Advertiser Content

Other OPEN Capes: 72 [M] [OOC]

Started by gimmepie July 15th, 2019 11:51 AM
  • 3375 views
  • 28 replies

gimmepie

Age 24
Male
Australia
Seen 26 Minutes Ago
Posted 11 Hours Ago
20,345 posts
7.5 Years

Capes: 72

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.

Capes: 72 is set during the same canon as the first two Capes, however the setting is different. In the aftermath of a Tinker-orchestrated terror attack on Paris, the majority of the city’s professional heroes have been left dead, seriously injured or otherwise seriously incapacitated. What’s worse, computer simulations predict that the next Endbringer attack is due to occur within the next three days - most likely hitting somewhere in the Middle East.

It’s all hands on deck as most people are on edge with the attack coming soon and the hero organisations are all focused on preparing. For the next three days, Paris is almost solely under the protection of young, junior heroes who until now have been unable to act as anything more than sidekicks.

Factions


Whilst other small hero organisations and numerous criminal gangs exist, these are the most notable factions to be considered in Capes: 72.

Union des Héros
The Union of Heroes is the European Union’s multinational, officially sanctioned and sponsored hero organisation comprised of several connected European agencies and is modelled largely after the North American Protectorate. Union des Héros is the French branch of this organisation with a building in each major French city.

They are primarily tasked with responding to parahuman crime and emergency response but can also attend a non-parahuman crime in progress if they are in the area. All branches of the Union of Heroes are overseen by the Agency of Parahuman Security (APS), a non-parahuman international EU police agency tasked with responding to parahuman threats and administering the law in relation to parahumans.

In light of the recent terror attack, most of the Paris arm of Union des Héros have been killed or hospitalised.

Les Écuyers
The under 18 junior division of Union des Héros, internationally known as the Squires. They have similar responsibilities as their adult counterparts in addition to mandatory schooling. Unlike the full members of the Union however, they generally are forbidden from acting without supervision and may be barred from attending more dangerous crimes outside of an emergency scenario such as an S-Class threat.

In Paris, with most of Union des Héros gone, The Squires are, for the next 72 hours, the primary hero agency in the city and have been granted the same authority and responsibilities as adult Union heroes.

Die Freien Leute
Originating in Germany, the Free People are an anarchist terrorist cell determined to bring down what they perceive as the oppressive forces of governments and their sponsored hero agencies. They are lead by a dangerous tinker named Befreier and have claimed responsibility for the recent attack.

Les Fantômes
A French organised crime syndicate with a large number of criminal capes in their ranks. Although their central leadership is largely unknown, they dominate the French underworld and have been known to cannibalise smaller criminal organisations and gangs. Arms trade, drugs, prostitution, homicide - if it’s illegal and in France you can probably trace it back to these guys.

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 and/or create minions. Mind control or controlling bugs, for example.
Tinker - Tinkers can create various devices and gadgets with futuristic technology. They always have a specialisation, although that specialisation might not be immediately apparent even to themselves.
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 touch 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.

RP Mechanics

Unlike the primary Capes RPs, 72 works a bit differently. First and foremost, while previously you had the option to play as a villain or rogue (someone who doesn’t participate in or fight against crime but uses their powers for economic gain), in 72 you will only be able to play as a member of Les Écuyers. The time frame is also much shorter, the entire RP taking place over just three days.

Perhaps the biggest difference though is that while the other Capes RPs were story-driven, but entirely sandbox, 72 has a missions feature. While you are still able to participate in sandbox writing, the focus should be on completing the missions that I will be posting at random intervals throughout the RP.

Sign-Up Sheet


Name:
Cape Alias:
Age: <18
Sex:
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. If you're capable/comfortable, I’m happy for you to play as more than one character.
6. Rather than aiming to just make characters with really strong powers. Try to be creative with parahuman abilities.
7. Remember that the RP is set in France. No you don’t need to put all the accents into the French names, I know it’s a pain in the ass.

Players


gimmepie as Incendiaire and Bond
Whatever the hell Rika is calling herself now as Rubber and Ambuscade
Dragon as Immune
Kitty as H.H. Baguette
Godzil as Rhino
Daisuke Mitsuharu as Livewire

Juno as Corvus
Sephear as Godhand
Janp as Middleton

gimmepie

Age 24
Male
Australia
Seen 26 Minutes Ago
Posted 11 Hours Ago
20,345 posts
7.5 Years

NPC List

The following is a list of the various NPCs that can appear in Capes: 72. For the most part, you are free to use them, however please discuss this with me first just to make sure nothing weird happens with the story. You’re also free to create your own. The Endbringers are listed solely for lore purposes and should under no circumstances be written by anyone. Please remember that Capes generally conceal their identities from those outside their factions. Even most APS members are not aware of the true identities of Union heroes or Squires. That being said, as Squires together, your characters are all privy to each others’ identities.

Union des Héros


Spoiler: Fermé (Advent Aubert)
-Male, 35
-Black man, very well built, no facial hair, long ponytailed hairstyle.
-Costume is a blue, sleeveless bodysuit covered in silver armoured plates. Mask resembles a knight’s helmet.
-One of the few survivors of the attack by the Free People and currently the acting leader of the Paris Union des Héros.
-Stern but overall kind.
-Has the power to temporarily make himself and anything touching himself impervious to exterior damage. Slightly enhanced strength.
-Brute

Spoiler: Catalyseur (Jean Bellon)
-Female, 27
-White woman, lithe and athletic, blonde pixie cut and green eyes.
-Costume is a black leotard and tights and red tail coat. She wears a red half-face with deep purple lenses and a tophat.
-Carries what looks like a prop magicians wand that conceals a taser with adjustable strength and is actually made of a highly durable polymer.
-Very jovial, bubbly and witty.
-Has a short-range precog ability that lets her predict a series of events based on a small change or action. Essentially a human Rube Goldberg Machine.
-Thinker

Spoiler: Dynamo (Lowe Camp)
-Male, 24
-White man, average build, short and messy brown hair
-Costume is a black, gold and yellow bodysuit under a dark trench coat with a high-tech looking helmet that conceals most of his face. Utility belts all over the place.
-Quiet and introverted but confident.
-Has the power of advanced electricity generation and manipulation tech knowledge. He made Catalyseur’s taser wand.
-Tinker

Les Écuyers


Spoiler: Particule (Charles Valin
-Male, 17
-An athletic, white-skinned young man with angular features, a runner's build and somewhat curly dirty blonde hair.
- Costume is a dark orange bodysuit with a brown jacket. Mask is brown with an hourglass design.
- Has a utility belt from which several opaque plastic bottles hang.
- Leader of the Squires. Stressed by his leadership position but good at his job. A bit tightly wound but not unfriendly.
- Has a kinetic power that lets him manipulate existing clouds of particulate matter like dust, chalk power or sand. Can condense these into more compact and solid forms but loses the ability to manipulate them upon doing so. Can, with some materials, cause dust explosions.
- Shaker


I’ll fill this out depending on how many characters we get.

Die Freien Leute


Spoiler: Befreir
-Male, early 30s
-White, short but muscular build.
-Costume is grey military-style getup with a black balaclava and high-tech goggles.
-Can create powerful and versatile detonating devices. Bombs but they don’t always just explode.
-Tinker

Spoiler: Bad Karma
-Woman, early 30s
-Mediterranean woman with dark, wavy hair.
-Costume is a grey bodysuit with black kevlar vest under a thin matching grey jacket. Attire is often damaged.
-Tends to carry weapons and gadgets made by tinkers like Befreir.
-Can transmit any damage, pain or effect she has experienced in the last 24 hours. The first use of this power reverses the effect, she can continue to mimic it after that until 24 hours has past.
-Striker/Trump

Spoiler: Houdini
-Male, mid 20s
-White male with long blond hair and athletic build.
-Costume is a grey suit and white masquerade-style mask.
-Tends to carry weapons much like Karma.
-Short range teleportation. If he can see you, he can teleport to anywhere nearby you yourself aren't looking at. If he can't see you, you have no influence over his power.
-Mover

Les Fantômes


Spoiler: Habitant
-Male, 30s
-White with short, black hair and a well-kept black beard. Average build.
-Costume is khaki cargo pants, white tank top and a long sleeveless jacket in a deep blue colour.
-Can manipulate the shape of his immediate surroundings over an uncertain distance.
-Shaker

Spoiler: Lutin
-Female, late teens
-Black and short of stature, hair is cut short and died different bright colours.
-Costume is deep pink bodysuit under a hooded jacket and a full-face mask that resembles a butterfly.
-Exact power is uncertain but things tend to just go wrong for her enemies. Bad luck generation? Probability manipulation. Something like that.
-Possibly a Shaker, Trump, Thinker or some combination thereof.

Spoiler: Féroce
-Male, 30s
-Asian man with an athletic build and a clean shaven head and face. Heterochromatic eyes - one is brown the other red.
-Costume is brown trousers and a matching suit jacket but no short. Wears a simple green mask.
-Can cause deep gouges to form in anything he comes into contact with.
-Striker

Spoiler: Napalm
-Female, late 20s
-White, slender and tall with brunette hair.
-Costume is red/orange bodysuit under an orange, yellow and red dress. Wears a red mask with fire motifs.
-Immune to fire. Can secrete a highly flamable goo that ignites on contact with oxygen. Water makes it worse.
-Blaster/Striker

Spoiler: Démoniste
-Male, 40s or 50s
-White, was once very muscular but is starting to lose that, messy brown hair.
-Costume is largely made of white and grey robes and wrappings but there’s probably something more protective underneath. Wears a grotesque full-face mask.
-Can create tangible, sepia copies of any cape in his vicinity. They don’t last overly long but have all the same powers as the original and are totally under his control.
-Master/Trump

Spoiler: Cadenes
-Female, 30s
-Dark skin,probably mixed race. Average build, maybe slightly on the heavier side but fit and strong. Very short brown hair.
-Costume is a black leotard worn with brown cargos and a leather jacket. Simple black half-face mask and a beanie. Always carries a hefty satchel.
-Can create various field-generating devices.
-Tinker

Spoiler: Brume
-Female, 20s or 30s
-White with a short, athletic build and long brown hair worn in a ponytail.
-Costume is a form fitting green midriff shirt and matching tights. Belt around her waist holds several knives, a baton and a gun. Mask is a simple black mask similar to Cadenes worn under a grey veil.
-Can cause those around her to experience psychedelic illusions that can cause headaches and distort perception.
-Stranger

Other Villains


Spoiler: Sculpteur
-Male, in 30s
-Mixed race, but on the paler side of that spectrum.
-Costume is generic, ordinary clothes but worn under clay and plastic body armour. Dons a clay mask to hide identity.
-Can animate sculptures and statues and use them as minions. Power works best on fresher creations. Power affects any sculpture or statue not just ones he makes, although he does make a habit of making his own. (He's not that great a sculptor amusingly enough, but he's been getting better).
-Master

The 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.

gimmepie

Age 24
Male
Australia
Seen 26 Minutes Ago
Posted 11 Hours Ago
20,345 posts
7.5 Years

Mission Log

Spoiler: 27/11/2018 - 5:00am
Priority Mission: Several areas affected by the bombing are still in need of rescue efforts. If you have a power that is effective for this purpose, rescue efforts are your priority.

