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Futuristic [OOC] Aegis: Error 508

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Do you want the RP to open before, or after Tuesday?
 
Sooner the better imo, although does that mean we're clear to start working on characters or is all that still under construction?
 
Oh wow I missed a lot while I was sick

Also Tuesday already?! I have so much to do!!
 
Not Tuesday itself! I have like, 3 exams to take then. So the options are Monday or Wednesday.
Wednesday plox; As much time as possible I haven't even decided whether to do my old layouts for nostalgia sake or made it new and shiny like Winifred's was ^^'

Do I want a simple header or a graphical one? So much to think!
 
Well. That's me got a sheet ready to go! So I'm good to start whenever everyone else is :)
 
For those of you that have character sheets done or in progress, could you go ahead and post your drafts here in the OOC? I promise I'll have the character thread open tomorrow, but sharing what you have in the OOC will go a long way to making sure we have a semi-cohesive group for this boss raid.
 
SELYE

Name: Jeanette Whitt​
Gender: Female​
Age: 46​
Power: Stress Dowsing​
Rank: D1​
Limiter: Inactive​
Appearance
Race
White (American)

Hair
Brunette

Eyes
Brown

Height
5'6

Figure
Average

Notes
On her left hand, Jeanette has three partial-length cybernetic fingers for her thumb, index and ring finger.

Personality
Diligent
You can always trust Jeanette to do a job to the best of her abilities as she actually enjoys her line of work and putting herself to task when given the opportunity (this is because she has no hobbies).

Calm
With thirty years of experience working for the Commonwealth responding to crisis situations, working stressful jobs and being involved in the occasional life or death situation she has developed an unflappable demeanor that can respond to any situation.

Decisive
Jeanette is not the type to dither and leave people waiting. Give her a path and she'll pick one.

Callous
As a result of her power she has seen everything a person can go through. Over the years this has gradually developed into an obvious indifference to actually hearing people talk about their problems in social situations.

Biography
History
Born and raised in Baltimore with a humble upbringing, Jeanette's powers were discovered and classified early as she complained about seeing things that other people didn't. This childhood encounter with the Commonwealth grew into a morbid curiosity as she grew up watching the rise and fall of the organization on the news, all of it culminating in the Rapture incident and the grand reveal of what the organization had done.

Naturally the first thing she did was join the Commonwealth. Maybe it was a stroke of opportunism, hitching herself up to the group that no one wanted to touch with a ten foot pole, an urge to have inside knowledge on the so often newsworthy events that happened within or something else entirely?

Whatever it was that pushed her to join when she did paid off over the years as she climbed the oh so freshly purged Commonwealth ladder unimpeded, bouncing between whichever department needed help the most and getting special security access.

Now she finds herself sent to confirm the death of a Dr. Demeter Green, specifically for Jeanette to make sure any classified files that don't need to be brought back are destroyed appropriately and to ensure that none of the recovery team leak any details themselves.

Superpowers
Stress Dowsing
Jeanette possesses a limited form of emotional detection that allows her to visually see the level of psychological stress living beings are under in the form of vibrations radiating from them.

Limitations

Visual Noise: Jeanette's power suffers in crowded areas as the vibrations that she sees overlap over one another, making it difficult for her to get an actual read of individuals.​
Eyestrain: Utilizing her power strains her eyes with prolonged use causing double vision, dryness, difficulty to focus visually and a burning sensation.​
Sensitivity: After using her power, Jeanette's eyes experience increased sensitivity to irritants such as bright light, dust, smoke etc.​

Other Abilities
Skills
Under the Commonwealth Jeanette has received extensive firearms training and has for the past thirty years worked for the crisis negotiation, internal investigations and intelligence units.​

Loadout
Standard issue handgun and body armor.​
Notebook.​
Handheld transceiver.​
Sunglasses​
Eyedrops.​

Augmentations
Jeanette has a civilian-grade artificial heart.​

 
Mine is an obvious WIP but you get the angle I'm going for. You'd get more if we still had stats :P


Lightning Bolt

Name: Julio Grajales Beil​
Gender: Male​
Age: Twenty-Five​
Power: Magnetism Manipulation​
Rank: C Rank, Level 4​
Limiter: Active, Level 1 (Keeps him from frying devices, it's a pendant shaped like a lightning bolt attached to a chain necklace.)​
Appearance

Race
Spanish-American

Hair
Hair color

Eyes
Eye color

Height
Height in feet and inches because this is goddamn 'Murica

Figure
Description of the character's body type, weight in pounds (optional)

Notes
Any other physical features worth mentioning, such as tattoos, scars, spiky or flamey bits, etc. (Extremely casual clothing)

Personality

Positive Trait
Explain in a short description (no more than a few sentences) of how your character displays this trait.

