A Bloodstained Mantle

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You were the sidekick to a great hero, a shining beacon of hope and justice who single-handedly saved the city more times than you can count.

And now he's dead. Good luck.
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Chapter 1: The Beginning
Location
Many Places
You wake with a start, the first thing you notice is the smell of rot and fecal matter hitting you like a physical blow as you take your first breath, the next thing you notice is the sludge like sewage you're laying on top of.

You roll to your feet, gagging on the stench as you open your mouth to yell for help and slipping back into the sludge as you stumble when the sunlight stabs into your eyes.

You lay there for a moment as the slime presses against your back and slides back into your shirt, trying to figure out how you came to be in this situation only to grasp nothing, you can't recall how you came here, don't remember anything but your name, which is….

Which is… something, you'll remember later, you know you will, you just have too.

As you lay there you're distracted for a moment by the shine of metal, turning on the ground you spy a few scraps of metal and glass sitting just below the sludge, with a sigh you squint back up at the hole in the roof, glaring at the cruel sun as you carefully regain your footing and press your ear to the wall, listening carefully to the sounds of seagulls, crashing waves and the faint clamor of many, many, people quite far away.

"Hey, help! I'm stuck in here! help me!" Your cries for help echos back mockingly at you as it bounces off the walls of the crate, it seems nobody can hear you, or, a darker part of you thinks, they can hear you, they just don't care.

Defeated, you stare up at the hole in the roof, judging just how far you'd have to jump to make it up there.

A lesser person might be stuck here, doomed to die is this disgusting place, but as you stand there something new drips into your brain and you begin to laugh, here you were panicking when the solution was right there in front of you the entire time.

You have a Power, and with it a place like this can't possibly hold you.

O-O-O-O

Greetings one and all and welcome to A Bloodstained Mantle, a superhero quest that will be using the Mutants and Masterminds game system, this first part of the story will have limited Player Decision making, as we are still in the prologue.

Now you get to choose your Super Powers, I'll explain what limitations there are on what you can create for yourselves, and then I'll give you some premade options.

A: You need to be able to believably take a hit, failing that you should have reliable way to not get hit, a guy with a gun should not be a lethal threat to you.

B: You should probably have some level of superhuman mobility, it's not necessarily required but you're really going to appreciate the ability to go from one side of the city quickly.

C: it has to be interesting to write, especially in fight scenes, don't make Medusa or anything similar, that will end in some pretty boring fight scenes.

D: if you want to make an inventor or someone who can produce solutions in a similar fashion then I'd like you to temper your expectations, you will have to buy permanent inventions with XP.

E: please don't try to make the game statistics for your power, that's my job.

F: you don't necessarily have to have all your powers all neatly linked together, I would prefer it, but it's not strictly necessary, sometimes someone has a cluster of complementary powers rather than a single all encompassing one.

G: I retain the right to veto powers I think wouldn't be interesting to run a game for.



[ ] Idea 1:
You can generate and control a powerful and durable force field around your body and can put into any shape you like, from impossibly sharp edges and points and comically oversized gauntlets to a platform beneath your feet to ride on through the air at incredible speeds, the only flaw is that everything needs to be connected together.

[ ] Idea 2:
You can transform into three additional shapes aside from your human form, that of an enormous tiger, an enormous eagle, and a giant orca, each of these forms are superhumanly powerful, including your human shape, although it matches up to your other shapes about as well you'd expect.

[ ] Idea 3:
You are very, very, fast, you can do in one second what it would take another person ten, unfortunately whenever you try to push further than that your body turns to winter wind and while you can cover amazing distances like that you can't actually effect the world around you. That's not your only connection to the wind though, when you're in solid shape you can form and unleash great blades and gusts of wind from your hands, although this takes more focus and buildup than a simple flurry of punches

[ ] Idea 4:
When it comes to Chemicals you are simply Inspired, with your power you can make all sorts of gels, explosives, propellants, gases, stimulants, drugs and poisons, although you'd need a lab for anything really potent and words fail you when you try to explain exactly how what you make works, you do understand it, you just can't make anyone else understand it.

[ ] Idea 5:
Something Else, go as wild as you like here so long as it still works within the rules.


