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Mover is one of the twelve power classifications created by the PRT still in modern day use.[1] Movers have powers related to mobility.[2]

MethodologyEdit

Movers have the ability to transport themselves or others to other locations, using a variety of different methods to accomplish to this.[2] They can be divided into twelve different groups:

Name Focus Trigger event
Takeoff, Transit and Terminus Movers
Produce effects on departure, arrival or while moving. Their trigger events involve the belief they are unable to endure further emotional, mental or physical harm, but they trigger well in advance or after the harm, often while a person or focus responsible is present.[3]
Takeoff Mover Produces an effect on departure.[4] Involves closer, known relations to the source, frequently involving family, blood, long term relationships.[4]
Transit Mover Produces an effect while traveling.[5] Involves entangled, complicated, personal or contextual relationships to the source.[5]
Terminus Mover Produces an effect on arrival.[6] Involves combative, known relations to the source.[6]
Slip and Hurdle Movers
Often have their body changed and altered to perform their ability, having faint Brute, Breaker, Stranger, or Changer component. Their trigger events involve an accumulation of small abuses and hassles.[7]
Slip Mover Maximizes maneuverability and avoidance but don’t cover a great deal of ground.[8] Tries to escape from small attacks, but with harm impossible to ignore, often from multiple sources.[8]
Hurdle Mover Capable of enhanced running, jumping or climbing or some combination.[9] Tries to escape harassment, with a sustained campaign of being tracked, never having a moment to breathe.[9]
Movers with an emphasis on one type of movement. Their trigger events place a large amount of focus on the emotions of the Mover and the abstract nature of the problem they are trying to escape.[10]
Rocket Mover Rushes towards their destination, but often with little maneuverability.[11] Has a big, monumental problem approaching, often as a consequence of being reckless or foolhardy.[11]
Run Mover Travels along the ground, emphasizing speed.[12] Experiences being stuck on rails or in a rut, neglecting the dream in favor reality, being too grounded.[12]
Fly Mover Uses either physical means or some sort of mechanism to become airborne. Often also have Brute or Breaker powers.[13] Has reality hitting home after failure to reach their dreams or goals, or realizing their mortality, then desire to escape.[13]
Blink Mover Capable of teleportation, moving between points without crossing intervening space.[14] Desires to escape from being stuck in a box or in a trap, either literal or metaphorical.[14]
Ride Mover Uses something as a vehicle to travel. Overlap with Shakers.[15] Wants to escape something with a greater environmental or contextual impact, triggering as a result.[15]
Setup Movers
Rely on something else to make the movement possible, requiring some kind of setup. Their trigger events tie into puzzling something out.[16]
Gate Mover Creates something that grants movement, often an emplacement, gateway, launchpad or similar.[17] Tries to escape a problem that is often institutional, abstract, and longer-term, though not crossing over into Tinker.[17]
Conveyance Mover Requires a great deal of setup but act on a greater scale, often moving others or setting up for later actions.[18] Tries to escape unique cases, typically newsworthy on the national or international scale.[18]

Trigger eventsEdit

Trigger events produce Movers if they involve a drive to escape, flee, or run.[2] The exact circumstances, the nature of what they are trying to escape, and relationship to the threat have a lot of influence on the type of Mover that arises from a trigger event (see also the table above).[18][10][3]

Common combinations with other ratingsEdit

Mover is a common secondary rating, often in the form of flight: It's in fact so common that flying Brutes and flying Blasters have unique names to distinguish them: Alexandria-packages[19] and flying artillery[20] respectively.

