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cameronpants
2016-10-25, 02:39 PM
ACCEPTING CHALLENGES AND REQUESTS!

Want a brand new, spiffy power for your next Superhero game? Need a quick power for an NPC villain, eccentric hermit, or mad scientist? Look no futher! Provide myself and my Terminus game members with as much or as little information as you desire, and we'll cobble together the perfect power for you! We specialize (obviously) in Wormverse powers and non-standard settings, but we will make something for anything!

Don't have time to wait? Check out the second post and the rest of the thread for lists and lists of powers according to their PRT Classification!



There exists an organic campaign setting my friends and I have been running Supers games in over the last decade. This world came to a evolutionary head after I read Worm a few years ago and incorporated it and its multiple universe canon into our setting.

I am currently running three concurrent games in this setting, all in the city of Terminus; events from one game will affect the others, and it will spiral out of control and continuity until we all give up on it. Or it will continue spilling forth awesome moments, jokes, and encounters until the end of time.

Either way, I think I may need a bit of help coming up with more power. One of the three above-mentioned games is right here on the boards of GitP- the other two are in real life.

For players in Welcome to Terminus- here is a place to share ideas for new powers to be had by NPCs, but also, more importantly, seeds or ideas for Prometheus' powers derived from player characters.

Format:
[Character or Cape Name] [Empower or Dampen] [Number of Spindles] +
[Character or Cape Name] [Empower or Dampen] [Number of Spindles] =
[Description of power and general way it will advance with more spindles. No need for specifics, I am good at parameters]

I know some of you (Frozen among others) have developed a lot of ideas that you have shared with me- if you'd like to keep some of these secret, that's totally fine, just PM me which ones.

For the rest of you lurkers and posters, here's how you can help!

If you're familiar with Worm-verse stuff, you can post the name of a power (Terraforming Stomps, Seismic Relocation Scatter, etc) and another poster will carry it forward into a power. Alternatively, you can post a Trigger Event, and another poster can turn it into a power. Or you can just post your ideas!

If you're unfamiliar with Worm, read this (https://parahumans.wordpress.com/). You're welcome. Oh, and you can still contribute your power ideas here! The twist to Worm-verse powers is that they're never clear-cut or simple. They have quirks, they have drawbacks, they have crazy, unanticipated side effects or interactions.

In the living campaign setting, I now have 325 existing NPC Parahumans, and a bevy more non-powered ones. (That's right, Crater Wakers, ten new ones since we started the PbP, and counting!)

cameronpants
2016-10-25, 02:41 PM
Instead of going through the same order as Ramsus, I'll go alphabetically.


Blaster/Breaker:
Living Circuit: The parahuman has the ability to absorb electricity into his body. His body digests the energy, storing it in his cells, which is used as fuel later. This allows the parahuman to go long periods without food, water, air, or sleep. The discomfort of having no water or food in the digestive tract or air in the lungs is not inhibited, but death does not occur with the proper amount of stored electricity. The parahuman may also expunge all remaining additional charge in his body in a single, intensely powerful electrical beam attack. Once depleted, the parahuman must recover his reserves by absorbing more electricity.

Blaster/Brute:
Stone-nado: The parahuman creates a spinning cyclone of stones. They appear to be two dimensional, sliding across surfaces around him as if they're spotlights. They are rough to the touch and scour and scrape surfaces they gloss over as if they were intense sandpaper. They instinctively move into the trajectory of attacks, deflecting bullets, creating temporary walls of stone, and layering on the parahuman's skin and clothing to create highly effective armor. The parahuman can also telekinetically hurl these dinner plate-sized stone planes at foes he can see. They instantly become fully spherical in flight, becoming actual rocks. Once this occurs, the parahuman no longer has control over them.

Blaster/Changer:
Botanarmanents: The parahuman can morph and change their arms into a series of plant-slash-insect forms. Each form has a similar design and formation, but vary wildly in function, size, coloration, and theme. Each type of limb has a unique ranged attack function. Examples are poisoned barbs, hyper-sticky strands of webbing, explosive spore pods, Acidic sprays, and hooked berry-shaped projectiles that make whatever they climg to gain roughly an 8% mass increase.

Blaster/Master:
Designate Target: Upon touching a weapon, some ammunition, or an object, this Parahuman can whisper the identity of an individual. This can be a specific person, parameters to define a person, or a generic type of person. Once stated, the object becomes Marked. When an individual, either human or parahuman, picks up this Marked object/weapon/ammunition, they are compelled to use that item to harm or kill the whispered individual. The parahuman sets whether the intent is harm or murder at the time of whispering. Once set, the parahuman has no way to cancel or alter the Mark. Immune to own power, but can lower this immunity to carry out the compelling if he so chooses.

Blaster/Mover:
Transmit Self: The parahuman can transmit himself over long distances in an instant. This is not elongation or teleportation, though calling it a fusion of the two wouldn't be too far off. The parahuman has subconscious control over the magnitude of the vectors it crosses. He choose a point to transmit to, then moves part of his body (or his whole body) to that location instantly. After use, his body snaps back to wherever his head is. That is, he can snap out his limbs in long-distance punches, but they snap back to their usual position relative to his head. If he transmits his head, that is where his new location becomes. There is little limit to his range, though because he has to travel the distance in between, he is often limited by intervening substances. He can attempt to penetrate these barriers, but doing so results in him effectively hitting that object at a speed dependent on how far along his planned trajectory it is. This speed varies between a slow walk (near the end of his trajectory) to Mach 2 (in the first quarter of a ten mile trajectory).

Blaster/Shaker:
Unending Echo: Sounds the parahuman create become permanent and slowly grow in intensity and Magnitude. Acute ability to determine outcomes of different sounds. A sharp whistle at a nearby object is enough, after a few loops of the sound, to shatter anything as or more brittle than granite. A wider, louder bellow results in all matter in the area around it being pushed to the fringes. Incoherent babbling can result in a white-noise area so intense it knocks individuals unconscious. Parahuman can end loops at any time, but they are otherwise permanent.

Blaster/Stranger:
Tele-Bullet: The parahuman is able to instinctively Teleport bullets and other ranged attacks as soon as they are made to a completely different source point and vector towards their target. He can shoot at a man behind bulletproof glass by making the bullet appear behind the man. He can shoot people across the city by seeing them on real time CCTV and shooting in a practice range. This ability's range is roughly eight miles. Each time it's used, he suffers a long-lasting bout of vertigo.

Blaster/Striker:
Twin Diode: The parahuman can charge an object up to the size of a small car with unseen, ephemeral energy. By concentrating, the parahuman can create up to three charged objects. At any point after that, the parahuman can create a crackling beam of energy between himself and any charged objects he desires, as well as between any charged objects. Charged objects remain charged until he releases them, he loses his concentration (it he has more than one charged object), or after he creates the beam. The beam can last up to about two minutes.

Blaster/Thinker:
Alpha Particle Vision: The parahuman can emit alpha particles from their eyes. They constantly seep out. Without effort, they penetrate about two feet of air or a few inches of material. They are able to see through and into objects up close without much effort. The parahuman can focus this emission to create a beam of highly energized alpha particles. These penetrate about ten times as much, allowing him to see into or through any amount of material, up to about three feets of solid material. This beam damages objects and individuals like a highly focused laser. Dense alloys and minerals with a low half-life cause his vision to become blurry, but he can still see through them. The parahuman may also release a giant cloud of alpha particles. This blinds the parahuman for a short time, but anyone who inhales the invisible cloud of alpha particles suffers the effects of intense alpha radiation poisoning instantly (roughly 1000 times as severe as handling a highly radioactive isotope).

Blaster/Tinker:
Trap/Goldberg: The parahuman is a tinker with a specialty in cause-and-effect and simple machines. While on the surface this seems like a 'trap' specialty, it is in fact a Rube Goldberg specialty. Creating complicated 'machines' with seemingly disconnected events, objects, and motion, this parahuman can accomplish some amazing things. Classified as a Blaster because his specialty seems to lean in a way that causes maiming, dismemberment, or death to those he uses his 'machines' on. Can even create a machine with little prep time, but it's usually savage, archaic, and rife with collateral damage.

Blaster/Trump:
Universal Corrosive: The parahuman can form small, baseball-sized amorphous balls of energy. Each ball takes roughly half a second to form and requires both hands to be cupped together. The ball of energy can then be fired at a chosen target. It accelerates as it travels with no known upper limit. During flight, the parahuman can alter its course. It is highly corrosive, eating through non-organics with little reduction in speed or size. Once it strikes its target, it dissipates. The first shot deals no lasting damage to the target, but any worn or held objects may be damaged. Each subsequent corrosive ball ignores all defenses, whether derived from a power or from equipment, of that target. Losing focus or sight of the orb for more than a few seconds dissipates the ball. The parahuman cannot create a new ball until the old one dissipates. The balls become blind spots for thinkers and precognitives, core through brute's defenses, create wounds that cannot be healed via regeneration and last through time travel... They can only be healed naturally. Once an orb that is not the first strikes the target, the parahuman can dissipate it to create a new one... or keep it orbiting for more strikes. As it increases in speed, eventually it will completely erase the target. Orbs can be only 'attuned' to one target at a time. If a ball strikes another target, it then attunes to them and dissipates.


Breaker/Brute
Liquid Form: The parahuman's body is a highly amoprhous, dense liquid. They are incredibly difficult to harm. Intense temperatures are neutralized, impacts spread out across every molecule of their form, and everything but the most intense trauma barely fazes them. They can fit in spaces and openings far smaller than their normal dimensions. Can condense their body and explosively expand, hitting like a freight train due to the pressurized nature of liquids. When subjected to intense frequencies of sound within a specified range, the parahuman loses their liquid state and reverts to normal. Electricity paralyzes the parahuman while affecting them, but otherwise does not harm them.

Breaker/Changer
Mirror Man: The parahuman can phase-out of reality. When this occurs, he must tether himself to an individual he can see. While he is phased out, he comes the reflection of that individual. Damage to the surface he is reflecting on is uncomfortable, but does not directly harm him. Over the course of about six hours, the parahuman takes on the physical shape and characteristics of their tethered target. When he emerges, he is an exact duplicate of them. When copying parahumans, he gains any biological physical traits, but no other powers are replicated. Any time spent without any reflective surfaces around them results in a pausing of the parahuman's copying ability; eventually, the parahuman will have to emerge in their previous or half-copied form to eat, drink, and sleep, things he cannot do as a reflection.

Breaker/Master
Gemini: By touching another living creature, the parahuman can alter their mind to work exactly like the target's. Over time, memories of the target will come to the parahuman as if they were his own. Each use of this power lasts exactly one hour. While copying the other individual's thoughts, the parahuman has complete control of both the target and himself, as if seeing from two sets of eyes and thinking with two brains. Their ability to synergize and work as a team is unparalleled. The parahuman gradually begins to work towards the target's whims, goals, and desires, though in the first portion of the duration he can work towards any goal he wants. Once expired, remnants of memories, skills, and talents linger for up to a year with the parahuman, allowing him a wide variety of abilities and proficiencies.

Breaker/Mover
Axis Lock: The parahuman can lock their axis with the universe, making him an immovable and absolute object for a split second. He slams through anything and everything in his path, travelling at roughly 141 times the speed of sound in a straight angled line towards the west. It takes one full second to make the journey. When the power deactivates, he retains his unbreakable quality until he lands on solid ground again. He travels thirty miles west at a steep angle to bring him roughly 1000 feet off the ground. Anything in his path is treated as if hitting an immovable, infinitely powerful object traveling at mach 141. Using this power in rapid succession would leave in in space with Earth hurtling away from him- however, he'd be unkillable and unbreakable, so he'd have a long time to think about how cold it was.

Breaker/Shaker
Inverted Effort Field: The parahuman can project an aura out to about fifty feet. In that area, the amount of effort required to achieve a result is inverted. The harder individuals try for a certain outcome, the worse they fail at it. Even trying hard to not try very hard has disastrous results. The intensity of this field increases over time. The parahuman is not immune to his own field, but has had a long time to practice being careless, accident-prone, and generally inept- when at full power, it is hard to do anything correctly when you put your mind to it, and even harder to stop the parahuman from doing whatever he wants- or doesn't really care about, if you think about it.

Breaker/Stranger
Locale-based Illusions: The parahuman can generate illusions in their immediate vicinity. These illusions are the same location from a different time; the parahuman can see snapshots of the scene with each use of his power, but otherwise has no ability to 'look through time'. He can create an illusion of a room that is empty even though people stand in it; he can create the illusion of an open door where a closed on sits; he can even annihilate an area entirely by making an illusion of the location before it was developed or built. He can treat his illusions as physical objects of their type, but they do not affect others at all.

Breaker/Striker
Ragdoll Mace: The parahuman can expel herself from her body. Her body gains powerful regeneration, but all other bodily functions end. The density of her body while she is expelled is also greatly heightened. While expelled from her body, the parahuman looks like a ghostly, purple, writhing mass of headless snakes. The parahuman has very little control over the physical world and it on her; however, her body is easily manipulated by her now engorged, twisting form. She can use her now comatose, regenerating, hardened body as a very effective weapon and tool. Crawling back into her body takes a few moments, and she wakes up fully conscious. While her expelled form is very difficult to affect with any amount of physical force, her body can be injured and, if it dies before its hyper-regeneration can save it, so too does the expelled parahuman fade. She cannot travel more than a few feet from her comatose body.

Breaker/Thinker
Mind Fog: The parahuman can discorporate their body into a spreading dark smoke. They constantly expand, becoming larger without becoming thinner. Physical attacks to little to affect him, but energy attacks damage him. If inhaled, the parahuman permanently gains sections of his victim's memories and skills. If enough is inhaled, he gains complete and utter knowledge, skill, and talent the individual breathing has.

Breaker/Tinker
Tech Assimilate: The parahuman can absorb technology. Tinker technology is faster and more responsive, but mundane tech can still be incorporated. The tech assimilated can change and evolve as more tech is absorbed, creating brand new uses or heavily modified parameters. The parahuman is immune to any damaging effect that occurs from technology that he has previously absorbed. The parahuman can recreate any technology within their body: both the root item originally absorbed and any evolved tech that has occurred in his body.

Breaker/Trump
Slipstream: The parahuman gets more and more out of sync with reality the more powers are used in his vicinity. At its most saturated, the parahuman's body has triple speed and reflexes, as well as cognitive reaction times, and is completely immaterial. This decays over time, until the parahuman returns to normal. Once reaching full power, the parahuman can last three minutes in slipstream form until it fully wears off without any power use around them; should there be more power use around him, it adds to the duration and saturation of the form.


Brute/Changer
Explosive Shifting: The parahuman has a highly advanced adaptation power. When he suffers trauma, damage, or any kind of power-based mental or emotional turmoil, he explodes into a new monstrous form. Appearances and gained abilities differ from event to event, but they always adapt him to better resist whatever catalysts were affecting him. Once the threat is eliminated or about a minute has elapsed, he collapses and must struggle free from the inside of his hulking monster form. (Combine Bitch and Crawler and you get a close approximation).

Brute/Master
Demand Fealty: The parahuman can attune himself to another parahuman he can see. The targeted parahuman becomes supremely loyal to the parahuman, to the point of sacrificing themselves to keep him safe. The amount of enmity between the parahuman and his target before the attunement determines how much superstrength and supertoughenss the parahuman gains; the higher the animosity, the stronger and tougher he gets. If he uses it on a parahuman who is already his ally, he gains almost no benefit. If he uses it on an insane villain who swears to destroy him at all costs, he becomes the equivalent of a Brute 9 in terms of sheer strength and durability. This attunement, once made, cannot be replaced until dawn the next day; however, it has no duration (though the parahuman can release the target whenever he so chooses). Currently, has a powerful space warper shaker in his thrall named Kosmotos. Due to the animosity having grown over time (granting scant few moments of self control to nurture the hate), the parahuman (named Zirocaen) is a Brute 7.

Brute/Mover
Kinetic Reversal: The parahuman has a field around his body that decelerates anything that approaches him and accelerates his own movement and objects he pushes away from him. He gains heightened strength and durability the faster he goes. It is unclear if he's ever been touched since his trigger event. Things that get close enough stop all motion and hit absolute zero, shattering explosively away from him in a shower of minuscule hyper-sharp frozen fragments- which get faster the more they travel away from him. This happens particularly frequently with bullets. He and anything he holds is immune to his own power, so he can wear clothes and eat food normally. He is also the only one who can harm himself with traditional weapons. This field goes away when the air pressure around him is too thin or nonexistent (high altitudes, vacuum, underwater), and while he sleeps.

Brute/Shaker
Terraforming Stomps: Kinetic energy the parahuman creates that affects objects instantly allow that object or matter to adapt, evolve, and terraform according to the parahuman's emotional state. Terraformed matter is highly attuned to his vibrations, and so carries his vibrations further. IE standing in one spot and jumping repeatedly will expand the area around him with no known limit. This terraforming lasts several hours before it begins to revert to its original state. Due to the nature of his power, regular clothing and objects held by the parahuman become highly effective armor, gear, and weapons based on his environment and emotional state. The same sweater could be riot gear in an urban conflict and a parka with heated lining in an arctic storm.

Brute/Stranger
Unseen Recovery: Whenever the parahuman gets injured, he quickly degrades into a fine gray, flaky ash. He instantly reforms in the same general area of his body or his attacker (if he is aware of the attacker) in an area not being sensed by any living creature or in the blind spot of an aggressor (again, if he's aware of such). There is no known limit to how many times he can recover and reappear in the area.

Brute/Striker
Indestructible Cells: The parahuman's dead cells are under his complete control and are indestructible. He has unbreakable hair that he can extend or contract from six foot locks to stubble. It is unbreakable and as sharp and strong as think cables. He can exert incredible force across each strand, enough to gouge and lacerate concrete. His skin is covered in a thin layer of dead cells which are pushed out of his body to the surface with a thought. This gives him a thin, unbreakable layer of skin. Trauma, blunt attacks, and energy attacks can still harm him, but they are all reduced in intensity; bladed and edged weapons pose no real threat to him.

Brute/Thinker
Awareness Strength: The parahuman has heightened senses across the board. With a touch, he can learn the rough mass and chemical make up of whatever he is touching. He can identify the precise volume and chemical ratios of things he tastes. Also, he gains heightened strength and density against things he has sensed; this is cumulative for each sense he uses on it. Were he fighting two other parahumans, and he could see and hear one of them, but he could smell and taste the other as well, he would be proportionately stronger and tougher against the latter. These improvements do not last long; no longer than half a minute. However, constantly hearing, seeing, touching, tasting, and smelling the target retains this higher strength and density.