Neutral Trait
Explain in a short description (no more than a few sentences) of how your character displays this trait.

Neutral Trait
Explain in a short description (no more than a few sentences) of how your character displays this trait.

Negative Trait
Explain in a short description (no more than a few sentences) of how your character displays this trait.

Biography

History
A concise summary of your character's backstory; ideally focusing on things like how they came into their powers, how their powers have affected their life, why they do what they do, and recent life events.

Relationships
  • Other person's name: Description of your character's relationship to this person.
  • You can consolidate this list if your character knows a lot of people or has a big family, or if you're lazy like me.

Superpowers

Magnetism Manipulation
One half of Electromagnetism. Julio can strenghten his own magnetic aura to attract ferromagnetic objects to himself or inverse the polarity to repel them from his location instead. It's at the core something extremely simple and weak, yet he's learned to be creative with it, pulling himself to structures, hovering ever so sightly from the ground to diminish friction and even attach himself to concrete walls.
As a result, Julio manages to pass as a speedster, all by knowing how to apply what he's got in efficient and showy ways. He can also theoretically generate energy, if able to constantly change his magnetic field to induce an electrical one. Though this has rarely been put to the test.

Limitations

...Read the Name Again: Magnetism, only. There are not actual lightning bolts (ironic), no electrocuting nothing one would expect an electricity super to be able to do. While the jets in his suit do help out, being without ferromagnetic items in the vicinity greatly slow him down, practically useless in natural grounds. Julio can't magnetize objects either, depending on specific types of metal.

Wall Incoming! Pole-oof! Focus. Everything requires at least some of it to work. While the hovering can be done almost second-nature at this point, his movement is more comparable to swinging than it is running, contantly thinking of 'pull' targets to practically slingshot himself from. One moment of distraction can be all it takes to lose the rhythm and end juuust a little further from a target... and into a sudden pole. Ah, the chaos of the big city.

Charge the Remote not the TV: While he may be able to power devices, it is in no way a efficient nor quick thing to do. The voltage is laughable, compared to a lithium battery and it will take so long that one is better off using an actual charger instead. Not to mention that by the time he's managed to charge two of those batteries he'll be tapped out, given the effort of constantly changing the field polarity to accomplish it. Might be useful for an emergency or kickstarting machines, not much beyond that.

Other Abilities

Skills
Equilibrism: Nope, the balance didn't come with it. Julio had always been a bit of a daredevil even as a kid, but there's a difference between climbing trees and walking over elevated walls and well, actually running up a wall. Over the course of AEGIS training he's been made aware of how physics can help or dampen progress and learned to employ it to the same degree a cat (probably) can.

Creature of Concrete and Wires: Ever try predicting where certain street is going to end up based on how it looks like and what structures exist in it? Well, depending of the chaos of the urban environment to move around surely does make one more aware of it! Not just having his home town memorized like the palm of his hand, but Julio has developed a certain intuition to how cities are put together; The neighborhoods, possible shortcuts, possible dead ends- It's the kind of thing you can only understand by living so close to what makes it work, in a daily basis. People were onto something with those metaphors...

Hero of the People! More than concrete and wires, what makes a town function are obviously the people in it! The little guy the sells veggies by the road; The big CEO's in their glass palaces... While Julio's social skills may be nothing to be truly envious of, but one has to admit that he has the right amount of tact. In an instant he'll be chatting up with others as if they're old friends and leave others wondering how he did it. What a charmer.

Loadout
Just his own smartphone, which has been given a special casing that nearly emulates a Faraday cage and keeps it from completely frying while Julio is out doing hero work. Needless to say, voice commands are a life saver!

Augmentations
Fully aware of how fragile he actually is against physical hits, even if difficult to catch, Julio has sought out an armored suit if only to make sure eventually hitting a wall wouldn't be his last. It comes employed with little front and back jets to help stabilize runs on top of non-regular terrain and vertical surfaces, automatically controlled by an A.I. that's linked to his phone.
 
