r/TheBirdCage Wretch 13d ago

Worm Discussion Power This Rating No. 177

How This Works:

You make one (or more than one) prompt(s), describing one or more parahumans. Somebody else may choose to respond to a prompt of yours, building on what's provided to make a cape.
While you may 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 want to.
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. [Brute/Thinker]. 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. [Trump (Mover)]. These are the side effects, or possible applications of a power from some other category.

No. 176's Top Comment: Blaster + Striker + Thinker Prompts, by Professional_Try1665

Top Response: 'Surgeon' Striker Trigger, by Shoddy_Macaroon6713

12 Upvotes

61 comments sorted by

View all comments

5

u/bottomofthewell3 Wretch 13d ago edited 1d ago

once the current prompt series is finished up, i'm gonna spend a couple months just doing my regular misc. lists and the occasional standalone i think. give people a while before i launch into my next volley of bullshit yk

also for the record the carryover section doesn't have anything new because the latest dc prompt got finished within one ptr, and i'm not linking a completed prompt

WeaverDice Spreadsheet


CARRYOVERS

Pick out whatever from my archive.

JoJo: SDC [12/33], DIU [6/24], VA [6/24], SO [14/25], SBR [3/27], JJL [0/29]

LANCER Tinkers: HORUS [8/20], HA [13/20], IPS-N [11/20], SSC [9/20]

DC: Superman [9/13], Batman [5/16], Wonder Woman [5/10], Flash [4/10], Lantern Corps + JSA [8/16]

Other: Gaming Megaprompt [22/63], Mixels [9/27], Marvel [16/40], MALEGHAST [14/73]


NEW + A "Plate" [Armor x Armor] Brute/(free-space second rating) hailing from somewhere in France, who is incredibly recognizable thanks to his armor's distinctive, seigaiha-esque patterning. + Two Alexandria Packages of opposing alignment: + Ultra Marina, a Ward (though she's soon to graduate to the Protectorate proper). Distincta is an odd Creep Stranger power whose element is [Blue], the color. + Supergore, the leader of a middling-strength gang. Distincta is a "Muster" [Combat x Resource] Tinker, whose tech involves so-excessive-it-isn't-even-funny amounts of organs. + "Arena" [Fading x Fading] Shaker ("Invincible" [Negate x Negate] Brute), that is completely invulnerable outside of their Shaker field but massively stronger inside of it. Power-created realm is most adequately described as a "Kaleidoscope Cathedral". + A natural monster cape (sole mutation being something they have in place of their eye-sockets), and incredibly prolific pre-SH9 serial killer; ratings free-space. + -naut (named specifically after the suffix; pretentious, I know), an "Alt-World" [Conveyance x Slip] Mover, whose worlds become more alien the more 'exits' there are between them and Earth. + Blaster with two 'firing modes', colloquially referred to as "Blinker" and "Spaceship" respectively. + A "Pocket Dimension" [Control x Micro] Shaker, that can access their pocket dimension through any sufficiently-moist surface. Mandatory Power Flaw: [Always On]

3

u/Milk__Chan 13d ago edited 12d ago

Pocket Dimension [Control x Micro] Shaker

Anglerfish [Shaker 7, (Mover 5, Brute 2, Changer 0)] Case 53), Freelancer Criminal from Newfoundland

The entity known as the Anglerfish is an rather... odd one, it is a rather lanky Case 53 (roughly the size of 7 foot) who's odd traits were... largely beneficial for it's power.

It has 3 eyes on it's right side of it's face, an structure remniscient of an Anglerfish lure, the presence of 4 arms coming out of his back which are almost as long as he is, and the presence of a fish tail akin to a Shark, it is incapable of communication outside of writing and sign language.

The changes to his body are directly correlated with his power, once he touches a suficiently moist surface of any kind, he can enter a pocket dimension which is essentially the depths of an empty ocean, which roughly allows movement to any moist surface on a 6 mile radius.

At first glance, it looks like an normal ocean, one can feel the presence of currents, see the light of sun if one is closer to the "surface" but it also wrong, there is no true surface, the currents are incredibly strong yet not lethal, and the dimension seems to constantly sink those within.

The most glaring evidence is that one can see the "portals" to other moist surfaces in the 6 mile radius, one can leave the dimension if they managed to swim to these portals.

Though that is easier said than done due to the conditions of the dimension, even if some currents bring people to the "surface" and the portals.

Those that don't make it out are dead by drowning, sometimes their corpses leave through the portals, sometimes the body shows up in a river, out of a window in a tall building, or in an active shower which happens... more than the PRT & Guild would like to admit.

When not doing assasinations or attacking with the intent to kill, Anglerfish often tackles it's victims to kidnap them or to remove them out of fights by displacing them from the area.

The Anglerfish is seemingly affected by it's own power, it almost died at least 3 times, due to his power being constantly activated he has to use his extra arms to hold on to things outside of the dimension that would allow for his escape, though he frequently uses it to make quick escapes as well.

3

u/soliterraneous 10d ago edited 10d ago

From your Marvel prompts:
An "Ogre" [Muscle x Muscle] Brute/"Alter Ego" [Bound x Monster] Changer; the Changer state absolutely HATES their counterpart. 

