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[Other FULL] Capes: Fallen [M][OOC]

Fen-Fen

Me but more fabulous
359
Posts
8
Years
>> link to IC thread

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.

Spoiler: Map
yvCrir4.png

A Bit More Info

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 PC 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.

Participant List
gimmepie as Hostage/Sebastian Medina (Villain) and Jailer/Anita Blaine (Villain)
Fen as Florissant/Safiya Nejem (Protectorate)
Drakath as Speed Demon/Kiro Inazuka (Villain)
PastelPhoenix as Freefall/Reza Shirazi (Protectorate)
OrbitalPudding as Telly/Nicolette Crest (Rogue) and Metallikos/Elmer Prescott (Justice)
Stars as Nix/Jordan Fox (Protectorate) and Magnet/Tom Fox (Protectorate)
Kitty as Park Joon-Il (Rogue) and Sovereign/Park Dae-Hun (Villain)
Dragon as Roll/Veronica Luthenbrugh (Villain)
 
Last edited by a moderator:
25,439
Posts
11
Years
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
Spoiler: Iota (Dorothy Sights)
  • 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

Spoiler: 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

Spoiler: 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
Spoiler: 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

Spoiler: 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)

Spoiler: 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

Spoiler: 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

Spoiler: 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
Spoiler: 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.
  • Shaker/Blaster/Striker

Spoiler: 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

Spoiler: 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

Spoiler: 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
Spoiler: 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

Spoiler: 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)

Spoiler: 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

Hell's Remnants
Spoiler: 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

Spoiler: 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

Spoiler: 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.

Spoiler: 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

Spoiler: 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.

Spoiler: 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

Spoiler: 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/Striker

Justice
Spoiler: 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/Blaster

Spoiler: 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

Spoiler: 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

Spoiler: 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

Unaligned Capes
Spoiler: 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.

Spoiler: 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.

Spoiler: 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.

Spoiler: 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:

Spoiler: 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.


Spoiler: 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.


Spoiler: 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.
 
Last edited:
37,467
Posts
16
Years
  • Age 34
  • Seen Jan 2, 2024
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:
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.​

Personality:
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.​

Power(s):
"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.​

History and Trigger Event:
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.​




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:
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.​

Personality:
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.​

Power(s):
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.​

History and Trigger Event:
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​
 
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(Drakath)

The Champion of Chaos
173
Posts
9
Years
Several questions to help develop the cape prison system and possibly my first series of posts:

Were any cape arrests made during/immediately after the takeover attempt? How does the PRT handle collateral damage caused by capes? Are high speed Movers punished for complaints, like disrupting traffic or excessive noise, caused by the use of their powers? Is a villain still considered a villain if they don't commit crimes? If a cape gets arrested, the PRT privately uncovers their civilian identity correct? What if their costume is only removable by the wearer and they refuse to remove it? What's the cover story for a cape's identity when they're jailed? What are the prisoner transports like? What would it take to stop one? How would the PRT respond during such an event? What's the prison like? Anything particularly unique about cape life within? Any non-capes around? How often are there escapes? How difficult is it to do so alone or with outside help? What's the PRT response during an escape attempt or assisted breakout? What happens in the event of a prison riot? Has it happened before? How are they prevented? What's the security like?

Also, out of curiosity, could you give some hypothetical examples of how and previous characters' powers would change in the event of a second trigger? Can Flashback cause a second trigger?
 

(Drakath)

The Champion of Chaos
173
Posts
9
Years
Name: Kiro Irakuza
Cape Alias: The Speed Demon
Age: 15
Sex: Male
Alignment: Villain

Appearance: Darkish skinned and 5 feet 10 inches tall. With a young looking face, and fragile body that's light on muscle, he has straightened super dark red hair that appears as a nearly black, very dark brown that is just like his eyes. There's also a streak of dark red dye in front that drapes slightly over his left eye.