Takeoff, Transit and Terminus Movers have offensive potential through a Blaster or Shaker effect attached to their Mover power[3], while Slip and Hurdle Movers access their Mover powers through other enhancements.[7]

Tinkers, of course, express their Mover potential through their ability to create vehicles,[21] or devices that replicate Mover effects,[22] such as jet-packs or hoverboards.[23]

PRT countermeasuresEdit

The PRT’s general response when dealing with Movers is to limit movements where possible, while anticipating an attack from any direction. When declared in the field, if possible, the classification should be appended with a type. For example: Mover: Teleporter![21]

Threat level Additional measures
2+
  • The team is notified of a Mover classification.[21]
  • Where possible, the fight should be moved to a contained area where free-ranging movement is less effective, targeting objectives or other threats to draw attention and focus.[21]
  • The area should locked down.[21]
5+
  • Containment is assumed to be impossible.[21]
  • Clearance is granted for truck-mounted nonlethal measures (net launchers, foam sprayers) that might otherwise inconvenience locals.[21]
9+
  • Higher office and PRT offices in nearby or neighboring cities should be notified of a possible threat or retaliation in case of confrontation.[21]

Known MoversEdit

Note: This list describes the Mover classifications and Mover aspects of different parahumans. For a full overview of their abilities, please check their individual pages.

[Edit]
Name Known ratings Power description
Acidbath Breaker[24]/Changer (Blaster, Striker, Mover)[25] Can turn into, sling blasts of, and move as a tidal wave of acid.[25]
Alexandria Brute, Mover, Thinker[26] Capable of flight.[19]
Auroch Brute 2, Shaker 3, Striker 2, Mover 2[27] Generates an effect around her that controls inertia.[28]
Bambina Mover/Shaker 6[29][30] Can bounce off of walls and other objects, creating explosions with her impacts.[31]
Black Kaze Mover/Striker[32] Teleports, while momentarily existing in all spaces between departure and arrival, allowing strikes at intervening foes.[32]
Chariot Tinker/Mover[33] Specializes in all forms of mobility.[22]
Damsel of Distress Mover, Shaker[34] Creates poorly controlled storms of unevenly altered gravity, time and space, with high recoil that flings her back.[35]
Glory Girl Shaker,[36] Mover[37] Capable of flight.[38]
Grumman Breaker,[39] Mover 6, Brute 8 or Mover -1, Blaster 9[40] Toggles between two different states, one granting exceedingly maneuverable flight abilities, the other turning him into an immobile artillery platform.[40]
Hydrofoil Brute/Mover[41] Travels by means of a personal tidal wave.[41]
Lady Photon Shaker,[42] Mover[37] Capable of flight.[43]
Laserdream Shaker,[42] Mover[37] Capable of flight, stronger than Lady Photon’s.[44]
Leonid Mover, Thinker, Stranger[45] Can teleport by phasing into sound.[46]
Myrddin Mover[47] Capable of flight.[48]
Purity Breaker,[49] Blaster 8, Mover 4[50] Has the ability to create kinetically charged light to move through the air at high speeds.[20]
Rail Mover/Blaster 2[51] Can touch objects to move them a set distance of forty-three feet along any horizontal plane.[52]
Shadow Stalker Breaker 3 (Stranger 2, Mover 1)[53] Can become semi-gaseous and transparent, allowing her to pass through solid surfaces.[54]
Shielder Shaker,[42] Mover[37] Capable of flight, slower than Lady Photon’s.[55]
Skidmark Shaker 2,[42][56] Mover[57]
Mover type: Gate[57]
Capable of creating an effect that coats an area and pushes things in one direction.[58]
Snaptrap Shaker 7, Mover 1[59] Can create gravity traps with optional cutting edges and crushing offensive applications.[59]
Sploosh Shaker 6/Blaster 4/Brute 6/Mover 5/Stranger 2[60] Takes the form of a living being of condensation, drawing all available, airborne or liquid moisture to him and reshaping himself as he wills.[60]
Squealer Tinker 2/Mover 3,[56] Thinker[61] Specializes in large scale vehicles.[62]
Trapper See: Snaptrap.[63]
Vellum Breaker 4/Striker 4/Brute 2/Mover 1[64] Able to absorb skin from touched subjects. Gains permanent increase to strength and durability as a result.[64]
Virago Mover 5, Shaker 4, Brute 1[65] Has short distance teleportation of roughly thirty feet.[65]

References Edit

  1. “I do,” Weld nodded. He’d memorized it as a rhyme, as suggested by his old boss. Maybe that had been the intention from the start:

    Mover, Shaker,
    Brute and Breaker.

