Psychopomp [Worm]

[X][POWER] Utilize PSYCHOPOMP to create, modify, or break apart powers.
-[X] Break apart Geomancy
-[X] Add 5 motes to Static to see how it ranks up.
-[X] Add CRAFT to Prodigy
-[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.
-[X] Create powers: FLESH CRAFT SHAKER CONTROL, TRUMP THIEF, FIRE MOVER, BRUTE INERTIA, CHANGER SKILL, REGEN FIELD, THINKER SCRAMBLE, STRANGER SENSE
-[X] Add STRIKER to TRUMP THIEF
-[X] Add ACCELERATION to REGEN FIELD
-[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.
-[X] Create powers: TRUMP CRAFT, MOVER THINKER STRIKER ACCELERATION, CHANGER SCRAMBLE FIELD, FLESH THIEF, FIRE SHAKER CONTROL
-[X] Experiment with how many motes it takes to rank the various powers up. Maybe our power likes some more than others?
-[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.

I figure we should leave our powers broken so we can decide what we want to keep AFTER we get new information. If anybody has any specific powers they'd rather see let me know and I'll edit my vote.

Paebel I'm aware this is an overwhelming number of powers, so please don't hesitate to tell me if you'd rather I trim it down. Also let me know if you need me to be more specific about mote assignments.

Edit:
I'm against murdering all of them, but I definitely think powering up before fighting a powerful precog is probably a good idea.
[X] Go after Coil's capes. To an outside observer, it'll just be a heroic teamup going after low level villains. Skitter can be convinced to attack the Undersiders in time, especially with a few successes under her belt. Start with Trainwreck and work through the rest.
 
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[X] Try to develop some sort of anti-precog power. It might involve hunting down select capes and some experimentation, but it feels entirely possible. Leave Skitter to gathering intelligence, telling her this might take some time. Once this is in place, attempt to discern Coil's location and simply... end it.

It just seems FAR easier dealing with Coil when you have an anti-thinker power.

Power vote edit:

[X][POWER] Utilize PSYCHOPOMP to create, modify, or break apart powers.
-[X] Break apart Geomancy
-[X] Add 5 motes to Static to see how it ranks up.
-[X] Add CRAFT to Prodigy
-[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.
-[X] Create powers: FLESH CRAFT SHAKER CONTROL, TRUMP THIEF, FIRE MOVER, BRUTE INERTIA, CHANGER SKILL, REGEN FIELD, THINKER SCRAMBLE, STRANGER SENSE
-[X] Add STRIKER to TRUMP THIEF, then add SHAKER to it after you've done all you wanted with FleshCraftShakerControl
-[X] Add ACCELERATION to REGEN FIELD
-[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.
-[X] Create powers: TRUMP CRAFT, MOVER THINKER STRIKER ACCELERATION, CHANGER SCRAMBLE FIELD, FLESH THIEF, FIRE SHAKER CONTROL
-[X] Experiment with how many motes it takes to rank the various powers up. Maybe our power likes some more than others?
-[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.

Same vote as above, but we also put SHAKER inside the trump-thief power, because if it seems more useful than just a striker power.
 
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Dp we have time to do all of this? We need 8 hours to break apart, and idk if we can do that multiple times in a row with the time we have.
 
Oh hell yeah

[X] Go after Coil's capes. To an outside observer, it'll just be a heroic teamup going after low level villains. Skitter can be convinced to attack the Undersiders in time, especially with a few successes under her belt. Start with Trainwreck and work through the rest.

[X][POWER] Utilize PSYCHOPOMP to create, modify, or break apart powers.
-[X] Break apart Geomancy
-[X] Add 5 motes to Static to see how it ranks up.
-[X] Add CRAFT to Prodigy
-[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.
-[X] Create powers: FLESH CRAFT SHAKER CONTROL, TRUMP THIEF, FIRE MOVER, BRUTE INERTIA, CHANGER SKILL, REGEN FIELD, THINKER SCRAMBLE, STRANGER SENSE
-[X] Add STRIKER to TRUMP THIEF, then add SHAKER to it after you've done all you wanted with FleshCraftShakerControl
-[X] Add ACCELERATION to REGEN FIELD
-[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.
-[X] Create powers: TRUMP CRAFT, MOVER THINKER STRIKER ACCELERATION, CHANGER SCRAMBLE FIELD, FLESH THIEF, FIRE SHAKER CONTROL, BRUTE REGEN
-[X] Experiment with how many motes it takes to rank the various powers up. Maybe our power likes some more than others?
-[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.
-[X] Create powers: FLESH CHANGER CONTROL, STRANGER THINKER, FIRE STRIKER FIELD, BRUTE INERTIA
-[X] Put as many remaining motes as possible into FLESH CHANGER CONTROL to see just how strong a single power can get.
-[X] Add CRAFT to FLESH CHANGER CONTROL
-[X] Add TRUMP to STRANGER THINKER
-[X] Add SCRAMBLE to STRANGER THINKER TRUMP
-[X] Add ACCELERATION to BRUTE INERTIA
-[X] Add MOVER to FLESH CHANGER CONTROL CRAFT
-[X] See if you can combine the CHANGER/MOVER and BRUTE powers together.
-[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.
-[X] Create a new power using THINKER and SENSE. Add all motes.
-[X] Break it, then create another new power with all keywords and motes.
-[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.