Also, another, separate vote.
[ ] Male
[ ] Female
 
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Character Sheet
Name: Chimera. Secret identity: nonexistent, (old name:It's not going to be quite this easy.)

Power Level: 11 (165 total points.)

Age: ????

Initiative +3 (linked to agility)

Powers:

Biological Self Control:
-Immunity 5 (Aging, Disease, Poison, Critical Hits (5 points)
-Regeneration 5 (5 points)

Self-Biokinesis: Variable 10 (grants 50 variable points) for manipulating and improving your own body's functions, Continuous. (Costs 80 points)

Here are some examples that you can use the Variable pool for…

-Wings: Winged flight, (1 point per rank)
-Reinforced Body: Impervious Protection, (2 points per rank)
-Ability Boosts: (2 points per rank) you're going to need to justify Presence if you want it.
-Claws: Damage, (1 point per rank) improved critical advantage optional
-Toughened Skin: Protection, (1 point per rank)
-Pressurized Blood-Beams: Ranged Damage, (2 points per rank) improved critical advantage optional
-Hardened Weak Points: applies Impervious to your current Toughness, (1 point per rank)
-Enhanced Appearance: gives you the attractive advantage, (1 point per rank, rank caps at 2)
-Enhanced Skills within reason: (1 point per 2 skill ranks)

Abilities

Strength 0 (0 points)
Stamina 8 (16 points)
Agility 3 (6 points)
Dexterity 2 (4 points)
Fighting 3 (6 points)
Intellect 4 (8 points)
Awareness 9 (18 points)
Presence 1 (2 points)

Defenses: these are your defensive stats, each of them is connected to an ability but like everything connected to an Abilities it can be raised as a separate thing, although in this case none are.

Dodge 3 (linked to agility)
Fortitude 8 (linked to Stamina)
Parry 3 (linked to fighting)
Toughness 8 (linked to Stamina)
Will 9 (linked to Awarenes)


Attacks

Unarmed Attack: +7 to hit, close ranged, damage 0.*

*all of that can be changed by using your Self-Biokinesis.



Skills: Every skill is connected to an attribute, however, you can raise a skill without touching an attribute, some skills are trained, meaning that they cannot be attempted without having at least 1 skill rank in the relevant skill.

Acrobatics: 0 (total bonus: 3, trained)
Athletics: 0 (total bonus: 0, untrained)
Close Combat: (unarmed fighting) 4 (total bonus: 7, untrained) cost of 2
Deception: 0 (total bonus: 1, untrained)
Expertise (Law): 1 (total bonus: 5, trained) cost of 1 half a point
Expertise (Local History): 1 (total bonus: 5, trained) cost of 1 half a point
Expertise: (Biology): 1 (total bonus: 5, trained) half a point
Expertise: -
Insight: 1 (total bonus: 10, untrained) half a point
Intimidation: 0 (total bonus: 1, untrained)
Investigation: 6 (total bonus: 10, trained) cost of 3
Perception: 1 (total bonus: 10, untrained) half a point
Persuasion: 0 (total bonus: 1, untrained)
Ranged Combat: 0 (total bonus: 2, untrained)
Sleight of Hand: 4 (total bonus: 6, trained) cost of 2
Stealth: 5 (total bonus: 8, untrained) cost of 2 and a half.
Technology: 1 (total bonus: 5, trained) cost of half a point
Treatment: 1 (total bonus: 5, trained) cost of half a point
Vehicle: 0 (total bonus: 2, trained)

Advantages:

Benefit: Wealth 2 (independently wealthy)



Complications: things which make your job harder but give you Hero Points in return.

Motivation—Doing Good: the fame and fans might be great and the thrill of action is amazing but at the end of the day you're doing this to do good and help people.

Power Loss: Electricity is bad for you, really bad, it actually stops your shapechanging for a moment, locking you into whatever powers you currently have and halting your regeneration, on that note fire also halts your regeneration, although it doesn't mess with your shapechanging (For every degree of failure on a toughness or other check for resisting damage you take from electricity or fire you suffer the conditions above for two rounds, you also cannot become immune to electricity)

Fame: You're very well known around these parts, the general shape of your powers and their limitations (although not so much their weaknesses just yet) are well known, as are several places that you frequently visit, also, your fans are not the brightest of people sometimes, and some of them are just straight up creepy.

