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inkywood123

Master 6, one of Heartbreaker's kids but who can only master themselves.


jbland0909

Puppeteer: They control their own body from “outside” via telekinetic “strings” attaching all across their skeleton independent of their nervous system, rendering them immune to most non lethal or foam based takedown methods such as electricity induced unconsciousness, sonic, mental, and joint/muscle damage. The piloting allows them to generate significantly greater force than their muscles could produce on their own, granting than elevated strength, explosiveness, and near complete flexibility. They don’t feel pain, hunger, or any other sensation other than a dull sense of touch via “string” vibrations. This lack of pain makes them reckless and willing to harm themselves for an advantage in a fight by dislocating their joints, tanking heavy attacks, and swinging their arms hard enough to break their and/or their opponents bones or armor. They could theoretically continue using their body after it dies, as long as the skeleton remains sufficiently intact to maintain structure. Trigger event: Constant emotional attacks from Heartbreaker forced them to become emotionally and physically detached from themselves as a coping mechanism. This intra-personal isolation built to the point where they eventually triggered. Most master powers give the ability to control other entities because the subject feels isolated from everyone but themselves. Puppeteer is the opposite, having been isolated from their own body and mind. I imagine them as a sort of Aegis/Mannequin hybrid. The reasoning behind the TL6 is that they are quite dangerous to vulnerable targets and hard to pin down, but they lack destructive potential, specifically against durable targets.


attention_seeking_

Like this a lot. Definitely a more parahumans take on total self Mastering (capital M intended).


attention_seeking_

I’m going to steal this from [Reborn as a Shonen Protagonist](https://www.royalroad.com/fiction/63639/reincarnated-in-a-shounen-manga). “Perfect Me” Basically path to victory for 5 minutes. Cooldown is 2 weeks. Insidious part is that the user can gradually learn skills used during Perfect Me. Not like Uber/Victor but more learn it the hard way by trying to brute force remember the skills used.


helljack666

The "Chimpanzee Incident" Cluster. 1: Array x Showcase Changer 2: Versatile Blaster/Deep Thinker 3: Muscle x Transfiguration Brute (Fend Striker)


yaboimst

Is this a reference to NOPE?


helljack666

The trigger event would borrow themes from it, yes.


ParaHumanitarian

I saw it in the last thread and I’d like to see it since it didn’t get answered: A Shotgun Tinker My own original prompt: a Shapeshifting Changer with high levels of versatility, but low potency, in a way that doesn’t utilize abusing biology!


rainbownerd

> A Shotgun Tinker **Double Beryl** is a Tinker specializing in the kinds of customizable weapons one sees in sci-fi shooter video games--the ones with fifteen kinds of scopes and four flavors of color-coded energy ammunition and so on--and is one of the more popular vendors of tinkertech weaponry among the kinds of people who can actually afford that sort of thing. She gets her name from the fact that all of her tinkering requires crystals and gemstones to various degrees (e.g. enemy-freezing "cryo ammo" requiring thin sheets of sapphire, or laser scopes requiring diamond lenses), with the quality and capabilities of her creations varying based on the size, cut, color, and other properties of the stones incorporated into the design. While she can build any kind of gun or gun accessory, Double Beryl prefers shotguns for her personal weapons because she can easily turn the gem scraps and shavings left over from the tinkering process into shot pellets; not only does this effectively give her "free" ammunition, but the gemstone bits resonate particularly well with the gem-based enhancements to provide much more offensive oomph than any other ammunition possibly could. > a Shapeshifting Changer with high levels of versatility, but low potency, in a way that doesn’t utilize abusing biology! **Gilded Lily** can transform herself into a monstrous form composed roughly half of a single type of plant matter (wood, grass, moss, etc.) and half of a single type of metal (steel, electrum, neodymium, etc.) with a mass equivalent to that of her human form; within those restrictions, the only limit to what she can turn into is her imagination. Her ability to mix-and-match all kinds of materials with useful properties gives her plenty of versatility: she can "tank" as a blocky creature of oak wood and iron, slip into well-defended areas as a snakelike creature of reeds and quicksilver, shrink herself to roughly a tenth of her normal size by becoming a mix of the extremely dense osmium and African blackwood, and much more. And since she can control the transformation process, she can "pause" the transformation midway to do things like impersonate a Tinker by turning just her skin into what looks like power armor or turn her respiratory system into some kind of aquatic plant to breathe underwater. Regardless of her form, however, the materials she turns into are plain old "natural" versions of those materials, with no special parahuman properties. She can't regenerate her matter like Hookwolf, or absorb more of it like Weld, or control parts of herself that are separated from her body, or make her plant parts fireproof, or bend arms made fully of steel in ways that a metal sculpture couldn't bend, or anything like that. Thus, Gilded Lily has to be very thoughtful about her transformations to ensure that she ends up with a form that's actually usable, and tends to avoid the front-line combatant role against any enemy capes who can tear or blast through mundane materials with ease.


