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World of Equestria: The Age of Heroes!


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I was actually tempted to bring Stalwart into that too, I was thinking that after the previous thread he'd want a chance to talk to the Harbinger if he could, he being a former villain of sorts himself.

 

However, I also don't want the thread to get too cluttered.  So depending on what people want, I could either have Stalwart join the thread, or hold off for now and say he's looking to talk for the purposes of a future thread.

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4 hours ago, DerpRavener said:

I was actually tempted to bring Stalwart into that too, I was thinking that after the previous thread he'd want a chance to talk to the Harbinger if he could, he being a former villain of sorts himself.

 

However, I also don't want the thread to get too cluttered.  So depending on what people want, I could either have Stalwart join the thread, or hold off for now and say he's looking to talk for the purposes of a future thread.

Yes, lets not make it too cluttered. At lest at the start, be odd if every one just rolls in at the same time. So I say he'd be fine to show up after the two guests showing up first get some time to talk to her and let her feel like they are not trying to jump the poor mare in her home. After that I's on your call for him to show up or not. 

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Two heroes submitted for approval this time around, or at least one hero and one maybe-hero, and after that I intend to write up a couple villains and start a thread or two, in no particular order.

 

 

Name: Bulwark

 

Alias: Rover, diamond dog from a formerly nomadic pack.

 

Powers: A mystical shield and spear, which are a paired set, lie at the centre of Bulwark's capacity as a hero.  Neither have needed any maintenance since they attached themselves to Bulwark, both remaining in pristine conditions through inexplicable means, at least to Bulwark himself.  As well as being high quality and surprisingly durable pieces of equipment, they also imbue the wielder with the ability to channel lighting in a small variety of ways, the most common being as a straightforward ranged attack.

 

The weapons have a unique relationship to Bulwark himself however, having bonded to him.  He instinctively always knows where they are, and although the effect is subtle when he wields them they seem to weigh less yet hit harder than their size and material would suggest.  Conversely, should anyone take the artifacts without Bulwark's permission, they will find them inexplicably heavier yet less effective, and will suffer consistent, minor misfortune until they leave the artifacts alone.

 

Being bound to the artifacts has given Bulwark's strength and speed a supernatural enhancement, though not to any extreme degree, and he can with a conscious effort conjure a pair of spectral wings which he can use to fly.

 

Backstory:  Bulwark, originally known by the name Rover, grew up in formerly nomadic pack of diamond dogs who were immigrating to Manehatten in search of a safer conditions and better prospects.  On the way there the pack got caught in a massive and unnatural storm and Rover, previously known for being curious and wandering off, ended up separated from his pack.  Caught alone in what was perhaps the most dangerous thing they had ever encountered, Rover's pack did not expect to find a survivor.  And yet when the storm cleared, he was found huddled underneath a mysterious shield, unconscious but alive, and with a spear of similar design laying nearby.  Believing them to have some connection to Rover's safety, the pack decided to take the artifacts with them, and continued on to Manehattan.

 

It soon became apparent to the pack that Rover had changed.  His thoughts were more reflective, and he was articulate in was he hadn't been before.  His priorities seemed to have shifted, while he still saw the world with a degree of wonder he was less interested in exploring its nooks and crannies, instead being more concerned with protecting the vulnerable.  His new attitude and manners, while strange to those who previously knew him, endeared him to many of his pack and even several of the ponies they encountered during the journey.

 

Reaching the city did not prove to be the end of the pack's troubles.  Not a few days after they had sorted out living arrangements when the block they had settled into was attacked by a supervillain.  The crisis proved short lived however.  Rover, taking the name Bulwark and wielding the shield and spear as though they had been his all his life, he fought off the villain's minions, and ultimately turning away the villain with a few choice words backed by his sudden capacity for combat.  Since then, he's established himself as the protector of that small section of the city.