Forgetfulness: You've had some memory problems for as far back as you can remember, forgetting dates, place names, people names, and more. It's why you keep a diary.

Thirst for Vengeance: You won't rest until Adamant is avenged.

The Work is Never Done: There is always another fire to put out and you are only one person.
 
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Dusk’s Bay
Sections of Dusk's Bay


The Residential District: the area where most the people in the city live, and the area with the highest concentration of Blue Coral buildings and other exotic materials like Living Wood. It also has the largest density of Kaiju Bunkers in the entire city.

The Coven have Minimal Soft Power here and Minimal Hard Power

Notable Locations:


The Docks: this port is the lifeblood of the city, as cargo both legal and illicit is shipped in and out constantly, also host to a great many fishing boats and quite a few seafood places.

The Five Elements have Significant Soft Influence here and Moderate Hard Influence.

Notable Locations

The Scrap Pile: the area where you woke up, apparently it's been around for year and is where a load of large metal objects gets cheaply dropped when they get wreaked.



Downtown: the center of commerce in this city, filled with shops, restaurants, bars, and offices, it also holds almost a third of all secret lairs in the city, and there's a new one discovered every few months.

Notable Locations:

Phil's Piping Hot Pizza: a very good pizza place that was almost destroyed when you first met Adamant.


Cup of Joe Cafe: your favorite coffee place, the owner also has an absolutely adorable little kitten.



The Coven has Significant Soft Power.

The Five Elements have Moderate Soft power and Minor Hard Power here.


The Islands: these islands are mostly owned by about a dozen rich families, nobody likes them much and the fact that Adamant also has such a place has been a lasting controversy, although mostly kept at bay by concerns about collateral damage.

Notable Locations:

Adamant's House: your extensively fortified house, connected to the shore with a bridge specifically built to be easy for you or him to break.

The Kaiju Cannon: An enormous energy gun made to kill the Kaiju which have lived in the pacific since the 1950s.


More locations will be added at need or as the inspiration strikes me, voters are also welcome to suggest locations.
 
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Dusk’s Bay Faction Blurbs
Disclaimer: this is IC information, as such it might not be 100% correct.


The Five Elements: current led by Wind, the Five Elements are by far the oldest and most traditional criminal gang in Dusk's Bay, with hands in robberies, the drug trade, smuggling, and basically everything else.

Despite the organization's long, almost twenty year history they have a pretty bad attrition rate of super-humans, with members either getting killed in skirmishes, arrested by Adamant, or leaving the city either due to Adamant's presence or some dispute with the organization as a whole.

Current Superhuman Members

Wind: The current leader, although she came to power only a year or two before you showed up and rumors swirl that her rule is unstable, that Earth and Water are both after her crown.

Power: she can manipulate air within her line of sight when she exhales, inducing gentle nudges and vicious flurries of wind blades with equal ease, she is very good at whistling and that noise is the last thing far too many people have ever heard. (PL 11)

Fire: The oldest super in the Five Elements and a longtime member of the gang even before he got his powers, although he's only been a super for five or so years.

Power: He starts any fight with incredible pyromantic abilities, unleashing enormous fireballs and shooting around the battlefield like a human rocket, however, as he uses these abilities his fire fades as his body grows into an enormous, regenerating, crocodile monster. (PL 10)

Earth: a self styled boogyman, he delights in dragging people waist deep into the ground and simply… leaving them there.

He can swim through any solid surface like it's water, sense vibrations in the ground around him, and he's also superhumanly strong and tough. (PL 9)

Water: Wind's sister, and has been made second in command through nepotism.

Power: she is a moisture vampire, she's strong, tough, fast, can even regenerate, but only if she's got enough water, heat is a real problem for her. (PL 11, at full power anyway.)

Metal: no real details are known, he's very new and only been seen in public twice, frankly it's really surprising they got a replacement for Lightning so fast.

Powers: it involves metal armor? He's really new. (PL 10? Probably?)

Their influence is mostly limited to the Docks and parts of Downtown.