Brute/Tinker
Combat Symbiote: The parahuman is a combat tinker with a loose specialty in customized, highly durable polymer symbiotic suits. Think Venom with less squishy alien-ness and you're around the right place.

Brute/Trump
Power Bubbles: The parahuman has control of three orbs roughly the size of softballs. Each is keyed to a different power. The parahuman can attach each orb to an individual in sight but not himself and no more than one per target. That individual gains the associated power. One orb is always keyed to a healing power (regeneration, wound closure); another is always a density power (making things light, leaping, hyperdensity); and the final is always a superstrength/super toughness power. The specifics and nuances of the power can be finely tuned, but take some time to set up. The parahuman also has a "fourth orb" that is always on the self and combines weaker versions the other three powers.

Changer/Master
Triple Beast: The parahuman can shift into various alternate forms. Each form is composed of three creatures that have existed on our planet at one time. He could, for instance, become a Polar Bear, a Siberian Tiger, and a Velociraptor. Each of his forms is oversized and covered in additional bone ridges, spurs, and blades. They all look almost prehistoric. He cannot assume a size smaller than a blue jay or larger than a tyrannosaurus rex. All shapes must be able to consume meat. Cannot take insect or plant forms. All three forms share a single consciousness no matter the distance they are separated. After reuniting, the damage sustained by each form is spread out, reducing by 1/3 in severity. If a form or two would die, the third can still revert to his normal human form, but is sickly and wounded from the lost parts. It takes weeks to recover from one form death, and months from a double death.

Changer/Mover
Disguise Teleport: The parahuman can teleport to any location within two hundred feet. As this happens, the parahuman can change their appearance, gear, and clothing. No tinker tech may be created by jumping, but it can be retained between disguises, and its shape may be altered (which could result in is misfiring or working differently). The parahuman can use this power to copy the appearance, possessions, and clothing of another living creature, but that creature must be within 200ft of the exit point. The catch is that the parahuman is always bald and lacks any facial hair, including eyebrows and eyelashes.

Changer/Shaker
Daydream Manifestation: The parahuman can reach into the minds of others and pull out their daydreams into the real world. These constructs have a short lifespan, but are otherwise functional in what they were dreamt as. The parahuman can influence wide areas to replicate locations in the daydreams of those around him, and he can populate it with nonorganic matter, including objects, technology, and vehicles. If they pass out of sight from the daydream source, they cease to exist. They last no longer than an hour. The parahuman can influence himself as if he was an object; if the daydreamer imagines him having four arms, tentacles, or growing to eight times the size, the Parahuman can enact those changes on himself. There are many side effects to using this power; too many to even list here.

Changer/Stranger
Body Swap: The parahuman can turn into a body of smoke and gently drifting gray ash. He can drift around on air currents but otherwise has no locomotion capabilities while in this form. Those breathing him in find themselves unable to see, sense, or remember him clearly for an hour.

Changer/Striker
Deadly Treeform: The parahuman can morph into a towering, 14+ foot tall walking tree creature. When in this treeform the parahuman does not need to sleep or eat, but requires water and sunlight. It is slow, but immensely powerful. It has a network of vines that, if it strikes a creature, root it to the ground and slowly drags it into the trobbing network of spined roots and serrated vines around its trunk. The vines also have a paralytic poison in them, slowly numbing and eventually paralyzing those it touches.

Changer/Thinker
Replicate Organs: The parahuman can replicate, divide, morph, and alter their organs. He can grow and manipulate them in extreme and disturbing ways. He can use miles of intestines to wrap up another being, absorb them into massive, oversized stomachs that create potent acids, and grow additional eyes across the surface of their body. By expanding and decentralizing their brain and nervous system, they can achieve highly improved reaction time, cognitive function, logical processing, and multitasking. He can twist and reshape his skin to disguise himself to a degree.

Changer/Tinker
Adjustable Prisms: The parahuman is constantly orbited by thousands of tiny little cubes, spheres, spindles, rods, and cones. Each individual shape has different rules and effects when connected to other shapes and in certain patterns. The parahuman can instinctively create constructs, gear, weapons, vehicles, and other objects with these shapes. This grants him a moderately high Tinker rating as he can modulate and alter his gear in the field. However, the tech only works for him, he has a limited supply of shapes, and they break down as the tech is used. He is unsure of how, but the shapes do recover or split over time; he is innately aware of how much he as left, and the number is constantly counting down, but then jumping up in lumps. If his tech would ever be further than a few dozen feet from him, it breaks down into its composite shapes and soars back to the parahuman. Other than these adjustable prisms, the parahuman has no other tinker specialty or inspiration.

Changer/Trump
Ash Drinker: The parahuman has the ability to hyper-focus fire and other heat sources to disintegrate organics. This process is time consuming and requires vast energy, and is therefore not combat effective in most cases. However, should a part of a parahuman be disintegrated, the parahuman can take the ashes and imbibe them. This allows the parahuman to take the form of and gain the powers of the person they drank. A small batch of hair or some nail clippings are enough to transform for an hour. A finger-sized amount is enough to take their form for a month; fully immolating and consuming an individual allows them to shift into and out of that form at will for ninety years.
Master/Mover
Layered Duplicates: Thr parahuman can crate quasi-real copies of himself. Each one exerts roughly 1% of his normal influence on the world. He can create several copies every second. He can sense from their bodies, though their senses are likewise limited like their strength. The parahuman can layer them together, improving the percentage they can influence the world and improve their senses. (Ten copies can exert 10%, and have 10% range of visions and acuteness of tactile sense, etc). These copies are autonomous, can use a portion of the parahuman's intelligence and instincts, and obey the parahuman's commands. They can walk through walls as long as they are under 5% influential. As long as a copy is at least 20% influential, the parahuman can teleport to its exact location. This reduces the targeted stack by 20%. Extended creation of duplicates is the equivalent of sprinting in terms of energy consumption.

Master/Shaker
Matter Tarantulization: The parahuman converts matter in their vicinity into strange, alien, slightly spider-like creatures. He controls them telepathically. Each different material produces different critters, each with unique qualities and abilities. If he chooses, the creatures can increase the rate at which more critters are produced. This results in a slow start that increases production exponentially.

Master/Stranger
Imago Control: The parahuman can control people who look at photos that contain him, or watch videos that hold his image. If a photo, one glance allows the parahuman to control that individual for one minute. There is no way to extend or reduce this time; there is no known limit to how many people the parahuman can control at once. If seen in a video, the parahuman can control the individual for ten times as long as they watched the video or one minute, whichever is longer. If viewed from a photo, the parahuman cannot access the viewer's powers; if seen in a video, the parahuman can access (but is not an expert with) the viewer's powers.

Master/Striker
Controlling Touch: The parahuman can completely control anyone they touch for as long as they touch them. This allows him to control effectively up to two people at once, more if he figures out a rig to allow feet and other parts to touch. Power use is crude as he does not gain any additional sensory input from his puppets.

Master/Thinker
Convincing Mastermind: The parahuman is a social thinker; he is able to determine weaknesses, leverage, and effective bribery and threats to control others. He has finely tuned vocal chords that make him easily trusted and obeyed; combined with his advanced and insidious methods of controlling others, he has a network of unwitting accomplices and cronies in layers of efficiency around him. Nobody knows how deep and influential his network goes.

Master/Tinker
Drone Rigger: The parahuman has a specialty in drones and recon robots; more so, he can grant them limited self-awareness and intelligence, allowing for a greater degree of creativity, more involved commands, and communication.

Master/Trump
Portal Grunts: The parahuman can rip open layers of reality, exposing a tear in the universe. This portal dampens powers of all parahumans but its creator in an area around it. Over time, the tear grows and morphs into a bipedal, walking portal. It has rudimentary intelligence and follows verbal commands of the parahuman. The area of power dampening extends and intensifies the larger the portal grunt becomes. The exact parameters, strength, and durability of these grunts has not been tested, nor is their size limit.
Mover/Shaker
Tunneler: The parahuman can tunnel through solid matter at the speed of a sprinting man. He leaves behind a tunnel that does not impact the structural integrity of any structures or infrastructure it supports. At any point, the parahuman can collapse all rubella he has created instantly. This does impact the integrity of everything.

Mover/Stranger
My Name: The parahuman can instantly Teleport to the location of anyone who says a specific word. He can instantly return to his previous position and state if he doesn't like where he's going. He traditionally appears near but out of sight from the one who said the word. The Stranger part of the power is this: each day, the parahuman chooses what the word is. His range is about a dozen miles. He can never pick the same word twice, except for his own first name. He can choose that as many times as he wants.

Mover/Striker
Velocity Beams: There parahuman can fire white, twisting beams in straight lines from his hands. When fired, the parahuman chooses whether the beam affects himself (propulsion) or others (push). For propulsion, there beam must Strike a solid surface nearby. This propels they parahuman in the opposite direction of the beam. For push, the parahuman much touch his target (object or creature). It is pushed rapidly (about 50 km/h) directly in line with the parahuman's forearm.

Mover/Thinker
Liquid Air: There parahuman can swim like a dolphin through the air. He also gains a form of echolocation that bounces off of nitrogen.

Mover/Tinker
Wormholes: The parahuman has a specialty in finding, creating, stabilizing, and manipulating wormholes. He accidentally created an infinite loop inside his first wormhole. It now follows him around and his future and can open in when he thinks his past self might need something.

Mover/Trump
Speedster Deja Vu: The parahuman has superspeed 3. Also, when using his power to go quickly an another parahuman uses a power within fifteen feet of him, the parahuman gets to experience the results of that power and how it affects himself and any allies nearby, then resets up to fifteen seconds with that knowledge.
Shaker/Stranger
Spherical Omission: The parahuman has a spherical aura of invisibility. Everything in this area is invisible. It makes everything look like a massive crater. The parahuman can see invisible things normally. Suppressing this power is difficult.

Shaker/Striker
Contagious Explosion: The parahuman charges held objects with explosive energy. When he or those objects impact other objects, they are likewise charged with the energy. At any point, the parahuman can detonate all charged objects, as well as his hands. He is immune to the explosive energy and any shrapnel/fallout from those explosions. There is no limit to how far away these objects can be, but he cannot be selective; all charged objects detonate simultaneously.

Shaker/Thinker
Forcefield Labyrinth: The parahuman creates a massive, flickering, shifting labyrinth. This labyrinth either encompasses the entirety of an enclosed area or up to a 1km radius in open terrain. The walls, ceiling, and floor are flickering red, though we largely invisible until touched. They do not harm, and are warm to the touch. The labyrinth remains as long as the parahuman wills it. The walls provide a nourishment field, allowing creatures to remain inside it without food and water for months. The parahuman is immune to their own forcefields, able to travel anywhere inside the labyrinth without impediment. The parahuman is innately aware of all creatures within their labyrinth and can speak to them from anywhere else inside the labyrinth.

Shaker/Tinker
Diorama Turbines: The parahuman is a tinker with a specialty in macro effects on weather, wind turbines, and engines. He can control, influence, and plan weather with enough precision to affect every 3 square kilometers differently.

Shaker/Trump
Passenger Override: The parahuman creates a dissonance aura that is centered on him and follows him around. Parahumans within the radius lose connection with their passengers; fine control of their powers are gone, as are mitigation of overflow energy, residual control over side effects, and any perception or awareness-based powers. This is incredibly distracting except to the newest or crudest of parahumans; in many cases, this can be deadly for the parahumans in the aura. Normal humans in the aura are affected by intense, mind-crippling visions and dizziness; this often makes individuals trigger with a high enough potential.
Stranger/Striker
No Harm Done: The parahuman's softest bumps and caresses turn into incredible, massive strikes and cuts after a delayed period of his choosing. It can be mere seconds to over a week. The longer the delay, the bigger the hit. Striking the parahuman with a bare hand before that time elapses negates his touch.

Stranger/Thinker
Noclip Escape Route: The parahuman can attune himself to certain materials, allowing himself to pass through them without harm. This process takes a few moments, and so is not often used defensively in combat. The parahuman also has precognition in the form of being able to always find a way to escape; whether from a prison cell, an exploding volcano, or an embarrassing conversation, the parahuman always finds the quickest, safest way out.

Stranger/Tinker
Magic Tricks: The parahuman is a tinker with a specialization in magic tricks, sleight of hand, and advanced misdirection. His gadgets allow him to recreate the most famous and mysterious magic tricks with less energy, prep time, and kits than any other performer.

Stranger/Trump
Phantasm: The parahuman can, once he meets eyes with an individual, create a phantasm of himself that drifts in the vision of the target. When the individual moves their eyes, the parahuman moves with them, constantly getting closer and closer to their target. If the parahuman gets close enough to touch their victim, they steal their power for 24 hours. The only way to stop this is to shut their eyes for the following 24 hours. There is no limit to the number of powers the parahuman can gain this way.

Striker/Thinker
Sherlock Timestutter: The parahuman's cognition speed increases exponentially each time he touches a target. Every touch allows him greater control over his body and his reactions. This allows him precise, amazingly accurate and conventional movements, and almost never gets struck as he can pull away or slide to the side instantly with each blow. He is aware of his surroundings when his mind races by picking up on trace details in the world around him.

Striker/Tinker
Mechempathic Instabuilder: The parahuman can, by touch, instantly understand how a machine works, what it does, how much it has been used before, how recently it was created and worked on, and what its upper limits are. He can instantly create non-tinker mechanical and electronic objects in a fraction of the time it takes a normal assembly line; he would be able to build a vehicle from scrap parts in under an hour, or melt down sand to build a computer with a cardboard box in about forty minutes. As long as he's using these devices he creates, they seem to need little to no upkeep to keep working at peak performance; once he stops using them for a short time they succumb to regular wear and tear once again.

Striker/Trump
Power Evolver: Parahumans struck instantly have their power shift, morph, or change. The degree by which it changes is slim, but multiple strikes in a short period of time can shift it further and further from what it was. It takes a short adjustment period for the parahuman to learn to use their power with the same amount of expertise as before, and learning the limits of the powers can prove troublesome or even dangerous, as sometimes the passenger does not apply the proper immunities right off the bat.
Thinker/Tinker
Surveillance: Tinker with specialty in surveillance and has an innate ability to find hidden things.

Thinker/Trump:
Memory Grab: The parahuman can gain the power of any one parahuman a single target has met before. The target whose memories are used to determine the power has to be within one hundred feet. Should the target be more than one hundred feet away, the parahuman loses his gained power. By concentrating for a minute, he can shuffle his power, gaining a new powerset from those the target has met. If he is ever copying a power and the parahuman who has that power approaches within one hundred feet, the power is shuffled automatically.
Tinker/Trump
Pollentia Adversary: The parahuman's tinker specialty changes based on his Adversary. He is a combat Thinker who adapts and specializes against single parahuman targets. He learns and understands the powers of his adversaries quickly and is able to counter them with his tech instinctively.

Dromuthra
2016-10-25, 02:46 PM
Aaaand subscribed, for obvious reasons.

Feralgeist
2016-10-25, 04:17 PM
Seconded. All power-related stuff I've sent you so far is fine to share with all. Spread the love, pants!



Abilities:
Nemo is a marine biologist who can absorb the DNA of marine life and mutate to take on some of their properties. Working at the aquarium gives him a ready enough access to DNA that he is almost always encountered with some of the abilities from the following powerset

-Mantis shrimp punch. Strikes cause shockwaves so hard they create small solar flares.

-Mantis shrimp vision (most advanced eyes in animal kingdom; they do too much for me to summarize here)
-Living energy battery (like a torpedo ray or an electric eel)

-highly advanced disease resistance/2 circulatory systems (like a crocodile)

- Echolocation

-Scent

-Hands can secrete cnidocytes full of Redbox Jellyfish venom. (causes potassium leakage in cells, sends people into cardiac arrest. most lethal jellyfish)

Can spit/secrete sea krait venom (seasnake with venom 100 times stronger than a king cobra)

-Chameleonic skin/minor shapeshifting, spitting paralytic darts, propulsion vents for underwater travel. (Cuttlefish are insane)

-armoured sections/defensive spines (pick a fish, really.)

Harvest, an old farmer who became his farm.
A Master/Shaper/Trump, his consciousness is spread over a vast network of roots and vine-like crops covered in flowers. When someone enters the farm the flowers start emitting a blood red pollen that has hallucinogenic effects.

Harvest can hasten, control and direct plant growth in any manner he desires. He is basically a giant Venus Flytrap for capes, he leaves Tinker-Tech he has gathered over the years lying around as bait. Once a cape is caught he entangles them with vines and sinks roots all throughout their body, slowly draining their powers and their life. While someone is being harvested by the farm Harvest can create plant-like copies of them that wield their abilities. Harvest cannot leave the farm as his original body rotted long ago, but his creations can and do leave to seek out new victims when pickings become scarce.

Turnkey is hella cool. Can he do that to a crowd or is it only 1 on 1?
Don't pit Turnkey against Incarnate unless its before he has sussed out his powers, he's too cool to lose early and Incarnate is like custom built against him.
[

Ramsus
2016-10-25, 04:46 PM
So I'm just going to reserve this post for a particular task I'm setting for myself. I'm going to slowly edit in powers, trying to make something for each combination of power types.
Also going to list the power classifications here for my own sake.

Other people are welcome to come up with names and triggers for the powers.


Mover - the power moves the cape. Flight, speed, teleportation, etc.
Mover triggers are provoked by a drive to escape, flee, run.

Shaker - Area of effect powers.
Shakers are generated from environmental danger or ambient danger.

Brute - Enhanced strength, durability; armor, muscle, personal forcefields.
Brutes are created from experiences of physical damage or pain.

Blaster - Powers that provide a ranged attack.
Blasters come about from hostile others, approaching or attacking from a distance.

Breaker - Altered state, oft toggled, granting powers or altered interaction with reality.
Breakers come from abstract stressors. Blend or ambiguous re: mental or physical lines.

Master - Creates minions or has a means of compelling others to take certain actions.
Masters come about from isolation, alienation, exile, or betrayal.

Tinker - Building alien or advanced technology.
Thinkers arise from solutionless problems over long periods, culminating in crisis moment.

Thinker - Advanced perception, knowledge, data-collection, or skills.
Thinkers manifest from emotional or mental strain, reaching a crisis point in a short time.

Striker - Touch based and melee effects. Typically weapon’s or arm’s reach limited.
Strikers result from immediate, in-your-face threat, usually a singular object or individual.

Changer - Shapeshifting and alteration of one’s physical form.
Changers arise from identity/body image issues, or conflict of role vs. social expectations.

