A WIP, but I wanted to let yall get an idea of where I'm going. And I can still tweak things before I get too far this way as well.
Oh and the Manton Effect stops her from Magnetoing you lol
"Did you think that dry land would be your friend? The last person who believed that still hasn't woken up."
Name:
Sierra Mavis Danvers
Alias
Siren
Nicknames
Stick in The Mud Seaweed Head Not unless you want to get on her nerves.
Age
17
Gender
Female | She/Her
Personality
Sierra can come off as harsh and difficult to approach at first, which is ironic given her powers, but she isn't at all antisocial. Whenever the Wards gather around out of costume for an evening, Sierra's found at the front of the group. Over the years, she's developed a bit of a Big Sister role within the team, taking it on herself to look after the younger members of the Wards and make sure they don't do anything stupid when the PRT turns their backs. As Siren, she tends to conduct herself in a very formal, dignified way, like the captain of a ship. Despite the fact that she takes on a lot of responsibility in the Ward scene, and can be counted on to follow through, Sierra is also known for being stubborn in her ways. She likes to move as she does and isn't always keen on shifting direction unless it really matters. This is what gives her than unapproachable atmosphere people witness during first impressions. If she takes the rest of the day off, you will have a hard time telling her otherwise. If she wakes up at 11pm and insists on spending three hours handling worthless paperwork so she doesn't have to in the morning, she won't be stopped.
Sierra is also very...evasive when asked about anything especially personal. Anything about her trigger to details about her homelife before the Redline Wards tends to get shutdown pretty quick when someone asks. It's best you don't know.
Appearance
Out of costume, it's all comfort. Sweatpants, baggy sweatshirts, and anything that doesn't make her feel too humid. Due to the side effects of her powers, Sierra's hair is always wet. She hasn't been able to successfully dry it in the last four years. How wet depends on how much she uses her powers. After a head-on fight with villains, it looks like she dunked her head underwater. When she wakes up in the morning, it only feels somewhat damp. Don't ask how she sleeps comfortably. Don't ask about the fish scales, either. Siren wears a getup that makes someone think she's a pirate instead of, well, a siren. Turquoise colored, hydrophobic long-coat, a pair of knee-high boots, padded elbow gloves, and bulletproof vest designed to look like a regular undershirt for subtlety.
Biography
To be added.
Powers
Shaker - Breaker
Arguably more like a Changer than a Breaker, Sierra has a form she shifts into where her body is altered to be made of water. Her clothes blur and mingle with the surface of her skin and seem to cascade away towards any edge. Her hair goes from being constantly wet to a raging waterfall in the shape of hair, that no one can touch without their hand passing through or being pushed back out. In this form, Sierra absorbs any free water in a solid or gaseous state that her body touches, which is used to slowly heal wounds. She can also walk on water in this state, but the most important advantage to Sierra's Breaker state is that it allows her to access her Shaker power: Hydrokinesis. In this form, she can freely manipulate free water in any state, such as liquid or ice cubes, on a molecular level. This allows her to artificially change the state of water and move it like an extension of her body, which it technically is.
Sierra is also capable of altering the weather with enough humidity in the air, effectively forcing rain to pour down. This doesn't have much of a practical use unless the rain is particular heavy, and takes time, but it makes Sierra's ability to flood a street a lot easier if it happens. Sierra can't recreate the wind or lighting associated with a thunderstorm, but sometimes, when she is pushed into circumstances like the ones during her trigger event, a full-blown thunderstorm just might occur outside of her control.
Skills
Other
(Where to put anything these broader sections might've missed)
I'll say this sooner than later, beyond the fact of, hey, I love Hydrokinesis, is that technically The Wards aren't established yet; we'll actually be going through that in the first part of the RP, so we get to witness the fledgling moments of the group...For better or worse. Probably worse. xD
Just a heads up, since I saw you bringing up how she handles herself in the team in Personality.
