[quote=@Migyudon] Hey. I'm new to Forum RP's, and I'm having difficulty with some terms such as Worm and Cape Name. I have prior experience with RP'ing outside forums though, so I'm aware of basic etiquette like how to avoid being too OP, and god modding. Anyway, here's what I have so far. I'm very willing to talk about her ability-- considering its nature. [hider=Mystral 'Felicity' Farron] Complete Name: Mystral Schirm-Farron [hider=Faceclaim] [img]https://i.imgur.com/McLklDG.jpg[/img] [/hider] Cape Name: (Is this akin to monikers?) Theme Song: https://www.youtube.com/watch?v=EAKhJ9pwhhg Aspects High Concept: A careless stranger, delighting in the chances. Trouble: Risks everything in fair circumstances. Origin: Rotting in a homestead, ran away. Growth: Tired of security, will gamble until dead. Adventure: Why not? Bio: Mystral is the daughter of prestige, the epitome of royalty. Born from the union of aristocrats that hail from wealthy countries, it was inevitable, even destined that she lived a sheltered, rigid and symbolically ‘perfect’ life. --which is exactly why she left Frankreich in the first place. Mystral, despite her ‘perfect’ upbringing, was not entertained by all the formalities of royalty. She dreaded every day, knowing that there were hands to be shook and treaties to be signed to ensure a ‘good and prosperous life’ for the citizens of Frankreich. She could hardly give a damn what those peasants had to think or say. It was a droll life, a boring, tidy, and predictable life, until she decided that on her eighteenth birthday, she would leave for good. She enjoys a life of risk, the more dangerous, the better. Soon, she finds herself a life of gambling, living in excess whenever possible. “The thrill of uncertainty”, she says. Mystral hopped from city to city, leaving all ties once her infamy rises far enough to have her evicted, but never through anyone’s force. If she ever left in debt, the payment was sure to follow, never weeks behind. Mystral leaves every single place with a formal curtsy, a gracious smile, and a handwritten note-- usually left at the last table she stays on. This earned her the moniker of ‘Felicity’, for wherever she may go, her smile never falters. One such encounter of hers included meeting with The God of Gambling himself, known by many names-- in this setting, he is Argente. By some stroke of trickery, she was able to out-trick Argente to bet his godhood. She proposed a special form of wager, where once something is bet on the 'table', it cannot be withdrawn. The only way to keep the object wagered is to win it. By having him put his godhood on the table, she effectively robbed him of the power to cheat. Mystral won 'fairly' by human means (Counting the cards and waiting for the opportune moment to propose an all in), opposed to the god who used his control of fate and reality to bend the favors to his liking. Mystral did this to prove a point to Argente, briefly giving back the godhood as she has no interest in unfair manipulation-- under some conditions: 1) She will not be smote, nor punished for her trickery, and 2) She is gifted the ability to Wager anything. Ability: Wager Trump, Mover/ Stranger, Brute, Thinker Mystral has the ability to bet anything, may it be tangible or non-tangible. In essence, she could outsmart a man to bet his intellect, or outdrink a body builder for their strength. The drawback is that she must also put something of equal value-- so there will be no unfairness when it comes to the stakes; she cannot bet an egg to gain someone's chicken. In the same essence, she must bet her life to gain a life. With this ability, she has been able to wager other abilities out of other users, and has since garnered a collection of powers such as superhuman prowess (Brute 4 level), and portal conjuration (Mover/ Stranger). (For the sake of being fair, this will be the only two I propose she could use.) [/hider] [/quote] So this RP is based on an online serial book called "Worm", worm is about a world in which, to out it simply, there are such things as superheroes and villains. For a quick catch up google Worm and read the synopsis on Wildbow's website. (the author of the original work) The term "cape" essentially means somebody with powers, referring to the trope that superheroes and villains stereotypically wear capes. It isn't up to me to critique your character, although I will point out that in the Worm universe every person gains their power during an event called a "trigger event," Something traumatic and usually that persons worst day of their life. Typically the type of trauma corresponds with sort of power, so an emotionally traumatic event is more likely to result in a thinker power or something mental, being tortured or abused is more likely to result in something physical. The nature of powers and trigger events is extremely diverse though, and certain characteriatics may make it more likely to trigger, such as having cape parents although it still isn't guaranteed.