only be used very sparingly to avoid alarming anyone, this is the only ranged option he has available.
- No Spellsongs: Because of his upbringing in an Earthling family, Amadeo has no access to a significant part of Hadrian powers, this being their spellsongs. In fact, he doesn't even know that there is such a thing as the Goddess whom he could call out to for help.
- Clawed Hands: The alien, clawed nature of his hands means that Amadeo is very limited in what weapons he can wield. Any guns need to have their handle and grip modified beforehand, and try finding me a rifle designed for Hadrian usage on the black market.
- Guerrilla Fighter: The nature of Amadeo's guerrilla war against the Condor regime means that he avoids direct conflict against opponents he isn't sure he could instantly defeat, and even if combat is unavoidable, he is more interested in sneak tactics rather than subduing the enemy. This can bite back at him if he faces an opponent against whom these tactics are ineffective - for example, an enemy who can track his position or simply destroy everything around them to remove him from the equation. The Condors' members Boulder and RADAR come to mind.
(That last one is also a weakness, though I think it fits the category of limitations because it explains why Amadeo can't just go in guns-blazing and kill everything he wants to in sight.)
- Cold: Like all Hadrians, Amadeo is unadapted to cold environments or attacks which use cold and ice. It slows him down physically and mentally and leaves him vulnerable.
- Fleshy Spots: Amadeo's skin and flesh not covered by scales or bones is as strong as that of an average person. This weakness is especially visible if the opponent uses something ranged at him, like a gun, because without any spellsongs at his disposal, Amadeo has little options against that.
by Zarkenis Ultima » Sun Aug 05, 2018 4:19 pm
by New Neros » Sun Aug 05, 2018 6:50 pm
- [Tactile Telekinesis]: At all times, Punk is surrounded by a telekinetic force field barely a few milimeters above her skin. She can extend this field, but only by touching something or someone, but once she's in contact, she can lift the object effortlessly or display other degrees of superhuman condition, such as pushing her own body through the air to achieve flight or scanning the ground near-by in order to identify incoming threats.
- [Healing]: Her originally discovered ability, her healing power has taken a back seat in development to her other tactile-based abilities, but her ability to heal teammates by touch is an incredibly useful asset on the battlefield, especially for damage sponges like Gaul. She has found numerous drawbacks to the ability, like it's lack of area of effect, and the extreme exhaustion and fatigue it gives her being directly linked to the amount of damage she heals.
- Range: Mar can only affect something through touch, or within those few milimeters that it's basically touch anyways. Touching the object through the air doesn't work, it needs to be direct contact with her skin or a solid object from her skin to the thing she wants to interact with. This is the same for her healing ability, as she'd need skin to skin contact to begin the process.
- Skill: Mar is just now figuring out her powers, she did not have the luxury to develop and train with them from puberty or to have them groomed in a school program. She is a mixture of self-taught and instructed by other villains such Gaul, Nile, and Black Luminous, but it's still lacking. Her healing ability has not grown much since it was first uncovered.
- [Force Field Strength]: Constant and repeated blows of intense magnitude and force can break and eventually shatter her personal telekinetic force field.
- [Touch]: I can't stress this enough, if she can't touch it, she can't affect it. Users of telekinesis, gravity manipulation, electromagnetic fields, force fields, all of that jazz, can render her power useless if they remove her from any sort of matter and hover her body just out of reach.
- [Fatigue]: Her healing by touch drains her energy rapidly, giving her greater fatigue and exhaustion the worse off the injury she heals are.
- [Intangibility]: Nile is able to phase through matter and energy at will, and since his early teens, has had a very fine and precise control over his ability. He's able to isolate which parts of his body to make intangible, and is able to move just as quickly while intangible. His means of accomplishing this is unknown, but he assumes it's some form of quantum phasing or a partial teleportation to a mirror dimension.
- [Intangibility Combat]: Self-Explanatory, Nile hails from a superhero school on the East Coast and was dedicated to using his powers effectively in a confrontation, learning how to fight and how to bring his ability to the table in a fight. He's developed a rush for battle, gaining experience and uncovering new methods to better perfect his ability.