    Master, Tinker,
    Blaster and Thinker,

    Striker, Changer,
    Trump and Stranger.
    - Excerpt from Sentinel 9.1
  2. 2.0 2.1 2.2 Mover - the power moves the cape. Flight, speed, teleportation, etc.
    Mover triggers are provoked by a drive to escape, flee, run. - WD Rulebook: Character Creation - Trigger Capes: Classifications
  3. 3.0 3.1 3.2 Takeoff, Transit & Terminus movers trigger as a consequence of the idea, ‘I can’t endure this happening again, I have to get away’. It can be physical harm, abuse, or something more abstract, with the results falling on a spectrum as a consequence (more damage if physical harm, more side effect if emotional/mental harm). As opposed to strikers and blasters, where the harm is imminent, or brutes, where the harm is actively happening, the mover triggers well in advance or well after, outside of the heat of the moment, and often when there is a person or focus responsible. They utilize elements, as a general rule. A glacial takeoff mover, for example, might leave an expanding circle of growing ice clusters in their wake, as they leave the situation. - MOVERS, document by Wildbow.
  4. 4.0 4.1 Takeoff movers produce an effect on departure. They trigger from closer/known relationships to the source of the ‘I can’t take anymore of this’ harm. Family, blood, long term relationships and relationships extending to childhood, frequently. - MOVERS, document by Wildbow.
  5. 5.0 5.1 Transit movers produce an effect while traveling. They trigger from entangled, complicated, personal or contextual relationships to the source of the ‘I can’t take anymore of this’ harm. - MOVERS, document by Wildbow.
  6. 6.0 6.1 Terminus movers produce an effect on arrival. They trigger from combative, known relationships toward the ‘I can’t take anymore of this’ harm they’re trying to escape. - MOVERS, document by Wildbow.
  7. 7.0 7.1 Slip and hurdle movers come about as a result of accumulated small abuses and hassles. There is often a faint brute, breaker, stranger, or changer component feeding into things, as the body is changed and altered to perform the ability. The lines are necessarily blurry; an individual might have endured weeks of always having bruises (brute), while dealing with the change in mindset as they start to act & be perceived like the perpetual victim (changer). - MOVERS, document by Wildbow.
  8. 8.0 8.1 Slip movers maximize maneuverability and avoidance but don’t cover a great deal of ground. The situation they are trying to escape is one of being metaphorically pecked to death, often from multiple sources. The harm is small but impossible to ignore, and rather than culminate in a peak event, it accumulates to reach a breaking point. - MOVERS, document by Wildbow.
  9. 9.0 9.1 Hurdle movers run, leap, climb and/or bound. The situation they are trying to escape is one of harassment - reality pushing well past normal in a sustained campaign of being tracked, dogged, never having a moment to breathe. - MOVERS, document by Wildbow.
  10. 10.0 10.1 The movers with an emphasis on one movement type generate this type by the nature of the problem they are trying to escape. The emotion of the mover is a key thing here, as is the abstract nature of what they’re trying to escape. - MOVERS, document by Wildbow.
  11. 11.0 11.1 Rocket movers rush toward their destination, but often with little maneuverability. They trigger as a consequence of a ‘caught in a tunnel with a train imminent’ kind of focus, with a big, monumental problem approaching, oftentimes as a consequence of being reckless or foolhardy (with the resulting power’s inability to effectively avoid unexpected problems or interruptions mirroring the trigger event & actions that led to it). They woke the dragon or failed to look far enough ahead. - MOVERS, document by Wildbow.
  12. 12.0 12.1 Run movers emphasize speed, traveling along the ground. Speedsters and sliders fall into this realm. They trigger as a consequence of being too grounded. As opposed to fly movers, they trigger because they’re stuck on rails or in a rut, they neglected the dream in favor of reality. - MOVERS, document by Wildbow.