Trump - Powers that involve powers: picking from, add, remove, complicate, compound.
Trumps have capes directly or indirectly involved in their trigger. Rare.

Stranger - Powers specializing in infiltration, distraction, subtlety.
Strangers gain powers from unwanted attention or social/collective pressure.



Mover/Shaker: The power allows the parahuman to create teleportation zones. They can teleport themselves and everything not attached to a surface within twenty feet of them to any of the teleportation zones they've created. Teleportation zones within five miles of each other create interference which causes scattering which results in teleportation to random teleportation zones.

Mover/Brute: The power grants the parahuman's entire body elasticity like hard rubber. Their bones don't break, bullets bounce off them, and falling or being thrown long distances just results in them bouncing unharmed. Attacks still might cut or tear them, though this is difficult to accomplish. In addition their legs has incredible strength and they can leap great distances, even greater ones than their bolstered leg strength would account for.

Mover/Blaster: The power allows the parahuman to create a segment of staircase made of solid light beneath their feet that can move through the air. If pushed off the staircase, the parahuman will fall towards it, rather than the ground. If the parahuman moves along the staircase it moves faster at a proportionate rate, creating more stairs in that direction. As the staircase moves, it creates stairs ahead in the direction it's going and the ones trailing behind vanish with a delay. Before vanishing the stairs break off from the staircase and may be directed by thought as projectiles launched in the direction of the parahuman's choosing.

Mover/Breaker: The power allows the parahuman to jump three times normal distance at twice the normal speed and allows them to jump off of nothing at all. After they have completed three or more consecutive "air jumps" they can enter a breaker state for a short duration that grants them superhuman speed and allows them to alter the direction of their movement through the air as long as this does not involve ascending or slowing down a descent.

Mover/Master: The power grants the parahuman intangible pixie-like wings that grant flight and the ability to conjure forth a host of pixies with very sharp teeth that can sprinkle green or blue pixie dust. Green pixie dust grants a creature flight or allows a dusted object many times a pixie's weight to be moved around with minimal effort for a few minutes. Blue pixie dust causes creatures sprinkled with it to become drowsy, this is cumulative.

Mover/Tinker: The power allows the parahuman to create Tinker devices, their specialty being in devices that move things, that they can teleport to themselves or teleport themselves to.

Mover/Thinker: The power grants the parahuman to teleport to any place within sight and to create a chain of teleportations. They can make a chain of up to ten teleportations each within sight of the previous, they can make these one at a time as they go or plan as many of them ahead of time as they like. They have a sense of spatial awareness and probabilistic understanding of what will be likely to be occurring within the vicinity of each location they teleport to when they arrive, this understanding is created at the time they create they create the link in the teleportation change or when they spend the mental effort to focus again on it. Each teleportation has a delay of between two and thirty seconds, chosen at the time of creating the teleportation link. Between teleportations, if they are in mid-air they float there unless they choose to move or are moved. They may also set up automated actions to physically perform when they are at each location so that they may concentrate on forming and adjusting new teleportation links, they may stop the automated actions at any time and if these actions are based on predictions that turn out to be incorrect, they do only whichever automated actions were still predicted for correctly. If they wish to change the delay and/or destination of any teleportation links, they remove links farther in the chain they had already set up.

Mover/Striker: The power grants the parahuman super speed and with a touch they can transfer all of their momentum into any one object they touch. Their speed is reduced to their regular human speed while the object they granted their momentum to is still moving until they choose to end this effect.

Mover/Changer: The power grants the parahuman the ability to increase the length of the limbs to several times their normal length and allows lengthening of other body parts to a lesser extent as well as granting increased agility.

Mover/Trump: The power allows the parahuman to swap locations and parahuman abilities with any human (or humanoid creature) within sight. Any being with swapped abilities reverts to their regular abilities after thirty seconds, assuming they haven't swapped abilities again within that time which resets the timer to thirty seconds when they do so. Powers do not swap if both creatures do not have parahuman abilities.

Mover/Stranger: The power allows the parahuman to choose to make no sound or choose what actions or automatic bodily functions do. In addition the parahuman can walk up or climb on any solid or even semi-solid surface with ease and without disturbing it as long as they don't put any more force on the surface than it would take for them to jump off of it and the parahuman can glide through the air.

Shaker/Brute: The power grants the parahuman greatly increased strength and causes their body to become hard as stone and their blood as hot as magma. They are immune to any ill effects from heat and greatly resistant to cold and they are nearly impossible to knock off their feet. They can generate an aura of intense desert-like heat and if they suffer severe enough damage they can emit an explosion of heat intense enough to ignite the air and melt pretty much anything, though doing so causes them to lose the ability to generate their heat aura for a few hours.

Shaker/Blaster: The power allows the parahuman to create a sphere large enough for several people to fit in that chaotically alters the direction of any object's momentum in a direction that would push objects away from the center in some direction. The parahuman can also emit a tightly packed stream or diffuse spray of "bubbles" that each individually add a small amount of momentum in a random direction. The bubbles do not interact with each other (though they cannot pass through each other), but they do interact with the sphere. The parahuman is not affected by their powers.

Shaker/Breaker: The power grants the parahuman two states (aside from their regular state) they can assume. In the first state every movement they make causes whatever they touch, including the air around them, to experience tremors varying in violence based upon the violence of their movements for a decent sized area. In the second state they cause everything in an area around them to rapidly rot and decompose, the effect is more pronounced on non-living material which may focus on the increase the rate of decomposition potentially resulting in an explosive decomposition.

Shaker/Master: The power grants the parahuman the ability to summon a small number of small gremlins with sharp teeth and claws and excellent climbing ability. These gremlins can enter creatures or objects, assuming an a intangible state. In this state, all machines with moving parts, including electronics, in an moderately sized area around the gremlin are prone to malfunctions and breaking with a greatly increased chance for doing so catastrophically.

Shaker/Tinker: The power allows the parahuman to change buildings they are in or touching, causing them to be remodeled, refurbished, or otherwise reshaped as well as being able to alter their structure or add features as long as the materials to do so are touching or within the building. They can create features and structures that are technologically advanced or alien in design, though these take some time and often special resources to make.

Shaker/Thinker: The power grants the parahuman the ability to create a large area filled with full sensory illusions of whatever they can imagine. The parahuman can choose to have the illusions not be perceived by those outside the area when they create the area or vice versa. The parahuman gains insight into how creatures perceiving the illusions think and feel about them. These insights are more keen for any illusions the creature is interacting with directly.

Shaker/Striker: The power allows the parahuman to place a glowing rune on a creature or object that attracts projectiles. The rune and it's effect slowly fades over the course of an hour, at which point it fades away completely. At any time the parahuman may choose to trigger a rune, causing it to vanish and creating in the surrounding area a large amount of long rubbery black tentacles that attempt to flail at, bludgeon, grab, entangle, and constrict anything else in the area. The tentacles vanish one by one after a period ranging from five to twenty minutes.

Shaker/Changer: The power grants the parahuman the ability to remove a body part from themselves no bigger than a limb without pain or harm, aside from the lack of that body part. They may then place the body part somewhere and it will begin slowly absorbing the life energy in the area, causing living things to become ill, wither, and die. The body part can store and transfer this life energy over any distance to the parahuman and they can use it to quickly (though hardly instantly) heal wounds or replace missing or damage body parts with parts of other living creatures native to their home planet and those that have had their energy absorbed by the body part. The amount of life energy the body part can store is based on it's size. If the damage to the parahuman is life threatening and too severe to heal before they would die or if the parahuman dies, the body part will use the life energy it has stored to attempt to regrow the parahuman's body in it's natural form which retains the parahuman's memories. While being regrown, the parahuman has no sensations until fully regrown. If the body part lacks the life energy to fully regrow a new body and the area is exhausted of life energy it will enter a state of torpor until it can absorb more life energy. It can survive this way for ten years.

Shaker/Trump: The power grants the parahuman the ability to create an moderately sized area that no sapient creature can leave, barring one exception. The exception is that the winner of any contest with others within the area may leave, however the parahuman gains the powers of any such winners for an hour.

Shaker/Stranger: The power causes the parahuman and all creatures within twenty feat of them to become imperceptible to machines, going so far as to not occur even in algorithms designed to detect their presence or the possibility of their existence.

Brute/Blaster: The power causes all damage done to the parahuman be reduced and stored for a few minutes as energy they can use to fuel superhuman strength or kinetic energy blasts.

Brute/Breaker: The power causes the parahuman to become unchanging. They cannot be physically harmed, do not get ill, do not require sustenance or rest, do not age, and cannot be transformed in any manner. In addition, they are immune to any powers that effect time. While they technically do not possess superhuman strength, they can push their body past the normal human limitations that would cause harm to their own body without suffering any ill effect.

Brute/Master: The power grants the parahuman the combined strength and fortitude of ten strong and healthy adult men in their prime. It also grants them the ability to split into up ten copies of themselves, equally dividing up the combined strength. These copies are all the "real" person and act independently. They can re-merge with each other at a touch and the merged have the memories of the experience of all the copies they are made up of. The merged also gain any wounds inflicted on their component copies, though at the appropriate fraction. If any copy dies, they can be replaced by a willing non-parahuman who will merge with at least one of the copies. Unlike the original copies the parahuman does not gain this person's memories. The original personality is still in control and the replacement's mind is dormant unless the parahuman splits and either chooses to have one of the copies be the replacement or the number of copies would be more than the remaining original copies. It is possible for all ten of the original copies to be replaced, in which case the parahuman ability passes on to the oldest replacement copy.

Brute/Tinker: The power grants the parahuman an immunity to the ill effects of drugs and toxins on their health. They gain a tinker specialty in creating drugs and serums. They gain increased regenerative properties and strength when they use one of their concoctions on themselves for a short duration, regardless of the effect or duration of the concoction itself. Concoctions that have temporary effects grant roughly eight times the regeneration and strength than those that are permanent. Concoctions with durations that last for days or longer rather than minutes or hours grant increased regeneration and strength somewhere in-between, with a less strong effect the greater their duration. The duration of the increased regeneration and strength is somewhat random, varying anywhere between ten minutes to an hour, though the parahuman can roughly tell how quickly the effect will end.

Brute/Thinker: The power grants the parahuman increased strength, agility, and toughness based on their knowledge of cultural and historical objects and places in the vicinity. They also have an innate sense of where to learn more about nearby cultural and historical objects and places as well as how accurate that knowledge is and which (if any) parts are incorrect. Additionally damage dealt by them to such things directly or indirectly is undone a few moments later.

Brute/Striker: The power allows the parahuman to create an electromagnetic field around themselves between skintight and up to three inches off their body. This field allows them to magnetize (or demagnetize) any substance with enough strength to keep it strongly attached to them, mildly electrocute anything in the field, strongly repel objects, and build up a charge strong enough to violently hurl something away from them.

Brute/Changer: The power allows the parahuman to absorb animals and add appropriately sized versions of the animals' body parts onto their body or change their body parts into appropriately sized versions of those animals' body parts. They can remove additional parts or revert their body parts to their normal shape. Their body may not be compromised of more than 50% of any one kind of animal (other than their actual species). They cannot change their internal organs. Changing or adding an animal body part to a wounded or damage part of their body heals the wound.

Brute/Trump: The power grants the parahuman increased strength, toughness, and lifespan based on a percentage of the amount of parahuman divided by the amount of non-parahumans on the celestial body (or equivalent) they currently inhabit. If there are no non-parahumans they retain the strength, toughness, and lifepsan they last had when there were.

Brute/Stranger: The power allows the parahuman to appear to any observer as another random person they know is in the area that they are not currently observing. They have mildly increased strength and toughness. Any damage dealt to them by a source that does not currently correctly identify them is also drastically decreased. Additionally their effective strength is increased against any source that does not currently correctly identify them.

Blaster/Breaker: The power allows the parahuman the ability to produce a shotgun-like blast of small darts that randomly have one or more of the following properties: sharp, hot, cold, electrically charged, or explosive. Anything damaged by these darts has the damage and it's immediate physical consequences, including complete destruction or death, reverted after twenty four hours.

Blaster/Master: The power allows the parahuman to shoot a bolt of energy from their hands. When this bolt hits a living creature the parahuman may have the creature immediately move their limbs so that they can turn and fire the bolt from one of their limbs at another target of the parahuman's choosing. Alternatively the parahuman may choose for the targets to be selected either as the creature within sight, other than the parahuman, that the creature likes or dislikes the most. The parahuman may have only one bolt active at a time.

Blaster/Tinker: The power grants the parahuman a tinker specialty in electronics and the ability to overcharge or short-circuit any electronic device that they can see that they have worked on to produce a electrical strike at a target they choose within thirty feet of the device.

Blaster/Thinker: The power grants the parahuman immunity to ill effects from fire and high temperature, the ability to breath forth gouts of fire, to hurl streams of fire, a thermal sense, the ability to extinguish any flame they are aware of, and the ability to sense the size, intensity, and location of any fire as small or bigger than a candle's flame.

Blaster/Striker: The power allows the parahuman to enhance any weapon they wield in a way that greatly increases some aspect of the weapon. A blades is sharper, a hammer knocks opponents off their feet, bullets are either faster or piece through objects better, fires are hotter, explosions are larger, etc.

Blaster/Changer: The power allows the parahuman to change their form into a somewhat alien (though still humanoid) form with a face that looks most similar to some kind of stereo. When in this form, they can emit a continuous sonic attack from their face that fires in a line or a cone.

Blaster/Trump: The power allows the parahuman to conjure a small spike of hard and dense carbon that they can telekinetically hurl. If the spike pierces through a creature's shadow, the shadow no longer moves and the creature cannot move to anywhere that at least part of their shadow doesn't touch. If the spike pierces a parahuman, that parahuman's powers are halved while spiked. If the spike pierces a parahuman's shadow, in addition to the shadow pinning effect, the parahuman gains a half strength version of the power of the parahuman whose shadow is spiked.

Blaster/Stranger: The power grants the parahuman the ability to be nearly undetectable to all senses. In addition they can target one or more creatures they see and deprive them of their senses, however this causes the parahuman to be more detectable by all senses based on how many creatures they are depriving of senses.

Breaker/Master: The power grants the parahuman two breaker states. In the first, they can by talking to people cause them to have a compulsion to spill blood, either their own or others'. In the second, they can create monstrous constructs out of spilled blood nearby.

Breaker/Tinker: The power grants the parahuman a tinker ability specializing in cloning and biotechnology. It also grants them two initial breaker states that are identical copies of their regular body. They can add in new breaker states by absorbing any clones they make of themselves. This allows them to augment different breaker state bodies in different ways and switch between them.

Breaker/Thinker: The power grants the parahuman several breaker states which have a pair of enhanced senses/natural abilities. They have breaker states allowing them to pick any two of the following senses/abilities that are enhanced in that breaker state: sight, hearing, taste & smell, touch, spacial awareness, hand-eye coordination, and balance.

Breaker/Striker: The power allows the parahuman to touch any creature or object smaller than a large airplane and transport them forwards in time. They can aim for a certain distance such as seconds, minutes, hours, days, years, or decades but cannot be assured of precision. The effect is more imprecise at the extremely short and long ends. They cannot transport something farther forward in time than fifty years.

Breaker/Changer: The power grants the parahuman five breaker states (or six if you include their natural form). Each of the breaker states start out the same as their normal body but with the capability to mutate when the parahuman is in them and ingests and absorbs the genetic material of another creature (such as hair, a nail, saliva, blood, etc.) The mutation for each state only occurs once they have the genetic material for enough species of creature. There is a state for a mutation from one species (in addition to the parahuman's species), a state for two, three, four, and five species. The mutation of a state takes days and the higher number of species involved, the longer it takes. However this mutation can occur while the parahuman is in a different breaker state (such as their natural form). The parahuman can choose to "wipe the slate" of any given state but that makes the state unavailable for twenty four hours as it goes through the process of returning to the parahuman's natural form. The parahuman can also ingest genetic material of a species of their current breaker state, including their natural form, to allow them to make minor, mostly cosmetic, alterations to that breaker state that match with the traits of the creature the genetic material came from.

Breaker/Trump: The power grants the parahuman resistance to the powers of other parahumans, especially so for powers that have to target the parahuman specifically. When they interact with other parahuman powers they gain a breaker state that, while in that state, allows them to use that power the way it was manifested when they interacted with it. Doing so removes the breaker state. The parahuman cannot have more than one breaker state of a given aspect of a power.

Breaker/Stranger: The power grants the parahuman a trio of breaker states. In the first state they are invisible. In the second state they are inaudible. In the third state the parahuman cannot be spoken of by those who have seen or heard the parahuman recently.

Master/Tinker: The power grants the parahuman a tinker specialization in creating mechanically functional machines out of paper (though they retain the durability of paper aside from what is needed to perform their functions). The parahuman can also animate and command feline shaped paper robots they have created.

Master/Thinker: The power grants the parahuman the ability to create crude illusions and grants them insight into what other creature's fear when they are perceiving their illusions. The parahuman can make their illusions more realistic the more they understand the fears of the perceiving creatures. Additionally the more afraid creatures are of their illusions the better they understand what those creatures fear and how to either use those fears to manipulate them or how to help them overcome those fears.

Master/Striker: The power allows the parahuman the ability to conjure up a large wind up key that when placed in a creature's back paralyzes them. The parahuman can then create commands for the creature's actions as they wind up the key, with a longer series of actions possible the longer the key is wound for. Once the parahuman releases the key, the effected creature will then proceed to follow out the commands as accurately as possible, only derivating from the commands when they prove impossible to follow and only adapting in the most simple and straightforward manner possible and performing no other actions. Any solution to the inability to follow out commands as specified that requires especially complex thinking is impossible for the controlled creature. The key vanishes after the commands are completed or after the amount of time the parahuman believed following those commands would take.

Master/Changer: The power allows the parahuman to grow fungi out of their skin that can release spores into the air that put those that inhale or ingest them into a suggestible zombie-like state. These spores can be carried quite some distance on the wind. The effected creatures obey the parahuman's commands over all others'. The parahuman can cover themselves so completely in fungi that they may become unrecognizable in appearance as a human or perhaps even as a living creature.

Master/Trump: The power allows the parahuman to place hypnotic suggestions upon creatures that trigger when they are effected by a Thinker and/or Master power and/or by other means of physical or mental control or loss of control over their actions or thoughts. While the creature follows these suggestions they are immune to the powers or effects that would control them or make them suffer a loss of control.