- Hospital Crowd Control: Aid local authorities in keeping swarms of terrified and fearful civilians from causing trouble at the hospitals victims were evacuated to.
- Looters have been having a field day in a shopping district that was hit by one of the lesser bombs.
- Members of Les Fantômes have been spotted making a play to take control of some of the areas that were hit. Prevent them from impeding rescue and clean up efforts and causing further harm.
- Bad Karma spotted in a business district. Catyleseur is responding. Backup requested.

Spoiler: 27/11/2018 - 8:00am
Priority Mission: The Free People have unleashed a second wave of attacks using holobombs such as the one used earlier by Bad Karma. The bombs are deployed in an area, disguising themselves as people, then simply walk into their target location and explode. Squads are to deploy to capture Bad Karma an Houdini, who are operating separately, setting off bombs (kill order in effect, capture preferred). Otherwise, locate and contain/destroy the holobombs before they can explode.

- Unpowered Free People sympathisers have taken a hotel hostage. Defuse the situation if possible but prioritise rescuing hostages.
- Les Fantômes are continuing their territory pushes. Prevent them from causing further damage or impeding rescue efforts. Capture if possible.
- Sculpteur is also making a play to take control of an area. Previously considered a low-level threat with a focus on heists. Prevent him from causing further damage or impeding rescue efforts. Capture if possible.

Dragon

lover of milotics

Age 26
Male
Viridian City
Online now
Posted 13 Hours Ago
10,497 posts
6.1 Years
Reserving this poooost.

Kitty

Meow, purr purr.

Space
Seen 44 Minutes Ago
Posted 6 Days Ago
842 posts
1.6 Years
.

gimmepie

Age 24
Male
Australia
Seen 26 Minutes Ago
Posted 11 Hours Ago
20,345 posts
7.5 Years
Incendiaire



Name: Corin Acord
Alias: Incendiaire
Age: 17
Sex: Male

Appearance: Corin is of relatively average height of about 5'9"-5'10". However, his thin and lanky build can sometimes give the impression of a slightly greater height, or make him look like his body has been stretched out beyond its usual size. His already naturally pale white skin is made even more pallid due to a lack of time spent under the sun and his brown hair is constantly messy and growing progressively longer with no intervention. One look at Corin makes it pretty clear he doesn't get out much. He has green eyes and several small scars over his body in different places - some earned prior to becoming Incendiaire and some from after.

Corin's casual dress is exactly that, very casual. He puts little effort into his appearance and isn't likely to start any time soon. He prefers dark or muted colours and usually is seen dressing in old tracksuit pants, a plain t-muk and some manner of hoodie. On very rare occasions, he might go the extra mile and put on a pair of jeans. There is little else to note about how Corin dresses aside from the scratched up glasses perpetually sitting above his nose.

As Incendiaire, Corin's costume is not totally dissimilar to his usual "style" of dress and it has been joked that he can only get away with that on account of how unremarkable his typical getup is. His costume consists of red pants and a grey ventilated short worn below an orange hoodie made of deceptively strong and light material. Both the jacket and pants have a few spots of protective padding in a dusty red colour. His face is obscured by a red bandanna and dark-coloured goggles with orange lenses. The goggle lenses are sturdy but also fit his prescription allowing him to see properly during missions. He generally does not carry tools or weapons.

Personality: Corin isn't the most socially competent. He's quite, awkward, sullen and frequently moody and prefers to avoid getting involved in social events. He loathes PR work and meet and greets and just wants to do his job in peace. This isn't to say that he is devoid of attachment to people, if you're persistent enough and/or respectful of his boundaries it's quite possible to find you have a surprisingly loyal and supportive friend.

Corin himself also values loyalty very highly. He's had a rough time of things socially for much of his life and has rarely been able to hold onto friends long. As such, people who stick around through the good times and the bad with equal willingness will earn a lot of respect from him. Generally speaking though, he is sceptical of most attempts to befriend him and views the world through a lens of distrust and unease.

It is this unfortunate perspective that causes him to find socialisation draining and that caused him to develop his more sullen persona. That being said, it is possible to draw him out of his shell for brief moments if you play your cards right and know him well. He has a soft sport for dry humour and a deep love for video games and game design. He also has a competitive streak, not that he'd admit it.

Powers: Corin is classified as a master and blaster. He is able to create flaming constructs and then target them at enemies. The constructs begin as long, fiery plumes that billow about until launched but gradually grow in intensity and morph into more animalistic and autonomous forms. If Corin concentrates he can influence these forms, otherwise they will randomly shape according to his subconscious.

History: Corin has lead a largely lonely life. His parents both worked and were rarely home and he is an only child. So he spent a lot of time in childcare and later, at home on his own. On top of that, he was always awkward socially and uncomfortable around large groups or strangers. So to anyone observing, it probably wouldn't have been a surprise that he was an easy target for others. The only trouble is, nobody with any authority ever did seem to be observing and he was always too uncomfortable to seek assistance.

Corin would occasionally find a degree of friendship and solidarity in his fellow outcasts, but personality clashes and strategic distancing from one other to avoid further bullying meant that these friendships were tenuous at best and that there was rarely any actual connection there. As it was, Corin spent most of his time alone experiencing a bizarre mixture of loneliness and an unwillingness to deal with other people.

As such, Corin was on his own on the afternoon he triggered, a week before his sixteenth birthday. He was followed from school by some of his nastier bullies and found himself cornered with nobody around to notice - although he doubts anyone would have helped anyway. It was pretty standard at first but got progressively more aggressive. Eventually, one of them pulled a knife. In hindsight, Corin doubts there was any intent to actually use the weapon, but at the time he was cornered, alone and threatened. He triggered there and then and the next thing he knew, all three of his aggressors were engulfed in flames. He was later found by a Union cape and brought in. A few months later, after he was cleared of wrongdoing, he was inducted into the squires.

Among his fellow parahumans, Corin didn't exactly thrive as such. He did however finally find a place where he felt at home, like he belonged and where he had support from friends and colleagues that he had never really experienced before. He moved to a new school where some of the other squires attend and while they don't interact much there, things have been much easier for him.



Bond



Name: Enora Cler
Alias: Bond
Age: 16
Sex: Female

Appearance: Enora has a short but athletic build being on the lower end of average for a French female at 5'4" in height and having a thin but very toned physique. Although mostly Caucasian, her skin sports a faintly olive complexion on account of some Middle Eastern ancestry in her bloodline. Her brown hair is worn short in a well-kept pixie cut that she claims is "both practical and stylish". Like most other capes, faint scars dot her body although she considers herself lucky that most of them are not readily visible and can be easily enough passed off as gymnastics injuries. Her eyes are brown.

Enora has at best a passing interest in specific fashions, but she does like to look her best and puts effort into her appearance that would probably frighten Corin. Her wardrobe is fairly varied but she prefers pastel colours and most commonly she can be seen in some variation of coloured skinny jeans, a flowy sleeveless top and matching jacket. Sometimes she'll change it up with a summer dress or shorts instead.

As Bond, Enora dresses much differently. Her costume is a skin-tight purple bodysuit with dark grey fitted military boots and a matching belt that can be used to hold tools if need be. Over this she dons a billowing cherry red vest. She conceals her identity with a pale purple (almost grey), featureless full-face mask with deep red lenses. Hanging from her belt is an extendable baton that can be further grown to a full staff. It was inspired by Catalyseur's wand and designed and made by Dynamo at Enora's request.

Personality: Enora is friendly, bubbly and, on occasion, somewhat hyper. She has a good sense of humour and a love for comedy and is known for her tendency to make good-natured jabs at friends, her fellow heroes and the APS staff and for the occasional prank. She is something of a daredevil and very confident and self-assured.

Her jovial nature and open confidence in herself can lead to giving the impression that Enora is a bit of a slacker but in actuality it's the opposite. She struggles to just sit and do nothing and constantly needs to be doing some sort of activity or she feels like she's wasting time. She's constantly trying new things and gives 100% to everything she does.

That's not to say that everything is positivity with Enora though. She doesn't like the spotlight as much as her apparent confidence might suggest and prefers to interact with people on her own terms. She's quick to brush off praise and while highly social isn't the sort to give away much personal information about herself or to open up to others easily. In fact, she's more comfortable blending in with a crowd that having more in-depth conversations one-to-one by a long shot and too much personal attention can make her extremely uncomfortable.

Powers: Classifying Enora proved difficult, but she was eventually found a home in the Stranger category. Her power allows her a limited control over her personal flow of time. She can briefly dilate time allowing her to experience the flow of time much faster than those around her. To anyone else, she will almost appear to teleport, suddenly being in a different location than previously. This can be quite disorienting, as no time seems to have past to anyone else. The effects of this ability are extremely limited however, only lasting for up to a few seconds of normal time per burst. In addition, Enora has to wait for longer than the ability was in effect before she is able to use it again.

History: Unlike a lot of Capes, Enora actually has for the most part actually had quite a happy life. From an early age social interaction came easily to her and she found it easy to make friends and find common ground with people. This complimented her naturally exploitative nature well as she found it easy to integrate herself into the group for every new activity she tried. Luckily for her, her family is fairly wealthy so she could try plenty.