Added a couple new suggestions at the bottom there
 
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[X] Try to develop some sort of anti-precog power. It might involve hunting down select capes and some experimentation, but it feels entirely possible. Leave Skitter to gathering intelligence, telling her this might take some time. Once this is in place, attempt to discern Coil's location and simply... end it.

[X] Plan: A Few Experiments

[X][POWER] Utilize PSYCHOPOMP to create, modify, or break apart powers.
-[X] Break apart Geomancy
-[X] Add 5 motes to Static to see how it ranks up.
-[X] Add CRAFT to Prodigy
-[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.
-[X] Create powers: FLESH CRAFT SHAKER CONTROL, TRUMP THIEF, FIRE MOVER, BRUTE INERTIA, CHANGER SKILL, REGEN FIELD, THINKER SCRAMBLE, STRANGER SENSE
-[X] Add STRIKER to TRUMP THIEF
-[X] Add ACCELERATION to REGEN FIELD
-[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.
-[X] Create powers: TRUMP CRAFT, MOVER THINKER STRIKER ACCELERATION, CHANGER SCRAMBLE FIELD, FLESH THIEF, FIRE SHAKER CONTROL
-[X] Experiment with how many motes it takes to rank the various powers up. Maybe our power likes some more than others?
-[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.
 
Kinda shocked at how many people are willing to break up Phoenix so much. I mean, it basically makes us Crawler, giving continuous and permanent buffs to whatever damage we take.
 
Kinda shocked at how many people are willing to break up Phoenix so much. I mean, it basically makes us Crawler, giving continuous and permanent buffs to whatever damage we take.
I was under the impression that the buffs weren't permanent, and the description does tell us there's a cap on how much it can power up regardless. Even if we do want an adaptable growing brute power Pheonix is probably not the most efficient way to get one. Cutting out half the keywords might make it MORE powerful, since they seem to dilute eachother. Powers with fewer keywords also rank up faster. If we wanted adaptable brute powers I'd probably go something like BRUTE TRUMP and maybe CHANGER. One could add one or two more keywords for flavour. CONTROL or REGEN for example might be good additions. The main point is Pheonix is relatively weak because it tries to do too many things. If the very first use of TRUMP made something that powerful imagine what a more carefully crafted trump can do.
 
Kinda shocked at how many people are willing to break up Phoenix so much.
Eh, PHOENIX is great, and i like it very, very much. But we could always remake it (without fire-control, so the parts that are far more useful - the brute-trump aspects - are stronger, because frankly if we really need to hurt someone we won't do it with the "power that only hurts others when we are hurt"), IF we don't find a better combination to protect us. And honestly getting too attached to powers is kind of a mistake here, our greatest advantage - besides escaling infinitely - is our adaptability. We can just choose a target and pick the ideal set of powers to beat it.


Also Paebel, will we always get to use psychopomp as much as we want when we rest, or is this a "gift" from our shard bcuz we are gearing for a fight with a whole organization?
 
Also Paebel, will we always get to use psychopomp as much as we want when we rest, or is this a "gift" from our shard bcuz we are gearing for a fight with a whole organization?

Rest periods you should generally feel free to go ham, unless you have some reason to think you might be attacked. So, like, if the Slaughterhouse 9 show up and target you for some reason, you might be wary. Or if Scion is going on an omnicidal rampage. But mostly it's all good.
 
