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Realistic or Modern Fragmentation [OOC]

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Welcome to Fragmentation!
Inspired by Worm.
System inspiration taken from Weaverdice & Halping Quest.


Introduction:
  • Hello, and welcome to Fragmentation!

    Fragmentation is a roleplay in a modern society taking place on an alternate earth. Superpowers are real, and their users - parahumans, or "capes," as slang refers to them - walk the streets at day, night, and in between, seeking to fulfill their personal agendas. Ranging from justice and vengeance to things as primal as the desire to see people suffer; the parahuman condition offers a wide selection of diverse sociopaths and dependable heroes alike.

    This is a reboot of a previous superhero RP with a similar premise. Since then, I've altered things around quite a bit. Here's how this works:

    Experiment

    Natural Capes

    Instead of choosing their superpowers, the players will determine the character's Trigger Event. A Trigger Event is a situation where a person's frustration, stress, fear, adrenaline, or anger reach a critical mass and metaphorically explode: granting them a power as a result. What nebulous void powers come from is truly unknown and possibly best left unexplored, but that doesn't change the fact that whatever source they originate from chooses those who undergo the aforementioned process, not to mention that only a fraction of people have the potential to undergo a Trigger Event.

    Based on the Trigger Event, I, the GM, will then craft an appropriate, fitting power for that character. Powers will be directly tied to the Trigger Event. Physical abuse, emotional abuse, environmental rejection, long-term stressors, abstract stressors - each of these will grant a different result, which will further be molded by things like the character's personality, nature, and the details of the Trigger Event. If you want a power that is strong and works outside the rules, get creative.

    The system for power-crafting is meticulous with elements selectively picked from a pair of tabletop games with the most thorough rules for such systems. For every possible detail a Trigger Event can include, there is a chart detailing how the power will behave, and much more.

    Cauldron Capes

    There is another way to obtain powers. Some people, either unaware of what a Trigger Event is, or incapable of experiencing it go around looking for answers. How to get superpowers? If they are truly honest about their desire to gain powers, they are approached by an agent of a mysterious shadow organization known only as Cauldron.

    What price to pay for a superpower? It varies. Truth be told, Cauldron isn't interested in money and is even ready to accept favors as a payment to those who can't afford it in an old-fashioned way. Where they get their serums from is just as mysterious as natural Trigger Events. Nonetheless, Cauldron has a wide selection of vials to pick from; often, a vial family is tied around specific types of powers. This grants choice to whoever would seek out Cauldron and its vials, a choice they would otherwise not have.

    However, there is a price to pay for dealing with the devil. Each Cauldron vial has a low - usually lower than 10% - chance of deviancy. The results vary. Rarely, people's bodies mutate. Other times, their powers are unreliable and bizarre, having seemingly no middle setting between Off and Obliterate. Sometimes, the power is semi-sentient or interferes in their daily life. The risk exists and you have to be willing to take it in your bid for power.

    Or, if you prefer, you can always trade your humanity for greater power, if you don't care about it.

    ⬛

    Setting

    June 12th, 2019: Brockton Bay, Massachusetts

    Brockton Bay is a city so infamous for its cape activity and crime that people all across America - and even the world - refer to Brocktonites with a special kind of perspective. Each person living there must surely be a veteran in surviving encounters with powered villains, if they can live there on a daily basis!

    The truth, as it were, turns out to be far more boring and mundane.

    Although the gangs - especially ones governed by parahuman leaders - have been growing and even thriving that all ended when Leviathan struck in 2016. The Protectorate arrived a bit too late, and the local capes - villains and heroes alike - fell to the might of the Sea Endbringer. The city followed, almost sinking due to damage to the aquifier, but was saved before it had been too late.

    There has been a ceasefire present between the major groups for almost two years. Or rather, what is left of them. The ABB, the Empire 88, the Merchants, no one is making any moves because no one has the strength to. Even the local PRT force has been devastated.

    So now, after years of reconstruction, the city is ripe for picking. A fresh stage, rinsed in saltwater, prepared to greet new players on the chessboard.

Comfort - hardware (robot, electric)

A fully working humanoid robot. Can store up to 108 terabytes of raw data, has well over 12.5 GHz of processing power and can speak in English, Chinese, Russian, French, German, Japanese, and Afrikaans fluently.

Main Blueprint Data: Mechanist :::::::::: :::::::::: (20)

Armor Plating - armor primary

Powerful physical/kinetic defense, emphasizing defense against ballistic weaponry. Outright immune to ballistic attacks up to Stage 2, strong resistance to ballistic attacks up to Stage 4. General physical/kinetic resistance up to Stage 4. Thermal resistance up to Stage 4. In addition, electronics cannot malfunction due to contact with water.

Blueprint Data: Mechanist ::::: (5)

Hardlight Shield - armor secondary

A generator of kinetically-charged static photons capable of shaping them to create a millimeter-thick blue-colored energy shield in front of the user, capable of taking up to around five meters squared of space. The shield is immune to any attack up to Stage 4, has mild resistance to Stage 5 attacks and begins to malfunction or crack, and breaks upon contact with any Stage 6 attack.

Blueprint Data: Funnel ::::::::::: (10)

Tranquilizer Gun - weapon primary

A simplistic mechanism capable of firing sedative-filled projectiles at the safe speed of 100kph. Has the potential to deal Stage 1 wounds when aimed at the right place, but otherwise, it only delivers a chemical payload in the form of a sedative.

Blueprint Data: Mechanist :: (2)

Energy Source - addon

A special alien energy source located inside the design. It produces a seemingly inexhaustible resource of power, capable of storing up to 2MWh and producing 0.2MWh daily. It can be used to power the Hardlight Shield or other equipment. It is possible to use it to plug in other devices to power them.

Blueprint Data: Well ÷÷÷÷÷÷÷÷÷÷ ÷÷÷÷÷ (15)

Status

Damage: Pristine condition
Construction Cost: $15,550
Construction Time: 105 days
Required Materials: High-strength low-alloy steel plate, electrical wiring, computer parts, hard disk drive, power generator

Total Data: Mechanist :::::::::: :::::::::: ::::::: (27) Well ÷÷÷÷÷÷÷÷÷÷ ÷÷÷÷÷ (15) Funnel :::::::::: (10)

New Shards Discovered!

Mechanist: "A Tinker shard, which harbors stored memory of technology and development from past cycles. This one focuses on the creation of intelligence with the condition of it being attached to technological hardware, and less focus on software."

Well: "This is a dead shard, and its data lacks conscious design or organization. Focuses on the creation of a mighty generator, as well as the large, power-hungry devices meant to attach to it."

Funnel: "Specializes in devices that utilize hard light, both for offense and defense."

Revised Profile. Noble Scion Noble Scion
 
Cronenberg's Comeback - Changer 2 (Brute 2, Tinker 4), Master/Trump 7

The shard's lack of proper configuration has resulted in wild mutation for the host. Their dermis contains trace amounts of chlorophyll, giving them sickly green skin, and the host's pupils grow to take up almost the entire eyeball. Several vents dot the host's neck, lower forearms, elbows, and calves, and they occasionally release waste matter that looks like white clouds and smells like decaying meat and rotting vegetation, as a form of defecation. The host becomes sterile and immune to poison and most disease. The host heals open wounds roughly 2.75x the speed of normal humans and heals broken bones at 3.25x the speed of normal humans. The host cannot die due to organ failure, except the brain.

The host's organism becomes self-sustaining energetically, and they no longer require nutrition or oxygen to survive, however, the host may experience extensive discomfort when cut-off from any source of light for extended periods of time.

