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with at least an idea what to do next you pull on your power - 3 slots appear in your mind pushing on 1st slot you seem to calm down people but they seem a little confused you retreat towards a door with personel only written on it, as you look backwards you notice a security guard slowly walking towards you you start running after getting inside that room you push on the second slot your power gave you as you look around you notice a vault door you could steal stuff from the vault before undersiders have chance to. dropping your current power you focus on the door after pulling your next power you feel a charge inside your hands you touch the vault lock and feel that charge filling it after pulling your hand away, lock starts spinning by it self first right then left right again it takes around a minute when it stops vault door opens inside you find neatly stacked bills of money, a very big filing cabinet and an elevator door in the wall furthest from the entrance you take off your backpack
choices go from taking least amount of time to most amount of time. descriptions of dropped powers in comments 2nd vote in reblogs
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with at least an idea what to do next you pull on your power - 3 slots appear in your mind pushing on 1st slot you seem to calm down people but they seem a little confused you retreat towards a door with personel only written on it, as you look backwards you notice a security guard slowly walking towards you you start running after getting inside that room you push on the second slot your power gave you as you look around you notice a vault door you could steal stuff from the vault before undersiders have chance to. dropping your current power you focus on the door after pulling your next power you feel a charge inside your hands you touch the vault lock and feel that charge filling it after pulling your hand away, lock starts spinning by it self first right then left right again it takes around a minute when it stops vault door opens inside you find neatly stacked bills of money, a very big filing cabinet and an elevator door in the wall furthest from the entrance you take off your backpack
choices go from taking least amount of time to most amount of time. descriptions of dropped powers in comments 2nd vote in reblogs
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power that won this poll
(Trump) Just the Thing
Cost: 9 SP
When you activate this power, you get a power designed to solve a problem of your choice. The power is only of the same strength as a 5 SP or less power, but it's specifically designed to help with the problem you present to it. The power stays for up to one day and you cannot use (Trump) Just the Thing again until the old power is gone. You can drop a power at any time.
Mechanics this power wont provide any: tinker powers , permanent growth powers effects from slot based powers fade after switching powers powers leaving an effect like grue's or vista's fade after normal duration or 24 hours which ever is shorter every time this power is used to create a power I roll a d3 1 means power is wide works on other problems then chosen 2 power can work on other problems but its meh at it 3 power is hyper focused on the chosen problem example your problem is that you are swarmed by bugs of skitter 1 would give you power to create directional waves of stickiness. this power would be also useful for crowd control to slow people down 2 would give power to generate aura of hunger burning 1 calorie per second. this power would instantly kill bugs around you but would not be that useful in a fight 3 would give power to drain amount equal 1% of your base strengh from any living thing you touch and all other living things connected to it by any sort of power with limitation of only one focus at once this power would instantly put to sleep all bugs in skitters range and give you super strengh knowledge about powers gained mc will have basic info about the power - range, posable targets, how lethal it is, how long effect stays I will post full description when power is dropped
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if AU Earth Bet wins I'm also picking
Off-Kilter
Gain: 5 SP
Gain: 5 CP
Things are a bit different than you remember them. Maybe the names are misspelled, or everyone's wearing the wrong costume or a bunch of other subtle but weird things. If you didn't exist things would play out about the same story-wise, but it'll probably throw you for a loop if you still remember how things were supposed to go.
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you appear in the air and immediately fall on your face as you get back on your feet you notice that everyone in the bank is looking at you someone screams cape people seem to panic
other vote in reblogs
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you appear in the air and immediately fall on your face as you get back on your feet you notice that everyone in the bank is looking at you someone screams cape people seem to panic
other vote in reblogs
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this poll was won by option: you. so mc of this quest will be a gestalt of minds since in this poll won option: drop in. at the start of the quest mc will be having their body flow between states switching: features , skin color , sex
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Character-Insert
Cost: 10 CP
You replace one of the people that already existed on Earth Bet. This includes any of the Original Companions, provided you pick the option with the appropriate strength level, even if they may not appear in the story normally. You keep their power if they are already triggered, in addition to any powers you choose here. You shall have all their memories and skills, you'll be able to act just like they did. You can decide how far you merge, if it's just your mind in their body with their memories and skills, or if your personalities merge completely. If you want you can decide how this works if you want to figure out a way to make this not stealing someone's body, mind, and soul from them. If you Self-Insert into someone who has yet to Trigger, if you Trigger or Second-Trigger you will gain their powers.
