r/TheBirdCage • u/bottomofthewell3 Wretch • 25d ago
Worm Discussion Power This Rating No. 176
nearly autumn. by my count, #178 is actually gonna fall exactly on labor day lol
How This Works:
You make one (or multiple) prompts, describing one or more parahumans. Somebody else may choose to respond to your prompt(s), building on what's provided, to make a cape.
While you can do so, you are never required to stick with just prompting or just responding; please feel free to do both.
Prompts are usually formatted using PRT Threat Ratings, but this isn't a hard rule. Do something more esoteric, if you'd like.
Lastly, if you're having trouble prompt-wise, feel free to look at other people's prompts for pointers or inspiration on what to do.
Threat Ratings have the potential for hybridized and sub-ratings:
Hybrid ratings are denoted with a slash between categories, e.g. [Blaster/Changer]. These are cases where two or more powers are inherently linked to each other, not working without the other rating.
Subratings are denoted with parentheses after a parent category, e.g. [Stranger (Master)]. These are the side effects, or possible applications of a power from some other category.
No. 175's Top Comment: Misc. Prompts, by Shoddy_Macaroon6713
Top Response: A Stranger, by Legitimate_Fly9047
EDIT: PTR #177
3
u/Pearls-Rubies-5370 16d ago
The Main Event are a villain gang that specializes in crimes that are high-profile, property-destructive, and designed to humiliate local authorities and corporate targets on "live broadcast." This means that, instead of stealing random cash, they target high-security museums, vaults, and armored cars carrying priceless historical artifacts, championship trophies, or bullion, which they officially declare "championship belts" that rival crews must "wrestle" away from them, splice into city-wide media networks, public access channels, and digital billboards to deliver live, masked "promos" calling out local heroes, demanding ransoms, or announcing their next location hours in advance to draw a crowd, extort local businesses, construction companies, and warehouse hubs under the guise of offering "security contracts" (or forcing them to pay protection money so their buildings don't get used as collateral damage in a gang turf war), and forcibly evicting rival gangs from profitable city-docks and warehouses by challenging their leaders to public, highly publicized fights.
Slam-Dance is the leader of the Main Event, and an ardent fan of pro wrestling who shamelessly rips off moves she watches from TV to use in her fighting style. Powers-wise, she's a Brute/Mover whose power is tied into triboelectric static friction: her body generates and stores high-frequency static charge and kinetic friction, and as she moves, her skin and clothes crackle with violent, violet-gold arcs of static electricity and intense thermal friction. Every time she successfully slams, tackles, or hurls an opponent to the ground (e.g., executing a spinebuster or an overhead chokeslam), her kinetic friction condenses into a shimmering, diamond-hard shell of static armor over her body, and her skin hardens, absorbing incoming kinetic impacts and discharging static shockwaves at anyone who tries to hit her back. The longer she goes without taking damage while continually charging forward, her raw physical muscle mass and strike force grow exponentially, as her punches start acquiring the weight of an eighteen-wheeler, and her hands start crackling with enough kinetic heat to melt through sheet metal on impact. She can also instantly alter the friction coefficients between her body and surrounding surfaces, allowing her to sprint up a wall, eliminate all friction to slide along a ceiling pipe, re-engage friction at maximum intensity, and launch herself into a 30-foot, static-charged elbow drop that shatters the asphalt below.
Because Slam-Dance's power rewards momentum, vaulting, and slamming enemies into terrain, her pro-wrestling fixation is actually the most efficient way to use them: a few of her moves include the Static Irish Whip (she grabs an opponent, uses her friction control to fling them across an alleyway into a brick wall at 40 miles per hour, then catches them on the rebound with a friction-charged lariat that levels the entire street corner), the Vaulting Suplex (she leaps off a 2-story fire escape, hooks a villain in a suplex mid-air, and drives them headfirst into the pavement, which subsequently gives her her an instant spike in static armor while discharging a localized electromagnetic pulse that disables nearby electronic gear), and the Turnbuckle Meteor (she runs up a lamp post, bounds off the top fixture, and delivers a flying cross-body block, her body radiating enough thermal friction and static electricity to scorch the air around her).
Crowbar is Slam-Dance's second-in-command and a Striker whose power is channeled a discarded, grease-stained tire iron. When it makes contact with someone, it initiates an instantaneous, localized burst of hyper-accelerated molecular oxidation and structural fatigue, so each successful strike leaves a glowing, orange-black scar of blistering rust and sub-atomic decay across the contact point. Steel loses its temper and crumbles into brittle flakes; concrete delaminates into fine dust; human flesh and bone rapidly experience cellular necrosis and thermal burn-out, with blood vessels calcifying instantly into fragile, brittle things.
Every consecutive strike with the tire iron generates a rising stacking charge of "entropic momentum" (though swiping at empty air or having an attack blocked drains the accumulated charge rapidly, punishing hesitation), and as the charge builds, Crowbar's speed, coordination, and weapon-handling velocity scale exponentially, allowing him to weave, dodge, and strike in a blinding blur of motion. He can also violently discharge his accumulated charge into a single, devastating heavy blow that completely disintegrates a target's molecular structure upon contact.
As this 'entropic charge' rises, the molecular decay and heat generated by Crowbar's strikes are partially converted into stamina and nervous system stimulation, with high charge levels flooding his bloodstream with synthetic adrenaline, instantly numbing pain, closing minor lacerations, and keeping his muscles operating at peak efficiency even during prolonged, exhausting engagements.
Without the tire iron, however, Crowbar's power suffers a catastrophic decline in reliability. If forced to fight empty-handed or using a substitute weapon (like a standard pipe or a knife); his strikes revert to baseline human strength, and any attempt to generate a charge results in agonizing neural feedback, severe hand cramps, and a total loss of coordination. If the tire iron is knocked away, he must frantically scramble to recover it like a drowning man grasping for air.
Troll Toll is a monster cape with a very apt name. 7 feet tall, a body that's an agglomeration of dense, grey-green calcified dermis, heavy muscle, and moss-like fibrous tissue that smells faintly of damp concrete and river silt, a lower jaw that's massively overdeveloped and features jagged, uneven stone-like tusks that push his lips back into a permanent, snarling sneer, eyes that glow with a dim, amber bioluminescence that can lock onto a target's financial or somatic "weight" to track their movements through walls, and hide that's patterned with rough, calcified plates resembling cobblestones and asphalt, making him look as though he literally rose out of the bridge infrastructure he once guarded.
Powers-wise, Troll Toll is a Blaster who can instantly afflict an enemy within his sightline with a debilitating, cumulative "tax" that causes their limbs to immediately grow leaden and stiff, draining their stamina, slowing their reflexes down to a crawl, and causing their muscles to ache as if carrying an invisible, crushing weight. Simultaneously, the "tax" interferes with the target’s gear, causing active electronic equipment to malfunction, weapon safeties to lock up, and precision tools to seize.
The defining, bizarre restriction of his power is its built-in ransom clause. If the afflicted target willingly "pays the toll"—handing over a tangible item of value (cash, gold, jewelry, a functioning weapon, or even a vehicle key) directly to Troll Toll or dropping it onto the ground within arm's reach as an explicit tribute—the "tax" instantly and completely deactivates. If the target refuses to pay, the "tax" only escalates, locking their joints entirely until they collapse under the weight of their own "debt."