Holy shit, this exploded in the last couple hours I’ve been working. I’ll be making a perky 13-year-old with sort of… copy paste powers, I want to say? She can recreate any item she sees and handles, but her power can run out. The amount of energy each creation takes depends on specificity, necessity, and complexity. Each item disappears within one hour and she can disappear it at will.
I'll say this sooner than later, beyond the fact of, hey, I love Hydrokinesis, is that technically The Wards aren't established yet; we'll actually be going through that in the first part of the RP, so we get to witness the fledgling moments of the group...For better or worse. Probably worse. xD
Just a heads up, since I saw you bringing up how she handles herself in the team in Personality.
Oh I see. I went into it thinking they were a thing for a while. That’s cool, I can work with that.
Holy shit, this exploded in the last couple hours I’ve been working. I’ll be making a perky 13-year-old with sort of… copy paste powers, I want to say? She can recreate any item she sees and handles, but her power can run out. The amount of energy each creation takes depends on specificity, necessity, and complexity. Each item disappears within one hour and she can disappear it at will.
Oooh, sounds fun! Good point on the specification and complexity bit tho, otherwise she'd be running around CTRL-Ving Tinker crap all the time xD
Personality: Well-read, but lacking formal education. Knowledgeable of many things, but not social niceties. And of course, with a predilection for gluttony, making sure that every bit of food is eaten and every edible drink is drunk. This gluttony extends to knowledge as well; he wants to know more and more and more, reading every book and label and manual he can unless it's in a language he does not understand.
Surprisingly, he lacks obvious evidence of mental scars, something he is quick to reassure his teammates hides evidence of deeper trauma. After all, he would state, he was born poor and underprivileged and he had Powers. Of course, he Triggered like the rest of them!
Appearance: For his civilian appearance, Andrew regularly uses his stipend from The Wards to buy the trendiest civilian clothing possible, with a preference for blue and white shirts and jackets. He also reveals his natural hair color, which is brown.
As a Cape, Andrew uses his powers to turn his hair silver, because he thought it was cool. He also prefers the costume shown in his picture, because he likes it.
Biography: Andrew was deposited in an orphanage close to a Public Library. It was an orphanage of love, of warm food and light and a constantly burning fire in the winter. It was beautiful and musical and it was all he could want. Not just that, but the Public Library was close enough that even at a young age, he can cross over with minimal adult supervision and lose himself in the books for hours. He was intelligent, precocious, and it was clear that someone was going to adopt him after a while. However, he always insisted to his prospective parents that they pick another kid or set of kids first; they needed it more than he did.
This continued until he was past the normal age for adoption, but the boy had already resolved to work at the orphanage he lived in to take care of other children. Then one day, a person who came to adopt one of his friends dropped a suitcase after leaving in a hurry, and Andrew resolved to return it once the person came back... Only to find some of the younger kids have picked the locks, searching for candy.
After scolding the children, Andrew glanced through the suitcase's contents and found papers and a strange vial inside; some of the former in English. Reading quickly through them, he grasped enough to know that the vial was an illegal compound intended to be tested on the kid who was going to be 'adopted' by that man. More importantly, it was a vial that was likely to turn a person into a monster or give them a strong Power; whichever was more likely.
Rage filled the boy. As the 'adopter's' car returned to the parking lot, Andrew opened the vial and drank its contents without hesitation. If the man wanted to turn his friend into a test subject under the guise of adoption, he had another thing coming!
The man burst into his room as he doubled over in pain. Then blue light filled the area, and Andrew faced the fraud who was going to prey on his friend and prepared for a confrontation.
No one knew what happened after that, but some days later, Andrew arrived at the nearest PRT office, saying that he had heard about the budding 'Wards' initiative, and that he had powers and wanted to join...
Powers/Skills:
Andrew is reasonably well-read and knowledgable, with a special focus on history and fantasy literature. He is also being taught how to fight with swords, guns, and strangely, axes; this training has made him atheletic.