- [Enhanced Condition]: Self-Explanatory also, Canaan is a superhuman with superhuman traits, including better agility and higher strength than your average human. He's able to break walls casually and react at fractions of seconds, to give an idea of his physical ability.
- Air: While intangible, Nile still requires air, food, water, etc., so he must hold his breath while going through physical objects that affect his entire body.
- Tough Squishy: He is a superhuman with increased strength and durability, no doubt, but Nile has no means to heal faster or better than current medical technology and human ability. He can't shrug off gunshots or hits from far stronger opponents, for example.
- [Matter Rejection]: For some reason, when Nile becomes tangible inside of another object, rather than fuse with that object and wind up in a stick situation, the other matter forcibly rejects him. For example, he's phasing through a wall and stops halfway through. Rather than be fused to the wall and destroy his insides, the wall forcibly ejects him out. This means he can't hide or conceal himself for long with his ability, but also helps by not letting him obliterate his molecules.
- [Electricity]: A drawback Nile discovered while in school, an electricity-wielding superhuman (or any high-powered voltage current) can arc to his body and re-constitute the molecules of his body without his input, forcing his entire being to become tangible again.
- Body Supremacy: Trained from his youth, Gaul is able to have complete control over his entire body by having his "mind, body, and spirit" work in sync, a method he was taught through Mayla Carter. This fine control allows him to preform superhuman feats of strength, agility, speed, and durability with ease, as well as unlocking greater potential within his mind, such as granting an indomitable will and a perception of what paths one is likely to take in hand to hand situations. As he has control of his body's own regeneration, he's able to repair himself at will, granted he has the energy or available nutrition to do so.
- Supernatural Condition: Explained above, but Gaul sits at about Type II on the scale. In each successive fight he's gotten into, Gaul has shown an increase in his base physical stats that have elevated him from an enhanced condition state to a full-blown Supernatural one.
- Indomitable Will: Exceedingly convinced of his own abilities, motives, and ideology, Gaul is steadfast in his beliefs, not only in his warped view of reality, but his physical abilities and prowess. The man just refuses to quit or give up, which creates an insane feedback loop with his damage empowerment as he'll continue to fight and struggle even if it tears him apart or even kills him. His mind just forces itself to push on even when his body screams for a moment of rest.
- Supernatural Combat: To put it simply, Gaul is on a completely different level when it comes to hand-to-hand combat, able to just One Man Army the shit out of almost anyone he comes across. He leverages his superpowerful body and mind into a mobile and brutally effective weapon, essentially adapting to the fighting style of his opponent and either using it against them or countering it in the heat of battle. He was hand-trained by one of the best martial artist master on Earth, Mayla Carter.
- Accelerated Probability: Rather than witness the absolute future of events, Gaul is able to accurately predict and read the body language of people and how they respond to situations. This isn't a for-sure thing, either, Gaul is basically presented with a list of possibilities and has to account for them like so.
- Healing Factor: By controlling the natural regenerative processes of the body, Gaul is able to accelerate his recovery of most injuries, even ones not normally recoverable, such as lost limbs or nerve damage. The main drawback to that is that Gaul requires high caloric intake in order to preform such healing, and he won't be able to effortlessly re-craft a limb in the midst of a fight. Re-attach his tendons on his ankle? Sure, regrow an arm that was sliced off? You're asking for the Moon.
- Damage Empowerment: Basically, Gaul gets stronger, fast, more durable, and larger pool of stamina the more damage that he takes. He's limited at the beginning of such engagements, being able only to handle what his fairly durable form can take, but steadily progresses and becomes more aggressively empowering as the fight wears on. Eventually, Gaul resorts to attrition and can simply wear down opponents. Fightin' Spirit.
- Gaul must withstand the pain or damage he is taking for it to become empowering, otherwise, the overwhelming damage will just knock him out or outright kill him if it's too strong of an initial attack.