In costume he wears a matte black, lightly armored bodysuit with red accents throughout. Going from top to bottom, a hood that featured a beaked tip, and a ninja-like lower face mask that paired with his signature black and red masquerade, that creates the slightest of cyborg voice filters just enough to keep his identity from being revealed by his voice. The thin, sharp, intricately designed mask, which split and curved into a tall point at the sides, and a short point along the bridge of his nose, covered the rest of his face, leaving the left side open but still covering the brow to allow for his hair to hide a holographic projection of his vitals, speed, and other important statistics. An absract flame forms in the black and red of his left-shoulder cloak, accompanied by a flat, suit hugging metal pad to attach the half cape to the outfit. Below, the decorated metal portions atop the suit appeared to blend with it whilst having a slight red tint and trim. The torso appeared to be covered in several thin, black metal pieces that protect his vital organs. He wears a pair of metal vambraces and greaves, coupled with metal gauntlets and knee/elbow pads. Removing the masquerade will cause the suit to very quickly fold up into hexagonal segments that were compacted to form the missing left side of the mask and reveal his current out of costume outfit.

Out of costume he is generally seen wearing black or dark colors. Normally jeans any shirt and his favorite black designer hoodie, as he feels most comfortable wearing it, and even when he's not, he still almost always wears a hoodie and jeans... Wearing his masquerade will cause the the left side to quickly expand, unfolding across his body in hexagonal segments before locking into place and becoming his costume, recplacing his current outfit. It looks much like how Mystique changes appearances.

Personality: Maturity is sometimes hard to find in Kiro, though he can get serious when it counts, as he is very rash and fun loving. It often gets him into trouble. He goes about life in a very carefree manner, until he gets into an undesirable situation that is. He often procrastinates with things he doesn't want to do to have fun. Kiro also isn't the nicest person at times, occasionally teasing for his own amusement. A slightly selfish and self-centered nature usually stops him from doing helping others without profit, often using his speed to avoid the situation entirely. His inate cleverness, combined with his intuition, comes with an affinity for puns, which is as useless as it is annoying, however entertaining he finds it to be. Despite the official alignment, his day to day actions depict him as more of an unemployed Rogue with a relatively clean nose rather than a troublemaker.

Powers: A Mover that has a potential full-body top speed of Mach 1, however this speed is very hard to maintain for more that a second without passing out, though it can be surpassed by isolating his speed to a specific part of his body, most often his brain which is why, he dubbed the action "acceleration" because it reminded him of a mechanic in an anime he'd seen a few years back. Along with the intuitive reflexes of a thinker and the ability to pull off various things with enough creativity. Like,breaking things by vibrating at a specific speed/frequency. Though it seems like he may have multiple powers, it's actually just immense control over his superspeed. However, despite his control over his power, too much strain will still incapacitate him. (as his body can only generate a specific amount of energy to dedicate to his speed, conservation laws and such)

History and Trigger Event: Growing up in Fallcliff, at the cliffside and waterside edge of New Rome, Kiro always looked up to Capes. He saw them as these amazing creatures, better than normal people in every way. Even as he aged and gained a more realistic view of them, he still strived to be one someday, even attempting to force a trigger event but to no avail. However, one fateful night, his took advantage of a few favors and his best friend's serious connections to test drive one of the fastest cars available at the time in a race. Being the rash fool that he was, Kiro pushed the vehicle to its limits, ignoring the warnings from the supervisor. Whilst fulfilling his need for speed, the car lost control as he was quickly thrown from the vehicle, triggering him near instantly. As everything was in slow motion, through what he assumed was adrenaline, he managed to land feet first and impossibly avoid the incoming wreck.

A few months later, a deal between the company that sets up Kiro's public events and a mysterious 3rd party associate came to a close. With it, Kiro received a one of a kind specially tailored masquerade from a La Fenice cape who turned out to be his best friend, explaining his connections, and a Tinker from Kiro's partner company that specializes in creating costumes for Rogue capes, in order to easily access his "supersuit." He remembers his friend explaining that it was originally intended to completely change the wearers physical appearance, like that of a powerful Stranger. Fortunately the project was too ambitious and was deemed a failure, and so, after "acquiring" the failed prototype, he modified it's function to perform, as he explained, something about "adjusting the density to match the change in size." And with its expirimental nature, it required frequent adjustments and recalibrations due to the mask being unstable and potentially lethal if not properly maintained.

From that moment Kiro enjoyed his powers by living his life as a Rogue, for a time at least. Time which he spent screwing around with his powers as "The Speed Demon," a title he picked up from publicity stunts, car promos, ect. Unfortunately for him, the title fell to infamy as all stability in his Parahuman life quickly vanished. After a series of events that spiraled out of control and led to the villain revolt, he was forced to decide between a life he couldn't stand living or a branding that would likely lead to his demise. Despite one month having passed, he still wonders if he made the right choice...
 