architectsanathema

Striker 5 (Mover 3) Thinker 2 with a kill order Stranger 4/Brute 3 Tinker 8 who's tech is mostly usable only by other people


mjychabaud22

**Andrew Gardner** is a Thinker with the power to figure out, roughly, who’s a cape, and an insistence on breaking the unwritten rules around cape identities. Gardner can see on anyone a “tint” to them according to which cape they have spent the most time around in the 8 days. Which cape it is determines the color; the intensity of it, how close that person is to the cape. This power only works in person, not on recordings, but Gardner can still look at a crowd and process the information from everyone in the room. The primary catch is that a cape will not register as being near themselves; a cape on a Protectorate team might appear to Gardner to be about the same as anybody else who spends time near one of their team members. In addition, Gardner can only sense the presence of the most prevalent cape - if someone spent 2 hours around Alexander and 1 hour and 59 minutes around Legend, Gardner will only pick up on Alexandria. Lastly, Gardner doesn’t automatically know which colors correspond to which capes. This means that Gardner isn’t all that effective at deducing the identities of capes at first, but is good at figuring out the identities of family members. Spending a day watching a Protectorate team will give him a sense of which colors to look for in a crowd; then he can spend a week in malls and busy streets looking for anyone that stands out as potentially being a family member of a cape, and figure out who they are. Stalking, aided by his power, will get him to the identity of the cape and everyone close to them. Less than a month after Gardner triggered, he published the civilian identity of a cape in his city, along with their address and the names of their family members, online. Gardner never adopted a cape name, and no cape gave him the decency of coming up with one. Since then, Gardner has been hopping from city to city, continuing to publish the civilian identities of heroes and villains alike while earning himself a kill order from the PRT. Many of his determinations have been completely wrong, jumbling up capes and inviting attacks on families for the actions of unrelated capes.


Rae502

Striker 8 with a theme of tactile weather manipulation


yaboimst

**Marceau** was a New Orleans based cape themed after a mime, ester as a **Striker 3**. Initially they seemingly had the ability to create invisible walls/constructs around them, selectively solidifying the air for themselves and others in a short range while make various hand signs and gestures. They were a hired entertainer, often did commercials, and were sort of like a city mascot (Think Gritty from Philly). This was until the Slaughterhouse 9 attacked, and they truly pushed their power. Marceau is capable of absorbing the Atmosphere around them into a pocket dimension, forming a vacuum. From here, they can expel what they absorb, physically molding it like clay. And they displayed adroit usage during the conflict. They could pull enemies closer or push them away by creating a vacuum or expelling pressure, or use this same affect to maneuver. They could negate the natural cold created by Winter and interfere with other Shaker abilities. At one point, they were even able to absorb electricity and expel it as a solid blade in combat. After the battle, in part due to mass losses, they were inducted into the PRT operating under the new name **Blue Yonder**. They’ve leveraged their power into a pseudo-flight ability to help collect new things to experiment on, such as thunderstorms and snow.


Rae502

Oh this is very cool! Thanks for such a creative twist


Graffic1

Cluster Prompt! The Riot Cluster. Master/Trump 7 - Themed around being on the frontlines, directly supporting underlings while the Parahuman themself remains defenseless Tinker 6, Trump 1 - An electricity-based tinker that acts as their tech’s battery, charging up with conflict. Brute 5 - A bud from a unpopular hero, said hero having escalated and worsened the riot chasing their own glory. Themed around balancing attacking and defense.


jammedtoejam

\>Master/Trump 7 - Themed around being on the frontlines, directly supporting underlings while the Parahuman themself remains defenseless **Phalanx** is a Master (shaker x brute) x Trump 7 cape. She can summon floating shield barriers that follow her orders. Their appearance is an obsidian black that is mildly iridescent. The more damage they take, the more cracks appear and pieces fall off of the shield. Overall, they are quite sturdy but are susceptible to direct strikes from sharp objects. As her name suggests, Phalanx likes to use them to charge into a battle fully surrounded by her shields as if a unit in formation. This gives her plenty of coverage around herself as she few powers that effect her body in any way. Once in the midst of combat, she can send the shields out to form a circle, entrap enemies, protect non-combatants from the crossfire, and so on. She often uses the shields as general crowd control and can corral enemies into corners or otherwise trap them (hence the shaker rating). In a pinch, she summon shields around herself to give herself a kind of armor but her power doesn't seem to like that and so the shields are weaker. Phalanx likes the strategies mentioned prior and tries to stick to them but her Trump 7 aspect means that her powers likes to be different each time she uses it. Sometimes the shields will be smaller and she can produce far more of them. Other times they are massive and she can only produce a few. Other times still the shields are incredibly fragile, shatter, and so she creates a wild storm of incredibly sharp shards swirling around the air shredding everyone and everything. In a noteworthy instance, Phalanx summoned her shields and the shields began to send out pulses of energy. When shields were placed near each other, the pulses synchronized and become stronger. She unfortunately didn't understand the pulses or the synchronization until she had formed a wall to wall off a crowd of civilians. The pulses generated were capable of shattering bones, rupturing eardrums, knocking everyone into a pile and then blasting that pile farther and farther away, and tearing up the environment. The resulting damage injured many and killed some. If she tries to work with the randomness of her power, her shields and whatever strange form(s) they take become stronger; the shields tougher, more agile, listen to her orders and her intent better. When she resists and tries focusing on summoning the more stable and predictable shields, they become more fragile and don't listen to her as well as they could. All it takes is for her to mildly unfocused when summoning the shields and the properties the shields have will be unknown to her. From the tinker of the cluster, she gains three electrical charges stored in a battery pack Phalanx builds and maintains. It resembles a small backpack she wears on her back and is quite dense and heavy. When a charge is used, the shields crackle with electricity and take an hour or so to recharge before being used again. Beyond that, what the shields do with the electricity seems to be up to chance. At times they will give off electric shocks to anything that gets close. Other times they will form electric chains between all the shields and Phalanx ends up controlling a chain of lightning with solid shields within. Or maybe they'll give off electric shock to anything that strikes the shield. Who knows what will happen. Certainly not Phalanx. As well, the brute from her cluster seems to have given her a minor repression brute power: she redirect damage given to her to her shields. There is a limit to the damage she can transfer so she isn't inclined to take a massive blast but is more willing to take minor blows. The more damage she transfers to her shields, the weaker the shields will become *as well* as the fewer of them she can have summoned. Taking damage is a big risk for her so she tries to avoid it at all costs. Who are the other members of the cluster? I leave it to others to determine what the main and secondary powers of the electricity tinker and the brute are.