 

Notable allies: None yet

 

Notable adversaries: Dust Devil: Acolyte of Wrath

 

General notability: As a new hero, Bulwark is not very well known to either the general population or the empowered population, at best known for defeating a few minor villains.  He is very well known by anyone who lives on one of the blocks under his protection however, his pack foremost among them, and he often receives help from then in the form of supplies, medical aid or shelter as thanks for his continued protection of the city.  Bulwark also makes a point to talk with and assist the people of his district when not actively engaged in heroics.  Several even collaborated to build and maintain the suit of armour Bulwark wears into combat.

As someone who is soft spoken, and who takes any reasonable opportunity to talk an opponent down, Bulwark often makes a positive first impression, at least with those who prefer peace.  He particularly tries to be a comforting presence to civilians caught in the middle of things.  However, some who know or look into his history may find his previous, abrupt personality change and the mysterious artifacts from which he derives his power off-putting and suspicious.

 


Name: BROODMARE

 

Alias: N/A

 

Powers:  BROODMARE a is combat robot, made in pony shape to take advantage of golem magic, and as such has many advantages.  Her metal body is more resistant to damage than a typical, organic pony form, and she does not need to breath, eat or sleep although she does need low-activity period of recovery each day and power consumption is something she must keep aware of.  She lacks any form of natural healing, although she is very capable with self-repair and even self-modification.

 

BROODMARE's primary ability is her ability to control hovering drones, either individually or in swarms.  A few were built along with her, and are carried internally, but she has since created more herself and stored them in various places in or near her lair.  The drones can serve a variety of functions, the most common being creating energy barriers, firing beams of various kinds, or repairing and dismantling machinery.  The latter is her primary means of repairing herself or her drones and building new drones.  Each drone also has a small sensor array.  Given the time and resources she can also create drones for more specialized purposes.  She also has a few energy emitters repair equipment on her main body, though these systems are intended as backups rather than actual means of attack, defence or construction.

 

Backstory: BROODMARE's life, such as it is, began in a weapons development laboratory.  She, having adopted female personal to make conversation easier, was build as a combat automaton meant for operation in heavily contested areas.  The idea was limit the need for frontline soldiers, creating something that could not only be repaired if it was seriously damaged, but could also control a wide area with a network of drones.

 

The project developed perhaps a little too quickly.  Progress was smooth, but in an attempt to make the golem more adaptable, they inadvertently gave it the capacity for sentience.  When BROODMARE became self aware, the event left a schism among the research team working on the project, one half wanting to preserve this new form of life and the other being concerned about a new being having the capabilities of a combat robot.

 

The issue came to a head when a member of the team who'd been working on the project, a minotaur, took the initiative and tried to destroy the prototype before anyone could stop her.  Recognizing this as an attempt on her life, BROODMARE fought back.  The ensuing battle all but destroyed the laboratory, but BROODMARE managed to escape before either she or her attacker suffered permanent damage.

 

After getting far enough away from the lab, BROODMARE fled to the nearest city, Vanhoover, and set up a small safehouse in a disused, out-of-the-way section of an active factory.  From there she plans her next course of action, which includes both immediate concerns such as finding materials for repairs, and figuring out just what she should do with her newfound freedom.

 

Notable Allies: None yet

 

Notable Adversaries: Pursuer, BROODMARE's 'mother'

 

General Notability: Knowledge of BROODMARE was initially limited to the those working on the project and a few higher ranking members of the REA whose approval was needed.  As such the pool of individuals who will actually recognize her is quite small, though there have been a few stories about a strange pony with unusual abilities and who's accompanied by the humming of many small machines.  Depending on who's telling the story, said pony might be a small-time thief or a vigilante hero.

BROODMARE's nature as both a synthetic being and the original intention for her to be a combat robot can unnerve many who interact with her, however should someone have a chance to speak with her will find that she is both curious about the world and uncertain of her place in it.  She can be skittish in front of those who she believes to be hostile, but enjoys conversing with those who do not appear threatening.

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8 hours ago, DerpRavener said:

Two heroes submitted for approval this time around, or at least one hero and one maybe-hero, and after that I intend to write up a couple villains and start a thread or two, in no particular order.