- Self-Doubt and utter shock can end up breaking his willpower and spirit, which in turn will just whittle away at his fighting ability.
- Healing requires energy, and for larger injuries, he needs more caloric intake. Most fights where he utilizes this power leaves him in a state of extreme hunger and exhaustion.
- [Non-Physical]: Gaul is at home in physical confrontations, hand to hand and up in your face. He is hard-countered by long range, magic, and energy attacks. He only has his body and it responds to physical damage, he has no flight or projectiles to use. Not only this, but his only defense against telepathic attacks on his mind is his Indomitable Will, which can be overcome with enough brute force telepathic power.
- [Attrition]:His body requires upkeep, and it's entirely possible to tire him out of his regenerative ability, and eventually win a battle of attrition if you keep his damage empowerment in check.
- [Core]: In addition, Gaul's head must remain in tact for healing to take effect. Removing his head from the body is a pretty quick way to kill him.
- [Supernatural Intelligence]: His only power, Walt Bismarck is leagues ahead of most men and supermen alike in the brains department, using his smarts to construct devices, machines, and execute precision planning all on the fly if need be. He is so capable, the rare occasions he leaves his underground fortress, the armored suits he dons are often called "mobile labs" due to his ability to construct and adapt on the fly and with limited resources. While he greatest talents are in robotics and advanced technology, he possesses hypercognition and is able to be a master at most brain-related activities.
- [Robot Creation]: One of the more notable powers of Walt, the man is able to create and maintain a vast army of robots that he can use for nearly any purpose, even going so far as to imitate his likeness and serve as stand-ins across the globe. As a matter of fact, the flesh and blood Walt Bismarck almost never leaves the security of his headquarters, and works mainly through machines, so when most people are saved by his robots or he gets into a fight, it's Actually a Robot.
- Physics: Walt is not so lucky as to be able to break the laws of physics or use magic, so he is limited with what resources he can muster and what things he can do under the broad spectrum of science.
- Connection: Since Walt never leaves his house, there can be delays in the execution of orders or instructions for his robots, or his connection can be severed entirely.
- [Human]: Walt is fairly normal physically, nothing exceptional at all except his mind. He can easily be dispatched in-person.
- [Robot]: Most of the time, Walt will send a single drone to respond to large threats, and once they're dispatched, he's out of the fight unless he sends reinforcements. Funnily enough, Walt seems to lack impressive technology in favor of immense firepower, but his true heroics shine in the repairing of damage to cities and urban areas after devastating fights, wherein he uses his robotic drones to rebuild in a few weeks' time.
- [Bone Manipulation]: Espina is able to manipulate her own bones to produce sharp edges, defensive constructs, and the like, but her fearsome ability lies in controlling the bones of others through contact. Once she has made direct contact from her body to another person (or animal), she's able to manipulate their skeletal structure at will. She can use other bones for armor, spikes, swords, and even for direct control of a body through it's skeletal structure. Such control takes mental proficiency and knowledge of the skeletal structure to preform.
- [Bone Regeneration]: More along the lines of Regenerative Healing Factor, Inez can heal herself and her bodily injuries through the bones of others (or herself, as needed).
- Physical: She's about average in terms of physical ability, normal for a girl who does medium exercise daily. She doesn't pack much of a punch, so relies on her powers to do the work for her.
- Control: There is a body-mass limit to what Espina can control, as we've seen her max out at seven roughly average human beings in addition to her own body, so we assume that's the limit. That's bone-wise, so, she could be controlling several birds at once or a single large animal.
- Distance: The closer Inez is, the more fine and precise her control over their body is. Further, and her control starts dropping off until the thing she's controlling becomes free from her influence.
- [Boneless]: Quick and easy, a boneless person or being will not be under her effects at any time.
- [Density]: She can't make bones any harder than what they are normally, and only has what's existing to work with. A person who's able to regularly break bones can easily run through her and her puppets.