Hope Manipulation (Trump/Shaker/Master 8) - Andrew/Hope draws from his own Hope and the ambient hope of everyone within 50 meters of him in order to create a number of effects that cover every other Class of Power, including energy blasts, force-fields, energy constructs, flight, cellular regeneration, and material alteration.
The Drawback of this? This is Worm we're talking about; the world is crapsack and his teammates have strong traumas and the mental issues those cause, meaning that they might not be interested in hoping for a better future. Also, prolonged use (1 to 2 hours) depletes his hope and the hope of others, eventually sapping their will to live and rendering them catatonic and zombie-like if they don't commit suicide.
Lack of hope and excessive use of his powers can shorten this period further.
Sub Powers: These classifications assume an average level of hope in the affected area.
Energy Blasts (Blaster 6): Blue energy blasts of manually variable power capable of knocking a person off their feet and inflicting mild burns or blasting through unprotected flesh and punching straight through steel. These can be thrown as simple blasts or sustained beams.
Energy Shields (Shaker 6): Semi-transparent energy shields capable of halting a speeding car in its tracks with only moderate strain. Though, something as heavy and solid as a speeding armored truck will likely shatter them. Shields can be formed up to 2 meters away from himself, large enough to englobe him and anyone close enough to fit inside as well. The shields can be shaped somewhat but are always spheroid or semi-spheroid.
Energy Constructs (Master 2-?): Energy which can be shaped into tools, weapons, or small structures like miniature bridges that are as durable as titanium alloy unless specified otherwise. Can be as small as a screw or as large as a truck. However, the major caveat is that he must actually know how to physically build what he summons. For every object, he must have the theoretical blueprints for dedicated to memory. Technically, he could make anything, but advanced electronics and Tinkertech are far outside his reach. The more complicated the object, the more energy and concentration required to create it. The most complicated thing he has managed to make with it so far is a wheelbarrow, but this power will only grow in utility and menace with time and study.
Flight (Mover 4/Breaker 1): Andrew can fly up to the speed of a small civilian helicopter, and his body is protected from the air resistance and friction of moving by his own power.
Cellular Regeneration (Brute/Striker 5): Andrew can heal his own injuries, even loss of limbs, and heal the same in others as well. He can also purge poisons and diseases and even rewrite another person's genetic disorders out of their DNA. However, he needs to touch the person being healed, concentrate his attention on them, and it costs a lot of energy.
Material Alteration (Striker/Changer/Stranger 2): Andrew can change the color, shape, and appearance of his clothing and any items he directly touches, but he cannot increase their durability; this means that he needs normal armor to protect his body, which The Wards provide. The changes are permanent but can only target inorganic or dead material (like his hair or clothing fibers). He can target something as small as a singular hair. He can alter an object's size to match that of something with equal weight. Effectively, mass is generally conserved.
Hope Sensing (Thinker 1): This allows him to sense the ambient emotion of hope in living creatures within 50 meters of him. This sense is incredibly broad, so he is unable to determine the number of people in the range or identify specific people. Within 5 meters of himself, however, he can apply greater focus to uncover hidden people, able to foil some Strangers or find trapped victims under rubble and the like.
Other: My favorite superpower is Actual Magic, which does not exist in Worm. Failing that, my own Hope Manipulation.
Took me way too long to get everything in order, lol.
"So, villains... are you about done with this little tantrum of yours yet?"
Name: Sean Evens
Alias: Overclock
Nicknames: NA.
Age: 17
Gender: Male
Personality: A nod here. A grin there. A nice word for a citizen and a cat saved from a tree, because why not? He's got time, more than enough. Overclock is the quintessential speedster brute, a mighty force of justice. His record against criminal elements is nigh-flawless, and he is the sort to perform hero work outside scheduled patrols... and even outside costume. After all, once he's ramped up enough, even without a mask, cameras are no threat to his secret identity, which can result in a number of victims suddenly finding themselves saved, the villain beaten, and a note from their "friendly Neighborhood Overclock" left behind. Despite all this, he's not typically the sort to actively ham things up or play along as well with the PR machine as many of his peers. For a simple reason.