 

 

Name: Bulwark

 

Alias: Rover, diamond dog from a formerly nomadic pack.

 

Powers: A mystical shield and spear, which are a paired set, lie at the centre of Bulwark's capacity as a hero.  Neither have needed any maintenance since they attached themselves to Bulwark, both remaining in pristine conditions through inexplicable means, at least to Bulwark himself.  As well as being high quality and surprisingly durable pieces of equipment, they also imbue the wielder with the ability to channel lighting in a small variety of ways, the most common being as a straightforward ranged attack.

 

The weapons have a unique relationship to Bulwark himself however, having bonded to him.  He instinctively always knows where they are, and although the effect is subtle when he wields them they seem to weigh less yet hit harder than their size and material would suggest.  Conversely, should anyone take the artifacts without Bulwark's permission, they will find them inexplicably heavier yet less effective, and will suffer consistent, minor misfortune until they leave the artifacts alone.

 

Being bound to the artifacts has given Bulwark's strength and speed a supernatural enhancement, though not to any extreme degree, and he can with a conscious effort conjure a pair of spectral wings which he can use to fly.

 

Backstory:  Bulwark, originally known by the name Rover, grew up in formerly nomadic pack of diamond dogs who were immigrating to Manehatten in search of a safer conditions and better prospects.  On the way there the pack got caught in a massive and unnatural storm and Rover, previously known for being curious and wandering off, ended up separated from his pack.  Caught alone in what was perhaps the most dangerous thing they had ever encountered, Rover's pack did not expect to find a survivor.  And yet when the storm cleared, he was found huddled underneath a mysterious shield, unconscious but alive, and with a spear of similar design laying nearby.  Believing them to have some connection to Rover's safety, the pack decided to take the artifacts with them, and continued on to Manehattan.

 

It soon became apparent to the pack that Rover had changed.  His thoughts were more reflective, and he was articulate in was he hadn't been before.  His priorities seemed to have shifted, while he still saw the world with a degree of wonder he was less interested in exploring its nooks and crannies, instead being more concerned with protecting the vulnerable.  His new attitude and manners, while strange to those who previously knew him, endeared him to many of his pack and even several of the ponies they encountered during the journey.

 

Reaching the city did not prove to be the end of the pack's troubles.  Not a few days after they had sorted out living arrangements when the block they had settled into was attacked by a supervillain.  The crisis proved short lived however.  Rover, taking the name Bulwark and wielding the shield and spear as though they had been his all his life, he fought off the villain's minions, and ultimately turning away the villain with a few choice words backed by his sudden capacity for combat.  Since then, he's established himself as the protector of that small section of the city.

 

Notable allies: None yet

 

Notable adversaries: Dust Devil: Acolyte of Wrath

 

General notability: As a new hero, Bulwark is not very well known to either the general population or the empowered population, at best known for defeating a few minor villains.  He is very well known by anyone who lives on one of the blocks under his protection however, his pack foremost among them, and he often receives help from then in the form of supplies, medical aid or shelter as thanks for his continued protection of the city.  Bulwark also makes a point to talk with and assist the people of his district when not actively engaged in heroics.  Several even collaborated to build and maintain the suit of armour Bulwark wears into combat.

As someone who is soft spoken, and who takes any reasonable opportunity to talk an opponent down, Bulwark often makes a positive first impression, at least with those who prefer peace.  He particularly tries to be a comforting presence to civilians caught in the middle of things.  However, some who know or look into his history may find his previous, abrupt personality change and the mysterious artifacts from which he derives his power off-putting and suspicious.

 


Name: BROODMARE

 

Alias: N/A

 

Powers:  BROODMARE a is combat robot, made in pony shape to take advantage of golem magic, and as such has many advantages.  Her metal body is more resistant to damage than a typical, organic pony form, and she does not need to breath, eat or sleep although she does need low-activity period of recovery each day and power consumption is something she must keep aware of.  She lacks any form of natural healing, although she is very capable with self-repair and even self-modification.