As such, going through school, Enora found herself constantly surrounded by people and popular with the majority of her peers. Some even looked up to her for her skilled social grace and friendly nature. On top of this, she was quickly developing a great deal of actual grace as well, proving quite the skilled gymnast.

Things were definitely looking good for Enora. She was doing well socially, her grades were okay and her coach thought that she had the potential to go a long way. She was a favourite of his and got a lot of his focus. Too much as it turned out.

One evening, the coach cornered her after lessons. She was the last one left and vulnerable. She still shudders to think about what would have happened if she hadn't triggered at the right moment. Thankfully however, she did and was granted a power that let her escape. It wasn't long afterwards that she was joining the Squires and he was joining the lunch queue in prison.

In the immediate aftermath of the coach's arrest, rumour got out that she had been with him and it didn't go down well with her fellow gymnasts who thought she had been intentionally playing the coach to get preferential treatment. A few of them went to the same school as she did and the rumour spread there. She threw herself into her hero work and made it through with support from her fellows, eventually moving schools. She still hasn't gotten over what happened at that time but has mostly put that behind her now. She has been a Squire for roughly two years.

Godzil

Dapper bowler hat

Age 29
Male
Arizona, USA
Seen 16 Hours Ago
Posted 1 Day Ago
1,381 posts
9.3 Years
Name: Ryan Sauvage
Cape Alias: Rhino
Age: 16
Sex: Male

Appearance: Short but stocky, Ryan is a mere 5' 1" and 150 lbs of muscle and attitude. Of mixed Irish and French heritage, he has striking green eyes and ruddy red hair, with a naturally darker skin tone, more of a mellow tan. His features are hard and angular, with a sharp jawline, narrow nose, and piercing eyes, atop strong, wide shoulders and a solid frame.

His casual clothes favor comfort and freedom of movement over fashion, and most of his outfits could accurately be called workout clothes. He prefers black or green clothes, with red as an accent, and refuses to wear shirts with sleeves. He'll usually wear a black undershirt (100% cotton) with either a vest or a jacket with the sleeves ripped off, both of which are green. He has two colors of pants: black pants with a red stripe running down each side, and solid green. For shoes he exclusively wears red and white running shoes.

His Rhino costume is more ornate, combining archaic armor with modern punk aesthetic, and heavily favoring black and gold. The metal of his armor is gold in color, lightweight and strong, possibly an alloy of gold and titanium. He wears a black leather jacket (one of the only things with sleeves he'll wear) under a sleeveless chainmail shirt, with golden alloy bracers and black gloves. His trousers are black nylon (similar to military fatigues), with metal greaves covering his shins and the tops of his black combat boots. His helmet, modeled after a knight's helm, is painted black except for the gold face plate. There are no visible eyes on the helmet (tiny external cameras connect to an internal visor to allow him to see normally inside the full helmet), and a large black horn extends up from the middle of the face, evocative of his namesake rhinoceros. Under the helmet, he wears a black balaclava made of lightweight mesh, letting him breathe and talk normally but concealing his identity if his helmet is removed.


Personality: Ryan has an extremely short temper and is very hot-headed. Brawny and aggressive, he loves fighting and does not care particularly if he is injured, though does not like it when teammates come up with complicated, extravagant plans. If it were up to him, they would simply bust some heads and ask questions later. He is extremely sarcastic and likes to make fun of both his enemies and his friends. He also never knows when to give up, his relentless ferocity making him a deadly fighter.

Despite all this, Ryan does have a soft side. Though loathe to admit it, he is a very good person and loves his friends and family dearly. He would do anything to protect them, but he would never admit it in order to stay "hardcore" and to protect his pride. Alone, when he can be himself, he even has some quiet hobbies in addition to the "tough guy" stuff he actually enjoys. He really likes to read and write stories, but he'll deny it and hide all of the things he's written. And while he'll hide the truth, he won't outright lie, and won't do anything he doesn't like to do just to maintain his image.

Ryan often lets his impulsiveness get in the way of rational thinking. His temper, in a way, gives him a boost to his skills which helps him out in battle, but he often gets into situations without thinking. His temper and rash decisions often causes problems, not only for the team, but for himself. He crumbles under pressure when forced to lead or make a decision that involves more than just himself, where he tends to freeze up. But as soon as the decision is made for him, he's all for it.

Power(s): Classified as a Brute, Rhino can store and channel kinetic energy to enhance his strength, durability, and mobility. He can surround himself in a nigh invulnerable force armor, launch himself with a swift charge or mighty leap, hit like a hammer and unleash a shockwave with a stomp.

History and Trigger Event: Ryan was an only child, socially awkward and not seen as very bright, so he tended to be alone much of the time. Not one to sulk, he instead went out and did something with his time. He went running, or picked up trash, or got into fights, anything to occupy himself. When he was ten, everything changed when the Endbringer War attacked. The beast was repelled, like it always was, but Ryan's father was killed and his mother was injured trying to protect him. Crippled by her injuries and wracked with grief and anger, she gave up her son, trusting literally anyone else to take care of him.

Ryan didn't have to wait long. He soon found himself in a group with three others, all the same age and all in need of a family after the Endbringer. They were taken in by a man named Mr. Fuji, and where Ryan used to be alone, he now had two brothers and a sister to spend time with. He would often butt heads with his brothers, but was near inseparable from his sister, whom he was very protective of, and she could always make him smile. Mr. Fuji brought them together after a loss, and helped each of them move forward rather than dwell in the past. Which made it hard when they were almost separated, not by disaster or legal problems, but random chance.

While out with his siblings, they had the misfortune to stumble upon a fight between a criminal cape and a vigilante cape. Their unwitting intrusion gave the villain the upper hand, and after dispatching the hero, he turned his attention to the teenagers. They of course fled, but soon found themselves cornered and the criminal becoming larger and more monstrous. Ryan knew what he had to do. He wasn't as smart or charismatic as his brothers, he didn't bring joy and laughter like his sister, but unlike them, he was good at fights. If he could delay the evil Brute for long enough, maybe they could escape...

So, naturally, he was surprised to be knocked aside with one casual hit. The villain stopped to deliver a killing blow, Ryan braced for impact... and it Triggered something within him. What should have been a fatal blow hit home and did nothing, giving Ryan time to stand, to fight back. His attacks didn't seem to hurt the Brute, but they moved it. Ryan was providing a much needed distraction, giving his siblings time to run, and they utterly failed to act on it, staying to watch him fight. Luckily, the real heroes arrived in time, easily dealing with the criminal, and taking note of the newly Triggered Ryan. He was reluctant to leave his family, but his sister encouraged him to become a Squire, to be a hero, and promised that she'd join him someday.

Ryan has been a member of Les Ecuyers for over a year now, likes what he does and loves showing off, but still looks forward to his siblings joining him someday.

gimmepie

Age 24
Male
Australia
Seen 26 Minutes Ago
Posted 11 Hours Ago
20,345 posts
7.5 Years
SU completed!
You're in!
I'll add you to the list when I'm on my computer.

Daisuke Mitsuharu

Punching Bag

Male
Seen 2 Weeks Ago
Posted August 4th, 2019
180 posts
6.4 Years
New cape incoming!

Spoiler:

_init_: Martin, Bridgette; Livewire; Female; 17

Appearance:


Bridgette is a rather short French-American lady, standing at a height of 155 centimeters. Worse, she's also got a petite figure. On the physical side, Bridgette doesn't bring much to the table; just looking at her, you wouldn't expect her to have the profession that she does. Fortunately, there's not a lot of information one can glean from cursory glances. If you dig deeper, you'll discover that Bridgette is more capable physically than she lets on. You'd think that such a small body would get tired easily, but you'd be wrong: Bridgette is the literal personification of the word "tenacious," sometimes to a fault. ATP just constantly flows within her.

I guess "pretty" or "feminine" would be decent descriptions of Bridgette. Her blonde hair, which varies in length depending on her whim, is usually nothing less than well-kept, and on top of that, she's also somewhat of a fashionista. Skirts are her thing, and so are demure-looking dresses. When she's not on the job, you'll often see her wearing the latest brands instead of her costume. Fashion and make-up often go hand-in-hand, but Bridgette's never been too fond of the latter. "It feels uncomfortable," she says, which is why she rarely puts on any. Bridgette's been spared the worry of having blemishes on her face, and maybe that's why she's so lukewarm towards make-up. On occasion, however, a rosy blush can be seen on her cheeks; her reasoning for it is always "to accentuate her blue eyes."

Bridgette's costume is a futuristic-looking piece of armor that covers her chest, arms, and legs. It has 3 layers to it, with all layers having roughly the same thickness aside from the outermost part, which is a bit thicker than the others. Its outermost layer is made of conductive metal that can carry electrical currents, while its innermost layer is an insulator that impedes electrical currents (for safety reasons). At the center layer lies a power supply that is routed throughout the armor, with wires and circuits holding it together. The power supply has a high voltage rating, and it enables Bridgette to fire off more lethal bolts of lightning with less effort.

Personality:


Bridgette is a bit of a firecracker, both in her words and actions. Verbally, she pulls little to no punches, and tends to give her opinions straight without sugarcoating words. People sometimes misconstrue her as being “rude” or “tactless” due to her blunt nature, but that’s just how she is. As careless as her choice of words may be on occasion, rarely does she mean to convey any ill will towards anyone. Besides, if she did want to make any ill will known, it would be very explicit and expressed not just through words. She’s learned to dial things down a bit, though, as she found that she often pushed people away, friends and acquaintances alike, by being excessively forward.

Not taking into consideration nuances, it’s true that the term “social butterfly” can, for the most part, describe Bridgette’s general disposition. She has an uncanny ability to inject herself in all conversations regardless of topic without causing a whole lot of awkwardness or tension. Like a majority of extroverts, Bridgette thrives in social settings, and it’s when she’s around people that she feels most in her element. If she’s alone or deprived of social interaction for too long, she gets plagued by boredom she can’t shake off, which makes her a bit irritable.

The one thing that Bridgette hates most is ambiguity, especially when it comes to interpersonal connections. Intentions can be misread, and oftentimes, rather than just taking the time to clear the air, people like jumping to conclusions. In a lot of cases, the natural progression to such conflicts is miscommunication and soured relationships. Miscommunication is a friendship killer, and Bridgette absolutely hates it when people send her mixed or conflicting signals. School and bouncing around from friend group to friend group conditioned Bridgette to be able to detect when people do or say things they don’t want to or mean. Despite how you may view her, the fact is that Bridgette likes knowing with assurance where she stands with a person. Even if you tell her that you hate her guts to her face, she’ll have more respect for you than a person who pretends to be her greatest cheerleader but bad mouths her behind her back.