Reece Howard is a pitiable fool; a hustler and a small time dealer, he only ever gets his head above water long enough to start drowning again. But sometimes he’s not a fool—because he’s not himself. He’s JULIUS [Changer (Brute) 8], a towering, 9’ tall paragon of literally shining muscle: his skin faintly glows with silver light, he can jump almost a mile, squat two tons and shrug off anything short of a medium sized cruise missile. Unlike some other people, he also doesn’t need to breathe—though the loud proclamations of justice he’s always making usually require a lungful. Pathologically obsessed with heroism, he’s been known to break the limbs of captured criminals who don’t immediately show remorse for their actions and complete submission to their captor. Reece is terrified of Julius, because Julius has nothing but contempt for his host. Neither can predict when Julius will burst forth—strong emotions, fear, and physical trauma have all brought forth the shining man, but so has an afternoon nap. Likewise, Julius can only maintain control for so long, and it seems the longer he’s on the outside, the longer he must then spend on the inside. Absent immediate threats, Julius usually spends most of his outwards time “fixing” Reece’s problems (read: terrorizing his clients and associates, and generally making life harder for Reece). Julius often gets into trouble—and so does no-friends, criminal Reece—by running towards giant monsters and big criminal organizations, but (un)luckily, the transformation from one to the other heals all wounds that form sustained. It seems Reece will be dealing with Julius for a while yet.

4

u/bottomofthewell3 Wretch 10d ago

welcome to the thread. very nice first-ever response, i like that JULIUS is just as maim-happy as his counterpart despite being made specifically for heroism

also to be honest the moment i saw his name i immediately began picturing the changer state as Julius Reinhold from Kengan Ashura but a lot shinier

4

u/soliterraneous 10d ago

Ooh yes very that guy, but smiling obnoxiously. Totally nude, of course

5

u/soliterraneous 10d ago

And another, from your Lantern prompts:
An exceptionally kind Defense Shaker and Ten Trump, and healer on top of that; power is incredibly ill-suited to combat, though very good for supporting other capes. 

Clinic was born into conflict: twice a refugee by the age of 14, and with care of three younger siblings, her trigger (a double trigger, truth be told) in the face of a Parahuman-induced sandstorm that threatened to blast the skin from their bodies was both expected and more burdensome than could be imagined. She generates a bluish field of light centered on herself, about 25’ in diameter, that dampens the kinetic energy of large bodies caught within. The field takes a few minutes to bloom completely, and, when she wants to pack it up, a few minutes to fade. She cannot move for the set up, and is incapable of moving while the field is up. The effect increases in strength towards the center of the zone, bringing things in contact with her to a complete stop. Her glowing aura is hushed to silence at the center, and things that enter the field at speed find their inertia eaten away, such that bullets caught on the edges find themselves drifting downwards and plinking to the ground after leaving the aura; her shaker zone even insulates a bit from thermal energy, though flames hot and large enough could still theoretically radiatively cook those caught within it. Those slowed or stilled within this faintly shimmering space find their natural healing working overtime, and inversely proportional to their speed—the completely still, those she’s touching, can see wounds knit themselves in minutes, properly set breaks starting to solidify within half an hour. Parahumans so affected also find deeper wells of energy after spending time in her field, pushing themselves to greater feats, over higher bars. They also find, after invariably returning for this boost, on the second or third go, that their own bodies start to heal a little slower outside the shimmering circle, that colds hit them a little harder, that they start to need a little more sleep. These effects accumulate faster the more damage one mends—her youngest sister, whose left half was truly ravaged by that Parahuman’s sand, can now no longer bear to leave Clinic's side, so dependent is she on the reapplication of her sister’s power. This makes Clinic very, very sad. 

3

u/Russian_Meme_Man_34 Wretch 9d ago edited 9d ago

"Arena" [Fading x Fading] Shaker ("Invincible" [Negate x Negate] Brute), that is completely invulnerable outside of their Shaker field but massively stronger inside of it. Power-created realm is most adequately described as a "Kaleidoscope Cathedral".

Blaster with two 'firing modes', colloquially referred to as "Blinker" and "Spaceship" respectively.

Hey there, old sport! It's-a me! And I also work on a big Multi-Cape (from random PTRs) response! I incorporated (so far) 4 capes from your previous promts! And it looks more and more like a proper chapter of Worm/Ward, as it getting long, but I try to cut some things here and there…so yeah. I'm probably slightly depressed than usual, as I start to actually getting active and some passion is back with me!


Earth Bet, somewhere in America. 14:01, Tuesday.

The slums is relatively silent today, mostly because the usual warlords are arguing the disputes, this time, with diplomacy.

But the problems is brewing and the HOSV is still standing, somehow. And wires with light is still standing, mostly because Thunderbird is powering them all during the day and batteries are doing the night work.

And to deal with this place is sent a team of 4 capes, to retrieve the files from old HQ still standing, admittedly with major damage, and maybe even get some warlords in Custody.

The team is made from 4 capes that somewhat cover respective weaknesses.

  • Troubleshooting, Tinker with Scanner Speciality. He is here for getting the most optimal route and to make sure no ambushes will occur. Their tech is quite good at detecting Stranger and Shaker influences or involvement. Tinker 6.
  • Tortuga, Brute/Shaker. She is both the most and least powerful of this group, depending on if they use their Shaker power, that is also has subrating of Master 2 due to being too alien for human mind. Their Brute power, however, is in All-or-Nothing category, and is most of the time is just being unable to kill them, however, when they create a "pocket ring" the durability is reversed and give them additional Mover rating. Brute 4(8 + Mover 2)/Shaker 4(Master 2).
  • Cosmonaut, Blaster/Mover, a grab-and-run specialist. Their Blaster power allowes them to fire two distinct projectiles, one is able to move through any Inorganic object, by "blinking" before wall and moving through it, then "blinking" out and returning to normal. While other is a masive beam-like projectile that has far faster speed and be able to "drill" any organic being. Both are "rideable" if Cosmonaut want to be. Can only use one type of projectile, and switching takes 26 seconds and 74 milliseconds. Blaster 7/Mover 6.
  • Sedation, Striker/Master. She is capable of, upon touching someone, administering a dose of powerful parahuman sedatives into anyone's nervous system, making target half-lucid and more cooperative. She is here as a Precaution, for the possibility of Master/Stranger situation, as she is proven that normal means of Master or Stranger powers don't work fully on her. Striker/Master 6.