The host's internal organs have been mutated and turned into a storage center for biomass, capable of holding up to twelve kilograms of biomass. The host can gain biomass by eating food or drinking organic slurry; the food must contain deoxyribonucleic acids, therefore even bacteria are a proper source of nourishment, where viruses are not.

Bio-Craft - primary power

The host can configure their internal biomass and reprogram it with a set of genetic instructions. Once such a configuration has been done, the host can vomit out any amount of biomass to create a slurry of programmed biomass, which follows the instructions to the best of its ability. After these instructions are given, the creature will follow them to the best of its ability, but they may never be changed. The creature does not understand human language and has no telepathic connection to the host, so the host has to be careful and inventive with instructions.

A vanilla creature made this way looks like a dark red-brown chunk of viscous meat, with green veins and white-gray tentacles, with a size of one decameter (liter) for every three kilograms of biomass spat out.

An example instruction might be: 'Follow me to the best of your ability, unless tapped on your shortest tentacle, in which case you are to stay where you are. If I tap it again, you will begin to follow me again.'

The host can select several features for any given creature upon creation by prolonging the time it takes to program a given creature.

Basic and easy-to-add features include sensory organs, tentacles capable of extending, and a mouth which allows the creature to consume biomass on its own to grow over time.

More difficult additions would be: An advanced nervous system resembling a brain, which may allow the creature to become sapient; humanlike limbs, spiked tentacles capable of exerting enough force to be dangerous.

Adding a basic feature requires a minute of configuration, and a difficult one can take up to an hour.

The host can create two creatures and command the most recently made one to attempt to combine with the older specimen and have them merge into one, larger creature this way, with combined features and biomass from both. He can also heal his creatures by spitting biomass at them.

Gifts of Echidna - secondary effect

The host can instill a creature made this way with a rudimentary brain and corona pollentia, at the cost of configuring the biomass for one hour for each point of data the corona can hold, to the limit of ten data.

When a creature is made this way, it auto-Triggers immediately and draws on a shard from the mass of Eden, which grants it a random power fitting its data limit.

However, shards connected to the creatures are not formatted for interaction with them, which results in severe and unpredictable mutations, with a chance of the host losing control. Sometimes, the power's Manton Limit will be improperly formatted, resulting in the creature slowly destroying itself as it uses the power.

When two creatures with coronas meld, their coronas have a chance of undergoing a Second Trigger and resulting in a combined power, or they may stay individual and weaker.

Manton Limit: Technically, self.

Lethality: Deadly, if you can make the right kind of creature.

Data: Life ≠≠≠≠≠≠≠≠≠≠ ≠≠≠≠≠≠≠≠≠≠≠ (20)

Life: "This is a dead shard, and its data lacks conscious design or organization. This shard specializes in the production of biological material and the manipulation of genetic information."

tl;dr: You eat stuff, preferably meat, preferably people. Then you reprogram what used to be organic matter to become cronenberg monsters, and you vomit them out in a grizzly display of absolute revulsion. Also, some of these cronenbergs may have superpowers.

SP3CT3R SP3CT3R
 
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Temperance & Vanity - Brute 2, Striker 6

The host's body self-sustains a perfect temperature of 36.6° Celsius, and the host becomes highly resilient to damage from thermal sources, treating Stage 5 thermal wounds as Stage 1 thermal wounds. Injuries of Stage 4 and below are outright ignored, as long as their source is defined as an increase of temperature, heat radiation, or simply thermic.

Winter Drain - secondary effect

The host can consciously activate this effect, upon which, their power begins to absorb heat from the environment, storing it in a pocket dimension within the host's molecules. The host drains any sources of heat at extreme speeds as long as their temperature is above 20.4° Celsius; anything below that is drained at a tenth of the speed.

The environment is a viable source of heat. The power can absorb around 0.7 to 0.9 degrees Celsius depending on the host's focus; per second, from any surface that is directly in contact with the host's skin, or even the air. Absorbing from objects below the threshold of 12.4° Celsius means only 0.07 to 0.09° can be absorbed per second, to the hard limit of zero.

Humans, too, are viable sources of heat and are more easily affected than non-living matter or animals. The host can take away even 2.0° of heat with one unarmed punch, dealing frostbite damage in several punches or a few seconds of grappling someone. Extensively draining someone can cause hypothermia and keeping someone cold for extensive periods of time can cause unconsciousness and even organ failure. Heavy clothing or armor can reduce the efficacy of this effect.

The host's limit for stored temperature is 2000° Celsius, enough to melt steel. After that, the host's own body will begin to increase in heat by 1° Celsius for each 100° Celsius absorbed, and gets dangerous around 50+ degrees.

Tempestuous Discharge - secondary effect

At will, the host can transfer some of his collected heat to a single extremity of their body. One of the hands, or one of the feet. Even the head can be charged this way. The extremity will then hold onto the heat until a touch contact is made with any surface, at which point the extremity will transfer the heat to that surface in an instant. Clothing the host is wearing isn't targeted by the Manton Effect as a 'surface,' so this can be done safely through gloves or suits of any kind.

Obviously, this is very dangerous to humans. Practically any temperature above 100° is assured to deal some amount of damage. Starting at 90° Celsius and above, first-degree burn wounds can occur with a punch, at temperatures of 130° and above, second-degree burn wounds can occur, at temperatures of 400° and above, third-degree burn wounds begin to occur, and finally, at 600° and over, fourth-degree burns may happen. Going above that can cause further damage, such as setting people/objects on fire, and eventually even melting and vaporizing matter, or people, where they stand. At 1800° Celsius, steel begins to melt.

Take It In Vain - minor effect

The host can, with a touch, grant their own resistance to heat to an object or person. This can only affect the host and up to six cubic meters of matter at a time. The host can dismiss the effect at will, but it ends automatically if any of these people or objects go further away from the host than 385 feet. There many creative uses for this, like imbuing thrown objects with heat to act as pseudo-incendiary grenades, or imbuing a bladed weapon with heat to let it cut through matter more easily.

Manton Limit: Thermal energy, humans, touch.

Lethality: First effect can cause debilitating frostbite and cold within several strikes, and prolonged use on a single person can even lead to death. The second effect deals anywhere from Stage 1 to 5 wounds, or above, depending on the amount of heat spent on an attack. This power definitely classifies as 'deadly.'

Data: Conflagrate ++++++++++ ++++++++++ ++++++++++ ++++++++++ (40)

Conflagarate: "A shard whose specialty lies in the transfer of energy, with a focus on heat energy, within closed thermodynamic systems, and conservation of efficiency within those systems."

Lunar Lunar

An atypical power, made from a twin combination of cooperating secondary effects that, together, form a single primary effect. When designing this power, the shard took glee from taking inspiration from the host's personality: "It is much like a switch, one second he can be his usually civilized self, and the next he is a raging madman." The shard decided to take this element of duality and let it act as an element of the power. There is also the Trigger Event itself, where Alexander was attacked with a poker from a fireplace. Ironic symbolism on the shard's part; not really uncommon, albeit infuriating to those who realize that, on some base level, their own superpower is making fun of them.

Rage and incredulity, but also physical damage, were all a major part of the Trigger Event. Alexander felt sick and angry that his father could do something so horrible, so he was given an effect that draws on the environment or a chosen human target, with an emphasis on humans being better sources of heat [representing anger] to draw from. His mother was the only one who treated him well, so it could be said that her death destroyed his world, and with that, his world has become chilling, enabling him to draw heat from the atmosphere as well. Otherwise, it could only draw it from people.