-[X] Create powers: FLESH CHANGER CONTROL, STRANGER THINKER, FIRE STRIKER FIELD
-[X] Put as many remaining motes as possible into FLESH CHANGER CONTROL to see just how strong a single power can get.
-[X] Add CRAFT to FLESH CHANGER CONTROL
-[X] Add TRUMP to STRANGER THINKER
-[X] Add SCRAMBLE to STRANGER THINKER TRUMP
-[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.
Glued another couple tests to my plan
 
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-[X] Create a new power using THINKER and SENSE. Add all motes.
-[X] Break it, then create another new power with all keywords and motes.
-[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.
Also edited this experiment slightly. I'm curious about how much harder it is to rank up powers with more keywords. I figure this should give us the endpoints on that scale.
 
Vote closed
Scheduled vote count started by paebel on Jun 18, 2024 at 3:43 AM, finished with 26 posts and 6 votes.
  • 6

    [X] Go after Coil's capes. To an outside observer, it'll just be a heroic teamup going after low level villains. Skitter can be convinced to attack the Undersiders in time, especially with a few successes under her belt. Start with Trainwreck and work through the rest.
    [X] Try to develop some sort of anti-precog power. It might involve hunting down select capes and some experimentation, but it feels entirely possible. Leave Skitter to gathering intelligence, telling her this might take some time. Once this is in place, attempt to discern Coil's location and simply... end it.
  • 1

    [X] Plan: A Few Experiments
    -[X] Break down PHOENIX, ACCELERANDO and GEOMANCY
    -[X] Create a new power with CHANGER, FLESH, and CONTROL. Give it 5 motes.
    -[X] Create a new power with BRUTE, FIRE, and REGEN. Give it 5 motes.
    -[X] Create a new power with SHAKER, INERTIA, and THIEF. Give it 1 mote.
    -[X] Create a new power with MOVER and ACCELERATION. Give it 1 mote.
    -[X] Add TRUMP to STATIC
    -[X] Add CRAFT to PRODIGY and give it 4 motes.
  • 6

    [X][POWER] Utilize PSYCHOPOMP to create, modify, or break apart powers.
    -[X] Break apart Geomancy
    -[X] Add 5 motes to Static to see how it ranks up.
    -[X] Add CRAFT to Prodigy
    -[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.
    -[X] Create powers: FLESH CRAFT SHAKER CONTROL, TRUMP THIEF, FIRE MOVER, BRUTE INERTIA, CHANGER SKILL, REGEN FIELD, THINKER SCRAMBLE, STRANGER SENSE
    -[X] Add STRIKER to TRUMP THIEF, then add SHAKER to it after you've done all you wanted with FleshCraftShakerControl
    -[X] Add ACCELERATION to REGEN FIELD
    -[X] Create powers: TRUMP CRAFT, MOVER THINKER STRIKER ACCELERATION, CHANGER SCRAMBLE FIELD, FLESH THIEF, FIRE SHAKER CONTROL, BRUTE REGEN
    -[X] Experiment with how many motes it takes to rank the various powers up. Maybe our power likes some more than others?
    -[X] Create powers: FLESH CHANGER CONTROL, STRANGER THINKER, FIRE STRIKER FIELD, BRUTE INERTIA
    -[X] Put as many remaining motes as possible into FLESH CHANGER CONTROL to see just how strong a single power can get.
    -[X] Add CRAFT to FLESH CHANGER CONTROL
    -[X] Add TRUMP to STRANGER THINKER
    -[X] Add SCRAMBLE to STRANGER THINKER TRUMP
    -[X] Add ACCELERATION to BRUTE INERTIA
    -[X] Add MOVER to FLESH CHANGER CONTROL CRAFT
    -[X] See if you can combine the CHANGER/MOVER and BRUTE powers together.
    -[X] Create a new power using THINKER and SENSE. Add all motes.
    -[X] Break it, then create another new power with all keywords and motes.
    [X][POWER] Utilize PSYCHOPOMP to create, modify, or break apart powers.
    -[X] Break apart Geomancy
    -[X] Add 5 motes to Static to see how it ranks up.
    -[X] Add CRAFT to Prodigy
    -[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.
    -[X] Create powers: FLESH CRAFT SHAKER CONTROL, TRUMP THIEF, FIRE MOVER, BRUTE INERTIA, CHANGER SKILL, REGEN FIELD, THINKER SCRAMBLE, STRANGER SENSE
    -[X] Add STRIKER to TRUMP THIEF
    -[X] Add ACCELERATION to REGEN FIELD
    -[X] Create powers: TRUMP CRAFT, MOVER THINKER STRIKER ACCELERATION, CHANGER SCRAMBLE FIELD, FLESH THIEF, FIRE SHAKER CONTROL
    -[X] Experiment with how many motes it takes to rank the various powers up. Maybe our power likes some more than others?
    [X][POWER] Utilize PSYCHOPOMP to create, modify, or break apart powers.
    -[X] Break apart Geomancy
    -[X] Add 5 motes to Static to see how it ranks up.
    -[X] Add CRAFT to Prodigy
    -[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.
    -[X] Create powers: FLESH CRAFT SHAKER CONTROL, TRUMP THIEF, FIRE MOVER, BRUTE INERTIA, CHANGER SKILL, REGEN FIELD, THINKER SCRAMBLE, STRANGER SENSE
    -[X] Add STRIKER to TRUMP THIEF, then add SHAKER to it after you've done all you wanted with FleshCraftShakerControl
    -[X] Add ACCELERATION to REGEN FIELD
    -[X] Create powers: TRUMP CRAFT, MOVER THINKER STRIKER ACCELERATION, CHANGER SCRAMBLE FIELD, FLESH THIEF, FIRE SHAKER CONTROL
    -[X] Experiment with how many motes it takes to rank the various powers up. Maybe our power likes some more than others?
 