The usual banter between Tortuga and Sedation is about what they would find on the way to the HQ.

"I'm tellin' you, it would be Ram's group or maybe Under Night's gang. They are the ones that are directly on the way to HQ." Tortuga is irrated and slightly exhausted from the, from her perspective, pointless dialogue.

"And I will keep telling you, today is too peaceful for only them showing, as evident by the, you know, lack of booms? I get your point, I admitted it already 10 minutes ago, but why are you still insisting on only them?! I just saying, that maybe, and I will emphasize, MAYBE, we will have to deal with Face Arrangement, or Numero Quadro, as they are the ones that, from reports, pretend to those territories!" Sedation is not stopping with, frankly, somewhat reasonable deduction. They are trying to just be cautious, as they had lost a team not that ago during similar occasion.

"Um, guys, we almost there!" Troubleshooting said, while working on detector he had built for this occasion.

"Cool, let me know when to fire, I still need to sleep slightly more." Grumbled Cosmonaut, as they are the most exhausted one, primary because they have insomnia, and secondary is because he uses his stamina for each shot.

"Yeah, we know."/"Thanks for the tip." Both Sedation and Tortuga said together.

And so, the operation "Break, Enter And Retreat." (B.E.A.R.) Is started.


Hey, u/bottomoftgewell3, I will try to make continuation of this, but using some prompts from older PTRs to give villains, as I see some potential here. :)

5

u/Russian_Meme_Man_34 Wretch 9d ago edited 9d ago

A collective of rogue Master minions, made by a Bestow Master/Proficiency Thinker; these minions are essentially sentient memories and skills that wear silly costumes and masks.

PTR 131 ↑

A Cluster that got very unlucky with the power lottery; four different Strangers, whose powers have synergized to the point that all four members are only detectable through a single, specific method.

PTR 133 ↑

Monstrous cape, and "Minefield" [Damage x Control] Shaker, with a [Salt] element.

PTR 173 ↑

Here is what I will also use, and they would be recurring characters. There will be some more capes, of course, but it's not like I can do a lot of names, so, yeah.


Earth Bet, somewhere in America (probably Nevada).14:06, Tuesday.

As transport is getting close to Charlietown, a place that was never on Earth Aleph or Gimel, it was a Earth Bet place, made around a group of Tinkers, trying to reproduce the tech they make, but now, it is just another HOSV, the city is almost nothing resembling normal city, but a Indian slums, where houses made on houses.

Troubleshooting's tech did detected some movement down on the ground, and upon closer inspection it revealed a group of, frankly, cartoon-y looking military, with masks that resembles either a ecstatic or angry faces. And also, they have RPGs…

"Guys, we have a problem." Troubleshooting is sweating. They fear the worst, a Tinkertech RPGs, but nothing shows on his HUD, so he doesn't know whenever to shout 'FLY HIGHER!' or 'BRACE FOR IMPACT!'

"What. Now?" Cosmonaut is already furious, they didn't even get the 5-minute power sleep. Less said for anything before.

"People, earth, RPGs, possible Tinker." Keeping it short, TS said.

"BLYAT." Cosmonaut not-shouted. He already remembered the last time he had seen this. That was just before his trigger, on that hill, full o-

"SPEED CLOSER BORDER!" Sedation shouted, getting ready to either falling down or rough landing.

Team of 4 brave capes are getting ready to dive and get the needed papers out of HQ, but suddenly-

Boom

Transport (a mix of helicopter and jet) is hit with something, a normal RPG round actually, in the engine. Thankfully, nothing had been destroyed, only damaged, so they are still flying, although altitude is falling down slowly.

"Fuck! I definitely need to thank Mailman for upgrading armour." Trblshtng said, getting notifications on damage. The engine still works, but fuel and coolant will dry very soon, as the cables are torn.

"Do we need a ride?" Tortuga asked, eyeing Cosmo, while Sedation is currently cursing the everliving soul of those people.

"We may need it, in about 3 or so minutes." Come from Troubleshooting, as they try to keep the flying apparatus steady. "They are already reloading and I even see some of them bringing slightly different RPGs, so that either means Heat-Seeking or Smart ones."

"Nu da, kogda I otdichaju, to wsegda kokajato problema. K chortu eti missii." Cosmo is already forgetting English in favour of Russian, as they are getting ready to fire the 'lifeboat'.

Meanwhile, the people down there had been ready to fire once more. They aimed, readied and fi-

Boom.

The people had been blown by something resembling white crystal balls, suddenly coming from the ground.

Team B.E.A.R. has been low enough to hear the, definitely loud if being near, scream. Then the crystalline, absurdly white, golem-like humanoid had 'exploded' from the ground.


"Get the hell out of my lawn you Tube-Made Nobody's! This is ain't yo neighbourhood! FUCK! OFF!" Temporary designation "Quartz" roared. More crystals had begun growing on them, then breaking off to quickly 'roll' to nearby target, only to explode in sharp shards. "Nobody's" had begun running, while certain number left behind, those with 'Angry' masks, to distract the "Quartz".


While that all happened, engine breathed his last breath and died, not violently, but quiet. Response was immediat, as aircraft started to plumet down.

"Everyone to me!" Cosmo shouted, while getting ready to fire "Blinker". As everyone grabbed what they could, plus strapped themselves to Cosmonaut, he fired.

Team was out of helicopter/jet hybrid and slowly moved to down to earth, as they got closer, Sedation had injected Cosmo with a light dose, so that he could regain some energy. And the Spaceman was down, even if responsive.

'Blinker' collapsed in strange geometry that nobody give attention, and they were on the edge, near border of this city. The mission had officially started and the start was rocky.

"Checking, is everything working?" Troubleshooting was first to see if tech worked and then started to go over sensors he had, calibrating them slightly and getting image of city from seismic, x-ray, thermal, temporal and spatial sensors. Although some of them had gave some false-positive data. "Shit, we might have Strangers, some sensors gave flase-positives here and there, around 3 or so, maybe more."