He is stubborn and prideful, though he typically hides it well. Sean has an... obsession perhaps with controlling his own path in life, in dictating his own destiny and image (his costume, among other things). He was not exactly thrilled to join the Wards, and the fact that he barely tolerates the red tape and PR is fairly clear to any that know him well... which is surprisingly few. Despite his forwardness on the job, behind closed doors, he is a comparatively restrained person. He sees heroing at the behest of a government agency as inherently flawed. In fact, he outright finds superhero costumes and masks to be ridiculous, and if his contract didn't have some comprehensive NDAs involved, he'd be perfectly happy to be hero without a secret identity at all. On the inverse scale, he doesn't think villains have the right to hide behind masks and thinks the precedent set by letting them is one of the major factors making the world worse by encouraging the idea of lessened to nonexistent consequences... as long as you might show up for the big threats like the S7 or Heralds.
If he were an independent hero, he'd be much happier. Instead, with the choice taken out of his hands, he barely refrains from acting spitefully towards his comrades and superiors. To that effect, even as he refuses to put on a stage persona for the masses, he feels he's doing everyone a favor just being his regular self on the job. Really, they should be thankful, he thinks, that he only takes out his frustrations on "acceptable targets".
And yet... despite all of that, there's a part of him, the part of him that he currently lets lead the charge, that believes in a better world, in better heroes, that things can be salvaged, the villains beaten, the Heralds destroyed, and that lives can be saved in all the ways that matter. And he worries for his younger peers, for how they might be suckered into the government's games as effectively child soldiers. A large part of him feels responsible for them, and that part also wants the Wards to be what the naive among them believe it is. And for that reason, he sees it as his duty to coopt the image and direction of the Wards before it can be twisted by hard men making hard choices. And well, if that lets him get back at those that forcibly recruited him in a number of petty ways? Why, how could he refuse?
Independent of his issues with "the System" and internal conflicts, however, Sean has a powerful sense of justice... if a bit black and white. To him, "evil" acts aren't excusable. There is only doing the right thing or doing the wrong thing with little -if any- in between; it is always a choice that anyone can make. For that reason, he has very little true leniency to offer for those that overstep. He's a true believer at heart in the American Dream, of the right to be free and choose your own destiny. Those that dare take that free will and liberty away from others (most Masters, slavers, rapists and murderers in general -though not necessarily killers) will find that he is fresh out of mercy. He believes that saving people is more than saving their bodies in the present but eliminating any threat that could harm them in the future; and it is equally vital to save the peoples' hearts and minds.
Appearance: Civilian: A 5'10", 160 lb. dark-brown-haired, blue-eyed, athletic, caucasian and clean-shaven young man with the lean build of a martial artist. Prefers blue jeans and wide variety of cotton shirts or hoodies. Typically prefers solid colors or stripes and avoids stuff with brand names plastered all over it. He lives in Redline, Maine, which is -to say the least- cold, so he also favors warm jackets, preferably with hoods for when the chill is especially biting.
Cape: Despite despising spandex with a fiery passion, he's opted for a costume that might as well be named "MURICA HARDER" just to spite the PRT. It may not yet be obvious exactly how such a PR friendly-seeming outfit is going to channel such ends, but the malicious compliance promises to be glorious. The outfit is a thick, durable full-bodysuit affair, aside from the head, which has a wide blue domino mask, leaving his eyes and lower face open. The dominant color is a dark blue with a triangular expanse of dark red covering the majority of the chest down to the bottom of the sternum along with rounding out to cover the shoulders and encompass everything above the nape of the neck. Emblazoned upon the front in the center of the red mass is a white and blue emblem of a clock without hands, surrounded by a ring of white five-pointed stars, one for each hour. A single narrow "v"-shaped, downward pointing white stripe ascends up the outside of both thighs with a larger, thicker one on his back, the point ending at the small of his back. The boots and gloves are dark red with multiple "v"-shaped white stripes ascending up the front lengths of them, the "points" of the v's pointing towards the ends of the appendages and only descending far enough to barely touch both his ankles and wrists. There is a white utility belt with dark red accents secured firmly to the waist by built in belt straps; though it can naturally be unbuckled and removed separate from the rest of the costume. All the colors of this costume are done blatantly in the exact same color coding as the American Flag.