Oh damn, the tally bot ate all the "Break all your powers down" bits in between the experiments
[X][POWER] Utilize PSYCHOPOMP to create, modify, or break apart powers.
-[X] Break apart Geomancy
-[X] Add 5 motes to Static to see how it ranks up.
-[X] Add CRAFT to Prodigy
-[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.
-[X] Create powers: FLESH CRAFT SHAKER CONTROL, TRUMP THIEF, FIRE MOVER, BRUTE INERTIA, CHANGER SKILL, REGEN FIELD, THINKER SCRAMBLE, STRANGER SENSE
-[X] Add STRIKER to TRUMP THIEF, then add SHAKER to it after you've done all you wanted with FleshCraftShakerControl
-[X] Add ACCELERATION to REGEN FIELD
-[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.
-[X] Create powers: TRUMP CRAFT, MOVER THINKER STRIKER ACCELERATION, CHANGER SCRAMBLE FIELD, FLESH THIEF, FIRE SHAKER CONTROL, BRUTE REGEN
-[X] Experiment with how many motes it takes to rank the various powers up. Maybe our power likes some more than others?
-[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.
-[X] Create powers: FLESH CHANGER CONTROL, STRANGER THINKER, FIRE STRIKER FIELD, BRUTE INERTIA
-[X] Put as many remaining motes as possible into FLESH CHANGER CONTROL to see just how strong a single power can get.
-[X] Add CRAFT to FLESH CHANGER CONTROL
-[X] Add TRUMP to STRANGER THINKER
-[X] Add SCRAMBLE to STRANGER THINKER TRUMP
-[X] Add ACCELERATION to BRUTE INERTIA
-[X] Add MOVER to FLESH CHANGER CONTROL CRAFT
-[X] See if you can combine the CHANGER/MOVER and BRUTE powers together.
-[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.
-[X] Create a new power using THINKER and SENSE. Add all motes.
-[X] Break it, then create another new power with all keywords and motes.
-[X] Break apart all powers, regaining all motes and KEYWORDS, to be used to make new powers.
 
I've started some work on the update, the powers at least, and I think I'm just going to format that part as an informational post where we track all the combinations that have been attempted, including things that just don't yield powers. This will probably take a bit, though. I will probably have an interlude up sometime today or tomorrow, though?

Shadows of the Erdtree will probably slow me down, to be totally honest.
 
Narratively, an interesting way to test our keywords could be to agree to PRT power testing, and go there with a laundry list of one-mote powers that covers the combinations we want to test out. This gives us the benefits of professional testing with all the belles and whistles, and the PRT gains nothing of value, since our actual powerset will be completely different both in nature and power levels.
 
Crafted Powers
PHOENIX(Trump/Brute/Changer)(BRUTE, TRUMP, CHANGER, FLESH, REGEN, FIRE, CONTROL) Burn to ash and rise again, stronger than before. Casey regenerates damage taken, the more damage taken the more rapidly they regenerate. As they regenerate, they shade "feathers" of flame, which they have moderate cotrol over. They grow stronger the more times they regenerate, generating virtual "motes" which may improve PHOENIX by up to three ranks.