The Winter Drain may seem weak, due to its slow buildup, but if you leave it running for five minutes on a hot day (or hold onto a running radiator for that time,) you already have over one-hundred and fifty Celsius collected. Add to that the potential beating up or vampirizing people on the way there and you have enough temperature stored to make a poor PRT soldier fall over and squirm from the blisters on his face; presumably to be taken away for medical attention.

Winter Drain by itself can be quite useful. It makes grappling and fighting Alexander extremely dangerous, as the person doing so will suffer frostbite in mere seconds if he decides to use his power, and will possibly experience hypothermia in fifteen to twenty seconds or more, depending on their outfit. But the real 'meat' of the power is in the second effect.

This part of the power is an excellent hard counter to pyrokinetics, and to lesser extent, cryokinetics.

And finally, the application of the collected heat, the Tempestuous Discharge, which is meant to represent the pent-up frustration and anger, a desire to lash out in vengeance. The shard decided to collect all that and release it as a single discharge of momentary rage, just as momentary as the death of Alexander's father. After being beaten down for a long time of weakness and low activity, Alexander returns his rage in a single, deadly strike, depending on how much he was abused [collected heat/anger].

The minor effect near the end comes from the shard having leftover data and seeing that the host decided to take some kind of primitive weapon with him, with which he slew his father. The shard decided to grant him the ability to give immunity to heat damage to objects, so he could channel his powers through it, or any other objects he wished to use, feeling it'd be an interesting mechanic.

It's a symbolic power, with a strong taste of irony, and the shard didn't play it straight. Speaking of shards, you rolled rather well on its stats. The shard, although a simplistic mature specimen, is without flaws and any form of entry damage, so congratulations there.

For obvious reasons, this power works worse in winter, when there is less heat to draw on.

Naturally, you can veto this and we can retry with a different configuration.

Tinkertech - Tinker 7 (Specialty: Fortification Technology)

Tinker - primary power

The host is a Tinker, of the Chaos and Limit categories. As such, his works have two prevailing traits: (1) He has a specific field: [Fortification Technology] in which he specializes, and inside of which he builds much better, and (2) the host's builds are, usually, slightly different from the expected results, but are also stronger, and more efficient in materials and time from other tinkertech.

Each of the host's creations requires regular maintenance, depending on the size of the build. Items which were damaged may require repairs before operating at full power.

Tinker hosts of tinker shards use blueprints. There is no maximum limit to how many blueprints the host can retain. To build a device, the host must pay the cost in materials and data from their own pool.

When beginning the construction of a device, the host enters a fugue state and the shard performs the tinkering according to their directions. The host understands the elements and meaning of each part of the device, and can explain, for instance: "yeah, this thing holds energy, and this thing condenses energy," or "I guess if this got hit hard enough, it'd blow up pretty rough," but cannot explain anything beyond that and cannot help reverse-engineer. In fact, any non-tinker attempting to copy tinkertech will fail automatically.

Generally, the host will require some form of basic construction tools to perform their craft.

Tinker Actions

The following actions can be taken using this power: (Contact the GM in OOC for tinkering.)

Build - Build a device from a known blueprint
- Repurpose - Intentionally deviate from a blueprint's design when building
- Refine - Spend additional materials, time, and data to produce a superior device
- Rush Job - Spend fewer materials, time, and data to produce an inferior device

Repair - Expend materials to repair or modify own device
- Alter - While repairing, modify an existing device to serve a new function
- Combine - While repairing, combine two previously built devices
- Lock-In Data - Locks in the data into a tinkertech device to allow it to go for extremely long periods of time without maintenance and allow non-tinkers to use it effectively, but its effectiveness drops, usually by half

Draft - Attempt to design a new blueprint

Study - Study other's device to gain data
- Disassemble - While studying, disassemble the device to gain materials

Create Blueprint

When creating a blueprint, describe the desired function of the device and assign it any amount of data desired from the Host Data Pool. If the goal fits within the shard's tinker specialty, it'll guarantee it as a result; if not, the result will try to fulfill the goal as best as possible. Building the blueprint costs the amount of assigned data, as well as materials described near the blueprint (an approximate cost in materials is included next to it.)

Data from other tinker shards can be used in place, but they will add their specialties, which influences the resulting blueprint. Power data can be used in place of tinker data. Tinker data can be gained by studying other tinkertech, or directly from other tinkers.

Due to the host's methodology of Chaos Tinker, he may randomly gain extra data from the shard.

Host Data Pool - 40 saved data (Note: update this section as the GM directs.)
Bastion :::::::::: :::::::::: :::::::::: :::::::::: (40)

Blueprints - 3 blueprints created
Methodology: Chaos/Limit
Specialty: Fortifications, Turrets, Defenses, Armor, Immobile, Emplacements, Shields, Point-Defense, CCTV [Normal, Thermal, Exotic], Base, Wall, Ceiling, Floor, Material
Rating: Tinker 7 (Blaster, Brute, Striker, Shaker)
Data Pool Capacity: 300

Durasteel Wall
Data: 1
Specialty Blueprint - Durasteel Wall
Armor, shield, wall, material, fortification, immobile

This device is a wall with a chassis and frame with industrial-grade bolts, and will usually be built slightly slanted inward. The device has an extremely high durability. A two-inch thick wall of this material, if slanted, is unaffected by Stage 4 damage and only beginning to show even small dents at Stage 5 or above damage. Stage 5 damage causes this device to lose one point of durability, and anything above that can cause further loss.

Durability: 40/40 (for square meter of a two-inch-thick wall)
Repair Cost: $10 x point of Durability
Repair Time: 1 minute x point of Durability

Blueprint Data Value: Bastion 1 for every five square meters of a two-inch-thick wall

Base Construction Cost: $25 x square meter of a two-inch-thick wall
Base Construction Time: 5 minutes x square meter of a two-inch-thick wall
Required Materials: Steel, industrial bolts (or) alternative materials.

Auto-Turret
Data: 20
Specialty Blueprint - Auto-Turret
Turrets, defenses, immobile, point-defense

This device is a head-sized globe of metal with a pair of circular red glassy openings growing from a pair of tubes to the side; one being a camera with a thermal function, imaging analyzer, and detection software, and the other being a red-dot laser sight, acting as a crosshair for the software.

Upon creation, the host can link the auto-turret up to any computer and program specific behaviors into it, such as 'shoot anyone that passes through here except me,' or 'shoot anyone dressed in black,' and so on. The turret can be set to not kill, such as by aiming for less-lethal spots at all costs, or by equipping it with rubber rounds.

The turret is equipped a high-caliber gas-operated short-stroke tappet, with a firing speed of 650-800 rounds per minute. It will typically shoot a small barrage of 20-40 rounds per hostile unless it determines the hostile isn't dead. Each round deals Stage 3 and 4 wounds, so an opponent without armor or Brute qualities will be obliterated at short range. The turret can detect targets at the range of 285 feet, but its accuracy begins to drop after the 100-foot mark and suffers heavily after crossing 200 feet.

The host has to supply his own rounds (which costs $400 for 100 rounds, online,) for the Auto-Turret, or alternatively, he may craft two-hundred (200) standard rounds or rubber (less-lethal) rounds for 1 Bastion data, some copper/rubber, and gunpowder, or alternative materials.

The device is immune to attacks up to Stage 2. Stage 3 attacks remove one point of Durability from the device, Stage 4 remove five points, and Stage 5 destroys the device instantly. The device is suscpetible to EMP.