Power(s):


Ability Name - Human EMF, Type - Shaker, Blaster, Thinker.

Known as the "Livewire" among her friends at the Union of Heroes, Bridgette is notorious for her control over electromagnetic fields. Mainly, this "control" comes in the form of Bridgette generating her own electromagnetic field, which she interfaces with other fields to "bend" said fields to her will. It's a well-documented fact that, when a parahuman first develops a superpower, physiological changes can occur within them to better accommodate their superpower. For Bridgette, these physiological changes were two-fold: increased resistance to electricity and the ability to extend her sense of touch through EM fields. Since EM fields can phase through most materials, Bridgette's "readings" of these fields usually grant her good spatial awareness.

One facet of Bridgette's ability relates to magnetism, and specifically, it allows her to magnetize objects or people for various effects, an example of which is flight. By using her own field or nearby fields for propulsion and translation, Bridgette can achieve an effect similar to flight - though, mechanically, it's more "levitation" than true "flight." In disaster situations, she's usually called on to lift rubble from trapped civilians.

Another facet of Bridgette's ability relates to electricity, her preferred means of attack. Lightning forms when charged particles like electrons are accelerated in an electric (or magnetic) field, and for someone with Bridgette's power, this is easy to do. Electricity can kill, though - so Bridgette often limits her output to acceptable levels against non-parahumans. Her costume is equipped with a high-voltage power supply that she uses to amp up the strength of her lightning.

The same for all Shaker capes, Bridgette's power is defined by its range or area of effect. Unsurprisingly, Bridgette's electromagnetic capabilities become quite unusable with enough distance. At present, her upper limit distance-wise is 0.5 kilometers, with her personal field stretching as far as 0.25 kilometers when not assisted by other fields. Both are accomplishments to be proud of, for sure.

History and Trigger Event:


Bridgette's trigger occurred when she was 13. A truck had suddenly veered off to an island where Bridgette and her friends waited to cross the road. Maybe it was out of self-preservation that her power chose to surface when it did, but surely, if it hadn't, what awaited was a gruesome death. Bridgette could recall feeling a current surge through her body before things took a turn for the supernatural. Betraying her expectations, she saw the truck come to a full stop in front of her, as if being repelled by an unseen force. Upon joining the Union of Heroes days later (after some slight reluctance from her parents), Bridgette would find out the details behind her power: electromagnetism (and specifically, the creation of her own personal EM field, and the manipulation of nearby fields, both of which allowed her to do things like shoot lightning or sense what's around her without seeing).

Bridgette's initial year in the Union of Heroes was her most exciting, and that was in large part because she was still learning the ropes. On entry, she immediately found herself placed under the guidance of Lowe Camp, a professional hero who went by the alias "Dynamo." For the next couple of months, the responsibility of teaching Bridgette about hero work rested on his shoulders. As his first order of business, Mr. Camp started drilling into Bridgette the exact physics behind her ability, which gave her different ideas on how to use it. An introvert at heart, Mr. Camp couldn't have been any more opposite to Bridgette on the personality spectrum. Their differences aside, one thing they did share was similar electricity-based powers, which allowed the two of them to bond during their time together. This similarity likely played a major part in why Bridgette was left in Dynamo's hands, at least temporarily.

After the countless physics lectures that seemed to drone on forever, it finally came time for Bridgette to test out her power. Mr. Camp assembled UAVs that he had Bridgette try and shoot down with her lightning, which he made sound easy at first. However, there was a catch: Bridgette couldn't use her eyes to aim. Worse, she also had to make sure that she didn't fry the UAVs, unless she wanted to incur her mentor's wrath. By the end of it all, Bridgette came out more skilled at both feeling her surroundings through EM fields and adjusting the output of her power.

Bridgette's training with Mr. Camp led up to a successful first mission. Mr. Camp had been busy with other duties to look after her or the other squires who accompanied her at the time, so he enlisted the help of a friend of his to do the job in his stead. This friend was also a cape affiliated with the Union of Heroes, a Tinker who specialized in developing AI to be put into machines. He went by the alias "Intel," and but his real name was Takahiro Mizushima. Takahiro was a little younger than Mr. Camp (he was 18), so Bridgette felt she could be a little less formal towards him, which he preferred. The pair had actually gotten quite close during Bridgette's first mission, though in the platonic sense rather than romantic. Mr. Camp took notice of the chemistry between them, of course, and thinking he'd done all he could for Bridgette, he subsequently passed on the mantle of mentoring the girl to Takahiro.

As for how Bridgette's first mission unfolded, it was a simple assignment which involved apprehending a band of thieves that slipped away from law enforcement. These thugs had robbed and looted banks nearby, and were close to making their escape until Takahiro and his legion of AI-operated robot soldiers arrived at the scene, squires also in tow. Like the burglars they were, they skulked in the alleyways in hopes of eluding police, which they managed to do for a short while. However, this strategy proved to be futile in the face of Bridgette's ability. As soon as Bridgette deployed her personal EM field, she was able to pinpoint their general location. That allowed Takahiro to come up with a plan to flank the ne'er-do-wells from different sides. The rest is history from this point.

When the terror attack hit Paris, Bridgette had been away from the city to spend time with relatives. It wasn't until the morning after that she received a text about it from Charles, the leader of the Squires, telling her to hurry back to Paris as soon as possible. Apparently the attack had left Paris undermanned, with most heroes dead or too incapacitated to take any action. When Bridgette asked what became of her mentors (Dynamo, her former mentor, and Intel, her current mentor), Charles brought with him good and bad news. Fortunately, Dynamo (along with other prominent figures like Fermé and Catalyseur) came out in one piece from the attack. Intel, however, suffered injuries that would prevent him from continuing on as a hero. He lost an arm and a leg from the explosions set off by the Free People, the organization responsible.

Bridgette couldn't believe it.

When she met up with Charles, the reality of Paris' situation finally hit her. The city was in ruins, and the remaining heroes charged with protecting it were either put out of commission due to their wounds or, worse, like Takahiro, barely holding on for their lives.

With the city's first line of defense down, the task of safeguarding Paris has now fallen into the hands of the Squires.

gimmepie

Age 24
Male
Australia
Seen 26 Minutes Ago
Posted 11 Hours Ago
20,345 posts
7.5 Years
bzzzzt zap
Welcome!

Astronaut

space adventure

Non-binary
Online now
Posted 42 Minutes Ago
33,075 posts
11.9 Years
Name: Jorah Jackson

Cape Alias: Rubber

Age: 16

Sex: Male


Appearance: Due to the nature of his powers, Rubber wears a hyper-elastic suit of the most stretchable and elastic material available to the organization. He has a few spares, as the suit certainly isn't as sturdy as his body is. It looks a bit ridiculous, but those who know what he does also know that it's necessary. He used to wear a completely black one, for the sake of stealth, but there is some level of prestige in looking good. As Rubber's name got more well known, he opted for colored details. Instead of just an opening for his eyes in the suit's head, he started wearing a pair of gold colored goggles. Doubled as better protection anyways! He also wears rubbery boots and gloves, both a bright red color.

Personality: Jorah is a generally kind and considerate soul who alternates between having a cheerful glimmer in his eyes and a forlorn stare. He was always kind of quiet in school and in any gathering of other people, being somewhat of an introvert. When with his close friends though, Jorah bubbles out and easily becomes a bundle of spilled thoughts.

He values justice, but prioritizes mercy when possible. He doesn't like having to make hard choices, and he can get scared when things get very real and very dangerous. There is a slight clumsiness about him despite his well defined body structure, due to his body being in the process of developing quite rapidly.

School was never his favorite thing, and he doesn't quite ace tests with ease. He gets bored easily with math and science, but takes more interest into history, psychology and society. People fascinate him more than objects, but he usually prefers to watch people from afar rather than talk with them to try and figure out how they see the world. If he gets too close, they can hurt him.

Power(s): Mainly classified as a Breaker, but with Brute flavors, Rubber is a name that encompasses what he does quite elegantly. Jorah's body is near indestructible. Since his powers emerged, he has at least not been able to scratch it or break it in any way himself - and he has of course tried.

Not only that, but he can alter its physical state to become elongated or compressed together, although the latter doesn't seem to have nearly as many practical uses as the former; compressing his body parts also makes his suit hang weirdly around him or his belt to fall off, so, preferably nope. This works for all his tissues and limbs, even his brain and bones. It doesn't hurt him and his thought processes don't seem to slow down - although his reflexes do become slightly worse if he stretches out for several meters; the nerve signals get longer distances to travel, after all.

Basically, Rubber is a slippery bastard whom you can't pierce or crush, and who will also punch you back since his senses of pressure and pain are dulled along with his body not breaking when he breaks your nose.

History and Trigger Event: Jorah lived a relatively peaceful and normal life with his single mother in a smaller French city until she started displaying symptoms of schizophrenia. She hid it from doctors and denied it for the better part of two years, somehow managing to keep her job as a nurse at the local hospital. Jorah felt increasingly lost and anxious, not knowing what the right thing to do was, and not wanting to go behind his mother's back to tell authorities that he suspected she was really ill. He had suggested she see a doctor for months, which she had ignored completely. One day, he approached her directly, amassing all the bravery he could, and refused to let her ignore him. Instead, she got extremely angry, saying that he had betrayed her and sided with the others. She proceeded to try and pump him full of drugs that she had stolen from her workplace, and Jorah couldn't fully resist as he couldn't bring himself to hit his own mother. Panic rose as she put needle after needle into his arms, having forced him into a corner, until he suddenly triggered. No more needles could pierce his skin. His mind and body felt like they went completely numb for a moment, as he watched himself squirm his way out of her grasp and shove the perplexed mother far, far away as if it wasn't himself doing it.

Thankfully, he recovered from the drugs, and his mother was finally sent to a place where she could receive proper care. Jorah was sent to live with his estranged father in Paris, a frosty career man who saw little resemblance between himself and his son and who had no real wish to care for the boy. Nevertheless, he dutifully let Jorah stay in his home and paid for his needs. Beyond that, Jorah was incredibly lonely, until he started going out as a rogue cape to try and get some release. Eventually, he was noticed by Les Écuyers and enrolled in their ranks.