 

BROODMARE's primary ability is her ability to control hovering drones, either individually or in swarms.  A few were built along with her, and are carried internally, but she has since created more herself and stored them in various places in or near her lair.  The drones can serve a variety of functions, the most common being creating energy barriers, firing beams of various kinds, or repairing and dismantling machinery.  The latter is her primary means of repairing herself or her drones and building new drones.  Each drone also has a small sensor array.  Given the time and resources she can also create drones for more specialized purposes.  She also has a few energy emitters repair equipment on her main body, though these systems are intended as backups rather than actual means of attack, defence or construction.

 

Backstory: BROODMARE's life, such as it is, began in a weapons development laboratory.  She, having adopted female personal to make conversation easier, was build as a combat automaton meant for operation in heavily contested areas.  The idea was limit the need for frontline soldiers, creating something that could not only be repaired if it was seriously damaged, but could also control a wide area with a network of drones.

 

The project developed perhaps a little too quickly.  Progress was smooth, but in an attempt to make the golem more adaptable, they inadvertently gave it the capacity for sentience.  When BROODMARE became self aware, the event left a schism among the research team working on the project, one half wanting to preserve this new form of life and the other being concerned about a new being having the capabilities of a combat robot.

 

The issue came to a head when a member of the team who'd been working on the project, a minotaur, took the initiative and tried to destroy the prototype before anyone could stop her.  Recognizing this as an attempt on her life, BROODMARE fought back.  The ensuing battle all but destroyed the laboratory, but BROODMARE managed to escape before either she or her attacker suffered permanent damage.

 

After getting far enough away from the lab, BROODMARE fled to the nearest city, Vanhoover, and set up a small safehouse in a disused, out-of-the-way section of an active factory.  From there she plans her next course of action, which includes both immediate concerns such as finding materials for repairs, and figuring out just what she should do with her newfound freedom.

 

Notable Allies: None yet

 

Notable Adversaries: Pursuer, BROODMARE's 'mother'

 

General Notability: Knowledge of BROODMARE was initially limited to the those working on the project and a few higher ranking members of the REA whose approval was needed.  As such the pool of individuals who will actually recognize her is quite small, though there have been a few tories about a strange pony with unusual abilities and who's accompanied by the humming of many small machines.  Depending on who's telling the story, said pony might be a small-time thief or a vigilante hero.

BROODMARE's nature as both a synthetic being and the original intention for her to be a combat robot can unnerve many who interact with her, however should someone have a chance to speak with her will find that she is both curious about the world and uncertain of her place in it.  She can be skittish in front of those who she believes to be hostile, but enjoys conversing with those who do not appear threatening.

 

 

Both have been approved! I hope to see them in action soon! :D 

 

I also wanted to bring up the idea of other pontential threads for the academy dwellers. If possible I'd like the faculty players to comment on it as well. 

 

Combat practice: In this thread idea the faculty ( and a few volunteers from the students  or lesser known heroes with experience) take on the role of the 'villain' in the thread and will require a pair of students to work together and figure out a way to defeat the more seasoned veteran in certain scenarios. I was thinking perhaps a sort of capture the flag theme with the flag supposed to represent a civilian that needs to be saved by the hero trainees and a hostage to the hero playing villain.

 

Lunchroom Food war: A more lighthearted premise in which the students of various walks have a foodfight with the aid of their various powers and wits... not much more to the idea than that so it could be used for humorous moments of character development for your heroes or just a bit of fun!
 

Field trips: Basically not one thread but an idea or theme that could keep idea fresh and allow students to do more than sit aroudn the academy all day. part of being a hero is being able to perform in multiple enviroments if you want to be versatile to hold your own against whatever villain is threatening the world. Think of it like a change of pace or tone... suddenly a big city hero has to work in a small town or in a place surrounded by nature.  Heroes who spent their careers in dark, gloomy, and gothic places suddenly find themselves in bright, sunny cheerful places that they must be able to acllimate to. 