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I also have something WIP. Working on it slowly tho since I see no characters have yet been officially posted in the characters page. Taking my time to consider the sematics.
Mimic Fox

Name: Landen Avilov​
Gender: Male​
Age: 25​
Power: Photographic Reflexes​
Rank: D​
Limiter:​
Appearance

Race
Russian American

Hair
Black

Eyes
Chestnut brown

Height
5'11

Figure
Slim toned

Personality

Positive Trait
Street-Smart

Neutral Trait
Absentminded

Neutral Trait
Rebellious

Negative Trait
Arrogant

Biography

History
Point form for now, will formulate into proper paragraph later:
  • Grew up a delinquent in Brighton Beach, New York City where crime rates are high.
  • His mother migrated while she was pregnant with him, father still in Russia.
  • Unknowingly used his abilities to help him commit several petty crimes, and be welcomed into a minor gang of lowly hooligans.
  • Has not been classified until his adolescence due to the "hidden" nature of his powers. The ordeal happened after he had easily evaded the authorities after a breaking and entering, but had been identified and his mom contacted. Commonwealth representatives were waiting for him when he arrived home.
  • His powers were not deemed dangerous to the public, but he was still forced to attend training. Due to his rebellious behavior with the training, and his criminal history, he was strapped with a tracking device.
  • He witnessed for the first time the danger that the groups he hung around pose when an innocent bystander was killed by a superpowered gang member. He found himself using taekwondo moves he had seen on TV against the hooligans to protect others. Commonwealth, who were tracking Landen, got involved, incapacitated the powered gang member, and charged Landen with vigilantism without a blue card.
  • A deal was struck for Landen not to be incarcerated if he agreed to work for Commonwealth, under the codename of Mimic.
  • ... Eventually Landen earns his blue card.
  • etc, still working on having it all make sense with the lore

Relationships
  • Other person's name: Description of your character's relationship to this person.
  • You can consolidate this list if your character knows a lot of people or has a big family, or if you're lazy like me.

Superpowers

Main Power
Photographic Reflexes: Landen is able to perfectly copy any physical motion after seeing it performed. Landen's body is extremely adaptive, and constantly changes within to meet the motor requirements of the physical motions he observes.

Supporting Power A: Regeneration Equilibrium: When awake, his brain continually feeds his muscles with information, allowing his muscles to recover quickly when asleep. When Landen is injured severely, however, his body shuts down in a semi-comatose like state. To the observer, it would look as if he had passed out, but within, his body is repairing the damage.

Supporting Power B: Enhanced Physiology: Landen's muscles continuously adapt as he observes physical motions of others, gifting him with peak human reflexes, flexibility, and speed, even when not performing these physical actions himself.

Limitations
List and describe a minimum of three limitations to your character's powers. This would be any 'rules' it follows, such as being ineffective on certain targets or past a certain distance. Keep each weakness or limitation clearly separate and organized.

Limitation 1: Not every physical motion is as useful as it is when he mimics it without the required knowledge. For example, he might be able to perfectly copy the key strokes on a keyboard that he observed a computer programmer do, but he would not know what those keystrokes do, or how to leverage this copied motion to be useful to him without having computer programming knowledge himself.

Limitation 2: He has a sort of limited photogenic reflex storage, and can actually forget how to mimic certain motions if he does not continue to practice them. For example, he might have observed someone play a song on the guitar, and perfectly mimic it, but he might not remember how to do so if he didn't play it in a few months - after he had observed and mimicked other motions that took the space in this "storage".

Limitation 3: He can mimic motions, not powers or physical strength. For example, if he observed a man lift a truck, he would not be able to lift the truck himself as he does not possess the required strength.

Other Abilities

Skills
List and describe any trained skills your character has that aren't part of their power set.

Loadout
List the tools and gadgets your carry most often carries with them during missions.

Augmentations
If your character has any cybernetic augmentations or non-standard prosthetics, list them here.

 
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Yeah what I had in mind would end up sort of similar to what Kkushmar out up and they go there first, so I'll use something else I think. It's superpowers so there's plenty of ideas out there.
 
Okay so here's my Agent! 😁
Resurrected from the old thread, reworded a bit, slightly different personality.