ACCELERANDO (Mover)(MOVER, STRIKER, ACCELERATION, INTERTIA) Casey increases in speed the longer he is in constant movement. It seemingly has no limit, but takes time to spool up. Once he reaches a speed, he can maintain it, and needs some space to slow down. Casey may reach out and touch a single item no more than ten grams in mass. This item gains an iridescent sheen and is propelled at ever increasing speeds, in whichever direction Casey chooses. It will not slow until it strikes something, unless Casey wills it.

GEOMANCY (Shaker)(SHAKER, CRAFT, FIELD) Casey may shape the world around him. At low motes, he is limited to the most readily available materials and has a range only slightly beyond his body. He is also limited to a single extremely basic creation (pillars, walls, holes, etc). At higher motes, Casey may utilize more exotic materials, expand his range, and expand the number of creations. Complexity of creations may increase as well.

PRODIGY (Thinker)(THINKER, SKILL) Casey may choose a single skill to have superhuman skill in, and may change this skill with a few minutes of preparation. The number of skills and speed of skill change increases as rank increases.

STATIC (Stranger) (STRANGER, SCRAMBLE, SENSE) Casey may cloud the perceptions of anyone that perceives him. As rank increases, his ability to cloud perceptions grows. He may not interface with non-biological senses, such as cameras, but he can effect people that see him through the camera.

MACGYVER (Thinker/Tinker)(THINKER, SKILL, CRAFT) Understand mundane and extremely low-grade Tinker technology, and a talent in creating it. Similar to PRODIGY but specifies the creation of things; not a true Tinker power, as it requires access to other Tinkertech. At higher ranks, may understand and create more advanced Tinkertech, at lower ranks it may only create mundane technology.

FLESHWEAVER (Shaker)(SHAKER, FLESH, CRAFT, CONTROL) Biology is your plaything. Twist the forms of biological life to your will. Range, speed, and severity of viable change expands at higher ranks. Panacea, but a Shaker.

SORCERER (Trump)(TRUMP, THIEF) Shift motes and KEYWORDS between powers, "stealing" attributes from one to another. Extra motes expand upon how much you can shift at a time, and how long the changes last.

POWER FAILED: DATA MISSING (Fail)(REGEN, FIELD)

JET (Mover/Blaster)(MOVER, FIRE) Blast propulsive flame from Casey's limbs. The higher the rank, the more rapidly Casey may move, and the hotter the flame burns.

JUGGERNAUGHT (Brute)(BRUTE, INERTIA) Become an unstoppable force. Casey's movemets become difficult to stop, and his defense rises as he moves. At high ranks, he becomes nearly invulnerable so long as he is in movement, and stopping him is near-impossible.

FLESHWARP (Changer)(CHANGER, SKILL) Casey shifts his body to adapt it to whatever task is before him. At higher levels, more extreme possibilities become available.

PATH TO CONFUSION (Thinker)(THINKER, SCRAMBLE) Casey gains knowledge of Thinker effects applied to him, as well as knowledge of steps that may be taken to confound or confuse the Thinker. Higher levels apply to more esoteric and potent powers, as well as allow for a greater degree of confounding.

INSENSATE (Stranger)(STRANGER, SENSE) Casey becomes able to block the senses of those that perceive him. He begins able to effect 1 sense at a time, and this grows as the power grows in strength. He also blocks the senses more rapidly. At higher ranks, he becomes capable of blocking more esoteric senses, such as precognition. This effect is weaker than STATIC.

DEIFY (Trump)(TRUMP, STRIKER, THIEF) Casey makes contact with an enemy and strips them of a measure of their power. The longer contact is made, the stronger the effect. Casey gains temporary "virtual" motes so long as he maintains contact. The effect increases in intensity the longer contact is made, and at maximum level he may permanently gains motes and KEYWORDS through this method.

APOTHEOSIS (Trump)(TRUMP, STRIKER, SHAKER, THIEF) All capes within Casey's range have their powers weakened. His own powers strengthen in proportion to the weakening. At lower levels the effect is mild, though the longer a cape remains in his range, the greater the effect. At higher ranks, both range and speed of effect increase, and at maximum rank the effects become permanent.

ABOMINABLE (Changer/Shaker)(CHANGER, SCRAMBLE, FIELD) Casey randomly gains physical elements of creatures within his range. Parahumans with powers primarily rooted in physical expressions--some types of Brutes and Changers, primarily--have a chance of granting Casey this effect so long as they remain within his range.

POWER FAILED: DATA MISSING (Fail)(FLESH, THIEF)

PYROMANCY (Shaker/Blaster)(SHAKER, FIRE, CONTROL) Casey becomes capable of manifesting fire within his range, and gains extremely fine control over it. At higher ranks, his range grows, the temperature of the fire he generates grows, and the degree of control grows. He is immune to his own flame, though not fire in general.