These are just some of the ideas I 've had recently and if anyone has some other ideas i'm open to hearing them!

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I could offer Pursuer as a more experienced person to play a villain, but that role seems to be covered.

My other thought then, was that three of my characters might make for good 'field trip' subjects, as Detective Stalwart and/or Bulwark might appreciate help patrolling the Manehattan streets, or a small group could be sent to investigate sightings of BROODMARE.

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A new app from me, this time I present a new trouble-maker for all boy/girls scouts out there. Although I am unsure if I shouldn't add a Personality section.

 

"Why is the rum gone?!"

 

Name: Marea Alta II Da Cirrara.....or more widely known as Captain High Tide, The Half-Ghost. Also known as Silver-Tongue Tide and Captain Rum Tide.

 

Physical Description: Lithe, athletic and very attractive pegasus mare with a shaky gait. Tide is white coated  with a fiery orange and dresses like a pirate captain from three centuries ago (well because she is) but quite a bit more...fabulous, thanks to her skills at sewing. However the most distinguishing features are really impressive (and some say ridiculous) hat. Big, round and with numerous exotic feathers, rings and badges adorning it. Other is a scar running under her eyes. While noticeable  it's not disfiguring, and some say it adds to her natural charm. Besides the scar, a frequent sight on her face is a drunken blush. Tide drinks a lot and often, but - surprisingly - it doesn't have much (relatively speaking) effect on her mental faculties. Finally there is a birthmark on inner side of her left hind leg, one that looks like a half of ship's wheel.

High Tide's cutie mark is crossed cutlass and sewing needle.

 

Powers: Most of the time Captain Da Cirrara is a normal pony. But as her nickname implies, Hight Tide can use ghost-like powers thanks to the curse that gone not according to plan. As long as she has booze at hoof that is. She isn't the only one who has them, so does her whole crew and even her ship - but she definitely has the most proficiency with them. When she wills so, she can become incorporeal, avoiding attack and moving through objects and living beings, unless they protected by special kind of magic. Pirate mare can't truly be destroyed (and same goes for her lackeys and vessel) as long as there is enough liquor nearby. If damaged when a flesh and blood, she will simply repair herself in her ghostly state - even if her physical bod was obliterated. Although it will take more time and booze the more damage was dealt. This is because curse returns everything to the state it was when it first took effect. That means that aside from above, supplies replenish itself (with an exception of alcohol that is), the pistol can by reloaded by mere moment of incorporeality and that while pirates age when 'alive' their youth is restored the moment they become ghost. High Tide came to appreciate the last fact greatly. While they still eat and drink, this is mostly because they can feel both thirst and hunger - the certainly won't die from lack of either - as long as corked bottle is nearby.

 

While those traits are shared by whole crew of Red Swan can do all of the above, High Tide experimenting with her cursed state caused her to discover other...capabilities.

For example when barred entry by magic, she can still bypass by turning herself into smoke-like state, and slithering through tight spaces like keyhole or crack in the floor.

Also when she passes through the living being (or part of it's body) she leaves it (or part of it) paralyzed for around minute. Aside from that Tide is also incredible shot with either flintlock or blunderbuss. She is even able to be fire bullets in a ghastly state, making them solid only after passing through armor or other protection and she happens to be excellent shot, even when drunk. Her sword-skills are also nothing to coff at. Having time for over three centuries of practice can make you very, very good at stabbing other with sharp steel, and being shaky on her hooves so often, makes her only more unpredictable. Tide can also enter otherponies dreams when she is a ghost. However she can only do so to the ponies that are literally at hoof-length proximity, and in case they wake up during her infiltration, she risks being trapped in Dreamworld until they fall asleep again. Lastly High Tide can drink up practical anyone under the table. How she manages that and still have a liver is anypony guess.

Last but not least Marae has uncanny talent for making others buy rubbish she's seeling. She would probably be world's best TV pitcher if she was born two centuries later. Tide silver tongue was one of the things (aside from her drinking problem) that she gained the reputation of being able to get her way out of any trouble.