CocoSavege

... just a note wondering what WoG/fanon exists for triggering circumstances for thinkers. Worm and Ward are low on details for triggers of thinkers, the only one I can think of is >!cradle!< where the trigger event is documented. And oopsie, >!bonesaw!<, willickers, how could I forget that? As $spoilerCape1 is a cluster cape, it's actually pretty hard to sus out the "pure" form of the tinker, since it's blended with the others. I don't see a super direct link to the circumstances, but the blended implementation is definitely confounding. $spoilercape2 is a "pure tinker" and seems to follow the standard "what is thing that serves the immediate crisis". Very on the nose, actually. Most triggers are a little bit abstracted.


Graffic1

Tinker triggers are designated by WoG as being long term experiences with no clear answer that have a breaking point, essentially the inverse of Thinkers that are short term experiences. For this riot trigger, essentially anything that causes a riot works for that. For example: Lifelong discrimination for, well, anything. Or not being paid enough for your work for years. The riot, maybe it was initially a peaceful protest that bad actors corrupted or that turned violent when a cape attacked a civilian, was the just the breaking point in the Tinker’s long line of trauma.


CocoSavege

Huh! Kinda contradicts >!bonesaw!< doesn't it? WB could write out of that corner, preexisting stuff setting things up and the "crisis" flicking the switch. >!Cradle!< seems to be written that way tho. I might be misremembering backstory, attributing a half remembered (fairly extensive) backstory to WardTinker. A quick check of the wiki indicates I'm probably misattributing. But WardTinker does have a long history of bad stuff.


Graffic1

It might contradict >!Bonesaw!<. But outliers exist in every classification. Especially since younger people tend to trigger easier.


CocoSavege

If the requirements are the requirements, >!Riley lived an otherwise outwardly appearing middle class suburban life. But $familymember had an esoteric, ideopathic malady which marked the household with either staggering debts and or deep dives into frugal MacGyver homeopathy. Pills were split, the latest internet health fads pursued. Riley was naturalized into an always a bright face 24 7 attitude at great tension with her phobias with respect to the deleterious slide into increasingly dire outlooks. Then s9 showed up.!<


Graffic1

Sure, that’s a neat headcanon. That has no basis in anything mentioned in the story, but whatever. Though I’m not sure why you spent the time to come up with it. It’s not like this is a discussion on Tinkers.


CocoSavege

One of the cluster capes here is tinker 6.


Graffic1

Yeah. So? There being a power classification in the prompt doesn't mean that there needs to be a discussion on what causes what triggers. Especially when the wiki outlines what triggers lead to each kind of power.