The Coven: Led by Carver and Viscous, this group professes to be a family, 'by choice if not by blood' and specializes in burglary and the theft of incredibly expensive items, in other cities mostly, although they have occasionally struck a particularly vulnerable island manor.

Carver: an old man who seems to the be a voice of caution for the organization, he avoids taking the field at almost all costs due to his advanced age.

Power: makes "magic items" out of wood and stone carved items, from flying brooms to animated toys to spears which explode when they strike their target. (PL 8 or 9, if properly equipped.)

Viscous: a rather scary woman who leads the coven on their robberies, although Curseling has also begun to take up that job on occasion.

Power: she can turn into a humanoid figure made of purple ooze, which can either be harmless, a powerful sedative, or a lethal acid. (PL 11)

Curseling: the most ambitious member, she wants more ambitious heists with more money, well, that and to figure out some way to avoid the drawbacks of her powers, despite those drawbacks she she once fought Adamant, and while she spent the following night in a jail cell, that was one of the most difficult 1v1 fights he'd had in years.

Power: an incredibly versatile ability to cast "magic spells" straight out of a fantasy story, with the very notable drawback that she gets less and less intelligent as she uses her powers, which means that if a fight lasts too long she'll be stuck as little more than a trained dog for several hours. (PL 12 Terms and conditions maybe apply)

Glow: a teenage boy with an unshakable carefree and cheerful demeanor, causes the most property damage out of all The Coven.

Power: he can fly, take a gunshot or two, see through walls, and shoot beams of bladed light from his eyes, that or huge hammer blows of light which can fill a room. (PL 10)

Runic: another teenager, she seems to think that her powers live in her bones and that they want to eat her, she takes her name from the good luck charm she wears around her neck rather than anything related to her powers.

Powers: she hits like a mountain and her bones, which are the only thing she needs, are close to invulnerable. (PL 10)

The Coven doesn't really have influence over the city per say, at most they've got a network of informants.

The Massacre Men: a pair of supers and their lackeys bearing the old name of one of Adamant's greatest foes, somewhat undercut by the fact that they're only here because they were sent packing from their old city by some other gang called the Horsemen.

Cosplay: a man who gains powers from the costumes he wears and cannot decide on one which he prefers, he seems to change them with every job, usually alongside a new fake accent as bad as the one before it.

Powers: he gains powers based on whatever kind of costume he's wearing, a cowboy might be an absolutely incredible shot and quick draw, while a Knight will move slow and steady and hit like a truck. The accents are not compelled by the power, despite his claims otherwise. (PL 10)

Roadtrip: wanted primarily because she keeps stealing traffic signs… also a decent bit of assault and robbery.

Power: Roadtrip can steal traffic signs (speed limit signs, no passing, ramp warnings, all kinds) and store them. When needed, roadtrip may produce the stolen sign and imprint its rule on reality. The strength of the effect is based on the radius it affects, the duration of its effect, and the number of unwilling targets. Roadtrip could use a 60 MPH speed limit sign to increase their own speed for a long time but using 5 MPH speed limit sign on a large numbers of enemies could only be effective for a brief duration. The power of the effects is mostly preparation and creativity limited. Each use expends the sign and returns it to the place it was taken from. (PL 10)

The Massacre Men have comfortably moved into the worst parts of Downtown Dusk's Bay, mostly selling stuff they really shouldn't and cracking open ATMs.

Doctor Destruction's Doombringers: Barely a faction, they only just qualify due to the Doctor's homicidal robot minions. (Doctor Destruction was imprisoned and later killed by Slip)

Doctor Destruction: while initially he attempted to sell the mayor a set of robotic cops he went into hiding when it was revealed that the robots were incredibly violent and that he knew about that fact.

Now he leads groups of his powerful but fragile and difficult to control robot henchmen to grab more and more parts for… something.

Power: the good doctor is inspired when it comes to robotics, allowing him to make some truly amazing robots. (The robots range from PL 6 to PL 10 depending what he's making, and almost all of them are minions, meaning they go down if they take even a single level of damage among other things.)


Independents

Slip: a petty thief with serious money problems who tries to stay as nonviolent as humanly possible, thanks to his power he has avoided arrest or capture for almost two years, despite going after several incredibly well guarded items.