Master/Stranger: The power allows the parahuman to transfer their mind into the body of another person if they can maintain nearly unbroken eye contact with that person for several minutes. They can also transfer their mind back into their body so long as they can see their eyes. The person whose body is taken over has no sensations for the duration of the control nor any memory of the event.

Tinker/Thinker: The power grants the parahuman a tinker specialization in devices that are other than what they appear to be or have hidden functionality. Additionally the parahuman can literally smell when people lie.

Tinker/Striker: The power grants the parahuman a tinker specialization in medicine and medical devices. Additionally the parahuman can bond the lives of two creatures they touch so that while at least one lives, they both do. The parahuman can only maintain one such bond at a time.

Tinker/Changer: The power allows the parahuman to remove pieces of their body as their body simply behaves like putty or easily parts without being damaged at their touch when they wish. The parahuman suffers no ill effects from removing body parts aside from not having them and if possible other body parts will temporarily fill in to perform the missing functions better than they would normally be able to. After a body part has been removed for more than an hour, the parahuman's body will begin to regenerate it unless they will it not to. Their body does not reject cybernetic augmentation. The parahuman can combine the removed body parts with inorganic materials to crafter tinker devices.

Tinker/Trump: The power grants the parahuman a tinker specialization in devices that effect parahuman abilities. These devices can enhance, alter, dampen, suppress, or otherwise effect parahuman powers. The devices function better and with fewer malfunctions and breaking the more knowledgeable the parahuman is about the powers of the parahuman the device would be made to be used on. The best such knowledge comes from personal experience of the parahuman in question's powers. It is possible for the parahuman to use devices made for one parahuman on another parahuman with very similar powers, but the device works less well and is more prone to malfunction and breaking. The devices must be nearby, worn, installed, etc. to have effect and their effects end once the effected parahuman is no longer in contact/the area of a device's functional range.

Tinker/Stranger: The power allows the parahuman to cause their body to become very shiny and sparkle brightly in any variety of colors they wish and grants the parahuman a tinker specialization in explosives and combustibles.

Thinker/Striker: The power allows the parahuman to create a "sense bond" with another creature they touch. This bond allows the parahuman to use the bonded creature's senses in addition to their own. The parahuman can also allow the bonded creature to use their senses. The parahuman can maintain up to four sense bonds, but can only be uses one bonded creature's senses at once and only that creature can use the parahuman's senses. The parahuman can voluntarily end a sense bond at any time and may choose for the creature with the bond being removed to receive no sensory information for 1 minute. This loss of senses does not apply to senses gained from parahuman powers or other senses not natural to the creature.

Thinker/Changer: The power grants the parahuman the ability to grow new sensory organs or modify existing ones. In order to do so, the parahuman must be in close proximity to a creature with such a sensory organ or whose sensory organs have the feature the parahuman wishes to acquire. The growth/change of an organ progresses at a normal rate and is halted whenever the appropriate kind of creature in not in close proximity. Changes to a sensory organ do not remove functionality from it, unless the change would be mutually exclusive with another feature the sensory organ already possesses. The parahuman can also heal and regrow any of their natural sensory organs at an accelerated rate.

Thinker/Trump: The power grants the parahuman immunity to Thinker powers, Master control powers, and mentally effecting Stranger powers. In addition they can detect any parahuman who is using such powers via a special sensation connected to their regular senses with the same range limitations. Also they gain an increased intuitive ability on how to figure out counters to the powers they detect.

Thinker/Stranger: The power grants the parahuman the ability to determine the range of other people's senses and how to avoid detection or at least avoid notice by those people.

Striker/Changer: The power grants the parahuman the ability to change their hands into a variety of natural weapons like large claws or pincers with or without small barbs and hooks. Additionally their body holds twice as much blood as they need and their blood is caustic and rusts metal very quickly.

Striker/Trump: The power allows the parahuman to temporarily grant someone they touch a random parahuman-like Mover, Brute, Blaster, Thinker, Striker, or Changer power and possibly side effects one might gain from gaining one as well. They may choose to increase the likelihood and severity of side effects. If they use this power on a parahuman, their power behaves as if they had undergone a second trigger with the added power type. The parahuman cannot use their power on themselves.

Striker/Stranger: The power allows the parahuman to conjure into their hand an incredibly sharp invisible blade that can cut anything, even sound and light so that they cannot be seen or heard from whichever direction they are facing the blade.

Changer/Trump: The power allows the parahuman to change their form into a symbiotic creature with an appearance similar to that of a tick the size of a baseball. The parahuman can attach itself to another parahuman to enhance that parahuman's powers while also gaining sustenance from their host. Depending on how long they were attached to a particular host, if they detach from that host and attach to a new one they can grant the new host the previous host's powers for a limited amount of time, even if the new host is not a parahuman. It is possible that they might gain the permanent ability to bestow the power of a previous host if they were attached to that host for at least a decade.

Changer/Stranger: The power allows the parahuman to change their features such that they match the expected appearance of the kind of person any observes expect to be in the location they're at. However this form is that of a stranger rather than any specific person. Though any observer will notice this, they will not think much of it unless given some reason the question the parahuman's presence.

Trump/Stranger: The power allows the parahuman to be invisible and inaudible to anyone nearby. It also causes Thinker and Master powers that would detect their presence to instead lead those parahumans to believe the parahuman is not there and then causes those powers to have trouble doing whatever would be required to detect the presence of anyone else for a short duration.

cameronpants
2016-10-25, 05:03 PM
So I'm just going to reserve this post for a particular task I'm setting for myself. I'm going to slowly edit in powers, trying to make something for each combination of power types.
Also going to list the power classifications here for my own sake.

Other people are welcome to come up with names and triggers for the powers.


Mover - the power moves the cape. Flight, speed, teleportation, etc.
Mover triggers are provoked by a drive to escape, flee, run.

Shaker - Area of effect powers.
Shakers are generated from environmental danger or ambient danger.

Brute - Enhanced strength, durability; armor, muscle, personal forcefields.
Brutes are created from experiences of physical damage or pain.

Blaster - Powers that provide a ranged attack.
Blasters come about from hostile others, approaching or attacking from a distance.

Breaker - Altered state, oft toggled, granting powers or altered interaction with reality.
Breakers come from abstract stressors. Blend or ambiguous re: mental or physical lines.

Master - Creates minions or has a means of compelling others to take certain actions.
Masters come about from isolation, alienation, exile, or betrayal.

Tinker - Building alien or advanced technology.
Thinkers arise from solutionless problems over long periods, culminating in crisis moment.

Thinker - Advanced perception, knowledge, data-collection, or skills.
Thinkers manifest from emotional or mental strain, reaching a crisis point in a short time.

Striker - Touch based and melee effects. Typically weapon’s or arm’s reach limited.
Strikers result from immediate, in-your-face threat, usually a singular object or individual.

Changer - Shapeshifting and alteration of one’s physical form.
Changers arise from identity/body image issues, or conflict of role vs. social expectations.

Trump - Powers that involve powers: picking from, add, remove, complicate, compound.
Trumps have capes directly or indirectly involved in their trigger. Rare.

Stranger - Powers specializing in infiltration, distraction, subtlety.
Strangers gain powers from unwanted attention or social/collective pressure.



That's actually how I started making my vast archive of characters. One of each individual type and one of each combo type is 78 powers. Then I came up with names (A through Z two times, then five names per letter in QWERTY order) and came up with power outlines based on the names. I still have a short list of cape names tucked away for when I want to tackle the last fifty or so.

Good luck! I look forward to seeing what you come up with!

Dromuthra
2016-10-25, 05:11 PM
So, I actually have a few capes made by Bow for WeaverDice - I'll post them below, in case they're useful.


Wildbow Capes
★★★★ Black Belt Genius
Know +2, Brawn -1, Ath -1
Power: 5 in Martial Arts, guaranteed get to choose one of the 2-pip effects on hit, regardless of enemy skill level, enemies cannot use skills against this character in melee combat (offensive or defensive).
Character: They hated someone a great deal, but as a thinker, not a fighter, they were unable to hack it. They triggered and gained the ability to take down this person and unleash their full frustrations, and now they are either a gang leader or a powerful lieutenant that uses their knowledge to run things. Liable to start off with non-combat skills (beyond the M.A., like ability to dodge ranged attacks, defensive skills) and tilt hard into combat skills, taking over/running a gang when they feel comfortable, or get street smarts and gather mooks, because boots on the ground is strength of a different sort.
Affiliation: Slightly dubious. A little too eager to hurt his enemies, but he’s invited to sit at the table. Villainous, runs a gang.

★★★ Eye of Entropy Brawler Psychologist
Social +1, Brawn -1. Possible Wits +1, Ath -1
Power: Looking at a foe reduces all offensive rolls that foe makes by -2. Slows speed of attacks, lowers impact, saps strength, general loss of momentum on attacker’s parts. Can roll Wits to beat an attack roll in order to turn focus toward incoming attacks, -1 penalty if it’s a melee attack. Touch inflicts targeted extension of same effect (this target touch is hereafter referred to as a ‘hex’), inflicting a -2 to the foe’s stat most important to their offense. Touches on hexed parahumans force guts roll requiring a 6+. On a success, foe suffers a -1 to future guts rolls vs. touch. On a failure, they take another -1 penalty.
Character: A student of people, likely with a close personal relationship to the person that hurt them so badly, someone they misjudged terribly. They're liable to build up a roster of (questionable - see affiliation) people around them using their social stat, and be very careful about positioning and moves, with their power reflecting this.
Affiliation: Very dubious. Likely independent or itinerant - if he stays too long in one place, he tends to make enemies. Villainous. Not invited to the table, and people may actively hold meetings to discuss how to deal with this fellow. He’s got a bad reputation and inviting him into one’s group will cause problems for said group.

★★★ Dark Twin Manipulator
Social +1, Guts -1
Power: Enters breaker state. Spawns twin within 15’ on entering state. While in state, each have natural weapons (claw hands) that deliver ½ Dex attacks/round (1.5 base); Delivers moderate slash damage, and for every 2 hits delivered from the start of one twin’s turn to the end the next twin’s turn, deliver a moderate rend.

Can cancel one twin as an attack action, but leaves self vulnerable. Can respawn a dead twin one round after it was canceled or killed (if canceled by an outside party, they can’t spawn a new one on their subsequent turn), raising it into existence at a location within 50’ as an attack action.

Character: They triggered from isolation, but it was because they were a spoiled child who had only made (as in actually made) an imaginary friend to fill the void, based loosely on an invented sibling, one they talked about to their classmates at the time. It's been quite a few years since they triggered, but the imaginary twin lingers. They're badly in debt and are working for one of the gangs as a way of paying off the debt/keeping interest from accruing. Young woman who used to be in a family that had a lot of money.
Affiliation: Underling to a more trustworthy, organized villain faction in the city.

★★★ Redirection Grab Bag Handler
+Wits, -Brawn
Power: Multitrigger
Pistol (Barrage Blaster Secondary, Prism) - ½ Dex shots/round. Either inflicts lesser wounds or damages costume by 1 quality (flip a coin). No environmental component. Has 50’ range increment. Coupled with Prism element; Even attack rolls that hit bounce to nearest viable target to hit them too (use same attack roll vs. their defensive roll), odd attack rolls bounce off to one side and form a prism. Anyone making ranged attacks at someone within 10’ of a prism, or making melee attacks within 5’ of a prism, should they miss, have a 50% chance of taking the attack themselves. Can hold shots in reserve and stand at ready to shoot incoming attacks out of the air at a -1 penalty, making contested attack roll. (Primary multitrigger power)
Jack (Skill Thinker Secondary) - 2 skill points they can allocate as they wish. Can use a full round action to change these skill points around to other skills, but only once/hour, and can’t change it to something it was allocated to in the last 24 hours.
Aurora (Esoteric Thinker Secondary) - can see power signatures and identify parahumans in a crowd. Sees outlines in the area as ranges of powers, including ambient or thinker powers, generally where shards are focusing, where parahuman attacks are about to hit, etc. +1 to rolls to avoid being hit, targeted, or affected by powers.
Defract (Warp Stranger Secondary) - Attacks against this character have a 1 in 6 chance to miss, after all other attack rolls have been made. Projectiles bounce off in random direction, to hit random friendly/enemy target in area.
Character: Coupled with nonoffensive blaster primary... they were the equivalent of a class clown, once upon a time, except it wasn't in school, but in a gang. The layabout, the joker, the one who made the most trouble but always managed to skate by, until they couldn't anymore. Trouble came calling, the lieutenant or someone they redirected blame to came looking for them, pissed and intent… on getting answers, even if it required torture. The others in the group, including the power reader (who is, again, still alive somewhere) were freaked and worried and tried to find who was responsible for this monumental ****up.

Likely active as a lookout, recruiter (esp. With ability to find parahumans). Joker, low level flunky in group. Deception skill & street smarts. Bit of a headache/troublemaker.
Affiliation: Low level flunky.


★ Pewpewclaw Goblin Collector
+ Dex, -Wits
Power: Can concentrate an effect on an area within line of sight. Spherical mess of hologram/fractal/claw/goblinbit effect swells at target point, then explodes to shut off all non-tinker electronics within 50’ and have flashbang effects for any foe who fails a Reflex (Wits) check. Charging starts as an attack action and finishes at the start of the master’s next turn.

On detonation, spawns 2d3 Pewpewclaw Goblins (name refers to elements, can be renamed by the cape/GM/player/whoever). Goblins have stats of:


1 Brawn, 1 Ath, 2 Dex, 1 Wits, 0 Social, 1 Know, 1 Guts
They automatically fail Guts checks to stay alive.

Goblins can deliver a lesser slash as a claw attack (Dex based), deliver 2 vs. unaware opponent. Alternately, they can fire a laser secondary blast…

Ray (Beam) - Produce a thin laser beam. Hard to dodge, with foes suffering a -2 to rolls if they attempt such. Lesser Wounds. No Element. Has 50’ range increment, with one shot on a 1d3 round cooldown.

That has a 50% chance of killing the goblin on being fired, 1d3 round cooldown otherwise.

The act of charging the effect kills all already existing goblins.

Personality: He was a parent. A workaholic, who took everyone close to him for granted. He worked on visual design and website interfaces, and he'd made inroads with some of the hottest companies in the area at the time. But he thought it was his responsibility to be a provider, and neglected to actually nurture his family. His wife checked out, his kids went feral, and that only made him retreat into work more. He told himself for a long time that he would be more involved when the kids were old enough to have a conversation with, that he would do like his father did for him and teach them to play sports.

He made arrangements to coach their team, and then, when push came to shove, he worked instead. He realized too late, after his wife had left him and taken the kids (and half of the income he worked so hard to earn) that his boss' kids were on the same team, and he looked really, really bad. He triggered, and he moved to [city] because he was blacklisted in any respectable area, and because here, at least, he can use his power to earn money and respect that he no longer has as a civilian.

As a civilian, he helps manage and update some of the online betting sites for villain on villain action. As a cape, he stays active enough to keep the Goblins entertained… so long as there’s conflict they’re happy. His best weeks as a civilian are ones where he goes to pick a fight, all but one goblin dies, and he only has to manage the one. They make him miserable and distract constantly if they don’t get an hour’s patrolling/activity a day. They are, in short, everything he hated about having kids. His best weeks as a cape are ones where he can use his natural EMP effect to disrupt one of the local competitors’ databanks. Bit of corporate espionage/subtle games going on behind the scenes.
Disposition: C-list corporate villain (Gambling site)

ThreadNecro5
2016-10-25, 08:08 PM
I'd been working on a Wormverse game myself, so I may as well share some of the more interesting Capes (Mostly just names and powers)

Heroes
Pipeline
Power
Pipeline is a Cape with several small powers and one more significant one. She possesses enhanced agility, flexibility, and balance as well as the ability to ‘Lock’ a touched non-living object in place for several seconds at a time (this requires a recharge time equal to use time). By combining these powers with a pair of batons she can ‘swing’ through the air in a variety of acrobatic feats, achieving an impromptu form of flight.

She has the Ability to open small portals from 5ft of her to anywhere in sight, but the twist is that the portals are only ten inches in diameter. This is where her final power steps in: she can collapse and contract her skeletal system to fit through these portals while most others cannot.

Classification:
Mover 6, Breaker 3, Striker 1

Freezerburn
Power
Freezerburn is capable of draining, storing, and emitting thermal energy, but is forced to choose between one or the other at any given time. He is not Manton effect limited. When he absorbs energy he cools the object down, with the speed increasing and final possible temperature lowering as he absorbs more, functionally making that aspect of the power stronger with him able to generate ice at a certain point. As he does this he heats up, eventually bursting into flame that grows hotter and hotter. He is not negatively affected by the flame.

Eventually he reaches a cap in how much thermal energy he can store, and must emit it, allowing him to instead heat things up and emit fire. As with the ability to cool things as he uses this it powers up. Again as with the other half of his power as he heats things he cools down, surrounding him in water vapor and armoring him in ice. This continues until he reaches somewhere shy of absolute zero at which point he cannot emit further energy and must absorb more. To return to a normal state he must balance out his heating and cooling.

Classification:
Blaster 5, Breaker 4

Dark Age
Power
Electronics and anything else that uses electricity in the area around Dark Age is invisibly drained of Electricity and she is surrounded by a constant EMP. This does not deactivate. The drained electricity is then used to fuel enhanced strength and durability, the level of which is based on the amount of drained power.

Classification:
Brute 4, Shaker 3


Rogues:

Face
Power
Shapeshifter limited to human forms and who can alter others appearance via a touch. When touching another she can examine the way their brain functions to read others minds and alter memories (by shapeshifting parts of the brain). Has a perfect memory for appearances. Uses powers as a plastic surgeon. Her powers can only be used to replicate what she has seen with them before, but can take different elements of those things.

Classification:
Changer/Striker/Stranger 2, Thinker 1 (Master abilities would be unknown in game and so are not listed)

World of Glass

Power
Turns anything touched and surrounding area for at least several feet into fragile glass-like material which he can manipulate with silicakinesis similar to Shatterbird. Works slower on living material (a touch would only cost a limb, and on man-made things such as tools, buildings, or cars the ability to several times as effective). Cannot effect rubber. Cannot always control powers. No manton effect limits.

Classification:
Shaker 7, Striker 9

Villains
Seeker

Power
enhanced vision, she can see through solid objects, and has constantly updating knowledge of surroundings and how to use equipment in those surroundings. This understanding of how to work equipment is ‘task based’ when the equipment leaves the environment the understanding fades and she does not understand how she is using it or how the item does it, only that she is achieving the desired result with it. She can maintain tinker-built items with this power.