Biography: If Sean were to call his early and mid life anything, it was... "average". Not that he was actually disappointed with that state of affairs. He had loving parents, a good home, good schooling, a number of healthy hobbies he went through over the years, including swimming, gymnastics, soccer and finally, martial arts. To say the least, on an objective level, compared to many, he lived a good, perhaps above average life, and he was content with that, aspiring to no particular heights and wanting little more than he had. He had enough of a good support system to avoid being forced into any particular direction, and he loved it. What he loved and appreciated the most was the freedom to choose his own life, to choose his own lifestyle, to be able to plan around taking up a job that wouldn't just be a grind for money but instead something he would genuinely enjoy doing his whole life. He was 15 and had an actual plan for his life, one he intended to carry out.
And then some things happened, many of them unfortunate, some of them not. At the end of it all, unfortunately, his plans were in shambles. He had powers and a will to use them... and an even greater desire to avoid using them on anyone else's orders. So, he tried out the whole vigilante thing for the next two years, and turns out, he was pretty good at it. With his lessons from martial arts, he was more aware than many his age what the consequences of excessive force would be, so he carefully toed the line, stayed within the bounds of self defense and defense of others, and ensured that every citizen's arrest was properly conducted, the victim a witness and the baddie bound to be put away. The people and even law enforcement seemed to like him, liked the "friendly neighborhood hero" persona he had, a relatable guy who nonetheless was here to help. Between that and his martial arts refining and reinforcing his discipline, he kept things restrained. In fact, despite doing so begrudgingly at first, he even went to therapy and recovered from his Trigger Event... mostly anyway, becoming as well-adjusted and rational as any could likely ever expect him to be.
He did everything right, picked up the pieces of his life and was in the process of fitting them back together... only for the government to stick their nose into things. There were some threats of using the law against him for his vigilante work, but he easily called their bluff, knowing he had followed the letter of the law... and admittedly laughed in their face. Unfortunately, they thought to go around him entirely and manipulate his option through his guardians. And so, Sean finds himself in the here and now with a barely restrained chip on his shoulder and an axe to grind with the system... not that he's foolish enough to be overt about it. Oh no, nono. If he's going to have his way and get retaliation, he's going to have to play the long game... so it's sure nice to be so good at putting on a show. They won't know what hit them.
Powers/Skills:
Athleticism: Is a highly athletic and agile individual, and his cardio is sufficient for very extended periods of running (to say the least).
Great Pain Tolerance/Willpower: He's learned to handle pain and aching muscles taking martial arts, and gaining powers that rely on a stronger base has only pushed him to push himself to the edge time and again. Working up the scale, in being a hero, taking actual injuries multiple times has numbed him somewhat. As long as he isn't entirely incapacitated, it's likely that he'll try to keep fighting.
Martial Arts: Tae-Kwon Do: Even before becoming a cape, he took martial arts and reached a level where he could actually put what he knew into practice beyond refereed spars. His style favors a wide variety of kicks, but he's been known to "ad lib" things or forgo form entirely to be more unpredictable. This gives him a certain awareness of where it's safe to strike the human body to incapacitate foes relatively harmlessly... or where he needs to aim to do the most damage.
Service with a Smile: Having worked in the fast-food industry, Sean is quite practiced at concealing his true feelings from others.
Swimming: Can swim pretty well. Retained the skills easily, even if he hasn't taken lessons in years.