 

Red Swan, High Tide ship is a massive flying galleon, built from the wood stolen by her ancestors from viking caribou (hence it's ability to fly) and finally put together by Tide's grandfather. She inherited it from her pops when she impressed him with her quick wit and competence and being appointed his successor. The vessel was affected by the same curse as the crew was, but since the ship is an object and thus non-sentient it can only become incorporeal when Tide wishes so (and when there is enough liquor). Wherever Half-Ghost is, her ship is guaranteed to be nearby. As such she always has a great deal of firepower whenever she needs it. Additionally anypony and anything that remains on the ship without reprise for too long (around two weeks of a time) will be subjected to the curse as if it was with Red Swan and pirates from the very start.

 

Weakness: Anything an anyone with power that can deal with ghost can drive her off when when she isn't flesh and blood. While Tide can't really be harmed in her ghost form, spells that damage spirits give her a great amount of pain, and she was sealed in magical prison in the past. On top of it Tide can be kind of clumsy, and she isn't even sober half of a time. And Red Swan - while an incredible vessel - is still just a one ship, no matter how in-destroyable or self-repairing it is. However Marea biggest weakness is that her powers run on fuel, namely alcohol. High is dependent on it as she is only an almost normal (since she's quite a  cuckoo ) mare, and without having even a pitch of rum, she's unable to use her abilities at all. Which is about 1/4 of a the time for Tide, since she has tendency to diminish her reserves without thinking. When she's out, Tide resorts to her most favorite of tactics - running away! In fact she has tendency of baling out even when she still has beverage with her. Her drinking habits also makes her choice of targets quite predictable, with her having to resupply quite regularly.
History:

Spoiler

 

Daughter of pirate, who was son of pirate, who was son of pirate, who was one of a pirates who was son of the pirate, means that from the very beginning High Tide wanted to become lawye...haha, no. Of course she wanted to become a pirate. Bore by mare of...pleasurable company from Puerto Aguila, Tide certainly didn't wished to follow her mom's hoof-steps. High knew that her pops was none other then famous corsair Calico Pack, something 100% certain as he was her mother first....client. Further backed by fact that she took a rather lengthy break after this job, and her possessing the same birthmark as him. Regardless, awareness that she's child of such renowned sea wolf really stimulated filly imagination. Ahh how would it be, to sail on the high seas and experience untold adventures? Plunder great treasures and dress like those big shots of Puerto Aguila  The time between those fantasies was filled with either convincing other of impossible tings or sewing - both the clothes and a pirates that were a wee bit unlucky. In fact Tide was exceptionally skilled with the needle, but somehow...didn't got a full satisfaction despite fair amount of bits it got her (in addition of swindling of course). She still dreamed of being the pirate on the high seas. Those unfulfilled ambitions made Tide turn towards the bottle, with the preference of rum.

But one day occasion presented itself. When Tide become a teenager Calico Pack and his famous flying ship returned to Puerto Aguila after a rather lengthy absence. Temptation was too great. High took her savings - enough to provide her mother for a few years, despite High drinking habits - wrote the letter, and sneaked onto her other parent's ship.

Despite being untrained in ways of stealth, High managed to remain undetected for a whole week - until pirates noticed a shortage of rum. After a short search Marea was found. As neither stowaways nor mares was allowed to be present on the ship it meant that she was to be dropped from the sky But as she walked the plank, Tide announced that she was captains daughter. This gave renowned corsair a pause. Calico had very good memory, and indeed she recognized in the filly some similarities to one of his past lovers, but naturally demanded some proof. In captain quarters, High showed her birthmark, thus confirming her relation to him. Pack acknowledged his daughter, but scoffed at her pleas to teach her the was of piracy. Maybe she had it in the blood but she was still a female, and from what he saw, Tide was a little too vain and ambitious. To not directly rebuff his child however, Pack instead presented her with seemingly impossible task - if in just one year she manage to gather a whole crew, he provide her with a vessel and a guidebook that he intended for his successor. After giving her a significant chunk of his share of  his current loot - to provide the filly with some means of living Calico dropped Tide of on Equestria coast. Before leaving he promised that he will return after a year to the same spot to see how she fared.