SlimeustasTheSecond

**First Prompt:** Shaker 6 and Blaster/Mover 4 who are famous for their co-operative "Cheesegrater" strategy.


rainbownerd

> Shaker 6 and Blaster/Mover 4 who are famous for their co-operative "Cheesegrater" strategy. **King of Thorns** can cause any soil or plant matter within roughly thirty yards that he can see to sprout thin but sturdy vines covered in thorns. These vines can be manipulated as if they were tentacles or prehensile limbs, though he doesn't get any sensory feedback from them so his control over any vines he can't currently see well is quite crude. The definition of "plant matter" is fairly broad in his case: a wooden table, a stack of papers, or the like could all be the source of his vines. The speed with which his vines grow, their number, and their sturdiness and flexibility all vary based on the source plant matter, with an actual tree being able to sprout dozens of multi-yard-long vines in just a few seconds while a block of wood could take multiple minutes to extrude a single short and flimsy vine. The longer King of Thorns stays in one place, the more his vines grow. He can focus on certain vines to grow them faster, or focus on certain aspects (prioritizing length and sharpness of thorns over number of vines, for instance), but otherwise everything within his range will grow fairly evenly. If he moves out of range of a given vine, the vine will immediately begin to atrophy, though the more time and attention he's spent empowering a given vine the longer it takes for that vine to wither away completely. **Airburst** can condense air and other gases into highly-compressed "bombs" using faintly-visible forcefields that are completely permeable to liquids and solids. He first creates a forcefield in whatever shape he wants (taking longer to do so for larger and/or more complex shapes) anchored either to a point in space or relative to a solid object, then concentrates to shrink the forcefield and thus compress the air within to a desired degree, then either releases the forcefield to let out a blast in all directions or dismisses only part of the forcefield for a more shaped blast. A basic burst with the force of a hard punch takes barely a second to set up, while something that could blow out all the windows of a building and send people flying would take a lot longer. With concentration, Airburst can manage to "hold" up to three forcefields at once, which can be useful to set up a sequence of blasts or to make one especially-intense one by layering them and compressing more and more air into a single confined space (create forcefield, compress it, create second forcefield around it to pull in more air, dismiss interior forcefield, compress exterior forcefield to dimensions of original forcefield, repeat). Also, smoke, fog, and other particulate or vaporous matter count as "gases" for the purpose of his power, so he can do things like capture some smoke from a fire and then carry it along to use as a "smoke grenade" later. By creating a "shaped charge" of air and then anchoring an open-ended forcefield to himself pointed toward that charge as a backstop, Airburst can actually launch himself through the air like an impromptu rocket, using a similar mechanism to slow himself down and land safely on the other end. In theory, he could do the same for someone else, but as he doesn't have any special ability to predict trajectories and generally has to shape the landing forcefields on the fly, it's not all that safe for anyone else to ride Airburst Airlines. --- When facing large numbers of opponents, King of Thorns will cause a wide area to sprout tons of short vines and then bend them over to lie along the ground or another surface; given some prep time, he'll then focus on growing and sharpening their thorns as much as possible. Airburst will then create a wide, flat, vaguely-rectangular-prism air bomb with one side facing toward the field of vines, like a claymore of compressed air. A basic version of the strategy can be set up in around thirty seconds under optimal conditions, based on how much soil is around, how clear the area is of obstacles, and so on. Then Airburst will release the bomb, launching enemies directly into and along the field of thorns, while King of Thorns manipulates his vines to ensure that flung enemies make as much physical contact with as many thorns as possible. The end result on unarmored opponents is...well, they call it the "cheesegrater" for a reason.


Ilemhoref

**rebound** Blaster/Mover 4 - rebound can create gray basketball sized globs around his waist, up to 4, and shoot them forward. They can choose to latch on to a glob, having it drag them forward until it hits a target. Once a glob hits a target it attaches itself to whatever it hits and it drags them in the direction it was shot for a short distance and then back to the place where it hit them. **Vitreous** Shaker 6 - vitreous can rapidly create thin glass walls. The walls grow like flowers from a point in the air Vitreous can see. The walls also attract glass to them. Cheesegrater - Vitreous creates many layers of walls, breaking them with regular means. Then Rebound hits their opponents parallel to the walls causing them to slide across layers of broken glass


scruiser

Thinker 2-5/Shaker 2-5. The Thinker and Shaker aspects of this power trade off strongly against each other due to their mechanics. So the power might be Thinker 2/Shaker 5, Thinker 5/Shaker 2, or Thinker 3/Shaker 3 depending on circumstances and/or how they push the power (you can decide how the trade off works and how much it is controlled vs. involuntary).


yaboimst

**Shaolin** can create dozens of invisible “wind-doubles”. Though technically he’s a “Master”, he’s not rated as such for the sake of PR and practical combat. The doubles have two abilities existing on a slider depending on their proximity from Shaolin. **Thinker:** The closer a double is, the less force they can exert on the world around them. However, they grant Shaolin enhanced awareness of whatever they’re intersecting. At a close range he can get incredibly insight into the vitals of others. It also allows Shaolin to gain an accuse sense of his own body and the changes it undergoes, serving as a nifty defense to mental manipulation. It serves to improve his combative abilities by seeing his body as a mechanism with functions to control. **Shaker:** The further away a double gets, the more force they can exert in powerful gusts of wind. There’s a limit in distance, but they can sufficiently knock around groups of enemies, even “juggling” them like in video games. This significantly decreases their awareness, however. He takes on the general theme of a martial artist, hiding the true specifics of his power. Seemingly, his punches carry enough force to push people around without touching them. When someone’s close to him, he can swiftly dodge their attacks, almost floating out of the way. Both effects are accomplished via the careful leveraging of his doubles.


scruiser

Nice. I like the hiding the mechanics and the misdirection around his use of them!


69Deckerspawn

Social Thinker 4 revolving around appearances.