- [Blood Magic]: A powerful user of the mystical dark arts, Skye uses her own blood to form seals, pacts, and rituals. Not only that, but she is able to manipulate the blood of other beings and her own, much like a blood bender.
- To summon something or someone, Crimson must make a seal on that object or person in blood, and then form a similar seal where she wants to summon it. To this end, she has several pre-set seals on weapons, animals, and creatures that she can call upon when needed.
- She requires blood seals, and often the closest blood is her own, so she can suffer the effects of blood loss if she summons many things or too many things in rapid succession.
- People of strong will or in total control of their bodies can resist her blood manipulation, in addition to people lacking blood to use, she obviously can’t manipulate them.
- [Insanity]: Unbeknownst to Crimson, but her constant use of blood magic will eventually poison her blood and mind in a sinister way, she has brokered a deal with an Old God and will be driven insane through her continuous use. She has yet to reach that point, but overexertion will begin to show her lapse in sanity.
- [Blood Loss]: She cannot affect things without blood without using her own, and if she keeps using her own, she will run out over time and succumb to blood loss.
- [Replication]: Able to make and control a number of copies of himself, Legion is never without backup or a shoulder to lean on. His abilities are limited, in that he can only copy himself and his clothing, and can only do so for a limited total number less he start losing control of the clones. Through training and experience, Legion can and has learned how to duplicate other objects, and suspects that he can do so with people at some point.
- [Duplication Absorption]: As the host, he is able to absorb the clones he has made back into himself, gaining the knowledge and experiences they have encountered.
- [Tactical Analysis]: A gifted mind paired with leadership abilities and charisma, Legion is well-suited to lead the operations of Orion with his strategic intellect. Once used to plan elaborate and complex deployments and combat operations, the mind of Legion is now focusing on bettering the world through the vision of Gaul.
- [One Man Army]: Quite literally due to his ability to clone himself, ammunition, weapons, everything he needs to get in and out of a combat situation alive. Facing Legion basically amounts to facing an entire squad of himself, armed to the teeth, and with unlimited ammunition.
- Human: Legion is ultimately human, and his clones can only endure human-level injuries and lethal injuries before being compromised.
- Clone Limit: Legion can make many clones and his clones can clone themselves, but any more than 10 clones around at one time leads to mutiny.
- [Human]: Peak Human Athlete, but nothing more, Legion is rather tenacious and strong-willed but ultimately fragile in a world of superpowers.
- [Cloned Human]: His clones are only able to take lethal punishment before disappearing or being reabsorbed by Legion, so, it's basically like having a gang of ten baseball players mobbing on you.
- [Explosion Inducement]: Cannon has an uncanny ability to transform and amplify kinetic energy into powerful, explosive energy. Through punches, kicks, headbutts, anything where he transfers kinetic energy, Cannon can cause a mighty explosion with his bare fists.
- [Supernatural Condition]: Jason must be durable and strong in order to withstand the might of his own explosions, granting him insane durability and endurance to his physical body.
- Kinetic Maximum: There is a limit to how hard you can punch, and thus, a limit to how big of an explosion Cannon can create. He can casually tear down walls and houses, but he will quickly tire out when having to level more than a city block at one time.
- Anger Issues: Quick to anger and horrifically dumb when he's steamed, Cannon has a short fuse that can be exploited, putting him into an exhausting rampage that quickly drains his energy and diminishes his brain power.
- [Touch]: Cannon needs to make contact with something to produce an explosion, and the amount of force he applies directly translates to the amount of explosive force he expels.
- [Energy]: A boxer can't fight forever, and neither can Cannon. Continuous punching and exploding will tire him out, drawn out fights are a nightmare for Jason.
- [Gravity Manipulation]: Claimed to be a living black hole, Black Luminous is a master of gravitation, allowing himself to mimic most telekinetic powers and even provide unique ones of his own. He's not much of a hand to hand fighter, so often crushes his opponents, literally, if not floating them above the ground. He is very round about in his utilization of his power, with new and unheard of applications becoming quite normal for him.