Dragon

lover of milotics

Age 26
Male
Viridian City
Online now
Posted 13 Hours Ago
10,497 posts
6.1 Years

Name: Jasmine Williams
Cape Alias: Immune
Age: 17
Sex: Female

Appearance: Jasmine is a young woman who takes care of her appearance. She has black hair with straight bangs cut into a bob that reaches past her chin, and magenta eyes, with regular thin-framed glasses she puts on over it. She normally wears a light, dress shirt over a white doctor's coat that she casually likes to put on. She also wears beige cargo pants with black socks, and heels. For her costume, She wears a white button up blouse with puffy sleeves that end in the middle of her forearm. Her shirt is tucked into a plain black skirt that flares out above the knee. She wears gloves that reach past her wrist, a black tie, and black tights. She also wears red high heels and a golden butterfly hairpin on the left side of her hair. Her face is covered by a white lace anemone masquerade mask with black and white feathers.

Personality: Jasmine prides herself as a lady who carries herself with utmost grace and dignity. She has confidence in her medical skills and knowledge, and due to her experience, she can identify most symptoms with her patients upon a few minutes, of examination. As one who studied medicine, she highly values human life and is significantly averse to meaningless deaths and killings. However, perhaps due to the nature of her power, she's ironically prone to prominent sadistic and aggressive tendencies. She takes in her work in an eccentric way; she's fascinated with her colleges/patients injuries and damages, even going as far as suggesting to "Injure yourself! Break those limbs!", perhaps as a suggestive way to tell them that they have no worries as she can simply heal them back up, or perhaps she's simply crazy. No one could really tell which.

Power(s): She has the ability to augment and heal her allies' powers and injuries respectively, via touch. Thanks to her medical knowledge, she focuses on pressure points in the body, to help stimulate her powers to her allies. However, this power only works on those who have injuries. The more serious the injury, the greater her power's effect. Sometimes her power only proves an inconvenience to very minimal injury, much to her boredom, in fact. So to try and take advantage to the fullest of this effect, she often waits for her allies to suffer more serious injuries. Cheerfully. She has no combat prowess of her own; she's a more dedicated support for her team. She can’t heal anyone other than capes however, and she can’t heal anything that affects the mind.

History and Trigger Event: The concept of life and death was a curiosity for Jasmine. Growing up, she was a genius among her peers in school. Medicine and the subject of life became a fascination with her, and something that was eventually accustomed to, as she started working as a small helper for her family's local clinic. Suffering and agony was something she saw everyday. But the fascination only grew as her mother, the primary doctor for the family's clinic, seemingly always managed to think of the right treatments for everyone. Jasmine only helped with housekeeping, but she wanted to learn and do more. So, over the course of a few years, she learned all she could about medicine, and the human body. Her mother was supportive, so she let Jasmine watch her proceedings with patients, and even help with more tasks like bandaging and writing down medications the patients needs via her instructions.

One day however, there came a time of fate where Jasmine’s true talent blossomed — the trigger to her powers. The patient this time was her own father, after he gotten into an accident seemingly from his work which left him badly injured. Time was of the essence; her mother asked Jasmine to start bandaging him while she start prescribing his instructions for proper treatment. Jasmine started to bandage him as he ached and moaned from his suffering. Jasmine experienced things like this for years working for her mother, but this time, she felt it. The full weight of her father’s suffering. Something started to come over her. She became desperate — wanted to end his suffering, no matter what it takes. She then felt her hands getting warm; a soft blue light enveloped them. Her mother had returned to the room, to witness an incredible sight: Jasmine’s father seemingly recovered... seemingly miraculously. It was only after Jasmine’s surprise that she tried to make sense of the situation. Somehow because of her, her father was healed, while she was bandaging him, or touching him, in more simple terms. As her father recovered, he took a tune to Jasmine’s power; he could understand it.

The night following the event, her father told her the truth. He was a secret cape. And it looks like Jasmine was too. No matter what the injury was, she could heal it, without much effort other than her supposed ability to heal while touching. Her fascination grew. How much more could she heal, and how big of an injury can she combat, she wondered. Her curiosity grew to an obsession. She wanted to see more injuries, more sickness... maybe she could heal them all.

Sometime afterward, her talent got her recruited for the Les Écuyers, and as part of the medical team under her new name, Immune. Over the years, she grew more arrogant. She believed that any form of symptom or injury were no big deal for her, as her power can quickly fix people back up. There were more facts she discovered: she went on a mission with a few more fellow members, to discover that not only she could heal them, but she can augment a cape’s ability as well, only after she healed them. But there is an unfortunate twist; while she can heal physical symptoms, she could do nothing for a person’s mind. Still, this was no cause of concern for Jasmine, as the ability to heal physical symptoms was enough for her. She grew a mixed reputation: while Jasmine was branded a genius, she lacked in empathy, and compassion... or at least, so the rumours about her go. But still, deep down, Jasmine appreciates the joys of life, and how death should not be allowed to claim it. Her main mission in life became a monumental task. As long as she had her powers, she vowed to defeat death herself, by giving others ‘life’. As crazy as that sounded, it was Jasmine’s new passion.

gimmepie

Age 24
Male
Australia
Seen 26 Minutes Ago
Posted 11 Hours Ago
20,345 posts
7.5 Years
https://discord.gg/RCyVVes

Discord server for the RP is made.

Astronaut

space adventure

Non-binary
Online now
Posted 42 Minutes Ago
33,075 posts
11.9 Years
Name: Dirk Alorenne

Cape Alias: Ambuscade

Age: 17

Sex: Male

Appearance: When in uniform, Dirk has easily accepted that Ambuscade isn't as durable as many other capes. He wears a bulletproof vest and some other anti-projectile armor around his life and limbs, underneath a grey overall. His helmet contains his own tinkertech - complete with a digital display inside of a one-way vision visor, which he uses to keep track of his drones and assign them orders swiftly via virtual intelligence interfaces (VI). He reluctantly opts for wearing contact lenses when in uniform, instead of the glasses he prefers to wear when appearing as Dirk. He also usually carries a backpack with tools to be able to repair drones to some degree out in the field - unless he makes a drone carry that stuff for him.

Personality: Most of the time, he is a focused young man who takes all operations seriously. He looks for opportunities and new angles without being prompted, and usually without being loud or confusing. He respects the leader of the Squires - Particule - a lot, and they get along well as friends even out of uniform. There is a sarcastic side to him though, which comes out when he is annoyed or heavily disagrees with someone. Despite this, he isn't unfriendly or incapable of joy, as he definitely joins in when happy times occur among the team or in his private life. He just has his priorities sorted out very strictly, and that is to stay true to what he personally values as important. It is when somebody clearly doesn't have the same values as he does, that he can get hostile, as he is very reluctant to give in.

Power(s): Controller Tinker who specializes in making flying drones and VIs to control them. He packs all sorts of useful weaponry, surveillance and tools into his drones, and always seems to have a couple of them hovering over his shoulder wherever he goes - at least when in uniform or in the headquarters. Sometimes he's referred to as a Master class cape, but he dismisses that notion: the drones do not have AIs, so they don't think on their own. They are merely capable of reacting to input in a clever manner, such as dodging enemies in battle or choosing the best shadow to hide in, and so far they have always obeyed Ambuscade's orders.

History and Trigger Event: Dirk grew up on the outskirts of Paris in a busy family with three younger sisters and hearty parents. He was always considered quite clever, and did pretty well in school, but for some reason he was often bullied. He spoke up a bit too bluntly and no-nonsensical for the other kids' comfort, likely. He always hid this for his sisters though, and as much as he could for his parents, so as to not worry them or make them pity him. It didn't get better once he realized in his early teens that he definitely wasn't into girls, when the other boys in school started talking about them. At this age, he found it best to simply never mention that though; he was unpopular as it was, and his father was pretty much a homophobe to boot.

Largely giving up on forming meaningful relationships with people, the young teenager started turning his attention towards other things - usually brief but passionate obsessions. Diving deep into odd knowledge on the internet, learning about other languages, burying himself unusually deep in schoolwork for weeks at a time, going hiking just to see what it was like, taking diving lessons after he convinced his confused parents to pay for it, starting martial arts classes just in case he would run into a villain or petty criminal at some point and have to defend himself (or that was his excuse, at least)... But in the meantime, all his sisters found boyfriends and made fun of him for not having a girlfriend yet. As this went on for years, Dirk's feeling of isolation and detachment grew stronger and stronger, until he one day triggered. In the middle of his latest fascination, robots, it was as if it suddenly came to him - he just knew how to build them and how to be able to control them. It seemed to make sense that he started constructing drones that could fly out and see the world for him, as that way he could gather information on many things at once, no longer restrained to being one single body with limited multitasking ability. He hid his creations in his room until one day, his middle sister Abigail found him out. She realized that he might be a Tinker before he did himself, and convinced him to hide his things even better.

It's been a couple of years now, since Ambuscade was recruited into the Squires, and he's managed to open up and trust people a bit more than before. Aside from them, Abigail is still the only one who knows his true identity.

Juno

pay day

Age 25
Female
Canadia
Seen September 10th, 2019
Posted September 9th, 2019
4,235 posts
5.9 Years
Name: Ava Dumont
Cape Alias: Corvus
Age: 12
Sex: Female

Appearance


Standing at 5'3", Ava has a slim, almost boyish figure. She has a ghostly complexion with light freckles that contrast starkly with her dark hair. To save time and money, Ava cuts her dark brown hair herself, and keeps it at a shoulder length. Although her features are quite pretty, the tougher life she has lived so far has given her a harsher and more gaunt appearance, but her most distinguishing features would be her piercing blue eyes. Her wardrobe consists of a lot of ill-fitting clothing and hand-me-downs from her older brother, who was much taller in stature, so typically she would prefer to wear her school uniform even after class.

Since joining Les Ecuyers, she was permitted to craft her own costume using some materials at the HQ. Although she was more or less given free reign over her costume design, she settled on a fitted but plain, all-black suit with no embellishments, and sometimes wears a matching cloak. She also dons a signature black masque made of crow feathers, which covers the upper half of her face.