Durability: 15/15
Repair Cost: $70 x point of Durability
Repair Time: 10 minutes per point of Durability

Blueprint Data Value: Bastion 20

Base Construction Cost: $1,200 (can be lowered to $850 by using low-grade steel and removing the data disk, but this lowers performance and durability.)
Base Construction Time: 6 hours, 45 minutes
Required Materials: Steel, minor electronics (motherboard, CPU, graphics card, data disk,) small amount of glass, gas chamber (can be made from steel,) short-stroke tappet (can be made from steel,) 200-round magazine (or) alternative materials.

Auto-Turret Ammunition
Data: 1
Specialty Blueprint - Auto-Turret Ammunition
Turrets, material

A pack of two-hundred rounds for the turret, either standard or rubber. They do not have any abnormal abilities, other than an extremely cheap material costs and outright anomalous construction speed and ease.

Blueprint Data Value: Bastion 1 x 200 rounds

Base Construction Cost: $50 x 200 rounds
Base Construction Time: 5 minutes x 200 rounds
Required Materials: Copper/rubber, round casing, gunpowder (or) alternative materials.

Manton Limit: Tinkertech

Lethality: Fortifications may not seem lethal, but if you can lure someone to follow you into a trap with turrets, or even into your base, they are as good as fucked.

Data: Bastion :::::::::: :::::::::: :::::::::: :::::::::: (40)

Bastion: "A Tinker shard, which harbors stored memory of technology and development from past cycles. This one focuses on the construction of fortifications and defenses to grant a battlefield advantage."

Remembrance Remembrance

The Trigger Event itself is flowing with elements of mental instability. The root of the problem is in that Ezekiel's sweetheart was killed by a rich, privileged, smug guy, so Ezekiel decided to retaliate in a way he understood was correct. Weirdly enough, his father's own killing didn't make him Trigger, but this is fine.

Insanity, or at least a lack of mental balance, is an ever-present theme in this Trigger. Ezekiel is convinced that some people begin to die, but then he writes on the philosophy and ethics of killing, and whether or not he is the criminal. I am not certain exactly at what moment the Trigger took place, but I'll understand it was somewhere between his last entry and the one before that; while pondering the philosophy of life and death, he Triggered due to the unsolvability of the problem, mixed with his own feelings.

It involves overarching elements of mental confusion, a degree of pain, and it builds up over a longer period of time (at least a week, from what I can see.) This leads me to label this as a Tinker power, with Thinker elements. The specific elements and themes of the Trigger are, as far as I can see, the chaotic apprehension after his murder, and an obsession on people who wronged him; first his father, and now the one who killed the person he loved. This makes him a [Limit] x [Chaos] Tinker.

A Limit Tinker "has a primary field in which they specialize, but can dip into other fields." Quite straightforward.

Chaos Tinkers, on another hand, have less control over what they specifically construct, how, and what the end result is, but their works have additional power and tend to have more instinctive functions as a trade-off.

"Some people deserve to die," is a prevailing character theme. Due to it, the shard from the mass of Zion attached to the host focuses in defenses and fortifications, with a sub-mechanic of "ambushes." It's hard for the people to kill people randomly, but 'if they ask for it,' by attacking first, they're getting a quick and brutal come-uppance.

Regarding data: Data is basically shards' (the aliens that grant superpower,) way of recording how the universe works. For reference, 40 normal data or 20 cauldron data is as strong as the average power. If you want concrete effects, you'll have to build devices that have more than 10 data.

If you wish to veto this, and retry with a different configuration, let me know. I understand that being a Tinker might not be up the alley of some people, and I can see why you'd think the rules on this are strict, but trust me, they aren't. As long as it isn't ridiculously out of your specialty, I will approve of almost any device. As long as you apply common sense, this power is very strong, and rewards long-term planning and building.

Hint: If your character struggles with money for tinkering, build cheap tinkertech and sell it on the black market.
 
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Bionically-Enhanced Movement Suit - hardware (armor, powered) !Locked-In Data!

A tinkertech suit with an exoskeleton. Despite weighing a good 35kg, this suit does not impede the user's speed and reacts to all movements with only 0.05 seconds of delay, handling very smoothly at every joint. Due to its added weight, it makes knocking the user over or grappling them significantly more difficult.

The suit consumes power to allow for movement, which is generated by a non-tinker addon. Failure of this device confers a significant movement and strength penalty.

The exoskeleton is seamless and hidden well underneath the clothing, giving the impression that the user isn't wearing power armor. It improves the user's strength by a factor of 2.5x and protects from Stage 1 Wounds. Stage 2 and 3 Wounds are reduced to Stage 1, and Stage 4 and Stage 5 Wounds are reduced to Stage 2. The suit has an inbuilt temperature regulation and several vent systems for waste heat. It also provides resistance to heat and cold attacks up to Stage 2, and electric attacks up to Stage 2.

The suit loses 1 Durability for each Stage 4 wound it helps protect, and 25 Durability for each Stage 5 wound it helps to protect; the suit was built to last and take a beating before needing repairs, a high-quality work, through and through.

The suit is insulated against EMP.

Blueprint Data: Clad ÷÷÷÷÷÷÷÷÷÷ ÷÷÷÷÷÷÷÷÷÷ ÷÷÷÷÷÷÷÷÷÷ ÷÷÷÷÷÷÷÷÷÷ ÷÷÷÷÷÷÷÷÷÷ ÷÷÷÷÷÷÷÷÷÷ (60)

Imaging Antennae - addon (electric, imaging, thermal imaging)

The suit contains an antennae attachment atop the head which sends out a pulse of electromagnetic waves every decisecond and which come back as images of the environments they reach, with a thermal vision mode.

The antennae actively pick up a secure video feed from the nearest satellite, showing a radius surrounding the user, modifiable to be as small as 60 to 600 feet. In addition, the antennae can hijack radio frequencies to spy on chatter in the area.

Blueprint Data: Radiography :::::::::: (10) Clad ÷÷÷÷÷÷÷÷÷÷ (10)

All-Terrain Boots & Gloves - armor addon (utility, friction manipulation, versatility)

This addon is a pair of modular gloves and boots that allow the user to effectively traverse all terrain, including the deployment of surface tension relievers to walk on water and ice, footing stabilizers to traverse sand, and a normal mode for normal terrain. They can also be used to climb up vertical surfaces with moderate friction (concrete, stone, wood, but not metal,) at a similar speed to climbing a ladder.

Blueprint Data: Modularity :::::::::: :::::::::: (20) Clad ÷÷÷÷÷÷÷÷÷÷ (10)

Status

Damage: 80/80
Repair Cost: $2,750 per point of Durability
Repair Time: 1 day per point of Durability

Construction Cost: $225,000
Construction Time: 195 days
Required Materials: High-strength composite titanium plate, insulated electrical wiring, high-efficiency power generator, electromagnetic transceiver, goggles, LEDs, micro-CPU

Total Data: Clad ÷÷÷÷÷÷÷÷÷÷ ÷÷÷÷÷÷÷÷÷÷ ÷÷÷÷÷÷÷÷÷÷ ÷÷÷÷÷÷÷÷÷÷ ÷÷÷÷÷÷÷÷÷÷ ÷÷÷÷÷÷÷÷÷÷ ÷÷÷÷÷÷÷÷÷÷ ÷÷÷÷÷÷÷÷÷÷ (80), Radiography :::::::::: (10), Modularity ::::::::: :::::::::: (20)
!Locked-In Data - Tinkertech operating at 50% efficiency in exchange for not requiring regular tinker regulation!