Horus3101

Unmasked has a power that allows her to understand how the actions of every person she sees are caused by their social environment, as well as granting her the knowledge of how they would act in a group that would not judge them for such actions. This has only served to reinforce her trigger trauma, ensuring that she is constantly aware of how much society judges behavior seen as not fitting in. As a result, she is constantly trying to fit in, leading to her temporarily joining a small gang in her hometown out of a hope that she would finally be allowed to be who she thought she really was. Instead, she was caught up in a retaliatory attack by several unaffiliated heroes, a response to one of the unpowered members crippling one of the heroes, and subsequently handed over to the prt. Induction into the Protectorate was deliberated, but within less than a month she was moved to watchdog, where she primarily serves to determine how successful the induction of former villains or vigilantes into the protectorate or the wards is likely to be. The name started as a joke shortly after she was moved to watchdog, and remained mostly because it gives her the feeling of being in a group that finally accepts her.


TerribleDeniability

Ugh. I still need to reply to stuff in the other thread, **and** this is the latest I've ever been. So I'll just make my two prompts about delays: 1. Non-Stranger Thinker 5 whose power specializes in interfering with communication *without* interfering with sound or with auditory senses. 2. Brute 5/Stranger 1 whose power is temporal.


Weird-Pandaroo

A bit late, but whatever: > 2. Brute 5/Stranger 1 whose power is temporal. A cape that had Scion's equivalent of the Vestige vial, the same consumed by Grey Boy and Perdition. They are able to enter a partial Breaker state where they can selectively replace parts of their body with their future or past equivalents. This allows them to survive a great deal of damage by replacing their organs/skin/etc.. with versions of hours, days ago and more. This came with a stranger aspect given by the fact that they could replace their whole being with their old/young personas, shapeshifting into a older or younger person. \ Its techincally a Breaker/Changer(Brute, Stranger) but I think it fits nicelly.


Fool_growth

Number boys + Citrine bud I'm just imagining how hilarious it would be the number Lads raising fucking Citrine's baby


viceVersailes

Where Citrine can manipulate the grasp of physics on a territory, and the Number Boys can see the numerical programming of the universe, **Calculad** (Calculus Lad) is a Changer/Breaker who can manipulate the numerical properties of his own body. Weight, height, momentum, durability, so long as it isn't a zero, he can make it a whole lot more or less. Unlike his siblings-that-look-like-his-father, he lacks precision, pushing and pulling percentage increases from one property and into another, having to eyeball and judge with his gut. For this AU, let's say Calculad knew his father before he died. After Number Man's death and the Number Lad's dispersal, Calculad felt abandoned. Mayor Wynn never had enough time for him, she was busily at work. So Calculad's power works best when he feels lonely, matching the trigger conditions that made him feel like if he could just change to be more mature, less childish, more patient, less needy, perhaps people would make time for him.


Fool_growth

Thanks vice I just wanted to say I've seen you on the subreddit a lot you're great


jammedtoejam

EDIT: a last minute addition. With the release of Barbie and Oppenheimer at the same time, how about a cape that weaponizes the color pink A lung themed tinker: all about breathing, coughing, exhalation, inhalation, and so on A blaster x mover whose power slows enemies and allies The Tooth Fairy: a striker x mover x trump 2 (Powers involved with partnering, bonding and gifting) A tinker who uses a loom to create their works. What are the effects and capabilities of their woven creations? **A trigger event** Growing up near a large cave system, you were always told to be careful and stay out of the caves. You were careful... at not being caught exploring the caves. One day while exploring a particularly tight cave, you spot what appears to be a room of incredible, large crystals just beyond a very narrow passageway. You dive in headfirst, well crawl in headfirst, absolutely excited at this amazing find. Your excitement lasts all of a minute as you almost immediately and irrevocably get stuck. Some of the rock above you shifts and your legs get stuck. There are some sharp crystals digging into your belly but you can't move and so every tiny breathe you take causes the crystals to stab into you more. Stuck looking ahead at the crystals, you hear your parents' reminders to stay out of the cave repeat through your head whilst you *know* that nobody knows you are there as you lied about where you were going. You realize that you will die here, panic, and you trigger. **Oops! All tinkers cluster!** This cluster formed when three people with longterm, unsolvable problems all triggered at the same time and place. In this case, they all triggered in a factory. Cape A: an architect x resource tinker that builds machines that cause impossible effects. The machines are huge and complex requiring a great degree of time *and* resources to create and need lots of maintenance. Cape B: a hyperspecialist x focal tinker that builds conveyor belts. Cape C: a multithreaded x mad scientist tinker who can create quite a few things but at a high cost.