Personality


Since joining Les Ecuyers, she has come out of her shell a little more, but as she has spent most of her life figuratively (and sometimes literally) tiptoeing around her father and his temper, she has learned to adopt a withdrawn and quiet temperament. Despite this, she does have a quirky, dry sense of humor that she only shares with those she is most comfortable with, otherwise she would rather keep to herself.

She has a nurturing personality and secretly would have always wanted a younger sibling (which she knew was impossible), but failing that, she loves taking care of small wild animals, and most notably has attracted the attention and affection of a lot of crows in her area. She has helped rescue crows in the past and fed them regularly, and they in return love to hang out in her backyard with her when her dad is not home, sometimes even bringing her small gifts. Once she discovered her powers, they played a much more important role in her life.

Powers


Master of Crows // Changer

Having internalized a lot of how she feels growing up with no way to outwardly express it, Corvus has a powerful, movable sense of her will, thoughts and feelings, and is able to channel these manifestations of her self into lower life forms, often to act out her will. From an outside perspective, this usually looks like she is "controlling" these creatures. While she is able to channel this energy and "control" other animals as well, her preferred form has always been crows and ravens since she has a strong affinity for these birds. Practice and familiarity seem to be factors in how well she is able to use her ability with certain species.

The "reach" of her ability appears almost limitless as long as she is channelling herself into creatures of the same species at a time. She can amass a terrifying army of crows that almost block out the sky as fast as they can be gathered to one area. While controlled by Ava, the crows seem stronger and more deadly than the average crow, and in combat her usual attack would be to overwhelm targets with a flurry of sharp beaks and claws.

While in control, Corvus can also shapeshift into a large, black crow and fly amongst the flock. She is distinguishable from the rest by her blue eyes, which do not change in color, and she is slightly larger than the rest. As it takes a substantial amount of mental resources to shift into this form and consequently she will not be able to control as many crows at once, she only uses this form in reconnaissance missions, where she can fly amongst a smaller, less conspicuous number of crows to keep an eye from the sky.

History


Ava's parents, Emma and David, had their son Lucas at ages 18 and 19 respectively. They were a humble but loving family, if a bit tight with their finances. Neither of them pursued a higher education, with David being a general labourer (and still is), and Emma working as a waitress. While life was tough, they were able to manage getting by and were, for the most part, a happy family.

Things changed when, 7 years after Lucas' birth, Emma found herself pregnant once again. Money was already tight with one child, but due to her upbringing and beliefs, Emma insisted on having the baby anyway, despite David trying to persuade her otherwise. 9 months later, she gave birth to a very small, but otherwise healthy, Ava Dumont. The joy of bringing new life into the world was short lived, and this was the start of a rocky road that ended in tragedy.

Unlike her first pregnancy, Emma exhibited signs of postpartum depression shortly after Ava's birth, which was quickly exacerbated by their living conditions, financial situation and rightful worries that they did not have the means to support two children. The three years following Ava's birth, Emma dug herself deeper and deeper into depression. Despite David's attempts to pull her out of it, despite how strong he had to be to hold up the family when Emma was no longer able to work, and despite their two young children who needed their mother, Emma took her own life when Ava was just 3, and Lucas was 10.

David arguably loved his wife more than even his children, and even though it was largely a lot of Emma's decisions that put them in the situations they were in, David could not bring himself to blame his wife for their troubles even after her death, and instead directed a lot of his anger towards Ava, whom he deems responsible for their misfortunes as it was her birth that caused their lives to spiral out of control. He did the bare minimum as a father to Ava after Emma's death, and while he worked hard to put food on the table and a roof over their heads, he refused to love or nurture his daughter emotionally. Fortunately, Lucas loved his sister. He did not hold the same kind of resentment, and was even quite an upbeat person even though life was tough and he had suffered just as much. He quickly took on the role as a "parent" to Ava when she was a toddler, and would read to her, play with her when he could, and comfort her if their dad had yelled at her.

Lucas had to start working relatively early to help make ends meet, and at 15, he and his dad were able to convince David's boss to allow him to work as a labourer for their company as well. Mature beyond his years and a hard worker, Lucas had to grow up fast and was dedicated to both his studies and his job after school. David notably favoured Lucas over Ava and actually treated him like a son, as he was a reminder of his young family's happier times. He also saw a younger version of himself in Lucas for his hardworking values and the way he helped out the family, though truthfully his son turned out much better than him even compared to David at the best point in his life, as he was not angry or bitter, and he always understood Ava was not to blame.

One day, on a roofing job, Lucas had a fatal accident and ended up falling to his death. He was only 18 at the time, and Ava 11. She lost the one person in her life that really, truly loved her that day, and David lost the one person that reminded him of and gave him hope for a happier life. This strained the already poor relationship between the two even more and caused further resentment.

Trigger Event


Two weeks after Lucas' death, a funeral was arranged and carried out for him, attended by friends, family and neighbours. At the wake that followed, David had a few too many drinks, and while they miraculously made it home alright despite the fact he should not have been driving, he was still clearly under the influence. Before entering their home, David finally broke down in tears, unable to face the now empty house with just him and Ava.

Ava had tried to comfort him and hug him, but the bonding was short lived as David once again misdirected his anger and grief towards Ava, this time stating that Lucas would not have had to get into such a dangerous profession at the age he did if they didn't have to care for her, too. While he had never physically struck her before, the alcohol made him more aggressive than usual and he had been pushing and shoving her during the altercation.

Although she was used to being his emotional punching bag, his barrage of verbal abuse and the way he was physically pushing her around, combined with her own grief and that she no longer had her brother to stand up for her was far too overwhelming for the young Ava, and it culminated in the triggering of her powers. She felt a pressure in her head, and suddenly, like a terrible black cloud, a murder of crows had gathered over the Dumonts - by the time they had noticed them, the crows were raining down on David.

A stunned Ava watched as they pecked and clawed at him and separated the father and daughter, and Ava noted the attack grew more intense the more she focused on the pressure she was feeling and on her pain. Tears still streaming down her cheeks and unsure of what to do at this point, she turned and ran.

gimmepie

Age 24
Male
Australia
Seen 26 Minutes Ago
Posted 11 Hours Ago
20,345 posts
7.5 Years
Name: Ava Dumont
Cape Alias: Corvus
Age: 12
Sex: Female

Appearance


Standing at 5'3", Ava has a slim, almost boyish figure. She has a ghostly complexion with light freckles that contrast starkly with her dark hair. To save time and money, Ava cuts her dark brown hair herself, and keeps it at a shoulder length. Although her features are quite pretty, the tougher life she has lived so far has given her a harsher and more gaunt appearance, but her most distinguishing features would be her piercing blue eyes. Her wardrobe consists of a lot of ill-fitting clothing and hand-me-downs from her older brother, who was much taller in stature, so typically she would prefer to wear her school uniform even after class.

Since joining Les Ecuyers, she was permitted to craft her own costume using some materials at the HQ. Although she was more or less given free reign over her costume design, she settled on a fitted but plain, all-black suit with no embellishments, and sometimes wears a matching cloak. She also dons a signature black masque made of crow feathers, which covers the upper half of her face.

Personality


Since joining Les Ecuyers, she has come out of her shell a little more, but as she has spent most of her life figuratively (and sometimes literally) tiptoeing around her father and his temper, she has learned to adopt a withdrawn and quiet temperament. Despite this, she does have a quirky, dry sense of humor that she only shares with those she is most comfortable with, otherwise she would rather keep to herself.

She has a nurturing personality and secretly would have always wanted a younger sibling (which she knew was impossible), but failing that, she loves taking care of small wild animals, and most notably has attracted the attention and affection of a lot of crows in her area. She has helped rescue crows in the past and fed them regularly, and they in return love to hang out in her backyard with her when her dad is not home, sometimes even bringing her small gifts. Once she discovered her powers, they played a much more important role in her life.

Powers


Master of Crows // Changer

Having internalized a lot of how she feels growing up with no way to outwardly express it, Corvus has a powerful, movable sense of her will, thoughts and feelings, and is able to channel these manifestations of her self into lower life forms, often to act out her will. From an outside perspective, this usually looks like she is "controlling" these creatures. While she is able to channel this energy and "control" other animals as well, her preferred form has always been crows and ravens since she has a strong affinity for these birds. Practice and familiarity seem to be factors in how well she is able to use her ability with certain species.

The "reach" of her ability appears almost limitless as long as she is channelling herself into creatures of the same species at a time. She can amass a terrifying army of crows that almost block out the sky as fast as they can be gathered to one area. While controlled by Ava, the crows seem stronger and more deadly than the average crow, and in combat her usual attack would be to overwhelm targets with a flurry of sharp beaks and claws.

While in control, Corvus can also shapeshift into a large, black crow and fly amongst the flock. She is distinguishable from the rest by her blue eyes, which do not change in color, and she is slightly larger than the rest. As it takes a substantial amount of mental resources to shift into this form and consequently she will not be able to control as many crows at once, she only uses this form in reconnaissance missions, where she can fly amongst a smaller, less conspicuous number of crows to keep an eye from the sky.

History


Ava's parents, Emma and David, had their son Lucas at ages 18 and 19 respectively. They were a humble but loving family, if a bit tight with their finances. Neither of them pursued a higher education, with David being a general labourer (and still is), and Emma working as a waitress. While life was tough, they were able to manage getting by and were, for the most part, a happy family.

Things changed when, 7 years after Lucas' birth, Emma found herself pregnant once again. Money was already tight with one child, but due to her upbringing and beliefs, Emma insisted on having the baby anyway, despite David trying to persuade her otherwise. 9 months later, she gave birth to a very small, but otherwise healthy, Ava Dumont. The joy of bringing new life into the world was short lived, and this was the start of a rocky road that ended in tragedy.

Unlike her first pregnancy, Emma exhibited signs of postpartum depression shortly after Ava's birth, which was quickly exacerbated by their living conditions, financial situation and rightful worries that they did not have the means to support two children. The three years following Ava's birth, Emma dug herself deeper and deeper into depression. Despite David's attempts to pull her out of it, despite how strong he had to be to hold up the family when Emma was no longer able to work, and despite their two young children who needed their mother, Emma took her own life when Ava was just 3, and Lucas was 10.