25,439
Posts
11
Years
Several questions to help develop the cape prison system and possibly my first series of posts:

Were any cape arrests made during/immediately after the takeover attempt?

Almost certainly but we haven't really got any mentioned. It's not particularly relevant to this RP because the majority of arrests after things like that would result in the villains being sent to the Birdcage from which there's no escape.

How does the PRT handle collateral damage caused by capes?

Much the same as any other attack or disaster. Handle casualties and remove immediate risks, survey for evidence, contract people to clear debris and make repairs etc...

Are high speed Movers punished for complaints, like disrupting traffic or excessive noise, caused by the use of their powers?

Shit yes.

Is a villain still considered a villain if they don't commit crimes?

Legally, no. If they're affiliated with villains though they might be monitored where possible. For example, Tempestuous has not technically committed any crimes and such they can't attempt to arrest her, despite her position as leader of Darwin's Chosen.

If a cape gets arrested, the PRT privately uncovers their civilian identity correct?

The PRT would, not the Protectorate or Wards. It would also be confidential information. In prison they would be unmasked but referred to by their Cape name. You might want to double check this with Fen.

What if their costume is only removable by the wearer and they refuse to remove it?

Honestly it's never come up. There's probably not any policy in place because it wouldn't be the sort of thing that happens often enough to warrant it.

What's the cover story for a cape's identity when they're jailed?

None. Capes are kept separate from non-capes so it isn't really required.

What are the prisoner transports like? What would it take to stop one?

Heavily armoured vehicles and a PRT convoy (usually not an overly large one though). It would take quite a lot generally. Cape abilities or some pretty heavy artillery.

How would the PRT respond during such an event?

If it's possible without major casualties, retaining the prisoners would take priority over capturing the jailbreakers. The PRT would respond with containment foam or other non-lethal weaponry and await Protectorate assistance.

What's the prison like? Anything particularly unique about cape life within? Any non-capes around?

Prison is much the same as real life. Cape prisons are extremely high security with 0 privacy. There's a general population but those with particularly troublesome powers will be dealt with as required. The prison is guarded by the PRT and there's a direct line and alarm to the Protectorate. At the Fallcliff prison there is a separate non-cape section as well that is maintained the same as any other prison.

How often are there escapes? How difficult is it to do so alone or with outside help?

From transport or holding cells, frequent. From the prison, they happen but it isn't exactly common. It's much easier to escape now that Monitor isn't around.

What's the PRT response during an escape attempt or assisted breakout? What happens in the event of a prison riot? Has it happened before? How are they prevented? What's the security like?

Very similar to policy regarding a jailbreak attempt during transport. In the event of a riot the prison is locked down until Protectorate members can exist. I would describe security as "lots". Riots probably have occurred in the past but it wouldn't be hugely common either.

Also, out of curiosity, could you give some hypothetical examples of how and previous characters' powers would change in the event of a second trigger? Can Flashback cause a second trigger?

For a lot of Capes, a second trigger just wouldn't happen in honesty as technically a small second trigger often happens immediately after a power is developed in order to allow the body/mind to cope with said power - especially with mental powers. Kiro likely wouldn't be able to trigger again because he'd have had to adapted to cope with the speed he can now move at. I could imagine Frost as gaining a radiant cold ability for a second trigger though as an example. Flashback could theoretically induce a second trigger but it's unlikely that reliving the same event would make someone trigger again. As a side note though, what Capes see when affected by her power is usually their trigger event.
 

forg

ba-dum tssss. [icon]coffee-pot[/icon]
992
Posts
7
Years
I dumped it all out. Will clean it out as the week progresses, so it's a work in progress. May tweak or drastically change her up, mmm.

Here's my sign up (:

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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Pikamander7

Ace Trainer
49
Posts
8
Years
Here's my SU. Ask if you have questions or want me to clarify. Currently a WIP
Name: Robin Hunter
Cape Alias: Firebolt
Age: 32
Sex: Male
Alignment: Villain (Hell's Remnants)
Appearance:
Personality:
Power(s): Can summon balls of fire and manipulate fire. Can also summon bolts of lightning and manipulate it. His fire powers are stronger than his electric powers.
History and Trigger Event:
 