Escalation: Overclock (Mover/Brute/Breaker 2-10+): A power that multiplies Overclock's base speed, strength and durability to ramp up over time. This effect is not gradual but instead occurs in periodic bursts with a longer waiting time for each successive burst. The boost and periods between boosts occur in exponential increments, starting with 2, then 4, then 16, then 256 and so on. The waiting times are slightly lower initially, allowing him to activate the first boost instantly, effectively meaning he must wait 2 seconds to activate x4, then 4 seconds to activate x16, then 16 seconds for x256 and so on... a fairly long time in the initial moments of a fight. This is rather mitigated by the fact that he doesn't actually need a fight to ramp up and can, in fact, begin doing so ahead of time if he's anticipating one.
Despite the ludicrous speeds he can move at, he doesn't seem to cause any undue collateral damage from the force of his passing. However, this state of affairs lasts only as long as he chooses to allow it. At any point, he can seemingly at least partially selectively decide which aspects of physics his boosted physicality will interact with, allowing the full force of the collateral effects of his actions to occur. This Breaker effect also allows him to manually utilize any level of lesser force than his current maximum upon targets, letting him avoid causing severe to lethal injury or damage in general even while going at full throttle.
As far as the PRT has been able to determine, he effectively has no upper limit and has been able to continue ramping up over the course of an entire day, only loosing his charge once he fell asleep. His power is active, requiring he pay enough attention to manually activate each successive boost. In general, it is expected that most conflict with him will occur while he has boosted 4 times. Anything longer requires that a battle have been ongoing for a full 4 minutes at minimum.
Base - 15 mph (22 fps)
(Instant) x2 - 30 mph (44 fps)
(2 seconds) x4 - 60 mph (88 fps) (barely too slow to run on water)
(6 seconds) x16 - 240 mph (356 fps) (can run on water)
The odds of him ever reaching Stage 7 are so low with an exponential timer, that it's not even worth calculating any further than this unless that absurdity comes to pass by some miracle.
Sean's power has a simple weakness, an energy pool that all his boost stages draw from to various degrees, preventing him from maintaining the higher tiers often or easily. Essentially, each stage costs a certain amount to maintain, but they only expend energy at all if Sean is actively moving (and thus benefitting actively from the boost), which allows him to charge up more easily and less wastefully to higher levels by simply standing still.
First stage is low enough that he could hold it indefinitely and actually recharge his reserves.
Second stage neutralizes. He makes as much energy as it spends. Can't recharge (assuming he just lowered from a higher stage).
Third Stage, he's actively loosing energy and on a time limit, if a fairly generous one.
Fourth stage, same as the third, but way worse, not for reckless use.
Fifth stage, drain is so bad in order to actually reach the sixth stage, he would have to sit still and do literally nothing but breathe if at all possible, basically meditating for the time it takes to reach his peak ability.
Sixth stage. True absurdity. In real time, he probably only has a few seconds of action time, but that would likely be more than enough.
Shonen Transportation (Striker 0): It's not quite clear if this is an aspect of his Breaker power or entirely separate. In practice, however, it allows Overlock to safely transport other people and objects, even while moving at his top speed. While they may not share his enhanced reflexes or perceptions for the duration, they also seem to suffer little if any vertigo afterwards.
Semi-Immutability (Trump 0): Overclock's powers have a noticeable resistance to being altered, stolen, copied, or boosted, enough so that he can usually continue to operate in some normal capacity.
Other: Favorite power sets involve time stopping or manipulation. Though, I'm becoming a big fan of speedsters as well.
I’m out of town this weekend so I won’t be able to get anything up until next week.
O O F. Well, not like we have a lot happening yet. And given the setup, even if you do join after we've started, it should hopefully be easy to jump in with this sort of premise.
Just since I've been mulling over my own teens-with-powers setting I might have a few pulls to make. Primary idea: kid who unintentionally swaps places with another person if they're about to get real hurt.
It might uh, sound more interesting in a full sheet, but just testing the waters :v
Just since I've been mulling over my own teens-with-powers setting I might have a few pulls to make. Primary idea: kid who unintentionally swaps places with another person if they're about to get real hurt.