  13. 13.0 13.1 Fly movers are airborne. This can be physical (wings) or by some other mechanism. They trigger as a consequence of reality hitting home, their heads were in the clouds, they had hopes or dreams or a goal they pursued, and when it all came crashing down or when they realized they were mortal, they groped for the dream, escaping this newfound and negative reality, and the power offers to lift them up again. Rather common, especially with brute secondaries and breaker secondaries. - MOVERS, document by Wildbow.
  14. 15.0 15.1 Ride movers overlap with shakers and use something as a vehicle for travel. They trigger as a result of the greater environmental or contextual impact on what they’re wanting to escape. - MOVERS, document by Wildbow.
  15. Setup movers require something to make the movement possible. This involves setup, and in terms of the trigger, ties into something which requires some puzzling out. - MOVERS, document by Wildbow.
  16. 17.0 17.1 Gate movers create something that grants movement. This is typically an emplacement, gateway, launchpad or the like. The problem they’re trying to escape is often institutional, abstract, and longer-term, though not crossing over into the tinker realm. - MOVERS, document by Wildbow.
  17. 18.0 18.1 18.2 Conveyance movers have a great deal of setup but move on a grander scale. Many transport others or pave the way for future mover actions. In this case, the mover action is more tactical and larger-scale, with an emphasis on careful placement at the right time and place, versus actual use of the power during the encounter. This one is hard to pin down and relatively rare: the situations they’re trying to escape are unique cases, typically newsworthy on the national or international scale. - MOVERS, document by Wildbow.
  18. 19.0 19.1 Alexandria – Second in command of the Protectorate. Flies and has enhanced strength, a virtually invincible body, eidetic memory, and senses emotions. The triad of flight, strength and invincibility recurs often enough, in enough variations, that it’s often referred to as ‘the Alexandria package’. Runs the team based in Los Angeles. Member of the now-disbanded Triumvirate. - Cast (In Depth)
  19. 20.0 20.1 Purity, Kayden Anders – Leader of the Pure, was Kaiser’s enforcer and right hand man. She is also Kaiser’s ex-wife, single mother to Aster, the child she had with Kaiser, and is in the process of adopting Theo, Kaiser’s son by another woman. Purity falls into the category of ‘flying artillery’, with the ability to create kinetically charged light to move through the air at high speeds while generating light blasts that can level buildings. Formed and took command of the Pure. A mousy woman in her civilian persona, Purity wears a white bodysuit that glows softly with light when her powers are in effect, and has hair and eyes that glow to a blinding degree, giving her a great deal of presence. - Cast (In Depth)
  20. 21.0 21.1 21.2 21.3 21.4 21.5 21.6 21.7 Has the ability to transport themselves and/or others to other locations, by means of enhanced speed, teleportation, flight, vehicles or the like.
    General response is to limit movements where possible, anticipate attack from any direction. When declared in the field, if possible, append classification with type. Mover: Teleporter!
    Threat level 2+: Communicate mover nature. Where possible, move fight to a contained area where free-ranging movement is less effective, targeting objectives or other threats to draw attention and focus. Lock down area.
    Threat level 5+: Assume containment is impossible. Clearance granted for truck-mounted nonlethal measures (net launchers, foam sprayers) that might otherwise inconvenience locals.
    Threat level 9+: Higher office and PRT offices in nearby or neighboring cities should be notified of possible threat or retaliation in case of confrontation. - PRT Master Reference - Classifications - Mover
  21. 22.0 22.1 Chariot (Missing) – Rookie member of the Wards, a tinker specializing in all types of mobility, from suits that move at super speed to devices that grant flight and teleportation. An undercover agent working for Coil, Chariot’s role was known by the Wards, and he remained on the team only so they can feed him incorrect information. Disappeared after the attack on the town hall. His costume was a power suit focused more on mobility than durability and hitting hard, complete with single-wheels at the toe and jets that allowed him to move at blinding speeds. - Cast (In Depth)