David arguably loved his wife more than even his children, and even though it was largely a lot of Emma's decisions that put them in the situations they were in, David could not bring himself to blame his wife for their troubles even after her death, and instead directed a lot of his anger towards Ava, whom he deems responsible for their misfortunes as it was her birth that caused their lives to spiral out of control. He did the bare minimum as a father to Ava after Emma's death, and while he worked hard to put food on the table and a roof over their heads, he refused to love or nurture his daughter emotionally. Fortunately, Lucas loved his sister. He did not hold the same kind of resentment, and was even quite an upbeat person even though life was tough and he had suffered just as much. He quickly took on the role as a "parent" to Ava when she was a toddler, and would read to her, play with her when he could, and comfort her if their dad had yelled at her.

Lucas had to start working relatively early to help make ends meet, and at 15, he and his dad were able to convince David's boss to allow him to work as a labourer for their company as well. Mature beyond his years and a hard worker, Lucas had to grow up fast and was dedicated to both his studies and his job after school. David notably favoured Lucas over Ava and actually treated him like a son, as he was a reminder of his young family's happier times. He also saw a younger version of himself in Lucas for his hardworking values and the way he helped out the family, though truthfully his son turned out much better than him even compared to David at the best point in his life, as he was not angry or bitter, and he always understood Ava was not to blame.

One day, on a roofing job, Lucas had a fatal accident and ended up falling to his death. He was only 18 at the time, and Ava 11. She lost the one person in her life that really, truly loved her that day, and David lost the one person that reminded him of and gave him hope for a happier life. This strained the already poor relationship between the two even more and caused further resentment.

Trigger Event


Two weeks after Lucas' death, a funeral was arranged and carried out for him, attended by friends, family and neighbours. At the wake that followed, David had a few too many drinks, and while they miraculously made it home alright despite the fact he should not have been driving, he was still clearly under the influence. Before entering their home, David finally broke down in tears, unable to face the now empty house with just him and Ava.

Ava had tried to comfort him and hug him, but the bonding was short lived as David once again misdirected his anger and grief towards Ava, this time stating that Lucas would not have had to get into such a dangerous profession at the age he did if they didn't have to care for her, too. While he had never physically struck her before, the alcohol made him more aggressive than usual and he had been pushing and shoving her during the altercation.

Although she was used to being his emotional punching bag, his barrage of verbal abuse and the way he was physically pushing her around, combined with her own grief and that she no longer had her brother to stand up for her was far too overwhelming for the young Ava, and it culminated in the triggering of her powers. She felt a pressure in her head, and suddenly, like a terrible black cloud, a murder of crows had gathered over the Dumonts - by the time they had noticed them, the crows were raining down on David.

A stunned Ava watched as they pecked and clawed at him and separated the father and daughter, and Ava noted the attack grew more intense the more she focused on the pressure she was feeling and on her pain. Tears still streaming down her cheeks and unsure of what to do at this point, she turned and ran.
Another finished SU wheee

Kitty

Meow, purr purr.

Space
Seen 44 Minutes Ago
Posted 6 Days Ago
842 posts
1.6 Years
Name: Philippe Perradeau
Cape Alias: H.H. (Hon Hon) Baguette
Age: 17
Sex: M(ime)

Appearance:

Without the make-up, Philippe is a generic french guy. He stands at an average 5'8" with a relatively slim but slightly athletic build from his work. His skin is fair with no marks except for the seasonal acne that arrives on his face that he almost always covers with make-up to hide the fact that he doesn't fit in the attractive side of male beauty standards. His ginger-almost brown hair is kept loose, sometimes in a bun for when he feels like it's too hot for the occasion. What doesn't change however is his fondness of black and white attire, only accenting it with one color to stand out, usually red scarves, or yellow jackets. It really depends on the weather, and what is currently in his closet.

As H.H., he dons a simple white mask that is able to hide most of his face, giving him the appearance of an Anonymous mime fan. He also always carries around a decorative baguette as well as a real one, for both snacks and aesthetics. Apart from that, however, he still hasn't decided on what exactly to wear yet.

Personality:
They were at the entrance of The Union des Héros HQ. It was the day of the interview for Philippe, and thankfully for him his friend and savior Eloise had agreed to accompany him to the building.

He sighed.

“You can do it H.H.,” she smiled, turning to face the mime in all his glory. From an outsider’s standpoint he looked like an ordinary mime, yet another one of the many white faces of France really. It was easy enough to blend in with his look. To Eloise however, he was a dear friend who seemed pretty nervous, though hard to tell. Philippe never really liked showing his true emotions, keeping them under a facade.

In this case, he’d be doing it for a long time if he got accepted as a Ward.

She knew him better, though. The slight twitch on his pinky was enough confirmation that he had his mime face on. He looked at her and smiled, exaggeratingly huffing out his chest as a sign that he was absolutely not nervous, no way, no of course not. Maybe.

She giggled, hugging him in turn. He struggled at first, but eventually just let it happen. He was such a big pushover to friends, he thought. Really need to get his muk together. Act confident, sassy, keeping the tea spilled, wig snatched, all that. Never letting the world know what’s on his mind. So far he’s managed to fake it to strangers, and even friends at some point! Eloise on the other hand...

“Okay, okay,” She finally decided to let go of the mime, who took a deep breath once he escaped her clutches. “I’m done. Philippe, you have your phone right?”

The mime nodded, pointing to the gadget tucked in his pocket. Eloise smiled in approval.

“Good. Okay. Man I can’t believe I’m the one visibly nervous for you.” She chuckled, “Heh, okay. I should let you go in there now. Be sure to text me after!”

Philippe nodded once more, and after a few more minutes of a staring contest with the door, finally let himself in.

Power(s):
“Let’s see, our files have you tentatively listed as a Shaker and a Blaster - numbers pending. Your mimes have a tangible effect on the world around you. Is this correct?”

The mime nodded and, after a few minutes, shrugged. He waved his hand in a 50/50 motion.

“Half-right? That’s not what your power does?” The interviewer asked.

Again, the mime shrugged and made a pinching gesture with his fingers, then created a cross gesture over his mouth.

The interviewer thought for a moment, before sighing out loud.

“Well that explains the not talking. I thought you were just annoyingly dedicated to the mime persona. The mime power isn’t all you can do and the other power is why you can’t talk?”

He gave the interviewer two thumbs up and a big smile. He then also did a heart gesture over his mime shirt.

“So what’s your other power?” The interview asked, ignoring the smartassery.

He frowned, creating a cross gesture yet again on his mouth.

“Being mute isn’t a power.”

The mime rolled his eyes. He did the exact same gesture, but slower. Then he marched towards the interviewer and pointed towards the line where his power was listed. He then pointed towards his eyes, crossed those too, and did the exact same thing afterwards.

“You must be kidding,” the interviewer said, stunned. “We’re going to have to reclassify you completely. Your mime thing is a secondary power?! You’re a Trump who gains powers by giving other things up... Madness. Why the hell did you choose speech?”

He shrugged.

-
H.H.'s power is the ability to permanently give up non essential physical bodily functions like speech/seeing color/etc for a power that is pseudo random- directly related to the function that he has given up.

Currently, he has traded his ability to speak for his well known ability to make his mimes have a physical impact on the world; whatever he mimes comes true (e.g. miming shooting a gun, shooting lazers), but he has to keep miming it or else it will disappear after a certain amount of time.

-

History and Trigger Event:
“Okay, I need to ask you a few personal questions now. Can you tell me about your life at home… somehow. Jesus someone find us a pen and paper.”

The mime nodded, taking a seat nearby.

An assistant then chimed in with a text-to-speech gadget. It looked like a phone, but was really just a huge metal box with a keyboard on one side and a speaker on the other. He frowned, typing H first, then the letter I.

“H-I.”

“Yes, hi,” the interviewer said a little testily now. “Answer the question please.”

It took a while for the mime to answer, fumbling on the keys and repeatedly pressing the backspace button.

“I DON’T REALLY KNOW WHAT TO SAY ABOUT MY HOME. I’M YOUR REGULAR MUTE PERSON THAT HAS A DAY JOB AS A MIME.”

“How is your relationship with your parents? I don’t see them with you today.”

“THEY’RE FINE. THEY WERE AT WORK. I WENT WITH MY BEST FRIEND ELOISE INSTEAD.”

“I am aware of Ms Martin yes… we’ll be having words with her about disclosing her abilities to you before even knowing about yours. How are you faring at school? I notice that you’ve missed several days recently and that your grades were only ever average. You can’t really afford that kind of a lapse and we expect our Squires to maintain acceptable grades.”

“TO BE FAIR I AM BEING DISCRIMINATED BECAUSE I CAN’T REALLY SPEAK AND GIVING THEM THE FINGER ONLY MAKES IT WORSE.”

“Well, this is concerning. We’ll have to discuss this matter more in the future. This lapse has to do with your powers then? How did you get your powers?”

The mime frowned, “I WASN’T ALWAYS A MIME. I HAD A PART TIME JOB AS A COOKIE DECORATOR AT THIS BAKERY AND ELOISE WANTED ME TO BE A MIME FOR HER PARTY WHEN I DELIVERED HER HER DAILY COOKIE. FOR MUKS AND GIGGLES. SAID I WEAR A MIME OUTFIT ALL THE TIME AND IF I WASN'T TALKING, I'D DO A GOOD JOB AT IT.” He paused, “SO I REGRETTABLY GAVE IN.”

“I DONNED A MIME COSTUME AND WENT TO THE PARTY. WAS HAVING A GOOD TIME. THEN BOOM. EXPLOSION. TURNS OUT THERE WERE SOME VILLAINS OUT TO CRASH PEOPLES FUN.” He mimicked a boom sound, along with some jazz hands for good effect. “I DON’T REMEMBER WHO HIT ME IN THE HEAD.”

He guessed it was Eloise from her guilt in the next days after he came to, but decided not to mention that part out loud. “THEN... THIS. I GUESS. I LIKED THE MIME GIG AND IT PAID WELL. SO I DECIDED TO BE A FULL TIME MIME INSTEAD.”

gimmepie

Age 24
Male
Australia
Seen 26 Minutes Ago
Posted 11 Hours Ago
20,345 posts
7.5 Years
hon hon stereotype
Okay you're in smh

Astronaut

space adventure

Non-binary
Online now
Posted 42 Minutes Ago
33,075 posts
11.9 Years
Can you explain baguette's power OOC, idgi sorry

Kitty

Meow, purr purr.