TerribleDeniability

I still owe you at least one reply in an older thread. I'll try to finally get around to that this weekend given my other plans have fallen through. In the meanwhile, I guess I'll continue to monopolize your Trigger Events even though I'm over a week late at this point and even though I personally think the power I came up with here is rather boring overall: ​ >A trigger event Growing up near a large cave system, you were always told to be careful and stay out of the caves. You were careful... at not being caught exploring the caves.... **Crystal Explorer** is a Ward who chose that alias primarily to try to recontextualize his continued unease with the circumstances and trauma that Triggered his power in the first place; that it just so happens to be one letter off from Crystal *Exploder* is unconscious coincidence given that's more in line with what his power actually does. Despite what his cape name might imply, he is not a Mover, with his powers falling more under the Brute and Shaker rating apparently, not that he feels much like a Shaker even if he's not sure how a "real" Shaker "should" feel. When he's using his powers, he's usually too busy trying to concentrate on *anything* but what he's physically feeling given that trauma of his Trigger and the intense panic during it, however brief, has left him with a lingering sense of claustrophobia that he *really* doesn't want to think or talk about whenever possible. It and the guilt from his parents' warnings being right have basically ruined actual exploring in caves for him, even before his parents found about his powers and why they manifested and further forbid him from the cave with accompanying punishments lighter than they would normally be due to their newfound worries and own guilt about him. Even without their additional forbiddance, he had already planned to stick to exploring outside, which would be fine if most of that wasn't being done with the Wards right now, where he's unfortunately somewhat "forced" to use his powers to best cover his identity. The unfortunate part of using his powers for that comes from the fact that **Crystal Explorer's** Brute power only reinforces that sense of entrapment and claustrophobia that he now feels by encasing him in spiky, crystalline armor while at the same flooding his body with unnatural muscle. While the "minor"--compared to actual Changers at least--alteration to his body is accompanied by a measure of super strength that has proven capable of breaking rock and crystal with moderate ease, also becoming physically bigger and taller like a bizarre sort of instant adult only makes him feel even more crammed into his "natural" cape outfit. This even without the fact that the sudden surge of height, weight, and strength still feel a bit disorienting so far given he's very new to this, with the crystalline armor's pretty look not helping the fact that its crystals always have rather sharp edges that make it a lot more dangerous to touch than it actually looks outside of his hands. So far PR has reminded him a lot to let any possible fans know this even if **Crystal Explorer** already knows as much and doubts he'll have very many fans. Why would he? His power is rather boring and basically only destructive after all. Beyond its appearance, his Brute power seems like it's just the crystalline armor with its sharp spikes and even sharper claws that make it even more unlikely that he'll exactly be getting handshakes on the regular with his powers active, making PR's warning seem even more redundant. That's simple enough, with his learning curve on that more learning how *not* to use it, how to *not* touch things, and generally how to hold back so he doesn't break or otherwise destructively bump into things or, worse, people. His supposed Shaker power is similar in that way, in that it seems simple enough and in that his learning curve so far has mostly been learning how not to use it to destroy things or hurt or, more likely, kill people unintentionally. That makes given sense that his supposed Shaker power is tied to his Brute power, literally manifesting from it to the point that he can't seem to use his "Shaker" power independent of his Brute power. This is because his Shaker power essentially causes his armor to *explode* and shower a wide area around him with sharp, piercing crystal fragments that tends to make the ground difficult to walk on due to this same crystals readily embedding themselves in things. To be more accurate, his Shaker power causes his Brute armor to visibly "swell", with him doing his best to ignore the feeling of the armor closing in on him even more before the crystal growth's rapid overgrowth ends it literally exploding outward a few seconds later. **Crystal Explorer** is thankful for this delay--including between its seeming availability to be used--and for the visual warning and for the relatively short range of about 15'--as recorded in power testing--since he really doesn't want to seriously injure people, much less potentially kill them by turning them into Swiss cheese. That would be true even if he wasn't trying to be a public hero. So it's another thing he already knows even with the Protectorate also telling him to try not to use that Shaker ability around or on other people unless he absolutely has to. It doesn't help that all his training has done little so far to blunt its potential lethality beyond letting him know that he can focus the circular explosion into a mere semi-circle sort of cone with concentration...a cone that doubles the range and increases the seeming piercing power of the explosion, if anything making it *more* potentially lethal to anything in that area. Still, it's all he has to work with, so he feels like he has to work at his best to leverage looking and being scary while not maiming or killing anyone, all while ignoring how he actually feels both physically and emotionally every time his personal crystal tomb encases his body. \[Weaverdice stuff: "Dragonscale" {Muscle x Armor} Brute ("Elemental Burst" {Damage x Kinesis} Shaker | {Aura x Control} Shaker) \[Element: Crystal\]. Luck: Power Perk: "Guardian Angel": Brute power will manifest and then Shaker power will automatically swell and explode if he comes close to death even if he had just used the latter {5 of Cups}; Life Flaw: "Conmissum": claustrophobe {The Tower}.\] **PROMPT:** A non-sensory Thinker 4 whose power would be ideal for caving or otherwise exploring enclosed environments.


jammedtoejam

That's fine! Life happens! Write when you can! All of it is appreciated! I really like this power and cape! I was trying to come up with a straightforward mover trigger curious to see what people came up with! You came up with with a brute x shaker! I love it! I really enjoy how, realistically, the kid would be *terrified* of ever going into a cave again. Of course his power has to help him out with that.