LAZARUS (Brute)(BRUTE, REGEN) Casey regenerates wounds he receives. The more wounded, the more rapidly he regenerates. If Casey is slain, he returns to life after a delayed period of time--anywhere from 3 minutes to 3 days. He self-resurrects more quickly the higher the rank.

SHAPESHIFT (Changer/Stranger)(CHANGER, FLESH, CONTROL) Casey is able to control his flesh, shaping himself to whatever his desire. Higher ranks add more rapid shifting of shape, and more extreme changes grow possible. It is less effective than SKINWALKER at creating more esoteric changes, such as specialized venoms or other adaptations.

SKINWALKER (Changer/Brute/Stranger)(CHANGER, FLESH, CONTROL, CRAFT) Casey becomes able to control his own flesh. He may shape himself however he wishes, whether to pass as a different individual or gender, and also gains the ability to restore wounds received. At higher ranks, more extreme changes become possible, and the changes grow more rapid.

POWER FAILED: DATA MISSING (Fail)(STRANGER, THINKER)

RUNE (Striker)(STRIKER, FIRE, FIELD) Casey may place a "rune" on any object (or just the ground) he touches. This rune will turn into a large fire whenever he wills it. The higher the ranks, the more runes he may place, and the hotter the fire.

BLINDSPOT (Thinker/Stranger)(THINKER, STRANGER, TRUMP) Casey gains knowledge of capes that attempt to perceive him with powers. This is a global effect. He also becomes invisible to these powers. Higher ranks add additional types of powers that cannot interact with him--at base strength, Thinkers that require direct contact with him and Tinkertech devices do not perceive information regarding him. At the extreme end, Scion or the Simurgh cannot path him.

UNSTOPPABLE FORCE (Brute/Mover)(BRUTE, INERTIA, ACCELERATION) So long as Casey is accelerating, he cannot be slowed. The faster he goes, the stronger he becomes, and his speed continuously rises--though not so effectively as ACCELERANDO. At higher ranks, he is a genuine Mover.

ICARUS (Changer/Mover)(CHANGER, MOVER, FLESH, CRAFT, CONTROL) Casey gains the ability to grow wings, or any other sort of appendage he desires, centered around movement. He may choose how they look to his desire, and they gain a variety of minor powers to aid in their purpose--from anti-gravity effects to greater acceleration than should be possible.

INTELLECTUS (Thinker)(THINKER, SENSE) Casey gains intimate and complete knowledge of his surroundings. How old is that particular rock? He knows. Is that man cheating on his wife? Of course that's knowledge he has. As its rank improves, Casey gains access to more "secure" information blocked by parahuman powers, knowledge of overlapping dimensions, and his range moderately expands.

I'm planning on working on an actual update in the next day or so. Elden Ring DLC was beaten a couple days ago but then I had D&D, etc. This list took awhile to set up too, I plan on keeping it up to date though.
 
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BLINDSPOT (Thinker/Stranger)(THINKER, STRANGER, TRUMP) Casey gains knowledge of capes that attempt to perceive him with powers. This is a global effect. He also becomes invisible to these powers. Higher ranks add additional types of powers that cannot interact with him--at base strength, Thinkers that require direct contact with him and Tinkertech devices do not perceive information regarding him. At the extreme end, Scion or the Simurgh cannot path him.
And we have a winner, I guess.

Now we'll just have to pick some other stuff to go with it...Lazarus might be good, and Geomancy as well...and then something more on the offense side of things, hmm...
 
APOTHEOSIS (Trump)(TRUMP, STRIKER, SHAKER, THIEF
Hm. What happens if we put Control here?

DEIFY (Trump)(TRUMP, STRIKER, THIEF)
This and APOTHEOSIS might solve Casey's murderhobo problem. Would using them to permanently steal powers affect PSYCHOPOMP's thirst for blood?

Anyways, we might want to max one of them, when we can take on endbringers.

And we have a winner, I guess.
This one might be useful too, if we want to keep TRUMP. Or just use it to understand how Coil's power works (unsure if Blindspot tells Casey only the Cape's info, or the cape+power used), then use BLINDSPOT to take him down. Coil's simulation has to be pretty big, right? Like, worldwide big. It probably simulates everyone by default, but Coil's perspective is fixed.

PATH TO CONFUSION (Thinker)(THINKER, SCRAMBLE)
 
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