Classification:
Thinker 4, Tinker 1

Thunderbird

Power
Has elecrokinetic abilities that need to be charged by external electricity. Charging past a certain level causes the emitted electricity to be stronger than it would otherwise be as well as provoke a physical transformation featuring the growth of wings and aivien features, as well as enhanced physical abilities.

Classification:
Changer(Brute/Mover) 3-7, Blaster/Breaker 7

Flood

Power
hydrokinetic, limited to liquid water and featuring the ability to generate and transform into water. He is also capable of remotely controlling water temperature, meaning he also demonstrate capacity to use ice or steam, if no direct control.

Classification:
Shaker 5, Changer/Breaker 4

I will probably post some more villains another time. This was just a quick post before bed.

cameronpants
2016-10-26, 02:46 PM
Turnkey is hella cool. Can he do that to a crowd or is it only 1 on 1?
Don't pit Turnkey against Incarnate unless its before he has sussed out his powers, he's too cool to lose early and Incarnate is like custom built against him.

Actions
Incarnate's face goes slack and he stands still.

Tony/Aurelius experiences getting hurled into a locked room with no way out. Stage 2.
Ghostly armour springs up around the blank-faced Incarnate.

"I swear on this stupid code I will get out of here if it takes me a million years and kill the guy who put me here." Stage 3. No need for food/water/sleep. Tony and Aurelius spend subjective eternity keeping each other company and discussing strategies/what they'll do to this guy when they get out.

Incarnate's armour becomes solid. Spiked ball starts orbiting Incarnate.
At some point (they have all the time in the world) Aurelius/Tony will think to say "Aid me my squires, impale the one who imprisons me." The ghostly Atlatl knocks into the quiver, spilling out javelins. Ghostly figures rise up around Incarnate and rush forward, a la the end of Caesars' reign. The spiked ball is triggered by their violence/choice of target (if it counts as "a designated attack")and precedes them, exploding in spectral fiery shrapnel. The midget squires go ape crap on the remains.

Frozen eats a mad sanga (sandwich)

Unless Turnkey can crack that nut before they think of it. How quickly does he think? Does he have a "warden room" in his mind he can use to take advantage of the extra subjective time and plan while hes in his power trance? Cause if so i take it all back and excuse my insolence.

One on one. He has to wait, minute by minute, without breaking eye contact. He doesn't think any faster than a normal person, doesn't get an increased amount of time- though that would be a cool 2nd trigger ability. I don't know if he'll make an appearance in Welcome to Terminus; I just wanted to share a neat power I thought of.

Here's another one I came up with, and gave to a PC in another game:

Crystal Fire, Green Mist: Shaker 3, Stranger 4, "Malachite"
He's able to convert open flames in a radius around him into this weird green crystal. These crystals grow really quickly and roil on itself like it's a physical, 3D flame. This crystal converts any other matter into more green, churning crystal on contact; the more dense the material, the longer it takes to convert. Crystals slowly vaporize and become a thick green-tinted mist that he can control with his mind. It's not terribly fast, but even a small Crystal Fire can spread out into a decent-sized cloud. The mist is absorbed by people and rendered harmless; though anyone touching the mist can no longer sense Malachite. While not in use, he can compress a huge amount of mist into aerosol cans and old sports drink bottles which he carries everywhere. The green crystal does affect people, and due to our porous skin and skeletal structure, it converts us rather quickly...
Malachite can also 'quell' all green crystals in his radius, or put out open fires instantly, is immune to both fire and green crystal, and can see perfectly in the green mist.

Feralgeist
2016-10-26, 04:41 PM
Have any of y'all ever read the series "Ex-Heroes" by Peter Clines ??? It's an awesome read, good inspiration for powers, there's alot of unique superpowers/capes.

Basic premise is somebody's superpower-gone-wrong has started the zombie apocalypse, the series is about various capes trying to survive the the broken world that remains.

Draws alot of parallels with wormverse (Power comes at a cost, having powers messes your life up as much as they help)

Also "The Reckoners" series by Brandon Sanderson has some pretty cool powers in it. (Some of the characters are a little less compelling, but we're in this for the LEET SKILLZ, no?)

Edit; Also "The Demon Cycle" by Peter V. Brett

not anything to do with superpowers, just an awesome gritty fantasy about demons appearing every night from the core of the earth. Highly recommend.

cameronpants
2016-10-26, 04:50 PM
Have any of y'all ever read the series "Ex-Heroes" by Peter Clines ??? It's an awesome read, good inspiration for powers, there's alot of unique superpowers/capes.

Basic premise is somebody's superpower-gone-wrong has started the zombie apocalypse, the series is about various capes trying to survive the the broken world that remains.

Draws alot of parallels with wormverse (Power comes at a cost, having powers messes your life up as much as they help)

Also "The Reckoners" series by Brandon Sanderson has some pretty cool powers in it. (Some of the characters are a little less compelling, but we're in this for the LEET SKILLZ, no?)

Ooh, I've been needing some new reading material. Thanks much, I'll check out the Peter Clines series!

cameronpants
2016-10-31, 01:44 PM
@Ramsus: Just for fun, I've been statting out your Mover powers in my head and I've fallen in love with the Mover/Thinker power you have there. It can be ridiculously effective or tremendously disastrous- the kind of grab-bag of a power that fits right into the verse. I love it.
I keep coming back to the name Streamline for him/her.

EDIT: Your Mover/Striker: Touch buddy's armor or shoes and watch the hilarity ensue.

Ramsus
2016-10-31, 03:51 PM
Yeah I thought you'd like the Move/Thinker. And yeah, the Mover/Striker is so nice and simple yet prone to hilarity. :smallsmile:

cameronpants
2016-10-31, 11:02 PM
Yeah I thought you'd like the Move/Thinker. And yeah, the Mover/Striker is so nice and simple yet prone to hilarity. :smallsmile:

That power is also accidentally a powerful counter to the NPC Spur's power. He has a very efficient Social/Combat Thinker power which is hard to beat or stop once it gets started. Streamline? Dismantles him whenever, wherever.

Feralgeist
2016-10-31, 11:17 PM
Possible power/cape

Has the ability to foresee bad luck occurring and absorbs it. Is a small time do-gooder cape, subtly uses their ability to absorb bad luck to help folks avoid mishaps/tragedy. When in fights can channel absorbed bad luck into a target, making them fumble/have accidents in a major way (like the movie final destination) Mostly takes down small time unpowered criminals (stops a petrol station hold up by making the thugs' gun jam, etc

Ramsus
2016-11-01, 12:53 AM
That power is also accidentally a powerful counter to the NPC Spur's power. He has a very efficient Social/Combat Thinker power which is hard to beat or stop once it gets started. Streamline? Dismantles him whenever, wherever.

This is pretty much the best thing about worm-style powers. Absolutely every power has it's uses and no power or collection of powers is going to protect you from absolutely everything. On average a power will be somewhere between "certainly beats being a regular guy" to "that's terrifying" and will be absolutely useless against one handful of things and the flawless victory solution to another... and the handfuls could involve powers anywhere on the scale because it's never just a numbers/power game. Every one of your little details matters.

Feralgeist
2016-11-01, 01:52 AM
This is pretty much the best thing about worm-style powers. Absolutely every power has it's uses and no power or collection of powers is going to protect you from absolutely everything. On average a power will be somewhere between "certainly beats being a regular guy" to "that's terrifying" and will be absolutely useless against one handful of things and the flawless victory solution to another... and the handfuls could involve powers anywhere on the scale because it's never just a numbers/power game. Every one of your little details matters.

Seconded. It's like a giant game of rock-scissors-paper-lizard-spock but with powers! I'm a big fan of the things capes do with their powers when they aren't cape-fighting (or arent cape-fighters at all, like masters/tinkers/thinkers with more esoteric abilities)

cameronpants
2016-11-01, 04:09 PM
New game idea a buddy of mine and I came up with. Our gaming group has found long term solo games in an organic world to be very fun. Sometimes PCs come across one another, they spend a couple sessions together, and then part ways back to solo games. Usually really intense for GMs (having over a dozen short sessions a month), but it works great with Skype. There's a Song of Ice and Fire game that's been going on for years and years, and a recent sci fi space opera game that started.

Here's my idea for a game that I may start as both IRL solo games and PbP solo games, depending on interest. It was inspired by the new Dirk Gently series as well as Welcome to Terminus's flashback system, with a dash of Worm and Push to taste.




25//25

We were 64
Tanner grew a bomb to destroy the Brain Chain and make us a way out of the observation room.
Then we were 63
Sheila merged with a wall and tore a hole in herself.
Then we were 62
Luther was forgotten by the guards long enough to slit their throats. ...but we forgot him too.
Then we were 61
Aaron and Sara distracted the guards until we got through. Their skin was unbreakable, but they cooked easily.
Then we were 59
Kyle jammed the console by using himself as a conduit for 14,000 amps.
Then we were 58
John threw himself onto a grenade.
Then we were 57
Mara locked the doors from the other side.
Then we were 56
Daren, Kyla, Ned, Other John, Pamela, and Rachel were shot.
Then we were 50
We split into two groups and escaped in two transport trucks.
Then we were 25
And they were 25
25//25

Every few months to years, We and They are drawn to the American Northwest. We naturally gravitate to our own, and they to theirs; forming groups, alliances, teams. We stay to ourselves, and they to theirs. We may have escaped the Nightmare together, but we earned our right to our own destiny. They do not understand.

These people are powerful. Ostracized by society, hunted by powerful private and military agencies, they have nowhere to call home. They naturally gravitate to those they escaped with, and seek conflict with those from the other group. They are the only metahumans this Earth has ever seen. Earth has no Zion, no Endbringers, no trigger events, no capes. This is a game of fear and danger and fighting and eventual death. The 25//25 are split into two groups; the Peaks and the Valleys. What's the difference between them? One transport truck turned left, and the other turned right. That division flicked a switch in them, and now they are mortal enemies.

You hear the calling. Go to it. Fight for what you are, for what you are destined to be. A long-term, composite game of over a dozen solo adventures that twist and turn into each other. Likely to use a simple, decisive homebrew system that is a mix of the free D6 Adventure! RPG system and Wild Talents.

Ramsus
2016-11-13, 08:08 PM
Hmmm, nobody's posted in here in a while.

I was hoping someone would offer an opinion on the 25//25 concept before me so the first comment wouldn't be a negative one. So yeah, my thoughts on it are basically that it doesn't really sound appealing since personally I'm not fond of the idea of having such a very arbitrary enmity with people. Nor are PvP games my style. Still, I think it might be more appealing to other people if there was some reason for the sides to be opposing rather than something as silly as "they took a left when we took a right". Even if you were magically compelled to feel enmity for another person for such reasons, generally your rational mind would overrule it as it's a pointless thing to risk your life over or harm others for. Sure, in the moment of being confronted with one such "enemy" you might act on those feelings, but otherwise you'd likely just try and avoid them or take steps to insure you don't kill someone for behavior you would realize is irrational. If the players behaved logically... the game would be a lot of not doing anything exciting. If they didn't... it would be completely arbitrary death fights. This later isn't really something you need a premise for and if you're going to give one for, something that's more dramatic or meaningful would give it more depth. Anyway, sorry this is so negative but I figure criticism is better than not getting any response at all. *shrug*

On the other topic of this thread, I added some stuff to my post a while ago... no idea if anyone saw it since there weren't any comments. Added some more just now as well.

cameronpants
2016-11-16, 04:44 PM
Hmmm, nobody's posted in here in a while.

I was hoping someone would offer an opinion on the 25//25 concept before me so the first comment wouldn't be a negative one. So yeah, my thoughts on it are basically that it doesn't really sound appealing since personally I'm not fond of the idea of having such a very arbitrary enmity with people. Nor are PvP games my style. Still, I think it might be more appealing to other people if there was some reason for the sides to be opposing rather than something as silly as "they took a left when we took a right". Even if you were magically compelled to feel enmity for another person for such reasons, generally your rational mind would overrule it as it's a pointless thing to risk your life over or harm others for. Sure, in the moment of being confronted with one such "enemy" you might act on those feelings, but otherwise you'd likely just try and avoid them or take steps to insure you don't kill someone for behavior you would realize is irrational. If the players behaved logically... the game would be a lot of not doing anything exciting. If they didn't... it would be completely arbitrary death fights. This later isn't really something you need a premise for and if you're going to give one for, something that's more dramatic or meaningful would give it more depth. Anyway, sorry this is so negative but I figure criticism is better than not getting any response at all. *shrug*

On the other topic of this thread, I added some stuff to my post a while ago... no idea if anyone saw it since there weren't any comments. Added some more just now as well.

Thanks for the feedback!

I agree, healthy, normal people wouldn't make that distinction. But these people, right after escaping this place, were NOT normal. Not only did they have fantastic, unbelievable powers, but their brains and DNA were so heavily experimented upon and modified that a choice at the time of escape- such as choosing which way to turn- was seen as a huge, decisive factor in their development. Imagine not being able to tell that the emnity, the rage and anger and hatred you feel was irrational. That it seemed the most honest, cogent, reasonable thing in the world.

The idea would be to play into delusions and dementia the entire campaign; choosing what Tenets and Slips your character had in regards to reality would be a part of character and power development.

I agree it would be arbitrary and silly to expect normal, well-adjusted individuals to react that way beyond a first encounter, if it even got that far.

It's just an idea, anyway. I have far more interesting and self-reflective games to work on (pun intended).

I will read your new stuff now. I come up with new stuff all the time, but am never sure if I should put it up here or not. I have started developing the NPCs above, too.

Feralgeist
2016-11-16, 05:39 PM
Lolz. Mirrors. I think with the above game it'd give players focus/ a reason if they were fighting for/over something, possibly the substance that gave them their powers or an addictive mcguffin they were all exposed to during the testing that stabilises their abilities/psychosis They aren't all bad people but there's only so much of this stuff around, its about survival

cameronpants
2016-11-16, 06:51 PM
Lolz. Mirrors. I think with the above game it'd give players focus/ a reason if they were fighting for/over something, possibly the substance that gave them their powers or an addictive mcguffin they were all exposed to during the testing that stabilises their abilities/psychosis They aren't all bad people but there's only so much of this stuff around, its about survival

Ooh, I like that. Kind of introduce a basic resource management system. Could even hire on NPC/willing PC 25//25s by sharing some of your addictive McGuffin Muffin with them. Interesting.

Actually, this is feeling like a convoluted board game more than a tabletop RPG campaign.

JBPuffin
2016-11-16, 10:41 PM
Power Cookbook, eh? Well now...

Alias: Master Chef
Trigger - Culinary school taught Alex how to be a cook, but not so much a restaraunteer. His childhood dream of owning a world-famous gourmet restaraunt chain began to crumble with his first failed restaraunt...then the second, and third, and fourth. After five, he had a breakdown - his Trigger event. Between the financial stress, doing hours of paperwork every night just to stay ahead of the IRS another day, the feelings of personal inadequacy despite the fact that none of the closures were related to his management or cooking skills, the isolation stemming from his ruthless pursuit of mastering his craft...it sparked into something MUCH more dangerous than it would in our world...
Clasification: Tinker/Master
Power Description: Alex's meals are supernaturally delicious - he can do things most people would deem impossible with flavors and textures, creating physically impossible masterpieces of culinary craft. Beyond this, however, is a more insidious effect - his food, until completely digested, gives Alex a degree of control over its consumer. The more a person consumes, the stronger the influence - usually it starts as a simple craving, then an addiction, and then the Master Chef (as he is called) directs the victim to do...well, whatever the Master Chef wants them to do. Alex isn't a bad guy - he doesn't use this on other capes and make them go on crime sprees, for example - but at times he does abuse it to his personal pleasure. Unwitting and attractive guests to his dinner parties may find themselves in a precarious position if they don't catch on...

Alias: Parasol
Trigger - Ashley came from a well-off family in Seattle, living the high life in one of the wettest cities in America. She was never without her trusty umbrella, even the day her parents' mansion was set aflame by a jealous competitor of her father's investment firm. They lost everything, Ashley even more so since her parents had been asleep in their third-story bedroom when the fire started near the first-floor entrances...Looking back, Ashley had always had an interest in putting things together, but only when the full weight of helplessness struck her did her power Trigger.
Classification: Tinker/Thinker
Power Description: Parasol, as one might expect, designs umbrellas and rainwear at the level Michaelangelo painted pictures. Her designer-brand creations are sold in the most elite department stores as must-have accessories in the more precipitous regions of the world, including her hometown. What many don't realize is that, when she's not working on this fall's rain slickers, she's fighting cape wars on the street with her personal arsenal of brawl-worthy brollies. Machine guns, polearms, personal helicopters and gliders, hypnotic aids, camoflauge, body armor, hover boots...this girl has it all, and can use it effectively. The scary thing is? Her automatic proficiency with her designs is not the only reason she's a Thinker-class cape. She knows what the weather will be with exacting precision (exact readings of barometers, millimeter precipitation numbers, et cetera) in the area (five mile radius) around her out to a month ahead. This isn't terribly combat-effective, but for watching for Endbringers, it's pretty solid. Most of Parasol's vigilante work is helping out her employees - keeping their homes, their persons, and their families safe.

Alias: 9-Iron
Trigger - A rising star in his school's golf club and renowned for his spotless conduct on and off the field, Keller didn't think of himself as anyone out of the ordinary until the incident. One of his classmates, sick and tired of all the accolades being poured on Keller, pulled a switchblade on him during a passing period and held it to his neck, breathing heavily into his ear. Keller knew he couldn't do anything about this - he wasn't a string bean in the arm department, but any movement that noticeable would set this guy on edge and result in his near-immediate death. So instead, he Triggered, and his attacker never saw what hit him...
Classification: Tinker/Striker
Power Description: 9-Iron has two things going for him in the power department. First off, his golf-inspired Tinker gear, primarily clubs and balls designed for specific situations (putter which makes his ball return like a boomerang, smoke ball, that kind of thing) as well as a bag with an illogical amount of holding space to carry it all in. This alone gives him an Armsmaster toolkit to use, but then there's the Striker aspect: he can launch objects in contact with him or his club with just the right amount of force to get the thing where he wants it to go. Need to hit hole 7 with a birdie? Gotcha covered. Guy with a switchblade at your throat? Push knife with just the right angle so the knife-hand flies into the guy's neck, right where he wanted to slash yours open. Lasagna-induced zombie pushing you against the wall? Knock the brainwashed unfortunate onto their back, then push on the wall to leap over your attacker as you send a golf ball through their pre-frontal cortex. Once Keller had a taste of violence, he couldn't get enough - he dropped out of school, joined up with a cape gang, and has been working the streets since as a low-level enforcer, content with his position in part because he knows that eventually, the heroes will get to the guy in charge; once they do, he'll take over, dissolve the gang, and join the Wards or something and return to being the hero he used to be...albeit with much bloodier hands.