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25,439
Posts
11
Years
Here's my SU. Ask if you have questions or want me to clarify.
Name: ? (He removed any traces of his identity when he became an assassin, so no one knows his real name)
Cape Alias: Ghost
Age: 30s (No one knows for sure)
Sex: Male
Alignment: Ghost is an assassin for hire, so generally villain. His most common employer is Hell's Remnants.
Appearance: Ghost wears a set of blue and black assassin robes and a hood that shrouds his face in shadow that he never takes off. No one knows what he looks like underneath them. He keeps his sword on his back and his knives on his thighs.
Personality: He is very gruff and doesn't tolerate slackers or people who don't take things seriously. He prefers to work alone, and he always carries out his assignments unless instructed otherwise.
Power(s): Ghost can turn himself invisible and phase through walls, making him an extremely capable assassin. He is also versed in martial arts and knife throwing, as well as sword fighting. Ghost's weapons of choice are a custom sword and custom throwing knives. There are few limits to Ghost's powers, the most prominent being a radiation found in sunlight that is harmless to others but makes him tired and weaker. This affects his abilities because the more exhausted he his, the less he can use his powers.
History and Trigger Event: Ghost was raised in a criminal organization, and he was taught how to kill at a young age. When he got hurt on a job, he was devastated. It was the first time he had failed. He started losing his reputation, and he was getting fewer and fewer jobs. Soon, however, some experimental tech came into the organization. Ghost volunteered himself as a test subject. The experiment was supposed to give him extraordinary powers that would assist him on his assassinations. However, the machine malfunctioned. It gave him the powers he wanted, but his body kept turning invisible on its own. After being injected with special drugs, his body stopped fluctuating. The bad thing was that instead of his skin being visible, it was stuck invisible. His robes remained visible, but he himself was not. Luckily, he was able to turn his robes invisible, since he had worn them during the experiment. Ever since that day, Ghost had been the deadliest and most successful assassin in the land.

Okay, there is some work that needs to be done here.

As discussed earlier in the Discord (as Junier had a similar character concept), a Cape that solely works as an assassin for hire would be very unlikely. They would have a huge number of enemies and even villains and heroes would be prepared to work together to put an end to them because of the kind of threat they'd present to everyone. There's an unwritten rule among Capes to avoid killing because of the threat of retribution. There are definitely Capes that violate this, but they are usually very dangerous and are very rare.

Secondly, I think you might need to read the OP a bit more thoroughly. A cape-making machine is not something possible in the Wormverse and thus not in capes. It is borderline impossible to force someone to trigger for various reasons that we can discuss later if you want. So you'll need to update your history/trigger event. You also need to describe their personality and appearance a bit more. You've told us very little about how your character thinks, acts or sees the world and we need to know what he looks like physically and the sort of thing he'd wear outside of costume too... also is his outfit inspired by Assassin's Creed? xD

There's some potential here but, for the sake of being honest, tweaking is definitely required.
 

Pikamander7

Ace Trainer
49
Posts
8
Years
I'll work on a new SU. Thanks for the feedback! I will make a new character because Ghost is an assassin. It's a fundamental part of him. I don't mind making a new character though.
 
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PastelPhoenix

How did this even happen?
453
Posts
8
Years
  • Age 29
  • Seen Nov 20, 2022







Reza Shirazi || Freefall

Male // 18 // Hero

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Appearance



Reza 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.



Personality


Personality: Reza 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.



Power


Shaker 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.



 
25,439
Posts
11
Years
PastelPhoenix is accepted and Freefall is being removed as an NPC since he's decided to play him again after all.
 
25,439
Posts
11
Years
Hostage
Real Name: Sebastian Medina
Age: 21
Sex: Male
Alignment: Villain

Appearance: Sebastian is a 6'2" tall Hispanic man. He has a thin build but has become solid over years of physical activity, first as an athlete and later through criminal activity. He's been described as handsome or as something of a pretty boy having defined, angular features and dazzling green eyes. When out of costume his straight, mid-length dark hair is usually slicked back. He's always clean shaven.

When out of costume, Sebastian likes to be well dressed. Even in warm weather he'll don a pair of brown or black trousers and a white dress shirt that he will always wear with the top button or two undone. In colder weather he'll don a thick matching coat. Sebastian can usually be seen with a simple gold chain around his neck. Both of his ears a pierced with simple gold studs.

In costume, as Hostage, Sebastian's appearance is much more daunting. He wears a black bodysuit covered in heavy-duty black and grey body armour and a vaguely skull-shaped helmet with dark yellow lenses. As Hostage he carries a pair katana-esque swords that he went to a great deal of pain to learn to use.