Despite the cost of materials being just $225,000 at best, Toy Soldier's payment for the job was slightly over thrice that amount, at $800,000, for the work done. Rightfully so, since the Data costs for this are ridiculous, and the materials required to make it last with locked-in data and as little tinker maintenance as possible are very high.

Noble Scion Noble Scion

By the way, in case you're wondering why the materials cost so much, it's because they are all very high-quality, and unlike Comfort, who was built by a teenager with little access to resources (and thus had to use extra data and tinkering time to make up for lack of materials,) this was made by a professional and made to last for very long periods of time without maintenance and repairs. In fact, if it doesn't get damaged at all, it can run for well over a hundred years without a tinker so much as glancing at it.

This is the cost of being able to carry a tank around yourself, which also enhances your strength and gives you enhanced senses and improved ability to traverse terrain. In a way, this is a mixture of Brute, Thinker, and Mover powers at a neatly high level, and by virtue of "raw data" cost, it is comparable to a strong power. The strength and durability alone would be enough to beat down a group of gangsters armed with steel baseball bats 99.9% of the time, not to mention the rest.

Toy Soldier is a professional who can build huge mechsuits; this is his equivalent of a "light tactical suit" magnum opus. This can pretty much take two or three direct shots from a tank with the user feeling about as much force as an impact from a high-velocity frying pan attack at close range, and take almost eighty shots from a high-caliber firearm before breaking.

Edit: Imagine how OP this would be if the Data wasn't locked in. Everything with numbers would go up by 50%. 160 Durability, twice the damage resistance. It'd become one strong piece of tinkertech, lemme tell you that. It'd be equivalent to a Brute 9-10 Power.
 
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What kind of power are you looking to purchase? Powerful, original, reliable? Offensive, defensive, supportive, mobility-oriented? Something else? Something specific?
Definitely something offense related considering her end goal. A Blaster/Mover or Blaster/Brute, with a higher emphasis on Blaster and just a teensy bit of Mover/Brute to not die immediately. She’d even be willing to up her firepower at the cost of mutation if that is even an option.
 
Definitely something offense related considering her end goal. A Blaster/Mover or Blaster/Brute, with a higher emphasis on Blaster and just a teensy bit of Mover/Brute to not die immediately. She’d even be willing to up her firepower at the cost of mutation if that is even an option.
Customer Note: All of the listed examples of power testing results should be noted to no longer exist on this earth, and are only present in alternate timelines. Cauldron does not provide information on clients or staff from the same universe as the client currently being presented with these offers, for customer safety. Please, enjoy.

Price Changes: Cauldron may offer vials at a decreased price in exchange for favors, help in testing, or if the user offers to imbibe vials with a foreign element.

Offers:

Originality: 5 - Plain mechanism, but effects look intimidating.
Power: 6 - Power sometimes has a cost, but produces good effects, typical PRT ratings are "Blaster 6-8" and "Shaker 3-6." One case was rated "Brute 4."
Reliability: 4 - Has positive minor effects, the deviancy/mutation rate without dilution is 12.5%. Mutations have a very tiny chance of being lethal.

In nine out of ten subjects, this vial has produced some kind of Blaster/Shaker power with emphasis on air manipulation, air blasts, or controlled kinetic explosions. In one case, it allowed the user to inhale oxygen and then release it as a combustive fire breath. In one case, it allowed the user to inhale oxygen and inflate their body, granting Brute/Changer powers.

In six out of ten cases, it required fuel from the user's calories and absorbed fatty tissue when the user wasn't fed. In six out of ten cases, it required breathing and/or respiration as a part of the power's mechanism. In nearly all cases, the power has enough raw strength to allow the user to topple or destroy cars.

The vial shows an almost universal side-effect of making users better at "working under pressure" (mentally,) and making respiration easier, for example, when running.

Mutations tend to appear to result in an increase of lung volume (at the cost of other organs, which may cause complications in daily life,) shortening of the neck, the creation of 'air vents' across the body or torso, and gills. Clients universally describe mutations as "feeling unpleasant." In one case ever, the mutation was lethal; it caused the user to implode from internal pressure upon using the power. Be advised.

Base Cost: $552,100
Originality: 8 - Flashy effects and interesting applications, has a "theme."
Power: 10 - Reliable, versatile and always strong sample. Typical PRT ratings include "Blaster 5-9," "Shaker 2-4," "Brute 3," and "Striker 3," and has produced a "Blaster 10" on two occasions.
Reliability: 5 - Power results tend to be predictable, but deviancy/mutation rate is at 10.2% undiluted and the mechanism always varies greatly, despite almost always being a ranged offensive power.

In ten out of ten subjects, this vial produced Blaster powers, and in two of those, said powers had a Shaker-ish range or applications. In four out of ten subjects, this power manifested as 'laser' beams of candy-verdant color, but the mechanism for those beams differed; one user set up orbs up to a limit of thirty, then could have them all discharge from where they were previously placed as thin rays; one user fired extensive and overwhelming barrages of lasers for up to twelve seconds before requiring a short break; and one user could conjure over a dozen floating, green panes of crystalline structures and fire a single, strong beam once every half a minute, the beam could selectively reflect off of the crystalline panes or go through them before going back several times, selected at the time the user created those panes - the laser fired by the user passed through non-reflective surfaces and dealt internal organ damage to organic targets.

In two cases, the vial produced a Blaster 10 power.

One of these manifested as a concussive green ray comparable to a laser-pointed that "heated up" as it was shot, becoming a five-feet-wide pillar within eighteen seconds of firing and staying at that strength for eight seconds before turning off again. At top strength, this beam could tear through reinforced concrete practically unimpeded, and destroyed an M1 Abrams tank in one shot, after toppling it over; the entire chassis of the tank was described as "unrepairable," by a Tinker specializing in vehicles.

The other Blaster 10 manifested as the ability to fire green attacks in the air moving at approximately 40km/h, shaped like blades, that reflected off of any surface they hit and could reflect this way for up to five-hundred times, or unless called off by the user; the user's ability to fire these blades seemed to have no soft limit, and he could shoot out as many as he wanted, though they would encounter a target sooner or later. He could shoot one such attack every twelve seconds. Each blade had the approximate power of "being hit with a dull sword."

Mutations tend to manifest as glowing, green blisters, which produced low-intensity radiation, worth roughly ten rads, with each time the power was released. The user appeared immune. On one occasion, the user's eyes became reflective emerald-like jewels which shot bolts of kinetic green energy.

Base Cost: $1,455,250
Originality: 6 - Effects have a leaning to be moderately eye-catching
Power: 6 - Power produces consistent Blaster powers, and rewards good aim with Mover and Brute elements. Typical PRT rating is "Blaster 4-6 (Brute/Mover 2-6)," and rarely produces Trump ratings
Reliability: 9 - Mutation rate is below 2%, mutations themselves are easy to conceal and do not affect daily life, power almost never deviates and is very predictable

In almost ten out of ten cases, this power manifests as some kind of variant or version of a "a ranged attack that saps vitality and enhances you when you hit an organic target." The specifics and mechanics of the Blaster part of the power vary wildly, from barrages to precision attacks, and even 'slow waves of force that wash over enemies,' but the damage is never kinetic, thermal, or a typical 'physical,' effect, simply causing increasing levels of fatigue in the target with each hit and granting the user an increase in exchange.

Each time that a user hits a target, some of the target's vitality is taken from them, always manifesting as fatigue and dizziness, but sometimes having other side-effects, like loss of sight, hearing, or similar. The user of the power, in exchange, gains a low, combined Brute/Mover rating, manifesting as a general enhancement to strength, speed, agility, and balance, for each enemy. These effects are not permanent for either side, and usually expire fully ten to sixty minutes after conflict has come to an end. The beam does not produce physical damage in any form.