  22. Alternately, starts with a utility item offering some mobility (ie. jetpack, hoverboard, insect arm wall-climbing backpack) or a half-built vehicle. These items are available on the tinker’s list (expanding or adding to available capabilities) and are fractionally better. - TINKERS, document by Wildbow.
  23. Black Kaze alternated attacks with Acidbath, very proper, measured in her movements, compared to Acidbath’s flailing, reckless, hurried scramble to keep out of Scion’s line of sight. Acidbath moved with surprising quickness, faster than a typical car might. A peculiarity of his breaker power. - Excerpt from Speck 30.2
  24. 25.0 25.1 Acidbath Could turn into, sling blasts of, & move as tidal wave of acid Independent Breaker/Changer (Blaster, Striker & Mover Sub powers) - parahumanList, bolded edit by Wildbow.
  25. Alexandria had originally named herself after the Library of Alexandria, though she’d ceased mentioning that, choosing to leave enemies in the dark instead. As strong as she was on a physical level, her mind was equally formidable. She never forgot a detail, absorbed information quickly, reading two pages of a book with a glance, and she learned quickly, retaining everything she picked up. She knew most commonly spoken languages, no less than ten styles of martial arts and she could match some of the best non-tinkers in the world hen it came to computers. Not only was she rated well in the brute classification, but she held high scores in the mover and thinker categories. - Excerpt from 14.5 (Bonus Interlude)
  26. ◈ AUROCH; Charley nCothra
    Classification: Brute 2, Shaker 3, Striker 2, Mover 2.
    Inertial alteration effect in an area, somewhat selective, inverse effect for self. Disrupts energy. - PRT Quest (Anchorage)
  27. Auroch generates an effect around her that either dampens inertia, protecting and slowing things in the area, or accelerating them to prompt faster, less controlled movement. Can affect herself independently of the general effect, with some benefits of a dampening effect alongside the benefits of acceleration, justifying her Brute, Striker and Mover classifications. Machinery tends to fail or work intermittently within the field. - PRT Quest (Anchorage)
  28. “Focus,” Prefab said. “We know who these three are. We’ve got a Mover-shaker six, a blaster-shaker four, and a master-stranger three.” - Excerpt from Drone 23.2
  29. If the Prince was the master-stranger hybrid, and Bambina the mover-shaker, then that left the blaster power to Starlet. - Excerpt from Drone 23.2
  30. The shooter wasn’t in my reach. Bambina was horrifically mobile, bouncing off of walls and the street, creating explosions with most of the impacts. Her teammates were along for the ride, apparently unscathed by her power. Going on the offensive would be hard, even if I was using my full complement of bugs. - Excerpt from Drone 23.2
  31. 32.0 32.1 Black Kaze Teleported, with momentary existence in all spaces between departure and arrival, allowing katana strikes at intervening foes Independent Mover/Striker - parahumanList, bolded edit by Wildbow.
  32. “Right. This potential recruit is tentatively marked down as a Tinker/Mover. It isn’t unusual for powers to emerge in the wake of an event as serious as this. For this reason, we keep careful track of things to see if we cannot detect any new parahumans. This young man has been observed in the south end, moving at over a hundred miles an hour with the assistance of a mechanical suit. His inclusion on a local team would help fill gaps left by the death of Velocity, a local Protectorate member, and Armsmaster’s retirement.” - Excerpt from Sentinel 9.1
  33. “Three. Nothing notable. Edict and Licit, a low-rated master and a low-rated shaker. We also have one villainess who occasionally tries to make it in one of the big cities and then retreats back home when she can’t cut it. Calls herself Damsel of Distress.”