Personality: Upon first meeting Sebastian, you'd never guess he was a supervillain. He generally displays a jovial, carefree and sarcastic attitude. He'll make a lot of jokes and snide remarks and tends to be rather flirtatious. He can even be rather arrogant on occasion, aware that he's both witty and quite attractive and willing to use those things to his advantage.

If you got to know him more however, you might learn that there's darker elements to his personality. Sebastian is something of an adrenaline junky and has self-destructive tendencies, not placing much value on his safety or the safety of others. He's something of a nihilist who sees very little good in the world and he has little desire to play by the rules of a society where authority figures can break those rules without repercussions. He does have a caring side, but he tries to keep it buried because attachment is terrifying to him.

Power(s): Hostage was "blessed" with the rather unfortunate power of attracting projectile towards himself. That's why he wears such heavy duty body armour and was forced to learn to fight with melee weapons. He is classified as a Shaker.

History (Pre-Capes): Sebastian grew up in a fairly wealthy family in San Antonio, Texas. His father was a prosecutor and earned a fair bit of money whilst his mother worked part time as a Spanish tutor. He and his younger brother lived a life of relative luxury, able to invest time and effort into just about any hobby deemed acceptable by both parents with the only real concession being that they still had to attend church.

In Sebastian's case, he took up athletics. Over the years he became quite skilled in various events, although he was never number one, but more importantly to him he made several friends and grew to be fairly popular. His active social life was encouraged so long as he was able to maintain acceptable levels of success academically and athletically, which he could. Nothing was a worry until he started getting a bit too close to one of his athletics buddies.

As it turned out, his friend was gay. Surprisingly enough, Sebastian worked out he was too. Since the two were already close they ended up getting into a relationship, which the closeted pair kept tight-lipped about. They managed to keep it up for close to a year before Sebastian's strict, conservative father walked in on them and proceeded to beat Sebastian's boyfriend to the point that he would later fall into a coma whilst Sebastian was frozen with terror. Sebastian triggered as the beating went on, attempting to hurl something at his father's head only to have it come hurtling back at him. Nobody even noticed.

Sebastian's father was taken to court but got off with no charge thanks to his many connections and his victim being too comatose to testify. Sebastian fled home and hitchhiked from city to city, surviving through crime and trying desperately to avoid anything flying through the air. He would later come into contact with Jailer who befriended him and helped provide him with the much needed body armour and melee training he required.

The pair later struck out on their own some time later, moving to Fallcliff.


Jailer
Real Name: Anita Blaine
Age: 20
Sex: Female
Alignment: Villain

Appearance: Anita is fairly tall for a woman, standing at about 5'9" or 5'10" and has dark, tanned skin as a result of a mix of Arabian, Mediterranean, African and Caucasian heritage. She's got at least a little of almost everything. Her build is slender and toned and her facial features are square-ish in shape. Her hair is shoulder length, black and straight and her eyes are a vivid blue which stands in stark contrast to her skintone.

Out of costume, Anita prefers to wears simple casual clothes. In warmer weather she'll usually be seen in dark-colored ¾ length pants or longer shorts and a simple earthy-colored t-shirt. In winter she's liable to go for cargos and a thick jacket or parker in a similar colour scheme. She almost never dresses to accentuate her figure and is almost never seen wearing jewelry.

Unlike her streetwear, Anita's cape costume is quite feminine. As Jailer she wears a primarily black armoured bodysuit with pink accents on her legs and along the sides of her chest. A short green triangle section points down from her neck, matching the green utility belt around her waist. Attached to her costume is a cape that splits into four distinct, rounded sections. She conceal her identity with a matching pink helmet dominated by a strong, red visor.

Personality: Anita is a calm and relaxed person who is hard to phase and finds the antics of those less composed than herself highly amusing. She acts friendly towards most people and is extremely loyal, looking out for those close to her. Despite these warm traits however she can be cold and fierce when angry and his happy to admonish the folly of others. This dichotomy has even lead to her being called motherly on occasion.

To most, she wouldn't seem like the type to be active in villainy. She certainly has little desire to hurt people. Over the years however she's come to believe that there's no hope for her to live a non-criminal life as villainy is all she knows and she doesn't trust the system to work for her. She feels the only difference between a hero and a villain is that heroes have government permission to ruin lives and receive a paycheck.