Reincarnation
Thankfully, whatever method was used to make the portal, it allows you to be reincarnated as someone who fits your criteria. You shall have all their memories and skills, you'll be able to act just like they did. You can decide how far you merge, if it's just your mind in their body with their memories and skills, or if your personalities merge completely. If you want you can decide how this works if you want to figure out a way to make this not stealing someone's body, mind, and soul from them.
Drop-In
Gain: 5 SP
Gain: 5 CP
Your body is remade for you, just as it was. You will have no identity on Earth Bet. sorry for that
redoing this poll because there was a 3 way draw
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redoing this poll because there was a 3 way draw
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(Master) Monster Maker
Cost: 15 SP
You can fabricate and augment monsters via charges. Utilizing one charge allows you to design a creature with assorted characteristics and capacities, with a most of 10 charges required for the most capable and intricate creations, which can even rival the strongest parahumans. You will receive one charge per day and can store a maximum of 20 charges. Instead of constructing a fresh creature, one can also employ a charge to upgrade an existing one, with diminishing returns. (Master) Golem
Cost: 13 SP
You can animate statues of creatures, humans, or animals. Their abilities are based on the creature the statue was based on. No matter what their durability is that of the material they're formed from. A wooden statue of a Phoenix will still be weak to fire due to the material it's made of. Strength also increases with the size of the statue and how detailed it looks. A metal statue of a dragon the size of Lady Liberty could go toe to toe with any of the Endbringers. (Master) Love at First Sight
Cost: 8 SP
You can make one person at a time fall deeply in love with you. They can realize they're being Mastered, and their reaction to this depends on their personality, the situation, and their past interactions with you. (Trump) Power Seed
Cost: 15 SP
You may give someone a random 1 SP power with a theme of your choice that will grow with them at a rate of 1 SP/week. It will grow based on their actions and experiences, and will try to suit their needs similar to Dynamist Jr. When a seed hits 15 SP, it is no longer budding and it is now mature. When a seed matures, then it will stop growing at an enhanced rate, but it will continue to grow and adapt forever as if it were shardless. You may plant these seeds on an unlimited amount of people, but a single person can only have one budding seed at a time. At any point you may chose to take the power back, though it will lose it's enhanced growth rate as if is mature. You may have any number of these powers active at 50% power, but only one at 100%. (Trump) Wheel of Fortune
Cost: 15 SP
You have three slots that every 24 hours will roll new powers; they can range from being very weak to decently strong, and every six days you gain 15 charges. For the cost of one charge, you can use it to re-roll a single power, and you can use two charges to determine either how powerful the power will be or what type of power it will be, or you can use three charges to determine both how powerful it will be and what type of power it will be, though that can only be done once per power slot every six days. (Trump) Counter Attack Specialist
Cost: 13 SP
When you activate this power, you are able to choose a single Parahuman near you and receive a power tailored to neutralize the target's power. The power created has a maximum strength of 10sp. The power stays for up to 24 hour and you can instantly switch target to change your power. You can also drop a power at any time. (Trump/Striker) Supportive Copier
Cost: 11 SP
By touching a Parahuman you can grant them a 25% temporary boost to the strength of their power.
This boost will last a week during which you will also have a lesser version of their power at your disposal to use, at a quarter of the original's baseline capabilities. You can only have three copied powers at a time, though you can dismiss copies early to free up capacity.
Finally, touching someone else will allow you to give them a copy of one of your current copied powers as well, this copy will also last a week starting at the moment it was shared. You can’t give someone a copy of their own power or multiple copies of the same power. Giving people copies of your copied powers has no affect on your versions of those powers.