    He reconnected his spear as they passed through the door. “I know her. Mover and shaker. Storms of unevenly altered gravity, time and space. Edict and Licit keep her in check?” - Excerpt from Interlude 16 (Donation Bonus #2)
  34. Damsel of Distress High recoil 'shotgun' bursts of warped space, disintegration and gravity shearing destroy virtually anything, fling her back. Can be used as mover power - parahumanList, bolded edit by Wildbow.
  35. Question by WyldCard4: Aura: What exactly is her aura classified as? Personally I have classified it as a low level Stranger power, as I believe you once told me it is not a Master power. Stranger seems to fit best, as it alters the perceptions of her enemies.

    Answer by Wildbow: Shaker, not stranger. - Spacebattles post by Wildbow.
  36. 37.0 37.1 37.2 37.3 ‘Mover’, therefore, covers anyone that can cross great distances at a time. Flight, teleportation, superspeed (Armsmaster uses this designation in 8.2). ‘Master’ refers to the ability to control others or (in the case of specialized cases of other powers, like Tinkers) to create minons… Taylor, Parian, Crusader, Heartbreaker and Nilbog all fit this classification. Bitch is kind of an outlying case in this category because she doesn’t have absolute control or loyalty from those she creates. She has to train them – of the sixteen or so dogs she had at the one shelter, she only considered eight well trained enough to obey her and come with her in this chapter, and even then she was relying on Brutus and Judas to sort of herd them and keep them in line. - Extermination 8.5, comment by Wildbow.
  37. Glory Girl, Victoria Dallon (Incarcerated; Asylum) – Possessed of flight, invincibility, and capable of deadlifting over a ton. She radiates an energy that makes her allies more inclined to like, respect and look up to her, while making her terrifying and intimidating to her enemies. Following the conclusion of the Slaughterhouse Nine arc, Glory Girl was altered by her sister, in both mind and body, and was placed in an asylum for parahumans, where she currently remains. - Cast (In Depth)
  38. Eric becomes a breaker, transitioning between two forms. Because of the nature of the problem and of Eric himself, he doesn't get a form that returns him entirely to normal. He has one form where he's essentially a living artillery platform, unable to move, but capable of devastating firepower, and one form where he flies at stunning speeds, capable of turning on a dime, durable. A living bullet. - Spacebattles post by Wildbow.
  39. 40.0 40.1 ◈ GRUMMAN; Eric Stodt
    Classification: Mover 6, Brute 8 or Mover -1, Blaster 9
    Toggles between two breaker states, one granting exceedingly maneuverable flight abilities, the other turning him into an immobile artillery platform. - PRT Quest (Anchorage)
  40. 41.0 41.1 ► Database Ticket: Don Fraser
    Ticket came in re: our systems check on Mr. Fraser. We can add the following to what we know:
    • Cape name confirmed as Upperhand.
    • Targeted and defeated a blaster/striker cape called Facet. The cape was powerful, and highly sought after by the San Francisco team, creating crystal growths with a touch and dismantling them for catastrophic artillery-level sieges. Facet was pulverized beyond all recognition.
    • Targeted and defeated two capes in one confrontation:
      • A shifter villain by the name of Deviant. The cape could manifest changes in reaction to wounds, but the changes were to areas far from the wound site. Deviant was shredded.
      • A weapon dealer Blaster capable of ‘machine gunning’ endless sprays of needles, punching through concrete, was torn in half, midsection pulverized.
    • Protectorate member by the name of Hydrofoil was targeted. A brute/mover cape with a personal shield that produced torrents of water in reaction to breaches, traveling by means of a personal tidal wave, was found in an apartment. The floorboards of the apartment apparently shattered, and Hydrofoil’s shattered remains were piled within the ensuing depression. A note (handwriting suggestively similar to Don Fraser’s) pointed the PRT to Hydrofoil’s illegal side business. - PRT: Department Sixty Four, thread III [Worm Quest] - Page 18
  41. 42.0 42.1 42.2 42.3 Shaker.

    All capes ‘break’ physics to some extent. Breakers break the rules as the rules pertain to them (and maybe their immediate surroundings/possessions).