VIPER

Gender: Cis Woman​
Age: 35​
Power: Ferrokinesis​
Rank: C​
Limiter: Inactive, Level 3​
Appearance

Race
Caucasian

Hair
Dark Brown

Eyes
Amber

Height
5'8"

Figure
Muscular and toned from years of training and Commonwealth's agent fitness programs. 143lb

Notes
Millicent's arms and hands are coated in scars from when she was learning to use her power.

Personality

Fun loving
Milly likes to have a good time, she enjoys making snappy one liners, and poking fun at her colleagues when the situation allows it. When she can, Millicent enjoys unwinding after a day on the job with a bit of clubbing, dancing, or a friendly sparring match.

Focused
When Millicent puts her mind to something, she really puts her mind to it. Years of martial arts training has left her with a clear mind freed from distraction so long as she keeps her composure. Useful out on the field, Millicent uses her focus to stay on a target's trail and to seek out clues and evidence when building cases. Sometimes this clarity has her coming across as emotionless or stoic.

Mean
She has a bit of a venomous tongue, and if you get on the wrong side of her she won't hold back using it. She won't admit to it straight up, but Milly honestly enjoys tearing into people with her words.

Superiority Complex
It's never too obvious, and she'll be damned if she lets it cloud her judgement, and she's well aware of her own limits, but Milly definitely believes she's above average in most areas of her life. There are very few people Milly considers to be any better than herself.

Biography

History
The daughter of a police officer and teacher, Millicent grew up in the peaceful suburbs of San Francisco. Life was pretty standard, nothing too stand out. Her family had enough money to live comfortably, steady jobs, a nice house, busy careers but nothing else they could really complain about.

For years she had big dreams, to be a rocket scientist, a vet, you name it. Reality set in some time around her teens as she realised that there weren't a lot of opportunities for the average kid… It took Milly a while to steady her life, calm her rebellious side and come back down to earth, and a few conversations with her dad's work friends gave her a dream she could work towards, following him into the force.

The appearance of her powers when training on the gun range came as more than a surprise, causing her weapon to melt out of her hands.SFPD were understandably cautious about her place in the program, but as one door closes, another opens. It wasn't long until Commonwealth got wind of her situation. Millicent jumped at the chance, and took a side step into Commonwealth's agent training program.

She passed the program with flying colours, a textbook agent in all ways her instructors could hope for. Milly was transferred to ehr new station, shadowing a more experienced agent, Agent Swan, and learning on-the-job training from fieldwork. He taught her that textbooks would only get you so far, how to be flexible, to trust your team with your life. The lessons he taught her would follow her for the rest of her life.

It's been a good few years since then, working on her own, with a team, even with Swan now and again. But with him MIA, and the political shadow looming over Commonwealth growing larger and larger, Millicent has more questions about her role than she ever had before.

Relationships
  • Liam Dawlish
    Relation: Father
    A kind and prideful, Liam holds a great love for his family and could not be happier about Millicent's achievements. Milly looks up to her dad for inspiration, and hopes she can life her life by the same values he passed down through his actions and words through her childhood.
  • Samantha Dawlish
    Relation: Mother
    Milly laughs more in her mother's company than with anyone else, they get on like a house on fire, unless it's talking about work. Samantha has always wished that Milly took after her and not the dangerous work that her husband did. She worries about Millicent's safety, but like Liam, is more than proud of her daughter.
  • Jason Swan
    Relation: Mentor
    Mentor and friend, Milly has great respect for Swan, as many Commonwealth agents did. For her it's more personal than that, she holds Swan's work high and considers the bar he's set to be something to surpass, a challenge she's fully committed to do. She's also fond of his whiskey, but not so much of his music, she thinks it's a little "old fashioned". She misses him, and spends some of her spare time going over old case files in case a clue pops out.
  • Scarlet Chernov
    Relation: Boss
    Millicent's boss. She holds respect for Chernov and will carry out her orders to the best of her ability, but secretly she respects Swan more… Not that she'd ever tell Chernov this…
    Milly's ultimate ambition is to end up replacing Chernov, and definitely not afraid about letting people know it.

Superpowers

Ferrokinesis
Millicent possesses the ability to greatly reshape and strengthen metal she comes into skin contact with at an astounding speed, with the metal looking more like a liquid under her control. She can use this ability to create weapons, change their form on the fly, and to defend herself from incoming attacks.

Minor durability increase: Thanks to her control over metals, Milly has been able to increase her durability through the metal atoms in her body. When she puts it to use she is fairly hard to the touch, like solid rubber, allowing her to deal with glancing blows and more punishment on the job.