Power: Slip can turn intangible as if he was a ghost, more dangerously while in that form he can disrupt people's forms with a touch, you and Adamant are sure he has some kind of weakness, you're just not sure what. (PL 9 but should be treated as much more dangerous than that)

The Hunter: a ghost-like super for hire currently in the area.

Power: he can take on an incredibly horrific appearance which looks different to each person, while in this form he can scream with a noise like a hunting horn to fill people's hearts with supernatural fear and set hounds made of shadow on people. (PL 10)
 
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A Few Quick Questions
How long have there been people with Powers?

People have been getting superpowers since around 1920, although the number has increased dramatically, going from a few hundred back then to almost a million now, every 2 to 3 decades there's a dramatic spike until the population eventually stops rising and levels out into a new normal.

How do people get Powers?

People get powers when their backs are to the wall and everything has gone to-

Ok, honestly it's basically Triggers from Worm, at least from the perspective of someone ignorant of both setting's metaphysics, it's a good idea, sue me. (Please don't.)

Other important note, it's basically impossible to give someone powers, or, well, it is possible, but you'd probably have to crawl through hundreds of dead bodies to get someone with superpowers, and they might not be super happy that you threw them into meat-grinder.

Alternatively you could use a device based on the original Crucible Machine, but that's literally a war crime and causes horrific mental impairments.

Why do they get Powers?

Nobody knows for certain but there are a lot of theories, some people think that they're somehow biological, others think it's some sort of radiation that causes specific changes in humans, some think they're given directly by God.

At the end of the day nobody knows for certain and I sincerely doubt that the truth to that question will matter in this quest.


What kinds of Powers are there?

Powers can frankly do almost anything, from allowing someone to lift more than 800 tons to allowing someone else to control minds, the main restrictions on them is the fact that almost every super can at least beat roughly ten guys with guns, the strongest of them can bring cites to ruin when they fight, although those people are so rare that they number less than a hundred in the entire world.

Generally, most people only have a single power, although plenty of them have secondary powers tacked on or have their primary power supported by flight or superhuman strength and durability.

Beyond that there are Inspired Scientists and their technology.

Inspired Technology cannot be built or understood by someone who is Uninspired or even another Inspired Scientist if their specialties are sufficiently incompatible, although someone with a lot of training and talent can maintain it until someone breaks it pretty badly provided they've got appropriate parts.

Furthermore, an Inspired's attempts to explain how a given object works inevitably devolves into maddening technobabble, and reading their similarly incomprehensible notes will cause a similar reaction.

And then there are Pseudo-Inspired, who aren't quite Inspired, but what they do isn't different enough to be wholly separate, self proclaimed wizards who can make magic items and 'invent' spells and other similar abilities fit into this area.


Are there any aliens, wizards, gods, demons, other dimensions, etc?

There are no aliens, there is no such thing as magic aside for superpowers, the old gods and monsters do not walk the earth and if there are any new ones then they're keeping a low profile, there are however several other dimensions with their own unique biospheres, with more being discovered all the time. Nobody has found sapient life there yet though.

Who are you working for?

You're working for STAR, a multinational organization of superheroes who have been working for most of the NATO countries since it was founded, originally specialized in fighting Nazis, Soviets, and crazy people trying to blow up Kentucky, they've since branched into dealing with more and more stuff as powers have become more and more common.

Of course they're not the only group who does this kind of thing nowadays, there are a lot of smaller groups running around who vary wildly in competency and moral integrity.

Why doesn't the government do all that directly?

Would you argue with the Justice League if they said they weren't interested in working for you? Congress and the President didn't.

That's not to say that the government doesn't have Supers working for them, they just usually don't do things on US soil, usually.


What kind of regulations exist around superpowered people?

You don't need to register with the government unless you're going out in costume to punch crooks in the face with them, STAR is always hiring though.

What do people think of superheroes and villains?

Most heroes are respected, loved, and damn near revered, they're celebrities, and a few of the largest names… well some of them are just straight up revered, no ifs ands or buts.

Villains, well they're terrifying, modern day monsters, picture almost any spider-man or Batman villain and imagine knowing that they live in your city.