    Grue, Labyrinth, Shatterbird, Lady Photon/Laserdream/Shaker, Fog, Stormtiger, Cricket, Rune, Burnscar, Narwhal and Skidmark are shakers. You might be able to divine the common theme, there. - Queen 18.5, comment by Wildbow.
  42. Lady Photon’s daughter and niece were in the air with her. Laserdream and Glory Girl. Mother and daughter shared the same general powers; flight, the ability to raise forcefield bubbles around themselves, and the ability to project lasers from their hands. As a consequence, their fight with Purity was something of a light show. - Excerpt from Buzz 7.9
  43. Laserdream – Eldest child of Lady Photon and Manpower. Has the same powers as her mother, with less facility with forcefields and stronger flight/laser blasts. Wore a white bodysuit with a comet motif in a gradient of ruby red and magenta, with a red hairband and a coquettish sweep of blond hair over one side of her face. - Cast (In Depth)
  44. Secondary powers of sound detection and sound manipulation, adjusting select things to be up to twice as loud or absolutely silent. It gave him a stranger classification, a thinker classification.His third power was a mover power. - Excerpt from Venom 29.6
  45. Leonid screamed, double volume, and it was an eerie, echoing scream that bounced through the area, each echo lower in pitch than the last. Not that he needed it to reach that far. Each echo of the scream coincided with a fraction of him fading out of existence. Simultaneously phasing those parts of him in behind our group. Canary had started to sing, nervous, but Leonid faded in behind her. Two seconds to teleport. - Excerpt from Venom 29.6
  46. "Movers! We need fliers, teleporters, runners! You'll be responding to pings! Rescue the fallen, get them to emergency care, assist any others where needed! Myrddin will give you your orders!" - Excerpt from Extermination 8.2
  47. Myrddin was flying, now. Two of his subordinates were advancing as well. One had a beachball-sized ball of jet black extending a foot away from his splayed hands, crackling with arcs of electricity that were both absolutely black and somehow still glowing enough to be seen in the dark. The other figure was an Asian woman with a painted mask and a giant lantern in her hands. - Excerpt from Migration 17.7
  48. [21:59] <Lexicon> Is Purity's light a breaker state? I thought it was just a aesthetic effect, given the rest of her doesn't seem to change.
    [22:00] <~Wildbow> Breaker state.
    [22:00] <~Wildbow> She's basically the subtype of breaker that goes 'Turn breaker, gain access to a powerset while in breaker state', but with contingent costs/benefits with holding the form (personal battery, in her case)
    [22:02] <~Wildbow> Her trigger doesn't really work with her powerset, if she's not breaker. - IRC chat archived Spacebattles
  49. “And this second group, The Pure, is the second offshoot of that Aryan group, I take it?”

    “Small but powerful. Their leader, Purity, is a Blaster 8 and Mover 4.”

    “Yeah, there’s a Breaker 9, a Shifter 8 with Stranger 3 and a Master 6 in that group? I buy that they’re powerful.” - Excerpt from Sentinel 9.1
  50. ◈ RAIL; Sadie J. Austin
    Classification: Mover/Blaster 2
    Grants temporary invulnerability while moving touched targets or self a set distance. - PRT Quest (Anchorage)
  51. Initial tests indicate that Rail can touch objects to move them a set distance of forty-three feet along any horizontal plane. - PRT Quest (Anchorage)
  52. “Clockblocker and Vista are your best assets. Clockblocker is a Striker 7 with touch-based time-stopping. Vista is a Shaker 9. Large scale spatial distortion.”

    “Geez louise. The others?”