Minor Strength increase Likewise her strength is slightly higher than should be possible for her size, being closer to that of a championship winning strongman than a standard person. It's nowhere near the level of some supes, but it helps give the edge against people who don't expect it.

Limitations

Skin contact
: Milly must be in physical contact with metal to have any influence over it, if she's not touching it then she's not moving it. This means she, unlike other Ferrokinetics, cannot stop bullets, float metal objects through the air, or gather metal towards her from other sources.

Weighty: Metal is still heavy, and despite her minor strength buff, Millicent can only control so much mass at one time without giving it any support. She can't utilise giant weapons or shields that aren't resting on the ground without the momentum taking her with the swing…

Momentum: As mentioned above, moving volumes of metal at quick speed can cause a bit of a momentum problem. It takes great skill from Milly to keep her balance when she really throws her power around. This also counts for the momentum of things coming at her, like bullets. Sure she could liquify them on skin contact, but she'd probably still get shot… it would just be more messy.

Other Abilities

Skills
  • Bladed combat: Millicent is a complete natural with a blade in her hand, and given her powers inclusion, can pull of feats of swordsmanship that are literally inhuman. She is trained in the use of swords, short swords, spears, axes, daggers, knuckle dusters, and throwing knives.
  • Acrobatics: She's a quick fighter, making use of good dexterity, agility, and balance to out manoeuvre her opponent rather than overwhelming them with brute force.
  • Observant and Analytical: As with many Commonwealth Agents, Millicent is quite adept at reading her surroundings, her situation, and at deciphering information from scenes she's been deployed to

Loadout
  • Sword: [Weapon] A 29' single edged lightly curved blade, Millicent is expertly trained in its use, and along with her power, she keeps it's edge razor sharp and can reshape the blade into different forms if required.
  • Vambraces and greaves: [Tool/Weapon] Formed from single pieces of thick titanium and worn under her clothes, Millicent has metal vambraces around each forearm under her suit, and greaves around each shin under her boots, the metal guards can be used with her power to make throwing darts and knives, situational tools, or defensive shields and back up weapons if her sword is lost.
  • Communication device: [Tool] Standard issue coms device used by Commonwealth agents. Millicent has modified hers to be worn in ear to free her hands up.

Augmentations
None

 
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Yeah what I had in mind would end up sort of similar to what Kkushmar out up and they go there first, so I'll use something else I think. It's superpowers so there's plenty of ideas out there.

Don't feel too bad if powers seem similar. It can easily be a good reason for such characters to either work together or become rivals. Besides, in the end, utilization is the key. For example:


Red

Name: Hunter Ward​
Gender: Male​
Age: 74 years....Young?​
Power: Metal Manipulation​
Rank: A Rank​
Limiter: Active, Level 4​
Appearance

Race
Russian-American

Hair
Silver

Eyes
Yellow.

Height
6'2''

Figure
Well-Toned; Built for war. Weight varies on his abilities. A stark oddity, as he is well past retirement age....

Notes
There is a story for every scar for sure, but what people probably have noticed most recently is his skin taking a more dull hue, as if he were passively turning metallic.

Personality

Valor
All of his military training is still fresh in his mind. His mentality still perceives him as a soldier. In the event of violence, he will run towards the origin. He will keep civilians out of the line of fire. And he will throw himself in harms way to keep them from harm.

Sarge
"I make training hell so that war won't be."

Anyone who has ever said training under Red is pleasant is a liar and needs to have their kneecaps removed. He has been known to drive your soul into the dirt before dragging it back out into the light when they were ready to survive the horrors of war.

Veteran
Red is no stranger to combat, nor is he new to the theaters of history's warfare. He has seen the most inhuman acts possible, but has also witnessed the greatest humanity can provide.

His experience leaves little to surprise him nowadays. Though more altruistic deeds seem to be more likely to get him intrigued.

Wrath
Red has been known to have quite the temper. Worse, he knows how to break someone's limbs in such a way they can't walk again without a cane for the rest of their lives. To legitimately anger him to this point takes awhile, but doing so signs your own expiry date.