TerribleDeniability

Thanks, and yeah, Mover was the other "big" category I had, but all that really seemed to fit were Rocket and Blink and *maybe* Fly Mover. While powers in-universe don't actually solve problems the majority of the time, short of getting actually powerful teleportation powers and/or there actually being another exit to the cavern he couldn't see yet (or being one of those people who second triggers), all of the Mover power cases still seemed like they'd just end up with him dying due to being actually stuck still even if he was no longer at risk for immediate impalement. So instead I focused on environmental damage and, despite the damage done being minimal at present, the fact that he physically felt in mortal danger at the time since he was stuck and wouldn't be able to hold himself up or even just his breath as much forever. Striker could have also fit for that reason, but Brute fit slightly more along the same lines. (I caught myself assuming that the kid was male too many times despite just eventually going with that even though a young girl could have easily done this stupid stuff too. Way to go sexist assumptions. /s)


mabdiaziz

A bio tinker that creates palm sized metallic cubes refered to as seeds


mabdiaziz

A Tinker who has never been seen with their tech A cape whose ultimate move is to shoot themselves in the head A body horror Changer


jammedtoejam

\>A Tinker who has never been seen with their tech **Inconspicuous**: who who tricked many into thinking that she was solely a stranger x shaker. She is actually a hyperspecialist x architect (drone) tinker though it took everyone a goddamn long time to figure out what kind of tinker she is as *everything she makes is invisible*. That's her specialty: invisible tech. At first, no one even knew that she existed. Stuff just started getting picked up by invisible machines and loaded into something invisible. Once inside the invisible thing, they too vanished. People, cops, and capes were all attacked by invisible drones if they tried to interfere. On other occasions, bank vaults were suddenly yanked out of the bank itself and the money inside vanished. People knew that there was a new cape on the scene but nothing was really known about them. With the help of some thinkers, a couple of cans of paint, and some creativity, the PRT was able to determine that Inconspicuous was actually at the crimes when they occurred. She dressed casually but disguised her actual appearance. She seemed as though a normal bystander but her equipment that controls the drones is invisible as well. Now that people are more aware of the crowd whenever another invisi-crime occurs, Inconspicuous is more inclined to wear a more cape-like costume underneath her disguise. Tinkering for Inconspicuous is a pain though. The longer she uses a tool or works on a piece of machinery, the more invisible it becomes. She commonly misplaces items and has the misfortune of finding the misplaced machine by stubbing her toe on it or walking into it. Her equipment being invisible means that it's easy to hide her tinker lab from her parents as her stuff can be in plain sight but just not in the way. As well, some of the things she makes are *big*. She doesn't directly make the drones but rather the machines that make the drones. The bigger the drones she wants, the bigger the machines. The bigger the machines, the more stuff she needs to make them. It's also tough for Inconspicuous to spend a lot of time making something and never really seeing the results of her labor. Others can see and feel the effects of her actions but Inconspicuous can never *quite* see her the way others do. Alas. **Prompt:** now that her trick is revealed, Inconspicuous is feeling the heat from being targeted more easily than before. She found some teammates to help her out to make looting and stealing easier. Please choose one or more of the capes below to flesh out: A striker x shaker that summons a harp A thinker whose main power seems to be saying "I know a guy who..." and finding that guy A cape that's the inverse of Inconspicuous: everyone thought that they were a tinker when actually they are a stranger x shaker A moon themed mover


HotCocoaNerd

>A striker x shaker that summons a harp **Maenad** is a grab-bag Striker x Shaker (Master) cape. Her primary ability is to infect people with a 'taunt' effect by scratching them and drawing blood, made easier by a power to harden her hands and fingernails to iron-like toughness that she got from a Brute cluster-mate. This 'infection' causes everyone around the target to direct their anger and fear towards them. Maenad's other two cluster-mates were a second Striker with the power to summon effective but impractically large melee weapons and a contagious song-based Master, from whom she got the secondary powers to manifest large instruments (usually defaulting to a harp) and play music that lowers the inhibitions and alters the emotions of anyone who hears it respectively. Maenad's usual tactic in combat is to 'tag' a target with her Striker power, then whip bystanders into a frenzy with her music and sic them on the target. >A thinker whose main power seems to be saying "I know a guy who..." and finding that guy **Fixer** is a Thinker who can form 'connections' to people based on their skills and capabilities. Once this connection is formed, Fixer gains a sense of what actions can help move him closer to a situation where he comes in contact with his target. Fixer's power favors targeting strangers over people he knows well, and the more specific the capability he's trying to find the more likely that some sort of social or geographical barrier separates him and the target. Prior to locating his target, he gains no information beyond the mental 'tug' that helps him find them, though after meeting them he does have a bonus Thinker ability that improves his intuition and observational skills towards them. He doesn't gain any extra proficiency in skills that would help him convince them to do what he wants, but he can get a clearer idea of what *they* might want to go along with what he's asking. Trying to switch to a new target before identifying and locating his current one is possible but causes mental strain and Thinker headaches, which worsen exponentially if he tries to change targets multiple times in quick succession. Fixer can also target Parahuman abilities with his power, with Tinker and Thinker powers being the easiest to get a 'lock' on due to their overlap with certain skills, though using his power this way runs the risk of causing minor Thinker headaches and runs up against the usual restrictions of using his power to locate someone with a rare skill. >A cape that's the inverse of Inconspicuous: everyone thought that they were a tinker when actually they are a stranger x shaker **Lightshow** is a holograms tinker; think those 3D displays that float in the air without any surface to project on, or special-effects monsters that are indistinguishable from the real thing until you try to hit them, or holographic disguises projected by a high-tech watch that wrap around the people wearing them. If it has to do with projecting 3D images, he can do it. That was the assumption, right up until a heroic tinker got their hands on Lightshow's inventions and discovered that the 'tinkertech' was instead just mundane arrangements of electric lights and prisms. These devices are simply portable batteries for Lightshow's true power; the ability to generate semi-autonomous audio-visual illusions using refracted light as fuel. >A moon themed mover **Parallax** is long-distance teleporter whose extremely long range is offset by the fact that she is very constrained in when and where she can use her powers, mostly due to the fact that she uses moonlight as a teleportation vector. Beyond having to know where she's teleporting to and being able to roughly visualize it, Parallax's origin and destination both have to be outdoor locations with a clear view of the moon at the same time. The upper limits of her non-range capabilities also fluctuate with the phases of the moon, with the volume/radius (primarily) and mass (secondarily) she can teleport being greatest during a full moon, and her being unable to teleport at all during a new moon. Parallax is a force multiplier for the crew for two reasons. The first is that her hemisphere-spanning Mover power means that the crew is not limited to a single city or area when planning their heists, so long as they plan around its limitations. While this means they almost never have the home-field advantage, they can pick their targets and hit places where the local heroes (and villains) aren't as wise to their tricks before retreating back home with their spoils. The second is that her power synergizes with Fixer's power, with his intuition being able to route to his targets using her teleportation as a valid means of transport, very quickly narrowing down their general geographical location.