Alias: Aperture
Trigger - When Ayame moved into her college dorm, she always had this feeling she was being watched. She never figured out why, but every day, the feeling grew more and more intense. Things started to shift around - at one point, Ayame had to get a friend to help her shift the hinges on her door when the couch was placed directly in front of the inward-opening door. After a couple months of this, she had enough and did a photo shoot in her dorm. What she saw on that film Triggered her...
Classification: Thinker/Breaker
Power Description: Aperture's signature ability is her "freeze frame" ability - she holds her hands in front of her eye like a telescope, then clenches them and makes a *click* sound, whereupon the target is paralyzed in their current position, completely unable to move. She also is a whiz with cameras, doing things with optics that are literally unimaginable. You'd have to see it to believe it...She has another side to her Breaker power, though - one she doesn't exercise often. Aperture's first camera, the one she did the Trigger shoot with, can be used to take pictures that trap the soul of the target inside them. The individual enters a coma until Aperture burns the photo or someone snaps a picture of Ayame's face, a difficult task considering her costume. For now, she works as a cape reporter, able to get the scoop on stories other reporters can't thanks to her powers; however, she has considered a more profitable line of work as an assassin for hire, once the right mark comes along...
Alias: Karephosom
Trigger -
Classification: Trump/Blaster
Power Description:
Mover (moving powers), Shaker (area of effect powers), Blaster (ranged powers), Breaker (alternative powers), Striker (contact powers), Brute (toughening powers), Tinker (crafting powers), Thinker (info powers), Trump (power-affecting powers), Stranger (hiding powers), Master (minion powers), Changer (shapeshifting powers)

Trump/Tinker - Shannon Cartwright, "Tailor" - Costumery, Clothes Make the Man
Trump/Thinker - Grant Tullos, "Brain Scan" - Focused Analysis, Weakening Gaze
Trump/Striker - Zoey Queens, "Zen" - Nullifying Touch
Trump/Stranger - Isaac Jericho, "Dead Zone" - Nondetection, Static Interference
Trump/Shaker - Olivia Ventner, "Narrow" - Concentrating Aura
Trump/Mover - Carrie Fielders, "Relay" - Power Pass-On, Runner
Trump/Master - January Miller, "Usurper" - Minion Stealer
Trump/Changer - Garrison Miller, "Doppelgaenger" - Copycat
Trump/Brute - Trevor Held, "Survivor" - Innoculation, Self-Sustaining
Trump/Breaker - Harriet Yaunt, "Mantle" - Parallel Ability Provider, Ethereal Form
Trump/Blaster - Preecha Oshiro, (transcribed) "Karephosom" - Power Bridging (launches something that attaches to a cape, capes with the thing have their powers mixed together)
Tinker/Thinker - Ashley Colbrecht, "Parasol" - Rainwear, Weather Sense
Tinker/Striker - Keller Gunnerson, "9-Iron" - Golf, Fore! Field
Tinker/Stranger - Esther Alders, "Microbe" - Miniaturization, Atomic Shrinking
Tinker/Shaker - Matthias Everett, "" - Terraforming, Biome Bubble
Tinker/Mover - Simon Brighham, "Elevator" - Hover Tech, Levitation
Tinker/Master - Alex Suidekas, "Master Chef" - Cuisine, Mind Control via Gut Control
Tinker/Changer - Polly Kallis, "Prosthesis" - Artificial Limbs, Personal Re/Degeneration
Tinker/Brute - Edgar Brannigan, "Blacksmith" - Welding/Smithing, Fireproof
Tinker/Breaker - Ayame Tsukiko, "Aperture" - Photography, Freeze Frame, Fatal Frame
Tinker/Blaster - Devin Hart, "Full Auto" - Firearms, Bulletstorm
Thinker/Striker - Kaarina Juhanila, "Tarkkuus" - Anatomical Intuition, Accelerated Strikes
Thinker/Stranger - Donna Gatsby, "Afterthought" - Who Are You Again?, Discoverer of the Forgotten
Thinker/Shaker - , "" -
Thinker/Mover - , "" -
Thinker/Master - , "" -
Thinker/Changer - , "" -
Thinker/Brute - , "" -
Thinker/Breaker - , "" -
Thinker/Blaster - , "" -
Striker/Stranger - , "" -
Striker/Shaker - , "" -
Striker/Mover - , "" -
Striker/Master - , "" -
Striker/Changer - , "" -
Striker/Brute - , "" -
Striker/Breaker - , "" -
Striker/Blaster - , "" -
Stranger/Shaker - , "" -
Stranger/Mover - , "" -
Stranger/Master - , "" -
Stranger/Changer - , "" -
Stranger/Brute - , "" -
Stranger/Breaker - , "" -
Stranger/Blaster - , "" -
Shaker/Mover - , "" -
Shaker/Master - , "" -
Shaker/Changer - , "" -
Shaker/Brute - , "" -
Shaker/Breaker - , "" -
Shaker/Blaster - , "" -
Mover/Master - , "" -
Mover/Changer - , "" -
Mover/Brute - , "" -
Mover/Breaker - , "" -
Mover/Blaster - , "" -
Master/Changer - , "" -
Master/Brute - , "" -
Master/Breaker - , "" -
Master/Blaster - , "" -
Changer/Brute - , "" -
Changer/Breaker - , "" -
Changer/Blaster - , "" -
Brute/Breaker - , "" -
Brute/Blaster - , "" -
Breaker/Blaster - , "" -

Ramsus
2016-11-29, 03:00 AM
Added some more powers of the Shaker variety. I'm not at all ashamed about the horrible jokes.

JeenLeen
2016-11-29, 09:20 AM
My group was thinking of doing a Worm-verse game. I thought up this character.

Flicker
Mover/Striker (primary), low-rank Thinker (secondary)

Flicker's power is touch-range teleportation. He teleports himself one 'self' (including gear, but not another person) in a desired direction, swapping with any material there. This is subject to the Manton effect, so he can't swap into other living beings. However, he can pause and focus to increase his range slightly to be able to swap with a person or thing bigger than himself. (Not, though, something like a car.)
He primarily uses this power to rapidly move, effectively flying and moving one 'hims-worth' per blink of an eye. Momentum is not conserved when he teleports, so he can do things like fall from a building, 'port, and land safely (though he could just 'flicker' down if desired.)
His striker categorization comes from that he can also teleport a 'hims-worth' of matter he is touching with another 'hims-worth'. For example, he could touch someone and teleport them into the ground beneath him.
His thinker power is that his mind can judge distances and mass well, so he has a good sense of what is a 'hims-worth' and he can comprehend things around him while he is 'flickering' from one location to another.

Concept is a low-radar villain who primarily robs a few banks or stores to get money to live a luxurious life with his buddies. He tried going straight at first, but didn't want to join the Wards or Protectorate, and, well, money was tough. He mainly flickers through walls, steals, and flickers away. If caught in combat, he'll usually run away by flickering through the floor and re-emerging a safe distance away. This tends to cause a fair bit of property damage, though, so he tries to avoid it. If caught in a fight, he'll try to seal people underground (if he knows they won't suffocate or can break free in short time) or partially into walls or such (for more mundane folk).

Original concept lacked the ability to teleport others, but the DM thought he would be too weak in combat without it and that it seemed a natural expansion of the powerset, so we added it. I've also considered it being his choice if momentum is conserved or not, but seems safer and simpler to say it's not.

cameronpants
2016-12-01, 03:47 PM
@Ramsus: I like the shaker powers so far. The Shaker/Thinker would be awesome to play, and the Shaker/Master is amazing(ly puntastic).

@JeenLeen: Great power. Simple in creation and execution, but rife with awesome uses, customization, and fallout from using it.

I remembered a power I created for a solo game some time ago; he was able to mark objects he could lift with one hand. At any point, he could teleport any of those objects to himself with a thought. He also had instinctual knowledge of their general location, distance, and direction from himself. He always had perfect change.

Ramsus
2016-12-01, 06:21 PM
Added two more. The last one is really weird. Then again, I don't know how you'd do Shaker/Changer without being weird.

Feralgeist
2016-12-01, 06:42 PM
potential cape:
Typhoid was a cleaning lady working at a CDC lab who triggered when a rack of petri dishes full of virulent diseases fell on her.

Shaker/Changer/Trump/Master

Powers:
-Can control and mutate existing diseases and ailments around her. (turn a cold or an allergy into life threatening illness or severe anaphylactic shock)

-Can turn her body into a viral form, discorporating into a cloud of airborne cells

-Can infect people with her personal plague with a touch, it starts with horrible gross pustules and progressess to affecting their minds.

- Metahumans infected with her plague have their powers always on and slightly cranked up

-Has pus-specific hydrokinesis, can control the pus from infected people at range making it splatter out onto more victims to infect or explode in a spray of hard crystallized scab chunks, turning victims into unwilling disgusting walking claymore mines

JBPuffin
2016-12-01, 10:22 PM
Added two more. The last one is really weird. Then again, I don't know how you'd do Shaker/Changer without being weird.

Shaker/Changer - someone who has Area of Effect powers with body-changing...what about a field around the parahuman that makes everyone around them more like a particular thing? For example, the group needs some wings - ShakeChange focuses on them being more like angels, so they all have bird-wings on their backs now. Effects take time both to manifest and disappear, and the aura doesn't exactly care what it affects so long as it has a humanoid shape. Don't have them stand next to the Endbringer and allies at the same time - no way to win that one without some real imagery gymnastics...I think this is less weird than the one you gave, but it certainly isn't a standard power by any means.

cameronpants, can you describe spindles for me? I don't remember the series mentioning them - if they did, I didn't catch it, at least. Are they an abstraction from the system you're using, or a Wormverse concept?


potential cape:
Typhoid was a cleaning lady working at a CDC lab who triggered when a rack of petri dishes full of virulent diseases fell on her.

Shaker/Changer/Trump/Master

Powers:
-Can control and mutate existing diseases and ailments around her. (turn a cold or an allergy into life threatening illness or severe anaphylactic shock)

-Can turn her body into a viral form, discorporating into a cloud of airborne cells

-Can infect people with her personal plague with a touch, it starts with horrible gross pustules and progressess to affecting their minds.

- Metahumans infected with her plague have their powers always on and slightly cranked up

-Has pus-specific hydrokinesis, can control the pus from infected people at range making it splatter out onto more victims to infect or explode in a spray of hard crystallized scab chunks, turning victims into unwilling disgusting walking claymore mines



DC has a character by that moniker, although I don't think she's anything quite like this one. The Trigger is interesting - someone realizing in a single moment that they did their job wrong, they're probably going to die quickly but painfully, who knows how many others will go with her, how will her family take this - the mental and emotional stressors of this very simple event are shockingly concentrated, and that's not even going into the effects of the afflicted pathogens themselves. Then the abilities...anyone of these is awesomely dangerous, but all together, I think this character is Endbringer-level destruction. Like that one guy, in the serial, Nilbog. Diseases are fricken scary, man, especially when there's no true distinction in there between the various kinds...Plague Inc+ levels of dangerous right there.

Oh, and I've gotten a start on some of my own capes in that first post I made.

Feralgeist
2016-12-02, 12:01 AM
She's supposed to be of a level with that chick in the series who eats people and makes powered copies. Endbringers are a bit more insanely epic arent they?

Spindles refer to a characters power in the game we are in "Welcome to Terminus" The character in question has 10 invisible needles he can kab into other capes to empower or dampen their abilities and he gains a mix of powers based on the people he has Spindled (jabbed with a needle thingy)

JBPuffin
2016-12-02, 01:07 AM
She's supposed to be of a level with that chick in the series who eats people and makes powered copies. Endbringers are a bit more insanely epic arent they?

Spindles refer to a characters power in the game we are in "Welcome to Terminus" The character in question has 10 invisible needles he can kab into other capes to empower or dampen their abilities and he gains a mix of powers based on the people he has Spindled (jabbed with a needle thingy)

I mean, I don't think it'd be hard for Typhoid to hit Endbringer level considering the level of damage she could do. She could start a zombie apocalypse very quickly.

Ah, okay, that helps. So each needle has a percentage effect on both Prometheus and the target, and by messing around with the exact combination Prom can temporarily access unique powers. Like a human version of the serum creation process Cauldron (whatever their name was, laziness refusing to Google if that's accurate) used...

Dromuthra
2016-12-02, 02:20 AM
I mean, I don't think it'd be hard for Typhoid to hit Endbringer level considering the level of damage she could do. She could start a zombie apocalypse very quickly.

Ah, okay, that helps. So each needle has a percentage effect on both Prometheus and the target, and by messing around with the exact combination Prom can temporarily access unique powers. Like a human version of the serum creation process Cauldron (whatever their name was, laziness refusing to Google if that's accurate) used...

Mostly! Prometheus is my character, heh. The powers I develop either support that hero (if I empower) or work well against them (if I dampen). Just having more spindles in someone (dampen) makes me more and more immune to their power, and weakens them more and more if they're within close range of me. If I'm empowering, they get more and more powerful (6 spindles for double power, 10 for tripple) as long as they remain near me as well.

Feralgeist
2016-12-02, 07:41 AM
DC has a character by that moniker
Not surprising, a lot of comics have pop culture references and Mary Mallon (https://en.m.wikipedia.org/wiki/Mary_Mallon) was pretty famous for being the first documented asymptomatic typhoid carrier in the US. I just wanted to make a cool disease cape using a notable trope, with a slight tribute chucked into the mix. (My wife moonlights as a cleaning lady, her middle name is Mary and she thought the power was hella cool/disgusting when I spitballed the odea with her.)


I mean, I don't think it'd be hard for Typhoid to hit Endbringer level considering the level of damage she could do. She could start a zombie apocalypse very quickly.

Maybe. I may have been unclear on her abilities. She spreads *her* plague by touch (or via viral-cloud form) and it infects people. That particular plague gets spread through the pus touching wounds or soft-tissue membranes. The victims start leaking pustules (which she can control) and with increasing rapidity get violent/aggressive mood swings, eventually becoming uncontrollable rage zombies till violence/the disease kills them.

She can make other viruses more deadly but doesn't have the finesse to invent a zomboe virus, the best she could do is relatovely widespread rabies or bubonic plague or something, assuming she finds someone with the right base disease.

She could totally cause epidemics but pandemics......nah, it seems implausible, especially considering guardian + all the other capes (looking at you, changers breakers or tinkers) who are/can be immune to disease.

JBPuffin
2016-12-02, 07:53 AM
Mostly! Prometheus is my character, heh. The powers I develop either support that hero (if I empower) or work well against them (if I dampen). Just having more spindles in someone (dampen) makes me more and more immune to their power, and weakens them more and more if they're within close range of me. If I'm empowering, they get more and more powerful (6 spindles for double power, 10 for tripple) as long as they remain near me as well.

You do one at a time, right? There's no buffing your allies and weakening your enemies simultaneously (yet)?



Maybe. I may have been unclear on her abilities. She spreads *her* plague by touch (or via viral-cloud form) and it infects people. That particular plague gets spread through the pus touching wounds or soft-tissue membranes. The victims start leaking pustules (which she can control) and with increasing rapidity get violent/aggressive mood swings, eventually becoming uncontrollable rage zombies till violence/the disease kills them.

She can make other viruses more deadly but doesn't have the finesse to invent a zomboe virus, the best she could do is relatovely widespread rabies or bubonic plague or something, assuming she finds someone with the right base disease.

She could totally cause epidemics but pandemics......nah, it seems implausible, especially considering guardian + all the other capes (looking at you, changers breakers or tinkers) who are/can be immune to disease.

The rage zombie thing is kind of what i had in mind, actually. I know finesse might be an issue, but if can control intensity, couldn't she develop a pathogen that can take out "immune" capes? Adaptations like that are standard practice for colds and such, so if she can mess around with her own infection some, i think she could get closer than you'd think. I did overestimate her default capabilities, but yet again, who expected Skitter would be so hard to deal with as a cape? Creativity goes a long way in the cape biz.

Feralgeist
2016-12-02, 07:59 AM
Correct! Though either way he gets a bonus power, so when you have a character like Prometheus paired with a devious bastard (I mean it in the good way!) Like Dromuthra limitations like that scarcely matter. Check out the IC shenanigans (http://www.giantitp.com/forums/showthread.php?504147-IC-Welcome-to-Terminus-IC)! My char in that game is nigh-unkillable but Prometheus is one of the party members he fears slightly (There are 2-3 others, we have a nutso team.)

JBPuffin
2016-12-02, 08:23 AM
Correct! Though either way he gets a bonus power, so when you have a character like Prometheus paired with a devious bastard (I mean it in the good way!) Like Dromuthra limitations like that scarcely matter. Check out the IC shenanigans (http://www.giantitp.com/forums/showthread.php?504147-IC-Welcome-to-Terminus-IC)! My char in that game is nigh-unkillable but Prometheus is one of the party members he fears slightly (There are 2-3 others, we have a nutso team.)

That's delicious. I figured he got the powers either way, but if you have guys who don't mind a little debuff...Fun times.

Feralgeist
2016-12-02, 08:44 AM
You have ten ephemeral needles. These needles are intangible and invisible to others, and appear as ghostly spindles of glass to you. When not used, they hover about a foot away from you, orbiting counter clockwise.
You can 'hurl' these needles with a thought. They strike unerringly as long as you can see or feel your target. Once embedded, you choose to either Dampen or Empower. If more needles embed in the same parahuman, the effects are cumulative.
If you choose Dampen, then each needle provides you with resistance to roughly 1/8 of their power. Eight needles in a single parahuman provides you full immunity to the power. Each needle also provides you an aura; while within this aura, the needled parahuman's power is dampened. Each needle grants roughly one meter to the aura's range, and reduces the power by about 1/10. All ten needles in a single parahuman will nullify their power completely if they're within 10 meters of you.
If you choose Empower, then each needle provides the parahuman with a boost in power as long as they are within your aura (one meter per needle). At ten needles, their power has nearly tripled in many regards, including intensity, control, area, and strength. There are drawbacks and consequences to this, but those will come up in-game. You gain no immunity to their power.
Additionally, you develop a new power for each parahuman you have Needled; a single needle provides a weak, passive, or barely-noticeable power. At five needles, the power is active, useful, and sometimes flexible. At ten needles, it's roughly C- to B-list in strength. The power itself either helps counter/defeat the Needled parahuman (Dampen), or complements/aids the parahuman (Empower). You gain this power even if they are outside their relevant Aura. This power takes time to gather in strength. It usually takes between two and six seconds per needle to reach full capacity; at ten needles, it can take up to three minutes (The longest you recorded, pre amnesia, listed here for RP purposes).
The needles remain where they are until Recalled, which is merely a thought away. Even if out of sight or on the other side of the world, your needles remain until recalled, at which time they return instantly.
The way i understand it is he gets a bonus power regardless of distance but the dampen/empower aura he generates only affects close targets. Dampening needles grants Prometheus Immunity to the powers, doesn't negate the powers themselves unless they're in his aura.