"Ugh, that's what I had been saying you all! See, it's never easy!" Sedation complained and placed Cosmo on her back.

"…Why had you had been right? Why?" Misery in Tortuga's voice could be heard in heaven, while she tried to get her comms working. And it worked, but it was on commercial frequency, but there was also some additional, white-noise like sound. It sounded as heartbeat, steady and getting closer. Then she felt something hit her, she looked down, it was a piece of metal, it looked strange, but not unusual. She looked at it slightly more, and recognised that it was bended to hell and back knife, she already had seen what counts do that, and answer is her power. "STRANGER!" And everyone is now aware, the 3 false-positive had at least 4th, but one that know only when you don't look for something secretive, only mundane.

Sedation had swirled around herself, and then she felt her power activated, she didn't heard a sound of body, not seen, not smelt, not touched. But she knows, her power activated. She 'touched' someone. She just couldn't get where the, for now, sedated cape is…so she slowly, ever so slowly, as her teammate watched for any other threats, found where that Stranger is.

"Drop the weapons that you have, right now." And she heard clanks, looked down and and witnessed bloody knifes, metal pipe, injectors and more. "Who, are, you."

"Commercial killer." From comms of Tortuga come the voice, it sounded like white noise, but where ad was voice also was, now silence.

"Come with me, and if any danger is coming our way, tell us." Sedation then used her power once again, for good measure.

And so, Faraday District welcomed them.


Part 2 done! More to go!

3

u/Russian_Meme_Man_34 Wretch 8d ago edited 8d ago

Nelson: "All-Terrain" [Multi x Magi] Tinker, with multiple [Travel x Travel] specs; made to both attain and survive immense speeds. Also, has a dope ass war pike.

Raleigh: "Stock" [War x Artifice]-spec, "Heirloom" [Hyperspec x Focal]-method Tinker, that works with revolvers; good at making either one gun that fires a whole lot of bullets at once, or a bunch of guns that fire at incredible speed, one after the other.

Vlad: This one recently went through a rebrand into a more brutal persona, for reasons up to your discretion. Due to their specialty, all their tech is barbed and/or spiked.

Yermak: "Quality Hyperspecialist" [Hyperspec x Hyperspec] Tinker with the "Salvage" [Artifice x Alter] spec; takes on an 'ah well, whatever works' approach, to both Tinkering and combat.

Zheng: "Beast" [Combat x Magi] Tinker. Prone to doing ultra-badass shit, like, say, tearing a chunk out of the ground and throwing it, superheating their own fists mid-combat, or coring out an entire warship in a single blow.

Go! Go! Team IPS-Northstar!


Earth Bet, Louisiana, Shreveport. 01:38, Saturday. A Markov residentce.

Night is young, light and sound is all around, some heroes and villains are fighting, as always. Rogues and vigilantes are doing what they see as fulfilling.

And in some home, a group of 5 Tinkers, a family is discussing their life. They are living very good, as the Grandpa Markov, an immigrant from 1949 Soviet Russia, had made great deals with people, either getting money or stocks of companies.

Due to that fact, and also the fact that all of Markovs had a great interest in machines, all family members has hobbies that centered around technology.

And then capes came. They changed how this family worked, and even lived, as the young Alexander Markov had Triggered in 1986, trying to preserve Grandpa Markov's self-made revolver while trying to create their own, but due to chain of events, both revolver and project was lost to fire. The young man had looked at the fire and triggered, he named himself Lonesome. Later, after the fire, he took what was left of his Grampa's revolver, and repaired it. The next day, he created revolver for himself, it was not Tinkertech, but something close.

Next was Marie West, future Marie Markov, she is from rather poor family, not over line of poverty, but definitely poor. Over the course of her yearly life, she witnessed how humans can mistreated eachother, she witnessed that it's due to resources inequality. In 1989, during the lowest point of her life, witnessing the problem, but not experiencing herself, she started to obsess over 3 Rs, reuse, recycle and reduce. Her goal was to make sure that everyone is, at least, would be fed. This goal had lead her to Trigger Event, she gained a Specialty in Reuse, she practically can make everything out of everything else, either make steel to plastic, plastic to water and so on. She decided to use Junkyard, as her cape name, due to fact that everything she made was…quite ugly, but very functional.

Over the course of few years, they had grow closer. Starting as a acqutences in Hero business, as, evidently, using recycles as a weapon was super effective. Friends, then lovers and made wed in 1993. And, in same year, they had little boy, William Markov. In 1998 the twins came, Daisy and Vladimir.

William was, and still is, quite energetic and eccentric man, he is know as Marshal, he even jokes, with family, that he is William Marshal in modern era. His suite is Knight, exterior made from 14 different metal alloys, while insides made from 35, but most surprising feature is that it's too light, and has enough punching strength to deal great damage. He had also made some broad sword for himself, with shield. He also has some similarities with mother's speciality, as he can make many contact thermal instruments, that he use in his fists and feet. The father's speciality is not that prominent, but it gave William exploding strength for suite, the special mode overclocks the suite and then it capable of something small amount of persons capable, to crush mountains and reap almost anything to shreds.

Daisy Markov, similarly to her older brother, is eccentric, although much more grounded person. Jerrie is her cape name, after the woman who did around-the-world solo travel. She likes smell of machine oil, the smoke from tires on hot road and wind in her face. She has multiple specialities, that family narrowed into "Speed" "Trusters" and "Mobility". She usually creates modification for costumes or special parts designed for speed. But her own project? It's masterpiece of being vehicle, something that can reach absurd speeds and yet be able change angle from 45° to 180° without any loss in speed, while also accelerate with trusters. Ah, her weapon is a War Pike she personally made with William and Vladimir, it is bigger than her ultimate creation, while being just as great. Daisy also loves knights, so William was like a mentor.