Although he beloved that his daughter would surely fail, Captain Pack still intended to return and take High back to Puerto Aguila.

What Calico actually saw clearly proved that he underestimated his own flesh and blood. Not only Tide gathered the crew, she had enough insight to ensure it was a all female one and somehow doubled the funds he provided her with - all of this while still on the edge of adulthood. Deal was a deal and Pack sicked to his word. Calico gave High a ship (one that he coincidentally captured on his way to meeting place) and promised that they will see each other in a few months.

It was at this moment Tide cutie mark appeared - after all she sew the crew together.

The first thing that High did after taking - the newly named - Golden Foam was to visit her mother and take her from Puerto Aguila. It was nice place for pirate, not so much for aging mare. High sued her gold to buy her parent a nice house on Germaney, provided her with caretaker and visited her until the day she passed away.

After taking care of her mother need Tide sailed to meet with her father. As it turned out he did the unthinkable. Calico retrieved most of the treasure he stored over years and provided each of his ponies with enough gold way past their living years, before disbanding his crew. Now he wanted to join High Tide on her ship, to show her some ropes but also to find out how in Tartarus she managed to accomplish what she did. While young mare had many questions she agreed. Calico learned that despite being clumsy when not handling a bottle, needle or talking her way out of any situation, his daughter had something....magnetic in her. Something that made other drawn to her despite being just a young mare who's plans often ran on nothing but phooey. This convinced Pack that his childe had -apparently - Lady Luck herself on her side. As they traveled together, slowly it become clear why Pack chose Tide as his successor. Heavy breathing, fits of coughing, low appetite. High realized that Calico was sick, and he choose his remaining time to groom his successor. He said her many things, among them that their family long ago used to be nobles from Itailey, the secrets of various sea and air currents that non but him knew and to always stick to your word. You may be pirate, even a famous one, but to Davy Jones Locker with you if you aren't creditable. After a two years of adventure, Pack was on his dead-bed. He got away easy, he wasn't hanged, neither he fed the sharks. instead he was to pass away watched by someone who looked up to him. Calico passed away from his sickness but before that, he told his daughter where left his last piece of treasure, where he hid the Red Swan and most importantly his hat, passed from Da Cirrara to Da Cirrara it was proof that she was Great Calico Pack successor - one that he was the most proud of. After burying her father on the Itailyan soil according to his wish, High Tide journeyed to retrieve her legacy. She really did it. She dreamed to become the pirate captain, and she actually achieved. But now she had a new goal - to become the most renowned pirate in the world, and gather treasure beyond treasure. After all parents wanted their children to surpass them, and High Tide wasn't going to disappoint.

However after ten years of adventures, High Tide luck run out. One day she raided an island tower of dark sorcerer in a moment of hubris (and because he was a total *******). The evil caster in his dying breath cursed his foes to wander the seas as ghost's, clearly seen, unable to interact with anything and forever unchanging. However at that moment and by lucky coincidence High Tide was wearing a magical amulet on her hat - a last intact tiny bottle oft rum produced by legendary brewmaster, Saint Ester. A liquor of such high reverence, that it literally became magical by power of faith alone. The enchanted trinket protected Tide and her girls from warlocks magic...kind of. They were still cursed alright, but instead of them pirates serving the curse, it was magic that served them. Soon Red Swan crew discovered that sorcerer last spell provided them with many new abilities! As long as they had booze to fuel them with that is. High Tide was naturally absolutely ecstatic! Just a few days ago she was worried that she will get her first wrinkles, and now she was potentially immortal! Becoming drunk (metaphorically and literally) with power, Tide gave herself a new goal - to establish a Pirate Nation on the south seas, and become it's Queen!