Power(s): Anita has the ability to create near invisible force fields around other people and objects. They aren't unbreakable, but are extremely durable. She can manipulate the size and shape of her force fields and move them around but she cannot place one around herself. Her force fields must be a complete sphere. Anita is considered primarily a Shaker but her power also has Mover and Blaster applications.

History and Trigger Event: Anita didn't turn to crime like Sebastian, she was born into it. The child of a prostitute that "belonged" to her crime lord father, a low-level thinker. She grew up surrounded by the illicit and originally she longed to escape it. For the most part she was safe despite her father's occupation, but safety isn't permanent.

As she got older, her father's criminal enterprises expanded more and more, eventually attracting greater heat from police and, as more capes fell under her father's employ, the protectorate. At the age of ten, her father decided to take her and her mother with him to be a part of a mysterious "deal". She was thrilled because she rarely got to see her mother. Unfortunately for her however, the deal turned out to be a local but high-ranking hero buying both her and her mother from her father in exchange for him looking the other way to her father's criminal activity. Another hero arrived on the scene and in the ensuing chaos the new arrival, several of her father's men and her mother ended up dead. She triggered, instinctively shielding her father from harm for reasons she still cannot really fathom. The corrupt hero fled the scene as he felt he'd attracted too much attention.

Anita spent the next several years of her life under her father's employ, her power being used to his advantage in exchange for her having access to greater comforts. It was during this time that she met Hostage, recruiting him to her father's employ to get him off the street. The pair worked together for the crime lord who provided them with training and equipment and an uneasy peace settled over their daily lived… as peaceful as being a supervillain gets anyway.

This too didn't last however as Hostage's ability inadvertently caused the pair to botch a job. As a result Anita's father decided Sebastian was a liability and ordered her to kill him. Unwilling to off her closest friend, she elected to flee with him, the pair eventually setting themselves up in Fallcliff.


Events of Capes One
During the events of the first Capes, Hostage and Jailer were considered low-rate criminals who conducted minor heists and rarely left casualties. Nobody but conspiracy theorists and those who wanted to laugh about Hostage's power really paid them much mind for the most part. If you paid attention though, you would notice that their success rate was quite high. Unlucky for them, La Fenice was paying attention.

Vacuum of La Fenice contacted them and offered them a job, steal documents from FutureScience Laboratories, the facility run by Darwin's Chosen leader, Tempestuous. Realising they couldn't really refuse, the pair attempted a sneaky robbery but an unfortunate turn of events resulted in Tempestuous herself showing up at the lab. She attacked the pair and injured them, but they were narrowly able to escape and give Vacuum the information. Unfortunately, this resulted in La Fenice's opinion of the pair growing.

Not long after, La Fenice contacted the pair through Vacuum again, this time informing them that they were taking part in the siege of Fallcliff. As declining was not an option, Hostage and Jailer found themselves present at the attack on the PRT headquarters where there was a high number of Cape casualties. During the conflict, Hostage witnessed Jailer kill Vortex to prevent him from murdering a Protectorate cape from behind. Subsequently, the pair fled the battle and have been laying low ever since, enemies of all four of the major powers in the city.
 
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Sawsbuck

used Jump Kick! It's super effective!
3,914
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6
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(W.I.P.)

Spoiler:
 
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25,439
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11
Years
Just so everyone knows, we're looking for there to be around ten players max and we would like to have SUs done in about a week.
 

Dragon

lover of milotics
11,151
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10
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(WIP)
Spoiler:
 
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Ozymandias

i'm going on a journey
1,069
Posts
10
Years
i may or may not have written my history in first person to use that as an excuse for writing it so poorly


Amelia Hawkins
ElpdTcX.png

Enkidu // 17 // Female // Tinker // Wards

Appearance: Standing at exactly five-foot-two, Amy is dwarfed by most of her peers. This does nothing to dampen her spirits, however, and she makes up for her small stature with a smile that could rival her height in size. True to her personality, her wide eyes always have a sparkle of curiosity behind them, displaying her constant desire to learn more. Due to hours spent in the workshop, too busy to remember eating, the young woman is rather thin with little fat or muscle on her body. Out of convenience her dark hair is kept rather short, only reaching her shoulders. As for clothing, she doesn't have a very deep wardrobe. When piloting Enkidu she sports a standard jumpsuit, making piloting easier. (think Evangelion suits) However, most of the time she'll just wear a tank top with a red and black checkered flannel shirt (either around her waist or actually on depending on the temperature) and a pair of jeans to match. She keeps a pair of goggles with her at all times, which can most often be found on her head.