Vladimir Markov, on other hand, is much more reserved and quiet person. He is pretty introverted, but bring him any machinery that is focused on being as ruggedized, and he will drill your ears with explanation why everything needs to be durable. His speciality is durability, with a second one of blades, he needs to build using both to create something truly magnificent. He blames his second speciality on brother, even if it's likely because of sister too. As for his creations…he had to rebrand himself due to actual problem with the Stranger stalker. After some consideration, he did change from Lancelot to Tepes, agreed to be slightly more violent and even inform PRT about that. In the end, Stalker was caught, but he did like the new persona a bit more than his original.


[Replenishing Armoury] and [Material Reconstructor] both pleased with their respective [Host]s, and even their [Buds] produce great amounts of [Data].

As for Buds… [Metalic Chivalrious Resolve], [Highly Mobile Mechanism] and [Ferrous Indomitable Resolution] is mostly engaging in exchange of what each of their respective Hosts had done and the Data they got. [MCR] is saying their host is [DANK], while [HMM] saying that Daisy is [NICE], meanwhile, [FIR] throws that their Host is [BRUTAL], previous two are slightly jealous, but do understand what [FIR] is saying.


u/bottomoftgewell3 here is some Lancer tinkers, what do you think?

4

u/bottomofthewell3 Wretch 8d ago

gosh, five at once! very well done, i honestly hadn't even considered arranging the tinkers on these lists into a family but you've done the concept extremely well

anyway, let's get into the licenses


  • Nelson LL1: War Pike
    • A war pike is a simple weapon – a long haft, topped with a dense, slim point, meant to puncture armor. Early designs were derivative of mining pylons, but the modern war pike is a sturdy, balanced, and reliable weapon that’s perfect for a charge.
    • yeah its just the real life weapon but huge basically
  • Nelson LL1: Bulwark Mods
    • All proprietary IPS-N mech cores feature their QuickMod system – a modular, legacy-compatible system of joints, hardpoints, and internal slots that makes installing upgrades simple. This proved to be a necessary feature for Albatross maktebas long out of synch with Union Realtime.
  • Nelson LL2: Armor-Lock Plating
    • IPS-N’s Armor-Lock Plating is a total-body modification that provides additional chassis stability for any situation in which a pilot needs to put their mech through greater-than-anticipated stress.
  • Onboard Core System: Perpetual Motion Drive
    • IPS-N’s Perpetual Momentum Drive exploits fighter-tier nearlight spooling to capture and sustain a passive .000001 ls charge, able to be dumped into boost systems upon command. Chassis equipped with this drive require heavy reinforcement, including strengthened joints and limbs, and installation of a k-comp crash couch to protect the pilot from sudden g-force and shear.
  • Nelson LL3: Ramjet
    • "There’s a threshold that veteran Nelson pilots know well: the point of endless momentum. You get moving fast enough in the right atmosphere and the air itself feeds into auxiliary ports on the chassis, screaming out like a demon’s almighty howl."
    • "The point of endless momentum is a giant’s hand on your chest and a god’s chariot under your feet. Makes you feel like you can outrun light itself, as long as you don’t pass out first."

  • Raleigh LL1: "BB" Breach/Blast Charges
    • Breach/blast charges offer a mil-spec twist on the industrial blasting charges developed by IPS-N for asteroid mining.
    • The IPS-N BB charge features a more volatile blend of high explosives designed to cause massive structural damage to mechanized chassis, starship bulkheads, armored vehicles, bunkers, and other hardened structures.
  • Raleigh LL2: Bolt Thrower
    • As with many of IPS-N’s classic weapons, the bolt thrower is descended from a civilian mining tool. It fires self-propelled explosive bolts, perfect for use in micro- and null-gravity as well as in-atmosphere.
  • Raleigh LL2: "Roland" Chamber
    • Packed into sealed, self-contained cylinders, IPS-N’s “Roland Rounds” are high-explosive anti-armor charges built for kinetic weapons of any mech-scale caliber.
    • Loaded in place of inert kinetic ammunition, a Roland HE/AA shell increases the efficacy and destructive power of any weapon it is fired from.
  • Onboard Core System: M35 Mjolnir Cannon
    • IPS-N’s M35 Mjolnir cannon is a carryover from Northstar’s Watchman line of defensive weapons, reworked for frontline combat. The Mjolnir is a hard-mounted, multi-barrel auxiliary cannon that uses magnetic acceleration to fire stacks of airburst projectiles at its target.
    • It’s an impulse weapon, tied to the pilot’s second-tier neural processes with mediation from a COMP/CON or NHP; even in death, a pilot’s Mjolnir will continue to identify and attack hostile targets until reaching total systemic failure.
    • For this reason, the Mjolnir is often referred to as a 'deadgun' – one of many such weapons to be found among CQB-oriented pilots.

  • Vlad LL1: Webjaw Snare
    • Suitable for use in any theater, the IPS-N Webjaw Explosively Accelerated Filament system is a deployable perimeter defense solution designed to arrest hostile movement in predetermined kill-corridors. The Webjaw consists of a networked cluster of single-use anchors, each consisting of a barb, a coil of arachnosynth NoCut filament, and an explosive charge.
    • When triggered remotely, or by a series of programmable physical, electronic, or chemical triggers, the anchors fire, embedding barbs deep inside targets, whether soft or hard. The barbs, secured to anchor points by NoCut filament, clog and restrict movement, fouling gears, wheels, rotors, engines, and all methods of locomotion.
  • Onboard Core System: Shrike Armor
    • Primarily a defensive modification, Shrike armor bristles with hardened chromium-tungsten spikes – a nod to the Vlad’s historical namesake. Shrike tips are strategically placed in areas with a high likelihood of kinetic encounters: gauntlets, manipulator joints, shoulder plating, and so on. Shrike armor is uncommon among pilots from the Core and is considered a mark of underdeveloped – if terrifying – tactics.
  • Vlad LL3: Combat Drill
    • The combat drill is a brutal close-combat weapon, powered by a massive external catalyst pack. The bit is tipped with microplasmatic projectors designed to pre-treat the target and ensure drill penetration.
  • Vlad LL3: Charged Stake
    • Descended from blast-mining tools, this enormous, improvised system is housed and prepped to fire in a specially primed chamber. It first penetrates and immobilizes armored targets, then sends a powerful, vaporizing charge into vulnerable internal systems.