On several occasions, this vial produced Trump side-powers. In one case, it allowed the user to 'slightly edit' the powers of a parahuman their beam hit, allowing the parahuman less range in exchange for extra power, or less power in exchange for more control, or even changing their Manton Limit temporarily. In one case, it allowed the user to imbue their beam attacks with some mechanics of the target's powers temporarily, but these additions had a tendency to be weak.

Mutations manifest as patches of charcoal-black skin, small holes in the body (mostly extremities,) that revealed bones but didn't hurt, and on one occassion, it made the user quite literally incapable of eating and forced him to use the power to find nutrition, by vampirizing organic targets.

Base Cost: $750,600
Originality: n/a - Too little data to properly classify.
Power: n/a - Too little data to properly classify.
Reliability: 10 - Mutations are universal, very ugly, and do not allow for a normal life. On the few occasions it was used, the subjects stopped being identifiable as human.

This vial was only tested four times, and each of those times, it caused a severe mutation. Three of the testers became gigantic messes of flashing "spatial" images interconnected with each other by a mass network of neural tentacles, with a crown of eyeballs watching in every direction. The images represented the memories of various onlookers, rapidly changing from one to the next.

On the fourth case, the user turned into a red, humanoid mass of "root-like" tendrils, with no fingers, and a pair of globular eyeballs on stalks growing from the "head."

The user gained the ability to project any object or force he could imagine as a ranged attack from his eyes, quite literally and in every meaning of the word. The user became capable of projecting thermal lasers, cold lasers, spatial interference lasers, time interference lasers, physical projectiles shaped like bullets, blades, spears, sharpened disks, arrows, javelins, nearly any medieval weapon imaginable, chairs, paint, and more. The user lost the ability to vocalize, hear, touch, taste, and smell, but their sense of sight remained, and apparently so did the user's mind. The user communicated by projecting a thin stream of white powder that stuck to the walls as an impromptu writing tool, later tested and determined to be nigh-identical to crayon, except for the ability to stick.

The user described the experience as agonizing and anxiety-inducing at first, but became relatively accustomed to it within one month. Later on, the user managed to re-learn speech by projecting soundwaves with their power, but properly learning to create basic sounds like 'aah' or 'bee' took weeks of training, and speech always had a very disconcerting background hum and showed impediments typical of a deaf person. Later on, the user learned to fly by projecting controlled streams of pressurized air out of their body.

Analysis of the user's body showed it was no longer organic, but rather composed of some form of free-flowing electrons contained by forcefields, further contained by a yet-undiscovered chemical substance, which had very high rigidity, very high tensile and compressive strength, and wasn't brittle; possibly comparable to a very tough metal. The user's body showed a high resistance to high-caliber rounds and melee weapons and a high resistance to electricity but showed a high weakness to fire.

The first three test subjects either didn't have any concrete "powers" or no longer cared about cooperating, as they simply stayed still, rooted in their spots. Eventually, they were disposed of via flamethrower, and showed no resistance.

Base Price: $5,000
 
Customer Note: All of the listed examples of power testing results should be noted to no longer exist on this earth, and are only present in alternate timelines. Cauldron does not provide information on clients or staff from the same universe as the client currently being presented with these offers, for customer safety. Please, enjoy.

Price Changes: Cauldron may offer vials at a decreased price in exchange for favors, help in testing, or if the user offers to imbibe vials with a foreign element.

Offers:

Originality: 5 - Plain mechanism, but effects look intimidating.
Power: 6 - Power sometimes has a cost, but produces good effects, typical PRT ratings are "Blaster 6-8" and "Shaker 3-6." One case was rated "Brute 4."
Reliability: 4 - Has positive minor effects, the deviancy/mutation rate without dilution is 12.5%. Mutations have a very tiny chance of being lethal.

In nine out of ten subjects, this vial has produced some kind of Blaster/Shaker power with emphasis on air manipulation, air blasts, or controlled kinetic explosions. In one case, it allowed the user to inhale oxygen and then release it as a combustive fire breath. In one case, it allowed the user to inhale oxygen and inflate their body, granting Brute/Changer powers.

In six out of ten cases, it required fuel from the user's calories and absorbed fatty tissue when the user wasn't fed. In six out of ten cases, it required breathing and/or respiration as a part of the power's mechanism. In nearly all cases, the power has enough raw strength to allow the user to topple or destroy cars.

The vial shows an almost universal side-effect of making users better at "working under pressure" (mentally,) and making respiration easier, for example, when running.

Mutations tend to appear to result in an increase of lung volume (at the cost of other organs, which may cause complications in daily life,) shortening of the neck, the creation of 'air vents' across the body or torso, and gills. Clients universally describe mutations as "feeling unpleasant." In one case ever, the mutation was lethal; it caused the user to implode from internal pressure upon using the power. Be advised.

Base Cost: $552,100
Originality: 8 - Flashy effects and interesting applications, has a "theme."
Power: 10 - Reliable, versatile and always strong sample. Typical PRT ratings include "Blaster 5-9," "Shaker 2-4," "Brute 3," and "Striker 3," and has produced a "Blaster 10" on two occasions.
Reliability: 5 - Power results tend to be predictable, but deviancy/mutation rate is at 10.2% undiluted and the mechanism always varies greatly, despite almost always being a ranged offensive power.

In ten out of ten subjects, this vial produced Blaster powers, and in two of those, said powers had a Shaker-ish range or applications. In four out of ten subjects, this power manifested as 'laser' beams of candy-verdant color, but the mechanism for those beams differed; one user set up orbs up to a limit of thirty, then could have them all discharge from where they were previously placed as thin rays; one user fired extensive and overwhelming barrages of lasers for up to twelve seconds before requiring a short break; and one user could conjure over a dozen floating, green panes of crystalline structures and fire a single, strong beam once every half a minute, the beam could selectively reflect off of the crystalline panes or go through them before going back several times, selected at the time the user created those panes - the laser fired by the user passed through non-reflective surfaces and dealt internal organ damage to organic targets.

In two cases, the vial produced a Blaster 10 power.

One of these manifested as a concussive green ray comparable to a laser-pointed that "heated up" as it was shot, becoming a five-feet-wide pillar within eighteen seconds of firing and staying at that strength for eight seconds before turning off again. At top strength, this beam could tear through reinforced concrete practically unimpeded, and destroyed an M1 Abrams tank in one shot, after toppling it over; the entire chassis of the tank was described as "unrepairable," by a Tinker specializing in vehicles.

The other Blaster 10 manifested as the ability to fire green attacks in the air moving at approximately 40km/h, shaped like blades, that reflected off of any surface they hit and could reflect this way for up to five-hundred times, or unless called off by the user; the user's ability to fire these blades seemed to have no soft limit, and he could shoot out as many as he wanted, though they would encounter a target sooner or later. He could shoot one such attack every twelve seconds. Each blade had the approximate power of "being hit with a dull sword."

Mutations tend to manifest as glowing, green blisters, which produced low-intensity radiation, worth roughly ten rads, with each time the power was released. The user appeared immune. On one occasion, the user's eyes became reflective emerald-like jewels which shot bolts of kinetic green energy.