She doesn't necessarily have a costume she dons when going about her Ward duties as Enkidu serves as a costume in itself. The hulking machine stands at fifteen feet tall, and is painted a stark gray color on its exterior. Amelia controls the mech from the inside, with the entrance to its cockpit in the center of its back. Enkidu is outfitted with all sorts of guns and other weapons, making the tiny girl look rather intimidating when she goes about her business.

Reference

Personality: Brimming with energy and excitement, Amy goes about life with an almost childlike innocence. The young woman is an extremely kindhearted and compassionate individual, invariably considerate to others. She has a positive outlook on everything and can find the bright side of circumstances that otherwise would have been absolutely devastating. As a result of these characteristics, she's very trusting and gullible, often willing to put her trust in strangers. As one may surmise from her behavior, Amelia can be a bit of an airhead much to the chagrin of her superiors. In spite of her genius level intelligence, she is rather oblivious to matters of common sense and street knowledge. She also makes her projects her first priority, often neglecting her other duties to spend hours at a time working on new designs and upgrades for Enkidu.

Powers: Amelia has the power of extensive knowledge on robotics and mechanical engineering, giving her the ability to create mechanized robots that would be impossible to design with a regular human's understanding. Also as a child a prodigy, she knows quite a bit on a wide range of studies, but not nearly as in depth as her speciality.

She has dubbed her own mecha suit, Enkidu, a fifteen foot tall mass of industrial steel. The young woman has outfitted her creation with a number of weapons and enhancments. While the suit enhances her strength to inhuman levels, she has installed a couple of counter measures to her natural clumisness. Enkidu itself is extremely powerful, but ultimately she is the one piloting it and the weapon can only be as useful as the one who wields it.

The first of her upgrades is a Reflex Enhancer which does just what the name implies, enhancing the user's reflexes. It is particularly useful for Amy as it helps give her a fighting chance against more experienced combatants. The second are Power Boosters located all over Enkidu's body, enhancing the speed at which it moves. The Power Boosters and the Reflex Enhancer combine to make Amy a rather formidable foe, especially considering her lack of combat experience before joining the Wards.

History: "I was born over in the service-industries district. Papa was an engineer and Mama worked as a nurse in the hospital nearby, so we were pretty well off when it came to money. I was always thankful to them for that. We were so happy and our lives were picture-perfect! Well... not when Papa was drinking, but that only happened every once in a while back then.

Ever since I can remember, I wanted to be like my Papa. Being able to design things in your mind and then create them with your own hands astounded me. My first memories are of me playing with wooden blocks, building whatever I could think of. I was probably such a cute kid, hehe~

By the time I was six I was drawing prototypes and designs for a bunch of different contraptions. They were probably all really crummy, but my parents acted like I was some sort of genius and showered me with praises. It made me so happy, and it still makes my heart flutter a bit when I think back on those times.

When I started school all the teachers treated me like I was different, and now that I think about it I kinda was in a way. Not to toot my horn or anything, but I think that I'm pretty smart! They were using words like 'prodigy' though and I wouldn't even put myself close to that category. I just like to build things and you need to know a lot of stuff to do that.

Anyways, since I was doing pretty well in my classes, the teachers let me skip some grades and I took classes with the older kids. I didn't really like it at first, but everyone was so nice and they treated me like I was their little sister! I even helped a lot of my friends out with their homework!

I guess now I get to tell you about my tenth birthday! This was probably the most important day of my life. Well actually the second, but this one is my favorite!

Papa knew how curious I was about his work, but he would never tell me anything about what he was doing. What he did was top secret and he couldn't tell me no matter how much he wanted to. But a few days before I turned ten they un-top-secrified, his project and for my birthday he took me and Mama to the lab that he worked at. What I saw there changed me forever. He and his peers had been assigned to create a line of human-controlled mecha suits for the PRT so that they could defend themselves against Parahumans!

Looking back, their designs were pretty crappy, the prototype extremely ineffective, and compared to Enkidu they were just toys. But seeing those suits and seeing Papa's work sparked the flame that would drive me to create Enkidu and make him as great as he is!