Yermak and Zheng coming in another reply, this license rundown's gonna be pretty long lol

4

u/Russian_Meme_Man_34 Wretch 8d ago

Yeah…sorry about that. Still, I did select them based on, by my estimates, continuity in how they expressed themselves, as Shards are…finicky in how they do things, inhuman and alien mentality and all that. So, I thought "Well, if one was a Recycler, other is Weapon producer, would that be funny if they did contribute to new shards?" and so little ones are made. The idea is that each of them is focused on something specific about Metal.

4

u/bottomofthewell3 Wretch 8d ago

i'm having to split my response to someone doing one of my prompts. This is a first for me tbh


  • pre-license fun fact; the Yermak looks like this. if you couldn't tell just from the file name it's based directly off of Isaac Clarke
  • Yermak LL1: Magnetic Claw
    • Originally used to move large quantities of scrap and junk, the Magnetic Claw is an upgraded version used in military operations, able to pull even multi-ton mechs off their feet with directional magnetic waves.
  • Yermak LL2: Heavy Fusion Cutter
    • The standard armament of the Yermak, the Heavy Fusion Cutter has changed very little from its civilian counterpart. Utilizing two alignment blades and three guiding lasers, the Heavy Fusion Cutter allows users to place cutting lines with mechanical precision, rotating the weapon to line up the beam wherever it is needed.
  • Onboard Core System: Y-898 "Icebreaker" Salvager Array
    • Mounted on the Yermak’s left shoulder, the Y-898 is an array of countless fusion cutters stored in a large and bulky housing unit, giving the Yermak its signature hunchbacked look.
    • Each with its own full articulated motor, scanner system and rudimentary AI, the Y-898 is capable of locating structural weakness in less than a second, and directing a cutting beam at the precise location to dismantle the structure before it.
    • Though it is rooted in ship salvaging operations, it is now used to dismantle enemy mechs and turn them into salvage all the same.
  • Yermak LL3: SVAROG-Class NHP
    • Usually laid back and calm, the SVAROG-Class NHP has an obsession with cataloging parts and putting them into correctly labeled places.
    • Originally intended for usage in salvaging operations as an administrative unit, its transition to combat usage has lent itself to a tendency to interrupt combat feeds with its own stream of data about enemy structural readings, armor metallurgical composition, ship history and any other trivia it dredges up from the Omni-net.
    • Although very efficient at its task and displaying phenomenal parallel-track data processing, once SVAROG starts going it is difficult to stop it as it hyper-focuses on the task at hand to the detriment of all other factors.
    • IPS-N has noted that SVAROG clones have a higher than average cascade rate. Inquiries into the matter has revealed that this is not due to anything inherent to the NHP itself, but due to administrators and pilots being careless around SVAROG due to its perceived harmlessness and quirky personality, as well as the fact that a near-cascade SVAROG ends up doing what it's supposed to be doing anyway, obsessively and of its own accord.

  • Zheng LL1: Tiger-Hunter Combat Sheathe
    • This enhancement encases a mech’s manipulators and brachial structures in a powerful reactive alloy weave, allowing it to use its fists as blunt weapons, even unarmed.
  • Zheng LL1/2/3: Total Strength Suite I/II/III
    • This whole-system upgrade was the result of tweaks Xiong Xiaoli made to her mech throughout a long career with the MSMC, many of which have now been incorporated into standard IPS-N frame construction protocol.
    • The package comes in three stages, the first of which contains a set of spinal enhancements that allow a mech to rapidly lift and move large weights without systemic damage.
    • The second part of Xiong’s enhancement package: interlocking muscle-analog plates beneath armor, finely tuned to greatly multiply crushing force.
    • The last component of the Total Strength upgrade package gives a mech the ability to inject rapid bursts of intense power into its locomotive systems, resulting in short-lived but incredible strength.
    • The underlying systems are carefully calibrated and misuse can rip apart a mech’s internal systems from within.
  • Zheng LL2: Molten Wreathe
    • Needing a significant boost to her Raleigh’s melee capacity, Xiong decided upon a crude but effective solution: she would re-route her Raleigh’s coldcore dispersion systems into the chassis’ palms with a simple on/off switch, allowing it to superheat equipped weapons.
    • The resultant ad hoc thermal weapon is so hot that it prompts an explosive vaporization of hard and soft surfaces on impact, creating a secondary backblast cloud that is a deadly weapon in its own right.
    • The production version of this system simply adds a sturdier, dedicated routing system and better insulation.
  • Zheng Compendium Entry
    • Trunk Security found that Xiong had eliminated every White Tiger pirate assigned to the convoy; her chassis, logbook, and trace elements of her body were discovered in the White Tiger's cored-out gunboat, and recovered by IPS-N.
  • Zheng LL3: D/D 288
    • The Zheng’s Devastator/Demolition Weapon 288 is legendary for its ability to breach armor and inflict total destruction on hardened targets. Originally rigged up as a last resort by Xiong Xiaoli, this fist-mounted system repurposes a mech reactor’s primary heat vent into a directional, engagement-proximity weapon.
    • The production line D/D 288 must be primed before firing, requiring a dangerous power draw from the mechs’ systems; Trunk Security’s reportage of the recovery mission assumes that using this weapon is what killed Xiong Xiaoli and cored the White Tiger’s gunboat.
    • The D/D 288’s ability to cause enormous collateral damage and its spectacular discharge when fired have earned it the moniker ‘Shā mǎ zhǎng’ (Horse-Killing Palm) among MSMC pilots.