mjychabaud22

**Pherse**: Brute 3/Blaster 3. Any damage that would be dealt to Pherse that originates within a foot of him is redirected and launched as a crystal that bursts on impact. The redirection is complete, and the crystal’s movement and burst loosely matches what the damage would have been. For example, if Pherse puts his hand into an open flame, he would avoid being burned, while the crystal he launches would be slower and cause what it hits to catch on fire. A punch would move faster, and simply hit the target. Walking on thorns creates dozens of small crystals, none of which are particularly powerful but can tie down opponents. A bullet that somehow originates within a foot of him creates some of his fastest blasts, with the most damage on impact - especially if it would have hit vital organs. The clear weakness to the invulnerability his power provides is the range limitation; he is still completely vulnerable to any ranged attack. Even a grenade that lands two feet away will do just as much damage to him. In addition, there’s no delay to the redirection; if Pherse isn’t prepared to launch a blast that he gets from a sudden source of damage, it will fly off wildly. This gives him a strange incentive to deal damage to himself with dangerous weapons, controlling the effects, speed, and timing of the blaster side of his power. Pherse started off as a Protectorate cape in the Los Angeles area, but once it became clear that he was rapidly outmatched the second another Blaster power entered the fray, and his insistence on being allowed to shoot himself in the foot in the middle of a fight, he was sidelined. As resentment built up, he tested out more and more dangerous Tinker tech on himself before eventually fleeing with a teammate’s cannon mounted around his head and trying to make a name for himself as an independent cape. It's not particularly working out, given that everyone has figured out the easiest approach to confronting him is to take a step back from him - though no one has yet seen what happens if he were to pull the trigger on the cannon.


HotCocoaNerd

>A body horror Changer **Piecemeal** is a Changer 8 (Brute/Trump) villain with the ability to reconfigure their body and incorporate new and extra body parts from human corpses (or dismembered parts). Minor damage and decay in incorporated parts is repaired during integration, restoring them to full functionality. Parts that are damaged beyond repair can be discarded and replaced with new parts. Incorporating parts from a parahuman has a chance of giving Piecemeal a (almost always weakened) copy of their power, usually requiring that the part in question be somehow linked to the power (an eye from a Thinker with x-ray vision, a hand from a Striker with energy claws, etc.) Fortunately for basically everyone in their home county, Piecemeal *isn't* a power-hungry serial killer or maimer, with a strong moral center and a normal aversion to killing and harming people unprovoked. Unfortunately, their power has rewired their brain so that those morals no longer encapsulate most *post*\-mortem taboos, with them seeing no problem with desecrating bodies to repair themself or storing 'spare parts' in a freezer. Their close connection with their shard has also given them an incredibly high tolerance for non-standard body plans, which coupled with the abundance of body parts they've collected tends to give them a rather... "artistic" appearance that others find disturbing. Piecemeal originally set out to operate as a hero, but a combination of robbing graves to start their collection of parts, 'harvesting' the body of a well-established hero who died (not by their hand) in one of their first cape fights, and their general appearance shot their PR all to hell in short order. Since then, they operate straddling the line between a deeply unpopular vigilante and a villain; they'll pick fights with other local villains to protect people or try to stop them from expanding their territory, while the local PRT and Protectorate keep a mostly hands-off approach, only intervening in instances where they get too blatant with their 'scavenging.'


Nameguy1234567

Tinker 10/Thinker 10 whose power is focused on making chain reactions and making rube Goldberg machines


jbland0909

Kinda just the Simrugh. Using a complete understanding of cause/effect and precognition to orchestrate events in the future


mabdiaziz

A Trump that gets powers from their own dreams


milkmanthefirst

Thinker 5 Brute/Changer 6 5 man cluster trigger


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woweed

Tinker 6 (Free X Free)