    “Kid Win is a Tinker 4. Guns and antigravity devices, primarily. Shadow Stalker is more ambiguous. Breaker 3, sublabels are Stranger 2, Mover 1. Her particular nature as a ‘breaker’ makes her superlight, semi-gaseous, transparent and capable of passing through solid surfaces.” - Excerpt from Sentinel 9.1
  53. Capable of shifting herself into a ‘shadow state’, she can pass through walls, is lightweight, and passes these benefits on to her equipment, including shots fired by her crossbow bolts. - Cast (In Depth)
  54. Shielder (Deceased) – Youngest childof Lady Photon and Manpower. The inverse of his sister, was a verystrong forcefield user, with little to no flight and weak laser blasts. Wore a white costume with a blue shield motif, with blue dyed hair. Slain by Leviathan. - Cast (In Depth)
  55. 56.0 56.1 Weld took the folders and opened the one for the Wards, glanced through it to memorize the faces of his new team. Then he went to the next file, “Then the top priority as far as opposition goes is… the Archer’s Bridge Merchants? Superpowered drug dealers. A Shaker 2, Tinker 2/Mover 3 and a Shifter 4. These aren’t big numbers. Am I missing something?” - Excerpt from Sentinel 9.1
  56. 57.0 57.1 Gate/Gate: Skidmark - Detail Generator - Mover, spreadsheet by Wildbow.
  57. Skidmark (Deceased) – Leader of the Merchants, Skidmark was a meth addict in a serious state of physical decline and ill health. Capable of creating an effect that coated an area and pushed things in one direction. Killed by the Nine. - Cast (In Depth)
  58. 59.0 59.1 ◈ SNAPTRAP; Ryan Murray
    Classification: Shaker 7, Mover 1
    Gravity traps with optional cutting edges and crushing offensive applications. - PRT Quest (Anchorage)
  59. 60.0 60.1 ➥ SPLOOSH; Real name unknown
    Disposition: Villain (B)
    Classification: Shaker 6/Blaster 4/Brute 6/Mover 5/Stranger 2
    Last known location: Anchorage
    Sploosh is a subordinate in the Anchorage faction of Tuurngait. Apparent crimes include assault and murder.
    Sploosh takes the form of a living being of condensation, drawing all available, airborne or liquid moisture to him and reshaping himself as he wills. Solidity (so to speak; he varies between mist and a gel-like liquid form) varies from moment to moment. - PRT Quest (Anchorage)
  60. Power: Driven - Squealer’s thinker power gives her 5 in Drive. She can take a -1 penalty to her skill ranks to operate it at full capacity while still maintaining some physical contact with the controls, and take a full-round of actions while controlling the vehicle (ie. shooting a full round with a machinegun while steering). - Playtest Capes, document by Wildbow.
  61. Power: Mad Maxine - Squealer is a large scale vehicle tinker, her build list follows at the end of this entry. She can reduce the time of builds by 20%, skip a higher quality required component, or allow another augmentation (to a maximum of double standard) by adding the ‘make it bigger’ option on the list. ‘Make it bigger’ and added augmentations still require raw materials. - Playtest Capes, document by Wildbow.
  62. Snaptrap may never qualify as a team leader, despite consistently good performance over a decade of experience. In his previous identity as WRD_TRAPPER, he established habits that may be hard to break. - PRT Quest (Anchorage)
  63. 64.0 64.1 ◈ VELLUM; Tanya Engalychev
    Classification: Breaker 4/Striker 4/Brute 2/Mover 1 (Tentative classification)
    Nonlethal, albeit painful absorption of skin from touched subjects. Gains permanent increase to strength and durability as a result. Limited ability to alter skin patterns. - PRT Quest (Anchorage)
  64. 65.0 65.1 ➥ VIRAGO; Real name unknown
    Disposition: Villain (B) Classification: Mover 5, Shaker 4, Brute 1
    Last known location: Anchorage
    Subordinate within the Saltykovkoya Bratva. Has established criminal history in Yekaterinburg, has three murders in her file.
    Virago has short distance teleportation (roughly 30’) and produces disorienting shockwaves in a radius around herself, causing electromagnetic disturbance, shorting out or destroying electronics. Her shockwaves render her more or less immune to conventional ammunition. Is known to wear a cloak tipped with razor blades, utilized with her short distance teleports to slash at her surroundings. - PRT Quest (Anchorage)

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