If you dismiss one of your current copied powers you can choose whether or not that also removes the power boost from the Parahuman you copied from, and any copies of that power you might’ve shared with other (Trump) Daimon
Cost: 10 SP
You can draw from the powers of Parahumans around you. This happens because within a 30-meter radius, you slowly draw [Energy] and copy [Data] from their Shards. Now, Shards are rather stingy with these so the higher yours is ranked the more and quicker you gain.
Through this ability, you can summon powers from these Shards, the strength, quality, and duration of which are all based on those you've drawn from. In the instant you choose to use your stored [Energy] and [Data], your power simulates a Trigger giving you a power for however long you have stored [Energy]. Stronger powers use up [Energy] quickly while weaker powers can last quite some time.
This manifestation, nevertheless, is not without limits; you can only keep up to three powers at a time. Even though discarding a power can allow you to save up [Energy] and [Data], the next time you draw from that stored [Energy] you'll manifest a new power altogether.
(If you have a Normal Shard, Shards will only send largely junk [Data] at a rate that would take 1 hour to retrieve the equivalent of 1 SP and enough [Energy] for 1 minute of a weak power. If you have a Vital Shard, Shards will only send partial junk [Data] at a rate that would take 20 minutes to retrieve the equivalent of 1 SP and enough [Energy] for 3 minutes of a weak power. If you have a Noble Shard, then Shards will never send junk [Data] at a rate that would take 5 minutes to retrieve the equivalent of 1 SP and enough [Energy] for 5 minutes of a weak power.) (Trump) Sleep Empowered
Cost: 10 SP
You get powers at a rate of 1 SP an hour as long as you’re asleep. These powers are reset every time you go back to sleep restarting the cycle from the beginning. You think of a general concept/desire for a power before you sleep and get something that at least somewhat fits that when you wake. The strength limit on powers you can get is equivalent to a maximum of 10 sp per power. You can create multiple powers at once though that divides the SP generation between them with powers you desired most being prioritized. You can not create more than 10 powers during a sleep cycle. You can fall asleep on demand and don’t wake up before you want unless you are in active danger. You cannot make Trump powers that permanently empower yourself with other powers or alter Sleep Empowered’s rules. (Trump/Thinker) Tuning Field
Cost: 9 SP
You have a 100-meter field around you in which you can sense a variety of particle movements, wavelengths, and chemical reactions. Your power automatically filters out the useless information and focuses primarily on enemy movements and parahuman-generated effects. The closer an effect is to you, the greater detail you can perceive it in.
If you perceive an effect for enough time, you can begin to reverse engineer its composition. You have a secondary Thinker power which allows you to understand how to find flaws inside these compositions, and you can alter a secondary field around your body to the exact makeup to counter any effects.
This means that the longer an effect is used on/near you, the less effective it is against you until you become immune to it completely. More complex abilities take longer to adapt to, up to several hours for the most complex. Absolute abilities, such as Sting, cannot be adapted to.
These effects don't have to be parahuman in nature. For example, you could tune in to be immune to a normal flamethrower.
Your resistance works on the core mechanics of the powers themselves, so if you encounter a power that works on similar principles to one you are already immune to, you will likely have resistance to the ability.
Furthermore, your understanding of the inner workings of parahuman abilities makes you an expert on their exact usage and function. You can find new and creative applications of almost any power you encounter, as well as identify niche weaknesses that the user wouldn't ever normally encounter. For example, you might find out the true use of Parian's power within a couple of minutes of being around her while she uses the ability.
If you have any other powers/abilities, you can alter them to work more effectively against specific parahuman effects that you have tuned to without reducing their power. (Trump) Just the Thing
Cost: 9 SP
When you activate this power, you get a power designed to solve a problem of your choice. The power is only of the same strength as a 5 SP or less power, but it's specifically designed to help with the problem you present to it. The power stays for up to one day and you cannot use (Trump) Just the Thing again until the old power is gone. You can drop a power at any time. (Trump) Inversion
Cost: 8 SP
You can invert the effects of any power you see and lasts until it leaves your vision. This does not work based on perception, so inverting the effects of a punch will not heal you, instead turning it from a blunt attack into a slashing or piercing attack. Powers that work specifically by damaging parts of your body via unknown means will instead heal you. All or Nothing powers will instead be nullified and not do anything.
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