Space
Seen 44 Minutes Ago
Posted 6 Days Ago
842 posts
1.6 Years
lmao sorry

H.H.'s power is the ability to permanently give up non essential physical bodily functions like speech/seeing color/etc for a power that is pseudo random- directly related to the function that he has given up.

Currently, he has traded his ability to speak for his well known ability to make his mimes have a physical impact on the world; whatever he mimes comes true (e.g. miming shooting a gun, shooting lazers), but he has to keep miming it or else it will disappear after a certain amount of time.


added that in the original SU too

Astronaut

space adventure

Non-binary
Online now
Posted 42 Minutes Ago
33,075 posts
11.9 Years
so you mean he might change into something else randomly in the middle of the rp ahah

very creative!

OKAY btw mission plan time. I think Ambuscade can go look for survivors etc with his drones. Might make a solo post on that.

Rubber is hard countered by Bad Karma ahah. He'll want to avoid her XD He is perfect for going after looters, however, or even try to deal with the Fantomes together with some others. I'm up for a JP - perhaps with gimmepie and Daisuke.

(also it me, adventure)

gimmepie

Age 24
Male
Australia
Seen 26 Minutes Ago
Posted 11 Hours Ago
20,345 posts
7.5 Years
so you mean he might change into something else randomly in the middle of the rp ahah

very creative!
It took a lot of effort for her to sell me on the mime but the idea of a dude who gains new powers by giving up his physical capabilities was one I found too interesting to refuse in the end haha.

Also, I am up for doing a search and rescue JP with you and Daisuke after a solo post.

Godzil

Dapper bowler hat

Age 29
Male
Arizona, USA
Seen 16 Hours Ago
Posted 1 Day Ago
1,381 posts
9.3 Years
I'd say Bad Karma also counters Rhino, but I don't think he'd care. As long as he doesn't break any bones, he'll be fine. Or just have Immune patch him up after.

Or deal with looters/Fantomes. I'd say search and rescue, but his power set doesn't give him any advantage to that unless you need a wall knocked down.

Sephear

Believe in the you that believes in cheese

Age 25
Male
Nevada...ugh
Seen 12 Hours Ago
Posted 12 Hours Ago
1,288 posts
8.5 Years
Tiergan Cassidy
"Don't feel bad, the game was rigged from the start."

Cape Alias: Godhand

Age: 17

Sex: Male

Appearance: At first glance, Tiergan looks extremely average. A height of 5'9, moderately-tanned Caucasian skin, messy black hair and brown eyes all help to make him look like a fairly normal - if scruffy - young man. His hair spreads out from his head willy-nilly in whatever direction an inch or two before falling back flat against him, a slightly beakish Roman nose sticks unobtrusively from his face, and plain lips and a strong chin are always either dusted with scruff or the beginnings of a full beard thanks to a hatred of shaving. Tiergan's build is fairly muscular but flexible above all else.

Tiergan's style of street dress doesn't stand out all that much, but it certainly can't be called normal either. He most often wears dark-colored (preferably black) tank tops or sleeveless sweaters under one of several thick dark-colored sweaters up top. Down below he usually wears baggy cargo pants the same shade of gray as his coat and fitted black boots.

Godhand's costume isn't all that different from how Tiergan normally dresses, except for replacing his usual sweaters with a dark gray overcoat covering up a reinforced ballistic vest and filled with many extra inner pockets. He also dons a ruby red cabbie hat that he's very overprotective of and a very durable, non-conductive and heat-retardant pair of fingerless gloves. Tiergan doesn't exactly have a very standout face, but for anonymity's sake, he wears a thin black mask shaped like an open hand, with the palm covering his mouth and his eyes peeking out from gaps between the fingers.

Personality: Though in his earlier youth Tiergan was bookish, meek and friendly, his experiences have drastically grumpified him. Most days Tiergan is prickly, quick to be annoyed and verbally judgemental of the situations and people he encounters, but usually not directly hostile. Tiergan is a very practical and always willing to work with others if it's the best and most logical option, he's quite good at it too, however much he may gripe. He is never directly disrespectful to someone with direct authority over him unless he's thoroughly convinced they don't deserve any of that authority and is quick to defend those he believes are being treated unfairly despite his own harshness towards what constitutes as "fair". His sense of humor is quite dark, and most of the time when he smiles it's either because he finds something ironic, or because he's feeling proud of himself. He also grows very uncomfortable whenever he feels like someone is watching or staring at his hands.

Tiergan is extremely observant of his surroundings to the point of seeming slightly paranoid at times, always trying to plan for how to take down anyone around him were they to attack him then and there, or how to use them towards his goals and morals if he can. This is all in an attempt to make up for what he considers a weak and difficult to properly utilize power, and an unpredictable world. His willingness to manipulate others does not often bleed into what many would call sociopathic and is usually a simple matter of perceived practicality still governed by moral reasoning.

Despite his frequent unfriendliness, Tiergan is open to positive interaction if he feels he's being treated respectfully by someone worthy of his own respect. He also has a strange obsession with always "paying his dues". Tiergan waves off trivial matters, but always considers any truly significant assistance as a debt that he must absolutely repay if he is able to, unless he has already done something for the person he sees as equivalent to that debt. He also has a great fondness for many household chores, especially cooking, and is always either trying to keep his hands busy or hiding them.

Power: Deus Digitus "The God Finger"
Tiergan's fingers are completely, absolutely indestructible, unharmable, never break amd just plain tough. They cannot be harmed in any way shape or form, and even absorb all - or at least most - of the kinetic energy from even the most powerful of impacts, making them very effective at blocking attacks even if they *should* be able to shatter the rest of his body all at once.

As an apparent side-effect to his power, after Tiergan's trigger event the chronic hand tremors he'd had his whole life seemed to grow significantly worse. His hands shake strongly whenever he isn't either completely relaxed, or concentrating very hard, rendering him inept at marksmanship and leading to many dropped and broken objects.

History and Trigger Event: Tiergan spent almost his entire early life being brought from one place to another on his father's travels as a baby, then left to take care of himself in various rundown apartments while he awaited said father's return as a young child, then once again dragged along on dear old papa's escapades when he was old enough to vaguely understand the goings-on. Tiergan's father was a small time villain with a strangely notorious reputation known as "The Hand of Fate" who made his infamy and fortune gambling. His father's power allowed him to manipulate the space and time of small objects in ways that he never ended up explaining to anybody, and of all things he used his power to nearly constantly cheat people out of their money.

The Hand of Fate was neither a sentimental man, nor a fatherly one, but he was most certainly an arrogant one. It was believed by every opponent who met the gambler - as well as his own son - that Tiergan was only brought along on his adventures as potential collateral if he were to actually start losing somehow. The boy had been plagued by chronic hand tremors for as long as he could remember and was, therefore, useless in nearly all games of chance aside from an impregnable poker face. As everybody knows, no man's good luck can last forever, even when he's making his own.

One day Tiergan's father conned the wrong men out of their money, and even if they couldn't prove it, they knew. Before long a meeting was set up and a game declared by the victims of his thievery: La Fenice. If the Hand of Fate could win a few rounds of a simple poker match against the group's best player he'd be forgiven his transgressions and even allowed to keep his previous winnings, if he lost, his life was forfeit. Sadly a problem the Hand of Fate could never have possibly foreseen decided to step in the way of fate itself.

Tiergan's Father truly was unstoppable in games of chance, and though La Fenice brought their best man to the table all their attempts were for naught...until they brought out the teary-eyed young boy he recognized as his only son. It was explained to the Hand of Fate that he'd won their contest fairly and was free to go. But a message had to be sent to make sure he wouldn't go right back to his old tricks, and they'd never promised his son would be free to go. Then and there George Cassidy was held down and forced to watch as the Fenician himself broke every single one of his son's fingers at every single joint, snapping some of them so far that his knuckles popped out of their sockets. It was clear that whatever his actions, the man really did harbor some love for his son, the anguish on his face and in his voice as he watched Tiergan tortured said all La Fenice needed to know.

One brief moment of relief was brought to the Hand of Fate at the exact moment Tiergan's last finger was crushed, before their very eyes the boy's fingers all snapped back into place in an instant, and even his pain disappeared. Tiergan's howls of suffering were suddenly cut off to be replaced with utter confusion as all assembled marveled at his hands, perfectly intact aside from obvious white scars on each joint and knuckle. The relief was short-lived, however. The boy had clearly been triggered by the torture, and they would need to make up for the undone damage with a new lesson. George could no longer take any more and made his very last deal: His life for his son's release. La Fenice were not eager to kill any capes if they could avoid it, but having a genuine offer was another matter.

Blackness overtook Tiergan before he knew what hit him, and he awoke on the streets... of Paris? A kind soul picked him up, a Union Cape, no less. The young woman was very curious about his hands and was quick to get everything she could out of him about how the little American boy ended up on the streets of her city. It all seemed far too convenient, as if he'd been placed somewhere he was sure to be found. Tiergan couldn't have better luck about being found. This woman, Violetta, AKA Flora Prima of Union des Héros took him under her wing and gave him the mother he'd never had, his first real experience actually feeling loved at all. However, he couldn’t get over the events that had led to him gaining his ‘power’ - such as it was - or what a scumbag his father had been and the utter lack of practical skills Tiergan had picked up as a tagalong aside from a perfect poker face and how to lead people with words. He was obsessed with the idea that he had to “Balance the Books” against his father’s selfishness and worked tirelessly at joining Union des Héros, ending up as one of the most active squires when the Union was decimated. Tiergan had always been impatient to do full hero work but this certainly hadn't been how he wanted it. Losing the closest thing he ever had to a mother or even a real parent has redoubled his determination to rise up the ranks in the Union and to stop 'The Free People'.
"Ever looking forward, ever thinking back. Everywhere you've been, everyone you've met was another step on your path, shaping your future even as they become part of your past. One must never discount the pieces that have made up your journey until now but to lose yourself in them would be equally great folly, instead let them hoist you up, carry you on until you find the strength to walk for yourself. So it is that I continue towards that endless horizon. Ever thinking back, ever marching forward, inexorable as the history that brought me down this road. This Lonesome Road."
Advertiser Content