It might uh, sound more interesting in a full sheet, but just testing the waters :v
Sounds interesting! Even if I think we're ending up with quite a few Movers around xD. So welcome, person I definitely don't know from somewhere else!
Not too much, and if you've got questions, I think quite a few of the members, me included, can have the answers you'll need. 'Specially since this is based on the Wormverse, and not literally in it, so I get to take some liberties of my own >:)
Personality: Well-read, but lacking formal education. Knowledgeable of many things, but not social niceties. And of course, with a predilection for gluttony, making sure that every bit of food is eaten and every edible drink is drunk. This gluttony extends to knowledge as well; he wants to know more and more and more, reading every book and label and manual he can unless it's in a language he does not understand.
Surprisingly, he lacks obvious evidence of mental scars, something he is quick to reassure his teammates hides evidence of deeper trauma. After all, he would state, he was born poor and underprivileged and he had Powers. Of course, he Triggered like the rest of them!
Appearance: For his civilian appearance, Andrew regularly uses his stipend from The Wards to buy the trendiest civilian clothing possible, with a preference for blue and white shirts and jackets. He also reveals his natural hair color, which is brown.
As a Cape, Andrew uses his powers to turn his hair silver, because he thought it was cool. He also prefers the costume shown in his picture, because he likes it.
Biography: Andrew was deposited in an orphanage close to a Public Library. It was an orphanage of love, of warm food and light and a constantly burning fire in the winter. It was beautiful and musical and it was all he could want. Not just that, but the Public Library was close enough that even at a young age, he can cross over with minimal adult supervision and lose himself in the books for hours. He was intelligent, precocious, and it was clear that someone was going to adopt him after a while. However, he always insisted to his prospective parents that they pick another kid or set of kids first; they needed it more than he did.
This continued until he was past the normal age for adoption, but the boy had already resolved to work at the orphanage he lived in to take care of other children. Then one day, a person who came to adopt one of his friends dropped a suitcase after leaving in a hurry, and Andrew resolved to return it once the person came back... Only to find some of the younger kids have picked the locks, searching for candy.
After scolding the children, Andrew glanced through the suitcase's contents and found papers and a strange vial inside; some of the former in English. Reading quickly through them, he grasped enough to know that the vial was an illegal compound intended to be tested on the kid who was going to be 'adopted' by that man. More importantly, it was a vial that was likely to turn a person into a monster or give them a strong Power; whichever was more likely.
Rage filled the boy. As the 'adopter's' car returned to the parking lot, Andrew opened the vial and drank its contents without hesitation. If the man wanted to turn his friend into a test subject under the guise of adoption, he had another thing coming!
The man burst into his room as he doubled over in pain. Then blue light filled the area, and Andrew faced the fraud who was going to prey on his friend and prepared for a confrontation.
No one knew what happened after that, but some days later, Andrew arrived at the nearest PRT office, saying that he had heard about the budding 'Wards' initiative, and that he had powers and wanted to join...
Powers/Skills:
Andrew is reasonably well-read and knowledgable, with a special focus on history and fantasy literature. He is also being taught how to fight with swords, guns, and strangely, axes; this training has made him atheletic.
Hope Manipulation (Trump/Shaker/Master 8) - Andrew/Hope draws from his own Hope and the ambient hope of everyone within 50 meters of him in order to create a number of effects that cover every other Class of Power, including energy blasts, force-fields, energy constructs, flight, cellular regeneration, and material alteration.
The Drawback of this? This is Worm we're talking about; the world is crapsack and his teammates have strong traumas and the mental issues those cause, meaning that they might not be interested in hoping for a better future. Also, prolonged use (12 to 24 hours) depletes his hope and the hope of others, eventually sapping their will to live and rendering them catatonic and zombie-like if they don't commit suicide.
Sub Powers: These classifications assume an average level of hope in the affected area.
Energy Blasts (Blaster 6): Blue energy blasts of manually variable power capable of knocking a person off their feet and inflicting mild burns or blasting through unprotected flesh and punching straight through steel. These can be thrown as simple blasts or sustained beams.