Base Cost: $1,455,250
Originality: 6 - Effects have a leaning to be moderately eye-catching
Power: 6 - Power produces consistent Blaster powers, and rewards good aim with Mover and Brute elements. Typical PRT rating is "Blaster 4-6 (Brute/Mover 2-6)," and rarely produces Trump ratings
Reliability: 9 - Mutation rate is below 2%, mutations themselves are easy to conceal and do not affect daily life, power almost never deviates and is very predictable

In almost ten out of ten cases, this power manifests as some kind of variant or version of a "a ranged attack that saps vitality and enhances you when you hit an organic target." The specifics and mechanics of the Blaster part of the power vary wildly, from barrages to precision attacks, and even 'slow waves of force that wash over enemies,' but the damage is never kinetic, thermal, or a typical 'physical,' effect, simply causing increasing levels of fatigue in the target with each hit and granting the user an increase in exchange.

Each time that a user hits a target, some of the target's vitality is taken from them, always manifesting as fatigue and dizziness, but sometimes having other side-effects, like loss of sight, hearing, or similar. The user of the power, in exchange, gains a low, combined Brute/Mover rating, manifesting as a general enhancement to strength, speed, agility, and balance, for each enemy. These effects are not permanent for either side, and usually expire fully ten to sixty minutes after conflict has come to an end. The beam does not produce physical damage in any form.

On several occasions, this vial produced Trump side-powers. In one case, it allowed the user to 'slightly edit' the powers of a parahuman their beam hit, allowing the parahuman less range in exchange for extra power, or less power in exchange for more control, or even changing their Manton Limit temporarily. In one case, it allowed the user to imbue their beam attacks with some mechanics of the target's powers temporarily, but these additions had a tendency to be weak.

Mutations manifest as patches of charcoal-black skin, small holes in the body (mostly extremities,) that revealed bones but didn't hurt, and on one occassion, it made the user quite literally incapable of eating and forced him to use the power to find nutrition, by vampirizing organic targets.

Base Cost: $750,600
Originality: n/a - Too little data to properly classify.
Power: n/a - Too little data to properly classify.
Reliability: 10 - Mutations are universal, very ugly, and do not allow for a normal life. On the few occasions it was used, the subjects stopped being identifiable as human.

This vial was only tested four times, and each of those times, it caused a severe mutation. Three of the testers became gigantic messes of flashing "spatial" images interconnected with each other by a mass network of neural tentacles, with a crown of eyeballs watching in every direction. The images represented the memories of various onlookers, rapidly changing from one to the next.

On the fourth case, the user turned into a red, humanoid mass of "root-like" tendrils, with no fingers, and a pair of globular eyeballs on stalks growing from the "head."

The user gained the ability to project any object or force he could imagine as a ranged attack from his eyes, quite literally and in every meaning of the word. The user became capable of projecting thermal lasers, cold lasers, spatial interference lasers, time interference lasers, physical projectiles shaped like bullets, blades, spears, sharpened disks, arrows, javelins, nearly any medieval weapon imaginable, chairs, paint, and more. The user lost the ability to vocalize, hear, touch, taste, and smell, but their sense of sight remained, and apparently so did the user's mind. The user communicated by projecting a thin stream of white powder that stuck to the walls as an impromptu writing tool, later tested and determined to be nigh-identical to crayon, except for the ability to stick.

The user described the experience as agonizing and anxiety-inducing at first, but became relatively accustomed to it within one month. Later on, the user managed to re-learn speech by projecting soundwaves with their power, but properly learning to create basic sounds like 'aah' or 'bee' took weeks of training, and speech always had a very disconcerting background hum and showed impediments typical of a deaf person. Later on, the user learned to fly by projecting controlled streams of pressurized air out of their body.

Analysis of the user's body showed it was no longer organic, but rather composed of some form of free-flowing electrons contained by forcefields, further contained by a yet-undiscovered chemical substance, which had very high rigidity, very high tensile and compressive strength, and wasn't brittle; possibly comparable to a very tough metal. The user's body showed a high resistance to high-caliber rounds and melee weapons and a high resistance to electricity but showed a high weakness to fire.

The first three test subjects either didn't have any concrete "powers" or no longer cared about cooperating, as they simply stayed still, rooted in their spots. Eventually, they were disposed of via flamethrower, and showed no resistance.

Base Price: $5,000
Treesight’s very cheap, but the effects vary too much that it may not even be of help to her. The apathy the orevious subject has shown is in direct opposition with her goal, so that’s a hard pass. Sapless and Hollow are serviceable, but the power they provide isn’t as strong as she’d like, not especially if she wants to hurt an Endbringer.

If possible, Natalya would like to take Emerald, and would even take up all three of the offers, the testing, favor, and imbibing of vials with foreign elements, if it would reduce the cost of the vial.
 
Treesight’s very cheap, but the effects vary too much that it may not even be of help to her. The apathy the orevious subject has shown is in direct opposition with her goal, so that’s a hard pass. Sapless and Hollow are serviceable, but the power they provide isn’t as strong as she’d like, not especially if she wants to hurt an Endbringer.

If possible, Natalya would like to take Emerald, and would even take up all three of the offers, the testing, favor, and imbibing of vials with foreign elements, if it would reduce the cost of the vial.
Emerald does not contain foreign elements, and Cauldron isn't willing to dilute the vial. The foreign element vial was the fourth one, and its price is so low because of its instability.

In exchange for help in testing Emerald and recording the results for clients from alternate earths, Cauldron will lower Emerald's price to $915,000, and then accept the offer of favors, granting either of these deals:

- The client owes Cauldron three favors, which can be anything, and the price will be lowered to $215,500.
- The client signs up in the Brockton Bay Protectorate team after imbibing the vial, and then owes Cauldron three favors, after which the price of the vial will be lowered to $42.000.
- The client owes Cauldron four favors, which can be anything, and the price will be lowered to $42,000.
- The client signs up in the Brockton Bay Protectorate team after imbibing the vial, and then owes Cauldron four favors, after which the vial will be free.
 
Emerald does not contain foreign elements, and Cauldron isn't willing to dilute the vial. The foreign element vial was the fourth one, and its price is so low because of its instability.

In exchange for help in testing Emerald and recording the results for clients from alternate earths, Cauldron will lower Emerald's price to $915,000, and then accept the offer of favors, granting either of these deals:

- The client owes Cauldron three favors, which can be anything, and the price will be lowered to $215,500.
- The client signs up in the Brockton Bay Protectorate team after imbibing the vial, and then owes Cauldron three favors, after which the price of the vial will be lowered to $42.000.
- The client owes Cauldron four favors, which can be anything, and the price will be lowered to $42,000.
- The client signs up in the Brockton Bay Protectorate team after imbibing the vial, and then owes Cauldron four favors, after which the vial will be free.
Since Natalya was already considering joining the Protectorate after she got her powers, she’d pick the fourth option, 4 favors and singing up with the protectorate and get the vial for free.
 
Since Natalya was already considering joining the Protectorate after she got her powers, she’d pick the fourth option, 4 favors and singing up with the protectorate and get the vial for free.
It is a deal. The elegant woman in the black fedora shakes your hand and smiles mysteriously.

Your Trigger Event will be posted soon.
 
By the by, I really liked that Trigger Event. It didn't have much directness, but there was a brutal reality to what happened.

Bootlegged Body - Changer 6 (Master/Stranger 5), Thinker 3

The host's body permanently changes to be a genderless, slim, boney humanoid, with scraggly or absent muscular structure. Their entire body is hairless, including the head, and the face becomes a flat expanse of skin, with nooks where the eyes and mouth should be, and a small peak where the nose should be. Despite being effectively eyeless, noseless, mouthless, and earless, the host doesn't lose any of the associated senses, except for taste.

The host's voice in this state can be compared to the buzzing of a swarm of insects, or a "demonic cacophony of noises," layering into each other, as if a thousand voices were speaking at once.