By the way, I will be instituting a system similar to the Hey Blackhand system in Norse Quest, here's how it works.

Post @alexthealright Hey (Insert Character Name here) then follow up with your question, that question will then be answered IC.
 
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[X] Idea: Costume
-[X] You possess the unique ability to gain superhuman powers based on the costume you wear. Each costume you don imbues you with different abilities tailored to its design. For example, a sleek, armored suit might grant you enhanced strength and durability, while a lightweight, aerodynamic outfit could provide super speed and agility.

[X] Idea 5: Self-Biokinesis
Wonderful idea.

[X] Gender: Any and all
 
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How about...

[X] Idea: Birdporter
-[X] You have real-time awareness of every bird within a 1-mile radius. You can't control them, but you can swap places with any of them at will.
 
[X] Power: Elemental Channeling
-[ X] Specifically, the ability to channel the power of any of the four classical elements through yourself. When channeling Earth you are superhumanly strong and tough, tougher even than being made of rock should make you, when channeling Fire you can surround yourself in a fiery aura to burn those that touch you and acts as a force field, and can throw bolts of flame, when channeling Water you can become amorphous and can stretch and dodge inhumanly well, as well as attacking with blasts of water, acting as either a water saw or a firehose, depending on preference, and while channeling Air you can fly at high speeds, become incorporeal, dodge easily, and strike people like a hurricane force wind. When channeling any of these except Fire you also don't need to breathe or worry about most other human issues like heat or pressure, or at least not to nearly the same degree.

There, throwing out my power idea, if it gets vetoed, it gets vetoed, but it seems fun. There's also the full shapeshifting version, but I think I like the ability to switch between powers without actually looking different and walk around with Earth on without people necessarily realizing it.

EDIT:
[X] Female

I also like this one:

[X] Idea 5: Self-Biokinesis
 
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[X] Idea: Stoneswimmer
-[X] You can dive into the earth like it's water and swim around in it as fast as any fish. You can't see through it, but you can detect vibrations through it. Alternatively, you can choose to instead take on the property of the stone below you and become invulnerable at the cost of your movement.

edit: also love this one
[X] Idea 5: Self-Biokinesis

I feel like with self-biokinesis, you cald easily have
[X] Gender: Any and all
 
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[X] Idea 5: Self-Biokinesis
- [X] You have full awareness of the position your body is in and all things going on within it, as well as the ability to modify those things. This allows you to strengthen body parts, shapeshift, and improve yourself in general, so long as you have the biomass to shift around and make improvements on. This is limited by your biomass, naturally, with burnt flesh being unusable and electricity causing your transformations to go haywire.

The idea here is pretty simple; It's a versatile power that's open to being used creatively, has hard limitations, won't get you out of conflicts but can easily get you into them, has a resource requirement so you can't just sit on your laurels, and lets us muck about with appearance stuff as we like. It even has weaknesses villains can lean on, making fights more dynamic and tactical.

[X] Female
 
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[X] Idea 4:
When it comes to Chemicals you are simply Inspired, with your power you can make all sorts of gels, explosives, propellants, gases, stimulants, drugs and poisons, although you'd need a lab for anything really potent and words fail you when you try to explain exactly how what you make works, you do understand it, you just can't make anyone else understand it.


I will never pass up the chance to be a superscientist
 
I have some powers that I came up with as part of a quest that never went anywhere, over on fiction.live, I'll repost some of them here, see if any of those catch on...

[X] Wormwood
-[X] Host is able to create (aka as vomit up) a variety of worm- or sluglike creatures. These are strong and fast enough that a bunch of them can restrain an average adult. They can also fuse together and take on shambling humanoid forms, that act like your common dumb brute. With some experimentation host can learn to use them as living power armor.
-[X] Additional aspects: Control flaw: Host can generally control minions, but a lack of attention leads to them following their instincts (which are basically "feed and breed"). Upkeep flaw: The Power burns through calories at a rate that makes the host constantly hungry. They'll have trouble to look like they struggle with anorexia and not someone that's on the verge of starving to death.
-[X] Minor powers and adaptations: Host is strangely comfortable with their frankly disgusting power. They are also surprisingly tough and strong (skin is more akin to tough rubber/leather; strength comparable to an athlete). Body is better at maintaining temperature, despite a complete lack of bodyfat.