Energy Shields (Shaker 6): Semi-transparent energy shields capable of halting a speeding car in its tracks with only moderate strain. Though, something as heavy and solid as a speeding armored truck will likely shatter them. Shields can be formed up to 2 meters away from himself, large enough to englobe him and anyone close enough to fit inside as well. The shields can be shaped somewhat but are always spheroid or semi-spheroid.
Energy Constructs (Master 2-?): Energy which can be shaped into tools, weapons, or small structures like miniature bridges that are as durable as titanium alloy unless specified otherwise. Can be as small as a screw or as large as a truck. However, the major caveat is that he must actually know how to physically build what he summons. For every object, he must have the theoretical blueprints for dedicated to memory. Technically, he could make anything, but advanced electronics and Tinkertech are far outside his reach. The more complicated the object, the more energy and concentration required to create it. The most complicated thing he has managed to make with it so far is a wheelbarrow, but this power will only grow in utility and menace with time and study.
Flight (Mover 4/Breaker 1): Andrew can fly up to the speed of a small civilian helicopter, and his body is protected from the air resistance and friction of moving by his own power.
Cellular Regeneration (Brute/Striker 5): Andrew can heal his own injuries, even loss of limbs, and heal the same in others as well. He can also purge poisons and diseases and even rewrite another person's genetic disorders out of their DNA. However, he needs to touch the person being healed, concentrate his attention on them, and it costs a lot of energy.
Material Alteration (Striker/Changer/Stranger 2): Andrew can change the color, shape, and appearance of his clothing and any items he directly touches, but he cannot increase their durability; this means that he needs normal armor to protect his body, which The Wards provide. The changes are permanent but can only target inorganic or dead material (like his hair or clothing fibers). He can target something as small as a singular hair. He can alter an object's size to match that of something with equal weight. Effectively, mass is generally conserved.
Hope Sensing (Thinker 1): This allows him to sense the ambient emotion of hope in living creatures within 50 meters of him. This sense is incredibly broad, so he is unable to determine the number of people in the range or identify specific people. Within 5 meters of himself, however, he can apply greater focus to uncover hidden people, able to foil some Strangers or find trapped victims under rubble and the like.
Other: My favorite superpower is Actual Magic, which does not exist in Worm. Failing that, my own Hope Manipulation.
Looks good! Most I'd say though is make the prolonged use problem a bit more...Noticeable? If it takes the better half of a whole day for any actual effects, then that'll never come up, even in some of the wildest fights imaginable lol. I'd put it closer to 1-2 hours, and that the effects might be expedited due to a lack of hope, or excessive use of the abilities. Once that's handled, go ahead and throw him into Characters!
And @Lewascan2 Overclock is clear! Though it might be prudent to come up with some kind of vulnerability in the power; sure, it needs time to ramp up, but by the time he's hit X2 or X3 he's already too fast or strong for a good handful of Capes, and he can keep this thing running as long as he wants. I'm just....Not sure what that would entail. xD. For now, he's accepted, though I'd like to come up with something to make him slightly more reasonable.
Looks good! Most I'd say though is make the prolonged use problem a bit more...Noticeable? If it takes the better half of a whole day for any actual effects, then that'll never come up, even in some of the wildest fights imaginable lol. I'd put it closer to 1-2 hours, and that the effects might be expedited due to a lack of hope, or excessive use of the abilities. Once that's handled, go ahead and throw him into Characters!
And @Lewascan2 Overclock is clear! Though it might be prudent to come up with some kind of vulnerability in the power; sure, it needs time to ramp up, but by the time he's hit X2 or X3 he's already too fast or strong for a good handful of Capes, and he can keep this thing running as long as he wants. I'm just....Not sure what that would entail. xD. For now, he's accepted, though I'd like to come up with something to make him slightly more reasonable.
Right on. I'll admit I had some thoughts in that direction, but I've been struggling to think of something appropriate. We'll see.