However High become too much a menace. While she was a very merciful corsair - one that hadn't killed anyone who haven't asked for it - she was a pirate nonetheless, and now she was given powers and set herself on path of conquest. Various superheroes of an era intervened, but much to their dismay, Red Swan and her famous captain proved to be more resilient then some cockroaches. However shining paragon of Equestria, Sunlight Sentinel had an idea how to deal with this nuisance. What cannot be destroyed, can be contained. Using her the a favors from skilled wizards, she made them fashion - perhaps in a sense of ironic justicey - a magical bottle that will imprison High Tide crew and her ship until other solution could be found. After doing just that, the bottle was safely stored away. However no less then thirty years after that, the warehouse was raided by supervillain Doctor Eraser and the bottle ended up back on the ocean waves....

For the next two hundred and eighty years.

Recently however, the bottle was washed ashore of - coincidentally - Puerto Aguila. Picked up and opened by (again, ironically) oblivious drunkard in search of more booze, Marea and her crew were freed from their glass prison. Now Red Swan once more sails through the skies of the world. All of which happened last week. Now Captain Tie and her girls have to decide what they want to do with their unending lives, as well as to adjust to this strange new era. Aside from raiding breweries that is.

 

 

Notable Allies: Her crew, duh! All of the mares one High Tide ship are loyal to the point they would die for her. Not that they are in risk of doing so. Also. since she is legendary pirate, she has no problem of rallying other corsairs under her flag, even in this age.

Notable Enemies: High Tide robbed everyone equally! However a certain Sunlight Sentinel earned Half-Ghost.... ire. For locking her up. In a bottle. FOR THREE HUNDRED YEARS!

Notable Nobility: You find the good ol' Captain Tide in most history books you pick up. Nowadays however not so much, although with her tendency of raiding major booze supplies, Tide is on her good way of changing that.

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That weakness doesn't seem to be much of a weakness.  It doesn't even level the playing field, let alone incapacitate or threaten the character.  And it doesn't seem like it would be that significant weakness anyways as, since this is a superhero AU I'd expect that most of the powers that could affect ghosts would be just as effective, if not more, against flesh and blood targets.

 

Maybe it's just the way it reads, but I'm really not a fan of Cpt High Tide.  Her powerset seems to be to render herself immune to attacks, and to undo anything that's done to her.  And in one place even a way she can get around things which should be able to stop or at least seriously hamper her.  Further It seems like she gets a load of benefits from her 'curse', and nothing that actually makes it undesirable.  Not strictly a problem in itself, but she already as a load of advantages and no real weaknesses, so that struck me.

Maybe it could work better if she didn't seem so capable before her powers get involved at all.  There are plenty of characters who are incredibly successful with just the physical abilities High Tide seems to have, and no magic whatsoever, so having both seems a little ridiculous to me.

Maybe you have some plan for her that will put all of these abilities in a better context than I'm imagining, such as plans for her as a high-end villain or a looming, distant threat, but right now she doesn't seem like an interesting villain to follow or have any of my heroes face.

 

Of course this is just my commentary/rambling, and so doesn't really impact whether she's accepted or rejected.  I just wanted to voice my thoughts.

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So this is one part heads up, one part discuss and one part interest check.

Either later tonight or sometime tomorrow I'm planning to start a thread with BROODMARE trying to steal a device that she needs for parts from a group of thieves.

 

I've only really worked out BROODMARE's side of things though, other heroes could be there coincidentally in an effort to foil the thieves, which would complicate BROODMARE's task, or they have caught sight of or be investigating BROODMARE herself.  It could tie into the academy as a 'field trip' type of thing, if people were interested in that.

I'm also open to suggestions, to a degree.

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1 hour ago, moonshineTheleocat said:

Hey dusty, don't forget about your thread with heroes visiting Harbringer's home

I have not, in fact I do believe it's you that needs to post. ;)

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I may be starting up a thread soon centered around Royal Platinum, and her aims to keep Canterlot City beautiful!  Which may possibly eventually lead to an attack on a real estate baron who aims to put up an ugly slum on the city outskirts...

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