[X]"Hometurf"
-[X] Main Power: The longer the host stays in a certain area, the stronger their connection to the very land beneath their feet grows. After a few minutes they can slowly pull up walls from the ground or cause cracks to form. After a few hours they're able to compact dirt into stone, rise several stories high spires or create underground caves. In a place they've lived in for the past years? A scale 7 small earthquake is doable, while keeping themselves safe in a bubble of steel-strong earth...

[X] "Glibbering Mouther"
-[X] Baseline Host is just a weak Brute, leathery skin and peak human strength. But they're plagued by a constant hunger and a building pressure in the back of their mind. Whenever they finally let go of their control and release this pressure their body explosively changes into an alien form, consisting of dozens of mouths and eyes, seemingly distributed at random over their mass. This form is much tougher, can rapidly regenerate after consuming matter and can consume more or less any matter it can fit into one of its mouths. Additionally any mouth not currently consuming something mumbles, screeches or shouts gibberish that causes Thinker powers that perceive those sounds to rapidly blank out those that hear them for longer then a moment to develop a migraine, leading up to hallucinations and other psychological problems.

[X] "Angel of Pain" (originally "Inflict variable wounds")
-[X] Hosts can inflict wounds upon any creature they touch. The form this take varies widely though: it ranges from cleanly breaking the closest bone over severe bruising to slowly spreading cuts.
-[X] As this would need some buffs to comply with the "guy with a gun" and "mobility" requirements, let's add this: host has the ability to shroud themselves in a softly glowing forcefield that is strong enough that a few bullets are of no concern; additionally they can have this forcefield form a pair of angelic wings which allow them to fly at speeds that allow them to catch up to a car.

And might as well:
[X] Female
 
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[X]: Male

[X]: Power: Traffic Sign-Based Reality Manipulation

Roadtrip can stealth traffic signs (speed limit signs, no passing, ramp warnings, all kinds) and store them. When needed, roadtrip may produce the stolen sign and imprint its rule on reality. The strength of the effect is based on the radius it affects, the duration of its effect, and the number of unwilling targets. Roadtrip could use a 60 MPH speed limit sign to increase their own speed for a long time but using 5 MPH speed limit sign on a large numbers of enemies could only be effective for a brief duration. The power of the effects is mostly preparation and creativity limited. Each use expends the sign and returns it to the place it was taken from.

Examples: "Ramp" warning sign could be used to raise the ground into a ramp shape or to just directly launch someone into the air. A "now entering Bay City" sign could be used to teleport to Bay City.
 
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Eh let's go skitter mode and the power is

[X]Homing Elements:
The ability to make any form of element automatically follow, home in and lock onto its target or targets until it hits them. Sub-power of Elemental Attacks.

Neat so with this I think you can use fire to blast the ground Or something I dunno sounds cool though hmm but the limitations are you have to aim specifically so probably not forcefields.
Heh I just remembered old school dragon ball tell a rock to go to x location and hop on top like tao pipi

Hmm
[X] female
You don't really see that many female sidekicks so why not.
 
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[X] Female
[X] Idea 4:
When it comes to Chemicals you are simply Inspired, with your power you can make all sorts of gels, explosives, propellants, gases, stimulants, drugs and poisons, although you'd need a lab for anything really potent and words fail you when you try to explain exactly how what you make works, you do understand it, you just can't make anyone else understand it.

Super Arson! It's not a crime if you're Super about it! The fire department hates us until they need us to put out a fire by causing a even bigger one next to it!

Got a ant infestation at home? Don't worry, we have Super Bugspray! Need to pass a math exam tomorrow and you haven't studied at all? Super Drugs to raise your smartness and make you realize you should have studied!

We simply got it all.
 
Alright, here's my vote.

My vote:
[X] Male

[X] Idea 2:
You can transform into three additional shapes aside from your human form, that of an enormous tiger, an enormous eagle, and a giant orca, each of these forms are superhumanly powerful, including your human shape, although it matches up to your other shapes about as well you'd expect.
 
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