Henceforth, this body will be referred to as the 'Default Form.'

Freakshow - primary effect

At will, the host's Default Form grows a second, composite body over itself, composed of fat tissue, muscle fibers, cells, skin of natural color and hair of any color. Their vocal cords alter themselves to any pitch, tone, and timbre the host chooses, and eyeballs, nostrils, mouth, and ears emerge, in any shape the user decides, and in the eyes' case, any color. The host grows traits and genitals of the associated gender in this state.

The host can grow organic implements which mimic synthetic implements. Things like clothing, or even simple items like keys can be produced this way, and without chemical analysis, they appear to be normal objects. If these objects are taken away from the host's body, they will begin to "die" in three minutes. Two hours after that, they will produce a smell reminiscent of rotting flesh, and six hours later, they will wither into a dry husk. In a full day, the object degrades into powder. This may be used to produce counterfeit dollar bills, though obviously they don't last long.

The host can assume their exact pre-Trigger form with extreme ease, like breathing or blinking. When maintaining this body, the host is capable of sexual procreation, eating, drinking, becoming inebriated, and even having offspring, for as long as they maintain their pre-Trigger form. If the host drops their pre-Trigger form for another during pregnancy, the baby will be displaced into the shard dimension and provided nutrients and care for there, for as long as the host is holding another form, to the upper limit of three days. The host is aware of this on a weirdly conscious level.

The host can perfectly copy any person they have seen, but only to the extent of their information. If provided with a facial photo, they can only copy the face. If given a voice, they can copy only the voice. If they see the person themselves, the host can copy everything, up to and including body language, mannerisms, and vocabulary, which is provided by the secondary effect (read below.)

Any form of genetic testing or blood testing will show that the host isn't who they look like and reveal the facade, unless the host can somehow obtain that information, like in the secondary effect (read below.)

If the host receives a Stage 2 injury or above, their fake body is torn away, to reveal their Default Form. They cannot assume any body other than the Default Form after that for a span of two minutes, and once they do, their assumed form has a random number of flaws equivalent to the size of the injury. This effect stays with them for as long as they are injured, unless the injury drops to Stage 1.

If the host dispels this effect, their fake skin sinks into their Default Form like water into earth.

Circus Make-Up - secondary effect

The host gains a Thinker ability, which they can use for up to a full, run-on two hours daily, after which they get progressively debilitating headaches, comparable to a 'bad migraine' at the three-hour mark, and agonizing pain after four hours. The host will lose consciousness from pain after five hours of continuous usage. The best way to use it would be in short bursts, but that does not remove the time limit, only spreads it across a longer timeline.

As long as the Thinker ability is active, the host will be provided with perfect knowledge of the mannerisms, body language, and vocabulary of the target they are copying, limited to their own impression and knowledge of the target. The mimicry borders on being perfect and will fool even good friends or family members who see the target on a daily basis, but the host will not gain any knowledge about the target that they, themselves haven't discovered, so a "I will ask you each a question, a question to which only the real X knows!" test will accurately prove the host to be the fake.

In addition, if the host can find tissue from the target they are copying and eat it (or, if in the Default Form, stick it on their skin,) they can perfectly mimic its genetic makeup during any future transformations.

Laughing Clown - minor effect

The host heals their wounds at 2.5x the speed of a baseline human and bleeds out at 0.75x the speed. The host still feels pain, but they are less mentally influenced and 'scared' by it and can ignore its effects slightly more.

It's Me - minor effect

The host has a permanent, subtle Master/Stranger effect. It increases people's trust toward them, and their belief in the host's fake disguise, by roughly 12% average. This does not work on Master and Thinker parahumans.

Noctis Cape - special effect

A relatively rare side-effect of the parahuman condition, appearing in less than three percent parahumans. It removes the physical and mental need to sleep, but the host can still sleep if they desire it. Its causes are unknown.

Manton Limit: Self, organic tissue, human.

Lethality: Not lethal, but can help you gain people's trust, so you stab them in the back when they least expect it.

Data: Polytomy ++++++++++ ++++++++++ ++++++++++ ++++++++++ (40)

Polytomy: "A shard specializing in the area of infiltration, espionage, acting, and social-oriented stealth. Very experienced and sophisticated in its specialty."

MoltenLightning MoltenLightning

If you think this power is the very meaning of irony, you are correct. The shard thought it'd be funny, and weirdly, it fits. Bianca isn't an exception to being a freak, the damage is still there and one could say it's far worse, it's just that now she can hide it as she pleases, to appear perfect.

The Trigger Event is, at the very core, a Changer Trigger. The revulsion related to body image is a centric concept here, but the core is surrounded by Master and Stranger elements of the host fearing what will happen if other people begin feeling disgusted by them. The main effect reflects this by twisting the host's body into what was described. The sudden and unexpected shock, the inability to process what happened, reaching a critical mass in such a short period of time with a degree of delusion and even insanity, has resulted in the Thinker-side effect of the power.

Note the fact that when assuming the pre-Trigger body, Bianca regains the ability to have children. Her desire, at its core, was to not be a freak, and the so the shard granted her the ability to have a normal life. It's just that this "normal life" is a brittle facade, and the "freak" is always there, lurking underneath it.

Also, the dice said that you will gain Noctis status. It's an effect available to pretty much all shards, which they apply to their hosts when they believe that particular host's ability to participate in parahuman conflict would be "damaged by sleeping."

Lots of eldritch horror in this one, and Polytomy is enjoying it.

Starburst Beryl - Blaster 7, Shaker 4

Starsaw - primary effect

The host can shoot out rotating verdant-green projectiles that float, or 'hover' that act like air hockey disks, floating two to five feet above the ground and rapidly changing altitude. These projectiles look like glowing, green, five-pointed, almost cartoony stars, and are roughly the size of a frisbee.

They reflect off of walls and objects they encounter without losing speed and slide around in the air as if it were ice, at a brisk pace of 15kph, but the host can speed them up to 100kph, controlling their air velocity freely. The stars do not stop moving, unless the host consciously orders them to. The stars can also start suddenly moving in the opposite direction at the host's will.

At the host's will, the green stars will begin to rotate at high speeds and deploy an energy blade at each startip, each having a length of one (1) meter. The stars effectively turn into buzzsaws, cutting anything that comes in contact. If they impact an object of any kind, they will violently fly off in a random direction at high speed, reflecting off of walls and indiscriminately cutting into anything they hit. An impact with a star deals mixed Stage 2 to Stage 3 cutting/blunt injuries.

The limit of stars that can be maintained at once is ten. A star can be dispelled at any moment.

By selectively shooting out, activating, and dispelling stars, the host can achieve the effects a simple Blaster power.

Starburst - secondary effect

After having their energy blades deployed, the stars can be made to stop, then pop like a bubble, with their blades remaining in place. Afterwards, the host may indicate a single target and all active blades floating in midair will aim at that target and fire at speed approaching that of an arrow fired from a bow, and dealing Stage 2 to Stage 3 impalement damage, depending on where the attack hits.

Manton Limit: Aim, target

Lethality: An active star deals Stage 2 wounds. Enough impacts with one of these and there can be enough bleeding and bruising to cause death.

Data: Emerald ‡‡‡‡‡‡‡‡‡ ‡‡‡‡‡‡‡‡‡ (20)

Emerald: "This is a dead shard, and its data lacks conscious design or organization. Specializes in giving solidity and force to microwave and radio waves and applying conflict conditions to them."

CrimsonEclipse CrimsonEclipse
 
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