As soon as we got back from the lab I started on designs. My mind was racing with ideas and I didn't even know where to start! We were having birthday cake while I scribbed down my thoughts onto sheets of paper. It took ten genius minds put together to make those crummy prototypes in the lab, so I was gonna have to work ten times as hard just to get to that point.

I had to start learning all sorts of things. Computer programming, robotics, engineering, even auto-mechanics! Now that I think about it, I learned so much during that time. It took me a reaally long time to make any real progress on my prototype, but at the age of fifteen I had my very first rough prototype of Enkidu!

He was nothing like he is currently though, my mind wasn't capable of thinking up the stuff it can now. He was a crummy exoskeleton and couldn't do any of the cool stuff he does now!

Now... what happened during those five years besides me learning new stuff, kinda's hard to talk about. Papa lost his job. They said that the project was too expensive and that they couldn't afford it anymore. Money-wise we were still doing alright cause Mama worked super hard, but Papa started drinking a lot more then.

He, uh, well he got really mad whenever he drank. He was smart enought to get a new job, but those suits were gonna be his masterpiece and they had just gotten snatched away from him. In a way I can understand why he got so angry. If Enkidu got taken away from me and I had to start from scratch, I would be pretty mad too, but Papa, well he took things too far.

Whenever he got drunk I closed myself off in the garage to work on Enkidu, but no matter how hard I tried not to listen, I would hear him and Mama in the kitchen. He would yell at her and then she'd yell back and then... and then he'd hit her and then he kept hitting her and I didn't do anything. Mama didn't do anything.

Now that I can look back on it now, I want to scream at myself to go help her, but I was just so scared. I didn't know what to do.

*sniff* Flashforward to a couple days after I finished my first prototype of Enkidu, the number one, most important day of my life.

Papa had been drinking as usual, so I was holed up in the garage as usual. Mama got home from work as usual, and he started yelling at her as usual. But things were a little louder this time. He seemed to be more upset than usual.

I heard the thuds of his fists against her. I heard her whimper and cry in pain. I couldn't just sit around and do nothing anymore, I had to be brave for her. I climbed into the prototype of Enkidu and powered him up. I walked with him as I had practiced, and as off balanced and clunky as he was, I couldn't just stand on the sidelines anymore.

We busted through the door, and I found Papa standing over Mama with his fists clenched. Her face was bruised and bloodied, but she shared the same shocked expression as him.

'Don't touch her!' I screamed as me and Enkidu took our clunky steps towards them. I remember a shade of fear start to cross Papa's face as we approached, but the fear turned to a mix of relief and anger when I felt Enkidu stop and we crumpled to the ground.

I don't remember a lot after that. I do vaguley remember Papa charging towards us. I remember his fists coming towards me, but I can't remember how it felt. The one time he hit me, I can't remember the feeling. Heh... I think in a way that's kinda funny.

The one thing I can remember clearly is Mama flying towards him, kitchen knife in hand. She stabbed him in the chest, and then again and again and again. The knife cutting through his body over and over.

Now that's when my trigger happened. All this information came flooding into my head, and it felt like my brain was going to explode. Mama says I was seizing all over the place when it happened and I don't doubt it. I passed out when it ended and a little after that the ambulance people took me to the hospital.

I had to stay there for a few months since Enkidu falling had hurt my insides a lot, but I was okay with it. I had all these new things to think about, not to mention trying to figure out what had happened with Mama and Papa.

Mama had to go to court for what she did to Papa, but because of all the years of abuse and the way he had hurt me, they decided that she was acting in self defense and let her go. After I got better we moved to a smaller house and lived together.

I had all these new ideas and information in my brain, so I got to work right away on creating a new design for Enkidu. It took me staying up for three days straight, but I finally came up with the perfect one! He was so much cooler now with all these upgrades and designs.

The only problem was that I didn't have the materials that I needed so I made a copy of my design and shipped it off to the PRT. I also sent a couple of really cool little gadgets that I made with the design to prove myself a little. At first I didn't realize that I was a Parahuman, but it was the only explanation I could have for all this new stuff in brain and I figured that the PRT would have the resources for me to build Enkidu.

They made me do a couple of different test for them, but eventually they decided that I was right about being special, so they gave me the materials that I needed and over the course of a year I built Enkidu as he is now!

He took a little getting used to, but we get along super well now! The PRT had me join the Wards and me and Enkidu are fighting crime like real heroes now!"


 
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