- Black Luminous has a limited range for his gravitational pull, though it is nearly unlimited in that range. He can only manipulate gravity within a one thousand foot radius of himself in all directions.
- [Weakest Force]: Gravity is the weakest fundamental force. A fridge magnet has enough electromagnetic force to overpower the entire gravity of Earth, for reference. Electricity and other forms of energy can undo his gravitational forces.
- [Energy Attacks]: Because gravitation requires mass, he cannot deflect or repel energy attacks.
- [Dark Fire Manipulation]: Blaze is able to emit and control a tidal wave of deep, dark flames that burn with hellish intensity and power. They are strengthened in the night and by shadows, and are only extinguished by her command. She is also immune to her own flame, for obvious reasons.
- Much like her husband, Blaze can only emit and control flames within a thousand foot radius of herself, they will extinguish over time outside of that distance.
- She is human and athletic, but not to a superhuman or Olympic degree.
- With smaller quantities of flame, she has fine control and reaction, but large and overpowering walls of flames are harder to control and direct, with a dark fire inferno nearly having a mind of it's own.
- [Holy]: Any power with holy affixed to the name is a hard counter to her dark flames, which are mystical in nature.
- [Bionic Physiology]: AWOL is more machine than man, holding few of his original organs and having most replaced with constructed machinery. This grants him immense strength, speed, reaction time, and overall condition, but at the cost of his own humanity and flesh and bone. He is one Walt's greatest cybernetic creations, but represents one of the final "cyborg" creations before Walt switched to a more sophisticated nanite physiology through rigorous testing.
- [Teleportation]: AWOL can move from one point to another, often undetected and without one even noticing. He accomplishes this by moving his body into a pocket dimension, and then moving from it back into reality, all within fractions of a second, unnoticeable even to the most sensitive of sensors until he appears.
- AWOL can only move his body and whatever he's holding, not another person along with him.
- The teleportation jumps he makes can be exhausting if they are long in distance, rather than several short ones in close proximity. His maximum jump would probably take him from New York to Los Angeles, and then he would be out of commission for a day to recover.
- [Cybernetic]: He is hard countered by electromagnetic pulses or disruptions, which would seriously hamper his physical abilities and cognitive abilities because so much of his body is made of cybernetics. This includes electricity at high enough levels to overcome his insulators.
- [Exhaustion]: Though he has nearly limitless stamina as a cyborg, his teleportation ability comes from the little biological being he has left, and drains his stamina rapidly. He can flaunt his ability in short ranges around a city block, but jumps between cities, states, and countries will drain him severely, and with his maximum distance of a continent-wide jump without special assistance.
- [Cybernetic Spider Physiology]: Saga is assembled in the form of a woman with several arms extending from her back, which double as legs, arms, and weapons in times of combat, and can even fire lasers as needed. They also house wires and cables to form steel webs and traps, along with various abilities that would imply. Her body is extremely rugged and durable, as well as fast and agile compared to most cyborgs Walt has developed.
- [Interrogation]: Saga is able to connect her cables to the neural cortex of an intended victim or person of interest, and forcibly extract information from their mind directly. In this download, she basically interacts with the person in a basal, instinctive state, fusing their brains and gleaning the desired information before dumping the mind back into the host body, leaving them mentally exhausted, confused, and often comatose for several hours afterwards.
- Her body requires charging, being a lesser developed model of cyborg that Walt had yet to phase out of service due to her abilities to extract information. She requires a full day of charging for week-long operations at a normal capacity, but going into combat means she has limited time to stay active before shutting down in a power-saving mode.
- She is an information gatherer, not a fighter, and is hardly used in such situations unless she is disturbed in her process, at which point she must defend herself and get away with the gathered intel.
- [Cybernetic]: Vulnerable to EMP and electrical impulses of high caliber, much like other cyborgs that lack EMP-proofing.
- [Charging]: Heavy mechanical exhaustion is possible on this cybernetic model, so baiting her into a prolonged fight is an easy way to drain her energy completely.
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.
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