Biography

History
Hunter Ward. Most of history has long since been expunged by the orders of the federal government. A few details can be scrounged up: a child soldier from the USSR and his older sister, seeking refuge in America. Enlistment in the USAF, a highway to citizenship. His military background shows a glowing resume and countless accolades from under four separate generals. It was from here that he had been given the acronym of RED that he would later take as his own nickname: Russian- Extremely Dangerous. Eventually leaves the Armed Forces to assist in the Endeavors of Commonwealth. During this time, he would come across a frail child with powers her parents could not reason with. At their wits end, they were forced to relinquish her to whomever could handle it. Hunter decided to adopt her to keep her out of a horrible life. After many years he would rise to the rank of Vice-Director. He had no glowing ambitions to rise any further. The spotlight was a place he had fickle memories with, after all...

That came to a head when in 2015 then-Director Errol King attempted to force Hunter's compliance by kidnapping his daughter. Hunter disappeared soon after, causing a schism within Commonwealth and several armies throughout the world. In three years he would return with a vengeance to show what righteous wrath looked like in the form of the Rapture Incident. For three months Hunter, going under the guise of 'Weiss', Rapture made fools out of Commonwealth Agents on several battlefields and ultimately ripped the lid open on all of Errol King's secret dealings, as well as the unspeakable work of Demeter Green. In the end, Errol could not get away, and had his shadow forever etched into a wall as he attempted to escape justice. After freeing his daughter and countless other victims, he turned himself into the proper authorities while Rapture itself disappeared. Charging Hunter would have been a severely difficult situation, a trial nearly impossible. His actions, while extreme, were deliberately softened by his demand to keep civilian life preserved. His motivations were clear for everyone to see, just as the complicity of a government and its system of law to look the other way to Errol's antics. Instead, to save face, and appease the countless entities watching their decision, Hunter Ward became the first Super to undergo the experimental Limiter program that would later roll out to the rest of the world in the next year.

Since then, he has kept a keen eye on Commonwealth in the event they have any new idea of how to get a quick buck at horrible expense. All the while, keeping a small team of his own to actively prevent large-scale catastrophes from occurring.

Relationships
  • Layla Ward: Red's adopted daughter. While in her forties now, he still sees her as the child he swore to protect all those years ago.
  • The Old Guard: Consisting of Hunter's longtime compatriots of Krieger, Bulltrue, and Bismarck. There have been others in this team, but they have since retired or found a better calling.

    "Everyone else? Hell if I know?"

Superpowers

Main Power
Red is capable of using the available metal around him to his own will; Whether to weaponize it, manipulate it into a shield, or force its movement within, or outside of the earth.

Commonwealth has categorized this power under a series of Class A power capable of rendering an entire city in rubble within thirty minutes given the assumption it belonged to one without experience. With experience, it falls under five. Due to what is documented with his own experiences and general outlook on Commonwealth itself, it has been argued to have the rank bumped to an S for further restrictions. Because of this, Red is held under heavy surveillance on an almost constant basis.

Magnetize: The ability to draw, throw, and manipulate the movement of metals through the air without physically touching the material can be a terrifying power indeed. Red has used this ability to not only rip through the ground to access the metal below the city, but to bring down metallic constructs in the air. By default, he can control a direct radius of 50', and an additional 50' indirect radius. With enough focus, he can alter the area of effect from a radius to an extended cone in one direction. At the highest recorded extreme, he has gone from a 50'-to-50' radius to 175' direction in front of him with a spear-like piece of metal.

Galvanize: Red's body can manipulate the metals within to create a defensive barrier that has been hard-pressed to be cracked. While doing this slows down his personal mobility to a crawl, the capability of withstanding the harshest of attacks can be invaluable. A considerable layer of metal is constantly inside Red. When destroyed, this layer will absorb metal around to recreate the faux flesh. This sub-dermal armor is constantly reforming and maintaining its structural durability with every time he takes on more metal.

Limitations
List and describe a minimum of three limitations to your character's powers. This would be any 'rules' it follows, such as being ineffective on certain targets or past a certain distance. Keep each weakness or limitation clearly separate and organized.

Location: Red requires metals around him to use most of his abilities. Being placed in a location without metals to use leaves him to his own devices.

Which is still a formidable amount of hassle to deal with.

To clarify, Red has a direct radius of 50' to manipulate metal around him. An additional 50' (100' total) radius is capable of indirect manipulation. The outer radius is only capable of slight contact, while the inner radius is capable of complete contact.