JeenLeen
2016-12-02, 09:12 AM
The rage zombie thing is kind of what i had in mind, actually. I know finesse might be an issue, but if can control intensity, couldn't she develop a pathogen that can take out "immune" capes? Adaptations like that are standard practice for colds and such, so if she can mess around with her own infection some, i think she could get closer than you'd think. I did overestimate her default capabilities, but yet again, who expected Skitter would be so hard to deal with as a cape? Creativity goes a long way in the cape biz.

If the rage zombies themselves can infect others (which seems reasonable, since their pus can spread it (right?), and their might have pustules on face and hands), then I think it would meet the qualifications for instant-death set forth by the Protectorate, as noted when Blasto reads his own records in one of the side-chapters. I don't remember if that's necessarily equivalent to Endbringer/Nilbog level, but it's at least "you are gonna die" level (at least if they can kill you.)

If I recall correctly, being able to make creatures that can themselves make creatures was the qualification. Infected humans infecting others seems to fit the bill. (I may have some nuances off.)

JBPuffin
2016-12-02, 10:16 AM
You have ten ephemeral needles. These needles are intangible and invisible to others, and appear as ghostly spindles of glass to you. When not used, they hover about a foot away from you, orbiting counter clockwise.
You can 'hurl' these needles with a thought. They strike unerringly as long as you can see or feel your target. Once embedded, you choose to either Dampen or Empower. If more needles embed in the same parahuman, the effects are cumulative.
If you choose Dampen, then each needle provides you with resistance to roughly 1/8 of their power. Eight needles in a single parahuman provides you full immunity to the power. Each needle also provides you an aura; while within this aura, the needled parahuman's power is dampened. Each needle grants roughly one meter to the aura's range, and reduces the power by about 1/10. All ten needles in a single parahuman will nullify their power completely if they're within 10 meters of you.
If you choose Empower, then each needle provides the parahuman with a boost in power as long as they are within your aura (one meter per needle). At ten needles, their power has nearly tripled in many regards, including intensity, control, area, and strength. There are drawbacks and consequences to this, but those will come up in-game. You gain no immunity to their power.
Additionally, you develop a new power for each parahuman you have Needled; a single needle provides a weak, passive, or barely-noticeable power. At five needles, the power is active, useful, and sometimes flexible. At ten needles, it's roughly C- to B-list in strength. The power itself either helps counter/defeat the Needled parahuman (Dampen), or complements/aids the parahuman (Empower). You gain this power even if they are outside their relevant Aura. This power takes time to gather in strength. It usually takes between two and six seconds per needle to reach full capacity; at ten needles, it can take up to three minutes (The longest you recorded, pre amnesia, listed here for RP purposes).
The needles remain where they are until Recalled, which is merely a thought away. Even if out of sight or on the other side of the world, your needles remain until recalled, at which time they return instantly.
The way i understand it is he gets a bonus power regardless of distance but the dampen/empower aura he generates only affects close targets. Dampening needles grants Prometheus Immunity to the powers, doesn't negate the powers themselves unless they're in his aura.

Wow. I can totally imagine a whole video game series based around a character with this powerset...it's such a powerful support ability on the surface, but with careful selection it becomes something quite a bit more offensive. Man, props to the guy who designed this power - I'm presuming Dromuthra, but just in case :P.


If the rage zombies themselves can infect others (which seems reasonable, since their pus can spread it (right?), and their might have pustules on face and hands), then I think it would meet the qualifications for instant-death set forth by the Protectorate, as noted when Blasto reads his own records in one of the side-chapters. I don't remember if that's necessarily equivalent to Endbringer/Nilbog level, but it's at least "you are gonna die" level (at least if they can kill you.)

If I recall correctly, being able to make creatures that can themselves make creatures was the qualification. Infected humans infecting others seems to fit the bill. (I may have some nuances off.)

I made both those assumptions myself - Mary's Plague can spread via its carriers, which means she's about Nilbog's class of danger, which means she's probably on the Protectorate's hit list if she's a villain. Now if she's a hero, or even a rogue the good guys hire on, I imagine they'd stick her in a lab to provide the Tinkers aid with designing nonlethal takedown tech. Aerosol- or injection-distributed noncontagious (don't want this spreading to your caped crusaders) virii which essentially lock the affected individual's muscles like sleep paralysis would be a handy thing for the Protectorate to have on hand. Also makes the zombie threat less likely...or does it? (mehehehe...)

Wait a minute, can she only make diseases more dangerous, or could she weaken them as well? If she doesn't have the finesse to engineer plagues, I'm guessing the level of control the Protectorate would probably want isn't there...That could make an interesting scenario for the Terminus groups to have to deal with, cleaning up the Protectorate's mess because Typhoid isn't the viral Tinker they thought she was.

Dromuthra
2016-12-02, 12:17 PM
You do one at a time, right? There's no buffing your allies and weakening your enemies simultaneously (yet)?


Oh, I can have them in multiple people doing multiple things; the power that comes out is a blend following the guidelines I listed.


You have ten ephemeral needles. These needles are intangible and invisible to others, and appear as ghostly spindles of glass to you. When not used, they hover about a foot away from you, orbiting counter clockwise.
You can 'hurl' these needles with a thought. They strike unerringly as long as you can see or feel your target. Once embedded, you choose to either Dampen or Empower. If more needles embed in the same parahuman, the effects are cumulative.
If you choose Dampen, then each needle provides you with resistance to roughly 1/8 of their power. Eight needles in a single parahuman provides you full immunity to the power. Each needle also provides you an aura; while within this aura, the needled parahuman's power is dampened. Each needle grants roughly one meter to the aura's range, and reduces the power by about 1/10. All ten needles in a single parahuman will nullify their power completely if they're within 10 meters of you.
If you choose Empower, then each needle provides the parahuman with a boost in power as long as they are within your aura (one meter per needle). At ten needles, their power has nearly tripled in many regards, including intensity, control, area, and strength. There are drawbacks and consequences to this, but those will come up in-game. You gain no immunity to their power.
Additionally, you develop a new power for each parahuman you have Needled; a single needle provides a weak, passive, or barely-noticeable power. At five needles, the power is active, useful, and sometimes flexible. At ten needles, it's roughly C- to B-list in strength. The power itself either helps counter/defeat the Needled parahuman (Dampen), or complements/aids the parahuman (Empower). You gain this power even if they are outside their relevant Aura. This power takes time to gather in strength. It usually takes between two and six seconds per needle to reach full capacity; at ten needles, it can take up to three minutes (The longest you recorded, pre amnesia, listed here for RP purposes).
The needles remain where they are until Recalled, which is merely a thought away. Even if out of sight or on the other side of the world, your needles remain until recalled, at which time they return instantly.
The way i understand it is he gets a bonus power regardless of distance but the dampen/empower aura he generates only affects close targets. Dampening needles grants Prometheus Immunity to the powers, doesn't negate the powers themselves unless they're in his aura.

100% correct.

Wow. I can totally imagine a whole video game series based around a character with this powerset...it's such a powerful support ability on the surface, but with careful selection it becomes something quite a bit more offensive. Man, props to the guy who designed this power - I'm presuming Dromuthra, but just in case :P.


Combination of me and cameronpants. I started the concept as someone who could generate powers to counter other capes on the fly, and cameronpants developed the spindle mechanic. Then, late in the process, the thought of sticking my allies with them struck me, and we made it a little less powerful with regards to the Dampening side and added the Empower side. The exact numbers and balance are all cameronpants.

The trigger was at being at the sight of a Slaughterhouse 9 battle and being powerless to protect a loved one.

EDIT: If you want to see what's already happened thus far, I keep logs of the IG power interactions here (http://www.giantitp.com/forums/showsinglepost.php?p=21322861&postcount=6).

JBPuffin
2016-12-02, 12:54 PM
Oh, I can have them in multiple people doing multiple things; the power that comes out is a blend following the guidelines I listed.
In that case, is your major limiter the spindle count you have? I'm curious how one counters Prometheus in a fight.


Combination of me and cameronpants. I started the concept as someone who could generate powers to counter other capes on the fly, and cameronpants developed the spindle mechanic. Then, late in the process, the thought of sticking my allies with them struck me, and we made it a little less powerful with regards to the Dampening side and added the Empower side. The exact numbers and balance are all cameronpants.

The trigger was at being at the sight of a Slaughterhouse 9 battle and being powerless to protect a loved one.

You provided the motive, cameronpants the means? It's a really nifty setup, props to your result.
That Trigger probably hit quite a few people with Trumps of various kinds...good to know when I'm fleshing out my list :).

Working on a list of 66 - one for each unique two-part combination - which will fill out that first post. After that, I might port in some characters from a couple of stories I've started and the systems behind them to see where they fall in the scales.

Dromuthra
2016-12-02, 01:25 PM
In that case, is your major limiter the spindle count you have? I'm curious how one counters Prometheus in a fight.



You provided the motive, cameronpants the means? It's a really nifty setup, props to your result.
That Trigger probably hit quite a few people with Trumps of various kinds...good to know when I'm fleshing out my list :).

Working on a list of 66 - one for each unique two-part combination - which will fill out that first post. After that, I might port in some characters from a couple of stories I've started and the systems behind them to see where they fall in the scales.

Spindle count, correct. Also, I don't have any protection against normal damage (unless one generates), so sending something like three guys with guns will totally do me in. It takes 8 spindles to become immune to someone's power, and a full 10 to nullify them, so if you have 3 capes you can also probably take him out too. Versus 1 cape, he's likely to win, but since I can only be immune to one person at a time team fighting can get me.

Also, it generally takes at least 5 spindles in a person to develop any sort of meaningful power.

Ramsus
2016-12-03, 12:25 AM
Put in the last two Shaker/X powers.

Edit: And now two Brute/X ones.

Edit 2: And now two more.

cameronpants
2016-12-05, 05:40 PM
I feel like I want to start a 66-List too. I'll even try not to copy any of my NPCs in my Excel sheet. Also, if anyone wants to take a look at it, I can upload it somewhere and share it. It's just a quick description of their power and their guesstimated PRT rankings. Nothing about character (well, a tiny bit, but whatever).

Then again, keeping it a secret gives me ample characters to throw into Terminus, and if my players read through every NPC in there they'd start to notice things about their game...

So maybe I'll wait to upload it. Still, gonna start a 66!

Thematthew
2016-12-05, 06:51 PM
Working out a few rough thoughts.
Brute/Thinker: In addition to being stronger and tougher than a normal person, as he exerts himself he also becomes smarter. The harder he exerts himself, the faster his mental faculties improve.

Feralgeist
2016-12-05, 07:03 PM
Ha, that's awesome. "The brain is just another muscle, you just gotta learn how to flex it! I can't figure out this theorem.....Time for more reps!"

cameronpants
2016-12-05, 11:05 PM
Updated the 2nd post of this thread with my first few Blaster Powers.

@Thematthew: I have an NPC with a similar ish power. His name is Infinick. He has no cap on how good he can get by practicing. Once he reaches the 'mortal maximum', the increases stop taking physical space. He can get stronger and stronger by lifting heavier and heavier weights; gets smarter and smarter the more he studies, does puzzles, etc; gets better and better at cooking... But for everything. Has the potential to become a 12 in any field the PRT has a label for.

Ramsus
2016-12-06, 02:04 AM
I really like that Blaster/Brute.

Edit: Now done with my Brutes.

ThreadNecro5
2016-12-06, 10:34 PM
I think I will get stuck into the 'make a power for each rating combination' idea, although some powers are likely to thematically branch out a little, Like I cannot imagine a Changer that is not at least a little Brute, Breaker, or Stranger.

Doing Masters first and got the first few written. Also a random Brute/Thinker That pretty much created itself. Trying for a mixture of smaller powers and S-Class grade stuff. Will Try and get more soon, Currently playing with a Master/Tinker that uses perfumes and the like.



Master/Blaster:
Marionette Darts: The parahuman is capable of manifesting phantasmal darts which trail rope from each finger or toe that they may fire with sufficient velocity to puncture flesh. This power is Manton-effect limited, being unable to function on non-living material. When hitting a valid target the parahuman may gain control of the single limb or other major extremity that was hit (the torso being treated as one limb and featuring control of the head, neck, hip, diaphragm, and the like).

Master/Mover:
Sight-Based Minions: The Parahuman has two third-dimensional ‘shadows’ that they can freely control and use to interact with others and the environment. The location of the shadows is always within the parahuman’s line-of-sight, so were they to turn their head the shadows will be dragged along with their eyesight, with their position otherwise remaining as close to their prior position as possible. Whenever they wish the parahuman may swap places with either shadow, with their point of view turning so that the shadows remain in their current location.

Master/Shaker:
A Literal Red-Mist: With every movement the parahuman emits a billowing cloud of red mist that is prone to forming droplets of condensation on solid surfaces which return to a gaseous state when heat is applied (human body heat being the right temperature for nigh-immediate return to a gaseous state). Any form of animal life that is exposed to this mist (inhalation or skin contact) experiences an increased metabolism, a rush of adrenaline (or equivalent) and enters an enraged state, attacking any creature other than the parahuman they can find. The mist breaks down over five hours. Despite them being effected the mist often proves dense enough to suffocate arthropods and some small rodents.

Master/Thinker:
Manipulator extraordinaire: The parahuman has postcognition that allows them to see into the past of another individual they can visually perceive. What they see is focused on events that underpin the personality of the person or that can be used to manipulate them. A secondary Thinker power activates at this time and processes the accumulated data to better allow the parahuman to exploit the targets personality, emotional vulnerabilities, and other aspects of their physiological makeup. This ultimately allows the parahuman to make others more inclined to take a certain courses of action.

Master/Tinker:
Putting Up a Big Stink: Specialization in perfume. The parahuman is capable of making mind-altering airborne agents that can, via stimulation of the correct neural pathways, cause effected individuals to perceive hallucinations to create false emotions.

Master/Brute:
Fractal Multiplication: The parahuman has slightly enhanced strength and durability. Whenever the parahuman receives a sufficiency strong hit that does not kill them immediately it is nullified and they divide into two copies, one of which with their strength and durability increased by 50%. The copies can continue to split again, with each stronger one needing more force to do so and creating one copy identical to the one who split and one that is half again as strong and tough. No one copy is the parahuman’s true body and they share a mind but should one copy die all copies that originated with it’s ‘sibling’ (e.g. the ones they split into, and the ones they split into, and so on) immediately die. The oldest copy is always physically at the original power level of the parahuman and should it die and all other copy's would die with it and one survives to become the new ‘minimum’ body.

Master/Breaker:
Ghost State: The parahuman can enter a nigh-invisible incorporeal state during which they ‘implode’ into a smaller gaseous state. When incorporeal the parahuman can move through any open space (only millimeters are needed) or porous surface and is unaffected by physical forces (e.g. wind or punches, but not heat or electricity) which just pass through them. Their body hovers a few inches off the ground and moves at a slightly slower speed than the parahuman could normally go at a brisk walk. With at least two inches of material to cling to the parahuman can climb surfaces with the same amount of effort it takes to climb a rope. When contacting a living creature the prahuman may choose to meld into them, invisibly being carried along with them. When melded the parahuman can communicate with their host and at any time take control of their body, or even just selective parts like to move a limb and may also choose to send their host’s mind unconscious or wake them. When bonded to a host the parahuman may materialize a visible version of their gaseous state around them that bears two trailing limbs with the strength and dexterity of a human arm, both of which can extend out to three feet. Should the host die the parahuman is expelled from the body.

Master/Striker:
Telekinetic Minions: The Parahuman can, with a period of concentration, charge a held object to turn it into the core of a short-lived telekinetic entity which will then reach out and pull together bits of scrap and other materials into a body. As it moves it can pick up more materials to grow. Should an entities core be destroyed it dies in a small explosion of parts. Each entity has basic problem-solving skills. The longer a core is charged the more power the resulting entity has and the longer it will ‘live’ The entities telekinetic abilities are Manton limited and it has strength equivalent of that of one-third a normal human per second spend charging, and they have a lifespan equal to the time spent charging or ten seconds, whatever is longer..

Master/Changer:
ZERG RUSH!: The Parahuman can secrete a thick white ooze that over five minutes hardens into an exoskeleton of a material similar to bone. As it hardens the material can be mentally shaped into a variety of shapes, allowing the parahuman to crate superior armour plating, natural weapons, artificial muscle, additional limbs, additional respiratory organs (e.g. gills, lungs for different atmospheres, ect.), or even wings. The parahuman has some instinctual knowledge of various ‘templates’ that may be applied to a shell to a maximum of two-three templates each. Potential shells may include one with gills and a tail for aquatic environments, a massive creature of armour plates and spines, or a winged form capable of flight. All shells that are not explicitly made to be light bear some degree of artificial muscle that grants the parahuman up to slightly beyond maximum-human musical abilities but to make a shell especially effective in any one are sacrifices must be made in another, muscle and armour compete for weight and both lead to a great loss of speed, wings wont work for heavy shells, hands with claws are lacking in dexterity, ect.

The parahuman is capable of shedding a shell over a few seconds and at this time produces vast quantities of ooze that fills the leftover husk and turns into internal gas bladders and muscle, along with sealing up the back of the husk. The husk then animates and the parahuman can mentally issue orders to it as longs as it remains within visual range. Husks are mindless and without orders will stand at the point of their creations doing nothing. Husks will starve without weekly feedings of the ooze the parahuman produces. Roughly one-in-ten husks have some glimmer of awareness (being roughly as intelligent as a great ape) and gain an internal organ that continuously produces a reservoir of ooze that can be regurgitated to feed other Husks or to coat the environment to construct structures. These Husks unless given other orders will either follow the parahuman around or search around to carry out the paraphuman;s subconscious wants and desires (e.g. they will often steal things the parahuman wants). Of the husks capable of thought One-in-ten again have a retractable ovipositer through which they will weekly produce a bony ‘egg’ that hatches into a ooze-covered larval creatures that if fed daily will grow into a husk of the same type of the ‘parent’ within a week. The parahuman may also manually dictate what a larva will develop into. Husks from eggs are always have intelligence and retain the normal chances of themselves being capable of reproduction.