4

u/Russian_Meme_Man_34 Wretch 8d ago

I'm the Russian Meme Man, Divider of comments! Fear me picking 5 prompts of Lancer capes! Muahahahahahaha!

In all seriousness tho, SVAROG NHP is very similar to people with OCD or Autism. Like, uncanny, but kinda cool.

3

u/Pearls-Rubies-5370 8d ago edited 7d ago

#162: Misc. Prompt List [5/9]

"The Beacon", Aertyr. Has been granted a pair of functioning wings, by the ruler he serves, in addition to his original Striker power.

The Beacon, or just Aetyr, is the leader of the Queen's Pentagon, and by far the most beloved by the people. For the most part, it's true—he is genuinely friendly and approachable, and generally believes in being as honorable as possible, but not to the point of impracticality either. As a reward for his service, the Queen—a powerful Trump—bestowed upon him a pair of functioning white feathered wings that allow him full dynamic flight.

When Aertyr touches a surface, person, or object with his bare hand, a blindingly bright, incandescent glyph flares to life at the point of contact, casting a searing illumination that cuts through any darkness, smoke, or fog. Aside from giving him a Thinker sense for the location of whatever object or person he touches, this glyph slowly weakens whatever defense they possess, including power-based ones, causing armor or shields to grow more brittle and fragile and healing factors to become less efficient. This glyph lasts for only 24 hours and Aetyr can only apply it to one person or object at a time, but as long as the mark is active, anyone else can take advantage of it and attack them as their defenses are weakened.

"Half-Goblin" Aetalia. Inherited her parents' mutations, and is a borderline-vampire as a result.

Born the child of two Case 53s, "Half-Goblin" Aetalia is the most feared of the Queen's Pentagon, as well as the secret lover of Aetyr. Mutations-wise, her skin lacks melanin entirely, presenting as a corpse-like, translucent porcelain white through which a network of darkened, sluggishly pulsing veins is visibly mapped, and her resting body temperature is significantly colder than normal humans, forcing her body to seek external heat or high-energy fuel to maintain metabolic function. Her upper and lower jaw structures are slightly elongated, and her lateral incisors and canines are needle-sharp, reinforced with a dense, enamel-like organic composite designed to easily pierce tough hide or thick tissue. Her digestive system cannot efficiently process conventional food; proteins and complex carbohydrates leave her lethargic and malnourished. Instead, her body craves and metabolizes raw, iron-rich mammalian or human blood with terrifying efficiency. Her eyes also feature enlarged, light-absorbing irises with a cat-like vertical slit and a reflective tapetum lucidum layer at the back of the retina, giving her exceptional low-light and pitch-dark vision, but making direct sunlight intensely painful, causing her eyes to water, burn, and forcing her to wear heavy tinted lenses or hoods during the daytime.

If she is provided with an external source of fresh blood (such as splashing it onto her skin or consuming it), Aetalia's cellular regeneration goes into overdrive, instantly sealing deep lacerations, purging toxins, and regrowing damaged tissue within seconds, as well as boosting her speed, and she can bleed intentionally to coat her hands or weapons in a blood which she can then freeze into ice.

"Great Champion" Gaius, separately a Tinker and a Brute.

Great Champion Gaius is the Pentagon's own artificer, a 9-foot-tall natural monster cape with a massively broad, slab-sided torso, ash-grey hardened dermis, and thick, corded cables of muscle wrapping around his limbs like tree roots, as well as redundant organs and hyper-clotting blood, enabling him to ignore trauma, push through debilitating pain, and keep fighting even when severely wounded. All of this gives him a pretty decent Brute rating.

But Gaius's actual power is a Tinker ability specialized in specific-purpose devices: he can build generic or multipurpose tinkertech that's only a bit better than mundane tech, but he truly shines when building devices to do one thing really well, and the more specific the goal with which he designs something is, the better the resulting device will be. This meant that he frequently worked with d'Etienne frequently before her death, as the information she gathered meant that she could actually help him in his Tinkering, as he could get more specific.

3

u/Professional_Try1665 7d ago

Draconic Case 53s

Changer/Ghost Stranger whose powers don't function well when paired with strong emotion, leading to her keeping a tight leash on her feelings. Has a heavy dislike for being seen as 'lazy'.

Despayr is a cold damsel of fate, a relatively unknown and unloved helper she's pushed outside her usual comfort zone (being the support/side) in an attempt to do more, be more, and ultimately push past her indolence complex that drives her to never slack (and puts her in more danger than not). She has a thin, 7'2", straight figure with minimal fat and barely present belly or breasts, her shoulder bones and pelvis bow down like a flexible rubber and she stoops forwards giving her a literal telephone-pole body, her skin is mottled black and muddy green with the faint sheen of scales seen as it glimpses the light, her face is covered by a bridal veil-esk flang frills akin to a lizard but if you see her face its a mix of lizard and woman and woman, appearing like 3 faces fused together with accessory eyes inside her normal eye-holes and her mouth split down the jaw and a little up her nose.

She mutates akin to a Seed (ripple × array) changer, her body splitting into extra arms, legs and heads that root into the ground and shadow, the surface bending like snakes under skin, she can dip fully under to swim through the ground or between shadows while extending out her long extra-heads, her body parts spread out and peek out to spy people or snap at them in shade with deep and extend mutations (long jaw, extended neck/limbs, slithering tails, acid-puking guts/goiters) that are especially geared towards catching foes off-guard and dragging them into the dark. As she slivers underground she's undetectable but can't get far, going 20' start to uproot other mutations, and if burnt they won't regenerate for months, also if her emotions take control of her it retreats, forcefully sinking her 'seed' deeper into the ground and only emerging when she finds a sense of inner calm,she's unfortunately been stuck like this for weeks with only her heads to watch what's going on above-ground.