Mobility: Red's powers generally require that he not be completely capable of heightened movement. Galvanize being the highest culprit here. Not one for dodging or high mobility, Red usually presents himself as an easy-to-hit target.

Heat and Conduction:
Something most kids learn in Elementary School is that most metals are both highly conductive with electricity and susceptible to concentrated flame. And if you're a particular sort that is constantly USING metal, then you're in for a shock sooner or later. Electricity and Flame are possibly some of the only few ways to most likely get past his defense.

Unless you're being stupid and announce your attacks like some jackass in a primary-colored getup.

Other Abilities

Skills
Combat Mastery: Hunter has been involved in combat since he was six. Attack. Defense. Diversion. Fortify. Invade. Obliterate. These are not forign concepts to Hunter, nor is the prospect of engaging an enemy up close. To willingly fight Red is reserved for either the seasoned combatant, or the stupid.

Intimidation: This is a man who has a permanent file on his record stating he has torn people apart from all directions for accosting his daughter. And yet on the same breath, will resume whatever activity he was apart of with her without a second thought. This is also a man who successfully led a group to throw Commonwealth on its head out of sheer force of anger. Are you going to get in his way on purpose?

Loadout
Outside of a phone, his wallet, and the limiter that has not left his side in the past thirty years, all he really carries is a few bits of metal; primarily metal BBs of all things.

Augmentations
By this point his skeleton is more metal than bone...Which may explain why no one ever hears of him breaking his frame or pulling his back...

Cheater.

 
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Mmmm moreso the reason I'm reluctant is that the way I had envisioned my power it would kind of be able to do what there's can as a sort of side effect almost, so it feels like it would feel kind to play alongside
 
Mmmm moreso the reason I'm reluctant is that the way I had envisioned my power it would kind of be able to do what there's can as a sort of side effect almost, so it feels like it would feel kind to play alongside
I don't think a little overlap is a huge deal, I think what's more important is how your use the power than what it actually does. Well that's my opinion anyways.

I know for a fact there's another character above, Red, that has a  real similar power to Milly, but the application of their powers is totally different, which if anything I think is SO much cooler 😁😁
 
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What Giy said, and I'll add that it might help teamwork too to have similar applications, in the case one can't handle enough/you need multiple attacks from multiple directions
 
Oh lmao I was working on a 'metal controlling' character too, for the sake of variety alone I'll have a rethink
 
well maybe I'll just post what I had in mind and I can get some second opinions based on that.


Main Power
Kinepathy: The ability to sense all movement within a spherical radius, becoming instantly aware of the shape, trajectory and total kinetic energy of any moving object within the radius of the user. Kinepathy is constantly applied to the user's own body, providing a perfect and intuitive understanding of how the user should move to achieve a desired result.

Supporting Power A:
Kinepathy assisted movement analysis: By carefully monitoring the movment of specific muscles in a subject and then using kinepathy to mimic those motions perfectly it becomes trivial to master a wide array of physical skills in rapid time, such as various sports; martial arts and sleight of hand magic tricks for example.

Supporting Power B:
Kinepathic processing: A portion of the user's brain is permanently dedicated to receiving and interpreting sensory information received from use of the ability, averting sensory overload and allowing the user to react reflexively and precisely even in the most chaotic situations.

Limitations
List and describe a minimum of three limitations to your character's powers. This would be any 'rules' it follows, such as being ineffective on certain targets or past a certain distance. Keep each weakness or limitation clearly separate and organized.

Limitation 1:
Range: Kinepathy only works within a spherical field centred on the user. The size of this field can be raised through concentration but this is only temporary, The resting range is roughly ten metres, it can be extended to a peak of about fifty metres through intense, meditative concentration that requires the user be immobile.

Limitation 2:
Migraines: Extending Kinepathy's range beyond its normal, resting radius for extended periods of time provokes painful, debilitiating migraines

Limitation 3:
Non Kinetic Energy: Kinepathy only works on kinetic energy and moving, physical objects. Other forms of energy or fields are only detectable in so far as they cause movement of things around them, resulting in a potentiallly exploitable blindspot.
 
While its similar to mine, a clear distinction would be that your character would be able to sense it around them, while mine is only able to mimic what he sees. Yours would be able to respond to sneak attacks a lot easier, while mine would be able to learn moves from watching them on TV. Plus our sub-powers are different too. I'll leave it to GM decide but we could edit mine too to create more differences if need be.
 

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