Master/Trump:
Clone Aura: The parahuman possess a fifty-foot aura that crates a duplicate of any other parahuman within that radius including their powers. The duplicate is identical to the original in all ways except their personality is slightly modified to include a desire to assist and protect the parahuman. From their point of creation the individual duplicates can gain memories of their own beyond the original (although this also updates as the original gains new memories. Only under extreme conditions will a duplicate work against the parahuman and in the case of duplicates that are manifested multiple times that become aware of their nature often try to imprison the cape they are a copy off so that they can continue to exist.

Master/Stranger:
Supercancer: The Parahuman moves through the subatomic spaces between the atoms of living creatures. When moving through living creatures the parahuman leaves behind a sample of their soft tissues in the victims brain which over an hour forms a tumor that spread ‘roots’ thought the victims brain and into the rest of their nervous system. As the tumor grows it sends the parahuman the victim’s memories, thoughts, and mannerisms and after twenty-four hours they can control the body and use its senses. Should the parahuman die (from mass loss of soft tissues of otherwise) their consciousness continues as long as there is still a body bearing a tumor from this power. The parahuman can at any time choose to take a body they control as their new one, and that body gains this power for the parahuman to continue to use.



Blaster/Mover:
Living Lightning: The parahuman can convert their body into lightning and fire it in a single direction. This lightning must travel in a straight line and must choose how far they will travel, to a maximum of a thousand foot. During their transformation the parahuman is blind and lacks other senses. When arriving at their destination they cause a thunderclap and initially explode in a brief five meter burst before the arcs of electricity pull themselves back into their form, this will even drag the electricity out of conductive surfaces in order to reform. When traveling five-hundred foot or more they may choose to enter a living-lightning state where they appear as a large humanoid figure of electricity for three seconds before they must choose another location to fire themselves at but before this may fire an otherwise normal bolt of lightning at another location of their choice.

Blaster/Shaker:
Gravity Wells: The parahuman can gather sounding gravitational forces from the area around them to form a sphere of hazy energy somewhere on their body. As they generate this and expanding area around them is left with reduced, and eventually no, gravity. The parahuman may fire the energy which impacts a surface and sticks to it. This energy slowly depletes itself over time to produce a field of sharply increased gravity in the area around it, pulling towards the impacted object and not the sphere itself. As the energy depletes gravity returns to the drained area.

Blaster/Thinker:
Thought Stealing: The parahuman can manifest an invisible cone in front of them. They may choose the size of this cone but the width expand proportionally to the length. Those within this cone have, over time, their thoughts and memories erased and granted to the parahuman. The parahuman can focus this effect of certain areas of the brain to target surface level thoughts, long-term memory, individual skills, and the regions of the brain that cover movement (causing the targets to forget their immediate actions).

Blaster/Tinker:
Artillery specialist: The parahuman has the ability to construct heavy weaponry and the devices required to transport them. Examples include large-caliber firearms, artillery guns, missiles, wide-radius lasers and the like. Overall large devices with an offensive usage and an area of effect.

Meanwhile the cape cna also assemble the means to transport their artillery, ground vehicles, tanks, helicopters, satellites, powered exoskeletons, all can be built and built well as long as a suitable weapon of the capes specialty is integrated into the design as a vital component.

Blaster/Brute:
I Cast Fist: The parahuman can create a short lived projection of themselves. This projection resembles an transparent outline of the parahuman in their current state of dress and condition but tinted with purple and with all identifying features faded out. The projection has the physical capacities of a high-rating Brute, with its ‘body’ being permeable but to pass through takes a great deal of energy behind it, in most cases sapping the penetrating object of most of its force and momentum. Any object that penetrates the projection destroys it. The projection has a lifespan of five seconds at which time it fades from existence if the parahuman did not trigger it do do so prior. When gripping an object in some manner the projections limited lifespan is suspended for the duration. The parahuman shares the senses to both their own body and the projection’s, and should they be injured a half-second duration projection is created around them to reduce the resulting injury.

Blaster/Breaker:
Energy Sponge: the parahuman can enter a state where they can absorb any and all energy that contacts them, including kinetic energy, and nullifies its effect on them. This includes the energy that the parahumans own movements would generate rendering them immobile in this state. Contact with other humans generally leaves them weakened for a time but extended contact can prove fatal. Energy absorbed is quadrupled in intensity and them stored for later usage.

Outside of this state the parahuman can fire waves of whatever energy they have stored, with each wave having a quantity of stored energy put into it. One form of energy can be converted into another at the cost of a twenty percent loss of the converted energy.

Blaster/Striker:
Hydroketic touch: The perahuman can, on contact with another living human, charge them with this power. Once so charged the parahuman can sense the touched person’s location and all water in the surrounding half a mile. The function of this sense however prevents the parahuman from utilizing it with their physical body due to the alien nature of this perception not properly translating into human experience. Instead the parahuman gains telekinesis limited to liquid water in the half-mile around the effected person and, with some effort, can adjust the temperature of steam or ice to convert it into liquid water. The parahumans control over the water is intuitive, with it only being disrupted by the water contacting a rigid object, be it though being struck or hitting ab object. The water can be propelled at sufficient speeds that it can be used to fire ‘bullets’ or act like a cutting blade.

Blaster/Changer:
Manticore form: The parahuman can transform into an inhuman from in which their strength is enhanced slightly and they gain improved reflexes, their legs become digitigrade, they develop claws and sharpened teeth, and sprout three extra limbs; A pair of arms, featuring an elongated torso to hold them, and a long powerful tail that is as large as they are and fully prehensile. The perahuman’s body becomes covered in a layer of armored spines that face in all directions. The parahumans is capable of firing spines from their tail with force sufficent to penetrate a building wall. Each spine requires five seconds to generate and at the time time of completion the parahuman may choose one of three chemical payloads, held within a sleshy membrane that runs through the rear-quarter and center of the spine, for the spine to contain. The choices are a paralytic that renders people unable to move, an explosive that triggers a burst of shrapnel from the spine, and a substance that continues to propel the spine, increasing its strength, speed and accuracy.

Blaster/Trump:
Loosing Your Marbles: The parahuman Can fire weak blasts of concussive force that, upon hitting a cape result in the cape temporarily loosing access to their power and make ten-to-fifty golden orbs spring from them. The orbs are the capes power, divided evenly into physical form. Anyone who contacts an orb absorbs it and gain the power at a fraction appropriate to the total number of orbs (e.g. ten orbs total means each is ten percent of the power). After a number of minutes equal to the number of orbs absorbed all orbs escape the body of the person who absorbed it and return to the original cape and they regain their power at a level equal to the orbs they have absorbed. Orbs that go a minute without being absorbed return to the cape.

Blaster/Stranger:
Time Explosions: The Parahuman can fire from their body a two stage pulse. Once it is fired it continues to travel until it hits something at which point an initial harmless barrier expands to fill a ten foot sphere, passing through all surfaces in the way. A second later, all in the same nanosecond, the second pulse detonates causing an immensity destructive pressure wave that tears everything into inch-wide fragments, stopped only by the barrier from the first pulse. At the same time the parahuman may choose where in time to place each individual fragment, limited to only time during the power’s function and the five minutes before and after. Individual fragments can be reattached by placing them back to the same period of time. Due to the reversal of time living creatures will lose memories but those accelerated through time do not gain new memories. The power is not Manton-limited and can effect the parahuman (in which case they are still aware if reduced to fragments must must reassemble themselves). After use all living creatures other than the parahuman forget about the power and its effects.


Thinker/Brute: The power allows the parahuman to access knowledge and physical abilities of all humans within five hundred feet. The cape’s total muscle power and endurance is equal to that of all humans in this radius and all fatigue and injury suffered by the cape is reduced to a quarter of normal and then divided between the cape and all those within their aura. In the same way the parahuman has access to the total information and mental processing power of all humans within their range, and any headaches resulting from this are dived between the people in range. This division also effects the parahuman’s undesirable biological functions; they only experience a fraction of what they should while others eat, drink, suffer mild disease, age, and feel tired, in their place.

cameronpants
2016-12-07, 01:39 PM
@ThreadNecro5:

That Brute/Master power is pretty cool. It's like King from the worm series combined with the ability to get stronger from his victims. Nice. I should stop saying 'I have an NPC like that!' because I realized I probably have enough that everything can seem pretty similar.

I have updated my personal list to have all the Blaster powers. Now to start on the Breaker powers- which I find to be the most difficult category to find things for. Oh well.


EDIT: Also, don't worry if these powers trip into three or four classifications; ideally, the primary two are the ones they are being made for. I'm sure my upcoming Breaker/Brute power could also have low-level Stranger and Mover classifications, but the primary two are Breaker and Brute.

EDIT THE SEQUEL: ANOTHER EDIT: Added first (easiest) three five seven breaker powers to my list.

ThreadNecro5
2016-12-07, 07:10 PM
And that is me now added more Master/- capes. Just have to do the Stranger, Striker, and Breaker

cameronpants
2016-12-09, 10:56 AM
Finished Breaker powers, starting on Brutes. This should be fun.

I find it so much easier to break away from work/family for three minutes to sketch out a power idea than crafting a response for Quest or Terminus. Please note this does not mean I am neglecting the games; in fact, it's keeping my interest and focus on this kind of material and is helping me keep up with the writing.

EDIT: I was pretty stuck on the Breaker/Thinker power. I think it has too much Shaker in there as well. Hmm.

EDIT AGAIN: Posted all but two of the Brute powers. Huzzah!

Sir Edit the III: Finished Brute powers, on to Changers!

Edit V4: Added Changer powers.

ThreadNecro5
2016-12-13, 07:54 PM
And that is the Masters finished and the first blaster added.

cameronpants
2016-12-14, 12:00 PM
Master powers now added. I won't update again until I'm finished all the rest.

cameronpants
2016-12-15, 03:51 PM
I have posted the remainder! Reached the 66. What... now?

cameronpants
2016-12-16, 01:31 PM
Changed the name an intent of the thread to attempt to get more traffic. And I want to make new powers but require outside stimulation as a catalyst!

Feralgeist
2016-12-19, 08:14 AM
Potential cape:
Changer/Master
Power: Can transform fingers into unspooling chains of infinite length, they each unspool 2 feet length of chain per finger per second. The chains coming from her left hand are aluminium, the ones from her right are iron. Chainsmoker can control the chains attached to her hands with her mind and have them wrap around things, interlock to form rigid barriers or objects, take the rough shape of people or animals and attack people, etc. When she deactivates her power the chains decay and break apart an exponential rate filling the nearby area with a haze of thermite that can ignite with a hot enough spark.

cameronpants
2016-12-20, 03:10 PM
Only just now found the Furthark Power Generator (http://futharkgeneratorphp.nfshost.com/). Gonna use it a few times and see what I come up with...

@Frozen: Man, I love the gag-names! I love that her power is both modular and highly effective in a teamwork environment.

ThreadNecro5
2016-12-24, 03:29 PM
Only just now found the Furthark Power Generator (http://futharkgeneratorphp.nfshost.com/). Gonna use it a few times and see what I come up with...

@Frozen: Man, I love the gag-names! I love that her power is both modular and highly effective in a teamwork environment.

Cool site, helped with some of the blasters I'm adding.

Feralgeist
2017-01-05, 05:38 AM
Conneseur:Trump/Breaker/Thinker
Conneseur has the nose of a bloodhound and can detect any creature with a smell, he has an eidetic memory for scents and can remember the unique odour of every individual and substance he comes across.
Conneseur can detect the emotional state of people around him by their smell to anticipate their intentions (kinda like a hormone/pheromone spidey sense, he can tell when someone is about to freak out or is lying)
Conneseur can also "view" past events with a sort of postcognition by smelling objects with a persons' scent on them, obtaining one clue about where whoever last held the object was when they left the scent on it.
When Conneseur picks up the scent trail of a parahuman and begins tracking them a link is made between the two, the parahuman begins to hear the faint baying of hounds. As conneseur gets closer the phantom noise gets louder and the parahumans powers are dampened (up to an 80% reduction when he's in the same building, it starts from 80 miles away at 1% and an imperceptible ringing noise).

Conneseur has been heavily modified by Gourmand and possesses hyper-flexible joints, elongated limbs and large clawed mutated hands. Conneseur is always equipped with 10 doses of Gourmands black dust in vial-filled darts, 10 tranquilizer darts, a dart gun and 1-6 doses of any power replica serums Gourmand currently has on hand.

Gourmand: Tinker/Thinker
Gourmand has the ability to analyse any chemical compound that he ingests and safely break it down within his stomach. As a tinker his specialty is pharmaceutical mutagenic compounds. He has heavily modified his body to give himself a 5 foot long lamprey-like tongue that emerges from his mouth (kind of like this (https://www.google.com.au/search?q=the+strain&prmd=ivns&source=lnms&tbm=isch&sa=X&ved=0ahUKEwi8x-ve5arRAhVGmJQKHa1LB_QQ_AUIBigB#mhpiv=3)) and a vent on each wrist that at will secretes a black dust into his palms. When the dust comes into contact with a parahuman it amplifies their powers, their reaction time and their aggression, proportional to how much dust they are exposed to. Once every few minutes Gourmand can spray a jet of dust at someone with enough volume to overload their power and send it haywire. On normal humans the dust overloads their adrenal and serotonin glands, giving them a manic burst of energy and the ability to ignore pain followed by a state of lethargy.
If Gourmand manages to ingest samples of DNA from parahumans (usually blood) he can craft a batch of doses of serum that bestow a flawed temporary replica of their power on whoever it is injected into.

JeenLeen
2017-01-06, 10:56 AM
I've thought of some Worm mercs. I like the idea of powers working together.

A mercenary duo operating as a single killer-for-hire.

Since he has never operated openly as a cape, he has no superhero name. His power is to create miniature portals linking two places. The portals can be, well, he's not really sure how small, but potentially the size of a few molecules up to something he can fit his hand through. His power is relatively weak, in that he can only make one set of portals at a time and he has to have line-of-sight to both portal openings.

He works with another cape as an assassin. He poses as a mundane guy in the crowd, while his ally shoots through one portal to kill the target from an impossible angle.



Angle for short. His cape name is actually misleading, and a play on how he assassinates people via his cohort's powers.

His actual power is a limited precognition.
If he focuses on something, he can see all the directions it can move in the next few seconds. If it is something he is holding, he can choose one trajectory and perfectly act in a way to get it to follow that trajectory. (It does have to be a trajectory that is physically possible. His precognition takes into effect things like gravity, objects' weight, and unknown factors. So, if he plans to shoot someone but that person decides to duck, he'd see his bullet will pass past where the person currently is instead of stopping inside the person.)

He can use it in single combat, predicting one's target's moves to help him avoid being hit, but the focus it requires makes it hard for me to also focus on attacking the target. Thus, he prefers sniping. He works with his friend, the portal-maker, to assassinate targets from unexpected angles.



Not sure if appropriate for Wormverse.

His power is strange.
His thinker power is that he can intuit the value of something, as long as it is inanimate, a single object, and no larger than a large car. This includes its monetary value, but only because that is something people care about. A child's cherished doll might be as 'powerful' as a bar of gold.

His other power is to absorb the energy of an item, destroying the item (not even leaving dust). He can then use this energy to charge another person. This gives a slight increase to energy, hardiness, health and slows aging and increases healing times. In parahumans, it also boosts their power. He cannot use the power on himself.
With a full charge (several million dollars / something so valued several people would die over it), he can give a mundane strength, speed, and regeneration comparable to low-to-mid-level Brutes. A full (or nearly full) charge on a parahuman can sometime overwhelm their system or make their powers go out of control, giving him a way to incapacitate a cape... BUT it might just make them incredibly more powerful and still in control, so combat use against something is very limited.

Generally works as a mercenary, taking money to give buffs to gangsters or capes. His power has the side effect of being addictive (akin to smoking in intensity and frequency), so he gets frustrated and on edge if he can't absorb something often enough. Usually a few hundred dollars a day is fine. Most he empowers are not impacted by this unless they frequently use him, in which case they get addicted to his empowering them.


A duo of gangsters, who make the gang Suicide Kings.

The leader of the Suicide Kings. His power is thought to be that, if he dies, he respawns. Presumably some weakness or limitation, but nobody knows what it is. Thus, he attacks brazenly with little concern for his own safety, and has a cyanide pill in his mouth in case of capture.

His actual power is to make clones of himself. He can make up to a dozen clones, leading to 13 of him in total. All are him, and share memory and knowledge (sort of like Harem from the webcomic Grrlpower) and power (so a clone can make a clone, but a cap of 13 of him total). If a clone dies, he can make a new one in a day. (Thus, his greatest weakness if his clones all dying at once, before he can replenish them.)

Any clone he creates is created as he was when he gained his powers. Thus, his default appearance is a 23-year-old, scrawny, drawn-out guy.

His cohort, Fleshweaver, reshapes the faces and bodies of the clones to give the appearance of a full gang and hide that there are clones. Fleshweaver also gives them some superstrength and toughness (probably like Brute 1-2).



His power is to warp and manipulate the muscle and flesh of parahumans via skin-to-skin touch. He has used this on himself to look like a humanoid mound of flesh covered in calluses, working effectively as heavy body armor and giving him superstrength. When in fights, he tends just to bash folk. His touch can (if he wishes) sort of 'stick' to the flesh of a parahuman, pulling and warping it. Thus, parahumans who fight him tend to wear extra clothes to prevent accidentally touching him.

He can act with finesse, but it takes time. To reshape a clone of King Suicide into looking like another person takes him about an hour.


Their gang consists primarily of King Suicide, his clones, and Fleshweaver. They recruit lesser thugs, with the promise that Fleshweaver will bless them if they prove themselves worthy of the recklessness and power of the Suicide Kings. Most of these lesser thugs quit or get killed trying to earn a blessing. Those who do earn it are generally killed and replaced with a clone of King Suicide to keep up the ruse.

Ramsus
2017-01-07, 03:10 AM
Finally started in on the Blasters.

Edit: Finished Blasters.

Edit 2: Starting in on the Breakers.

Edit 3: Finished Breakers and started Masters.

Edit 4: Finished Masters.

ThreadNecro5
2017-01-10, 05:49 PM
And that is me added the last of the Blasters. Movers Next.

Ramsus
2017-01-10, 10:53 PM
Did Tinkers.

Edit: And Thinkers.

Edit 2: And Strikers.

Edit 3: And Changers.

Edit 4: And did Trump/Stranger, which concludes the two part powers.