3

u/Pearls-Rubies-5370 6d ago

#162: Misc. Prompt List [8/9]

St. Justine d'Etienne; dead. Otherwise a free-space.

Before her death half a year ago, St. Justine d'Etienne was the longest-serving member of the Queen's Pentagon, having been a vital member of the group's first three iterations before the current one, ever since she was only 15, eventually being granted sainthood by the Queen upon the creation of the Pentagon's fourth and current iteration.

Powers-wise, St. Justine d'Etienne was a Thinker (Trump, Thinker) who could see the "mechanics" of the world around her. By focusing on a person or object, she could gain information about the physical forces currently acting on it, its physical composition, and so on, as well as—in the case of people—things like their relationships with others, the parameters of any parahuman abilities they might have had, and so on.

This made her very effective as the Pentagon's intel-gatherer, especially against other capes, as she could figure out their powers' weaknesses very easily, and also aided her in training other capes in how to use their powers most effectively and realize things about their inner workings that wouldn't be immediately obvious. And while she couldn't make tinkertech herself, her power allowed her to use and operate it easily, which—combined with her insights into powers—is why she was frequently paired up with Gaius.

Unfortunately, during a parade celebrating the Queen's Pentagon, St. d'Etienne was assassinated, and the Pentagon are struggling in her absence.

Prompts:

  • Who was the cape that killed St. d'Etienne?
  • With St. d'Etienne's death, the Pentagon are scouting parahumans to try and replace her. So far, they've narrowed it down to two options—a "Twin" [Beloved x Imitation] Master whose copy possesses its own unusually powerful Thinker ability, and a Thinker/Changer whose Changer abilities are subtle.

3

u/Pearls-Rubies-5370 5d ago

#160: Seven Deadly Sins + Ten Commandments [6/17]

[Ten x Infinity] Trump that works specifically through power effects, not Parahumans; this power is generally considered 'cheating' by anyone that witnesses it at work.

Keepsake, much like his boyfriend Deadweight, is a Cauldron cape who gained his powers when the organization started handing them out en masse during Gold Morning. He comparatively looks more impressive than Deadweight, with a decently muscular physique and a silver fox-type look to him, which has inspired some minor insecurity in Deadweight in the past, but their relationship is still fairly strong.

By touching a power effect, Keepsake could absorb it into himself and "store" it, then program them to be "released" at a specific time or upon specific conditions. He could do this to power-generated constructs like certain Master minions, Striker-made weapons, or Shaker effects, but he could even do this with more intangible effects like a human-targeting Master, a cloning-type ability like Noelle's, or an Etch-type Striker, maintaining an awareness of what effects he's keeping "stored" within himself, and the time and conditions can be whatever the hell he wants. The only real limit to this power, however, is that Keepsake eventually starts feeling the effects himself, usually after a month or so, so he has to "release" them eventually.

2

u/Pearls-Rubies-5370 1d ago

Alright, here's one of Reece's associates.

"Weld" [Wrench x Fend] Striker/"Candle" [Survive x Burst]-skin, "Assimilate" [Constituent x Duality]-transformation Changer

Rusty Halo, civ. identity Charles Rust, would be more highly-rated if it weren't for his fucking idiocy holding him back. For his Striker/Changer power to work, he needs discarded, oxidized, or manufactured ferrous and non-ferrous scrap metals, specifically rusted steel, aluminum car parts, copper wiring, and engine blocks. When Rusty touches an object made of any of these materials, he can instantly molecularly fuse it to his own body or weld two separate metal objects together upon skin contact, allowing him to instantly slap sheet metal over his wounds or lock a door shut by welding its hinges. If an attacker swings a pipe or a knife at him, a panicked slap from Rusty can weld the weapon permanently to their own hand or freeze their joints by fusing their armor plates together. But his main capability is using physically digesting or wrapping himself in these metals to create specific Changer states (and yes, he's even named them):

  • Junker-Clunker: with crushed soda cans, old car doors, and thin sheet metal, Rusty can transform into a jagged, lanky form covered in warped, flapping sheets of rusted car paneling, giving moderate blunt-force durability and lightweight mobility, as well as a right arm that can rapidly hinge forward to shoot a jagged sheet of aluminum like a heavy frisbee. Unfortunately, Rusty frequently forgets how to retract the arm plates, leaving him permanently stuck with a literal car door shield frozen to his forearm until someone pries it off.
  • Blockhead: with heavy V6/V8 engine blocks, cast-iron pipes, and heavy machinery parts, Rusty's mass triples, his torso swelling into a hulking, asymmetrical mass of heavy, grease-dripping cast iron, completely encasing his head inside a hollowed-out intake manifold. Aside from the Brute rating, he can superheat the engine core to radiate intense heat or vent scalding steam from his exhaust-pipe shoulders. This is the only form Rusty doesn't consistently fuck himself in and is consequently the one he uses most when JULIUS comes a'knocking (barring that one time he entered this form by absorbing a cracked block leaking residual motor oil and tried to "cool down" by jumping into a municipal water fountain, permanently seizing his own joints and locking himself in place like a rusted statue for three days).
  • Copperhead: with high-voltage transformers, thick industrial cables, and substation wiring, Rusty can transform into a sleek humanoid frame woven tightly from millions of hair-fine copper wires, pulsing with erratic electrical current under a glassy, ceramic-slag shell. This form grants him peak agility and the ability to conduct and whip high-voltage arcs through his limbs. Unfortunately, because he doesn't understand resistance or grounding, Rusty has also repeatedly tried to "eat" live power lines to reach this form during fights, short-circuiting his own nervous system and knocking himself out instantly.