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|author = /u/the4bestgame
|author = /u/the4bestgame
|alignment = Hero
|alignment = Hero
|affiliation = Independent
|affiliation = Noncanon
|status = Active
|status = Noncanon
|location = Devilfish
|location = Devilfish


<!-- Please don't put numbers here if you're unsure. Instead, ask a Wiki Nerd for help -->
<!-- Please don't put numbers here if you're unsure. Instead, ask a Wiki Nerd for help -->
|class = {{cape/class|Tinker}}, {{cape/class|Changer}}
|class = {{cape/class|Tinker}}, {{cape/class|Changer}}
|rep_notoriety = E
|rep_notoriety = C
|rep_criminal = ?
|rep_criminal =  
|flair tag = Glac Knight


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''Trigger type:'' Tinker-Changer Alice is a tinker able to create tinker tech prosthetics, arms, legs, even heads and chests. These parts can be used as regular prosthetics if attached safely. (head and chest excluded) and act as vehicles for her tinker tech effects. Currently all these body parts are made of a lightweight steel alloy, that whilst minimally conductive, will still shock anyone touching them
''Trigger type:'' Tinker-Changer Alice is a tinker able to create tinker tech prosthetics, arms, legs, even heads and chests. These parts can be used as regular prosthetics if attached safely. (head and chest excluded) and act as vehicles for her tinker tech effects. Currently all these body parts are made of a lightweight steel alloy, that whilst minimally conductive, will still shock anyone touching them


Their true purpose however, is in Alice’s changer effect. Alice can swap out any part of her body at will for one of her tinker tech body parts via teleporting them in place of the limbs, the changer effect; however, changing a prosthetic back to flesh gives a few second cooldown for the flesh to reset before it can be used for another prosthetic which is necessary as the metal prosthetics don't truly count as her body, so they can't be swapped for other prosthetics. This delay grows longer the more she rapidly swaps out gear with her body undergoing painful stress. Damage sustained to the tinker tech part isn’t carried over to her real body, unless its broken.
Their true purpose however, is in Alice’s changer effect. Alice can swap out any part of her body at will for one of her tinker tech body parts via teleporting them in place of the limbs, the changer effect; however, changing a prosthetic back to flesh gives a few second cooldown for the flesh to reset before it can be used for another prosthetic which is necessary as the metal prosthetics don't truly count as her body, so they can't be swapped for other prosthetics. This delay grows longer the more she rapidly swaps out gear with her body undergoing painful stress. Damage sustained to the tinker tech part isn’t carried over to her real body, unless its broken or the battery starts to cannibalise her flesh to keep charge.


If a prosthetic is broken while attached, then its instantly returned to where it was teleported from, and the body part in question will tank the attack, likely causing massive damage without Alice being prepared.
If a prosthetic is broken while attached, then its instantly returned to where it was teleported from, and the body part in question will tank the attack, likely causing massive damage without Alice being prepared.
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=== Tinkertech ===
=== Tinkertech ===
{| class="wikitable"
|-
! Gear name/Aspect
! Fire Aspect
! Magnetic Aspect
|-
| Solar legs
| Energy shots now burn instead of kenetic force
| Energy shots can now be influenced mid flight.
|-
| Lunar helm
| Grants thermal vision
| Grants electromagnetic vision
|-
| Planitar arms
| Grants hardlight shields
| Can bounce shields off anything metalic
|}
==== Lunar Helm ====
==== Lunar Helm ====


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* ''Appearance'': A  cool black metal knights helmet, complete with a visor she can pull up and down, though there's nothing inside. Its dotted with the same stars as the rest of her armour, with a bright full moon on her forehead and glowing white eyes.
* ''Appearance'': A  cool black metal knights helmet, complete with a visor she can pull up and down, though there's nothing inside. Its dotted with the same stars as the rest of her armour, with a bright full moon on her forehead and glowing white eyes.
* ''Abilities (Night Vision)'': The glowing white eyes aren't just for show, giving Alice perfect night vision whilst wearing this helmet.
* ''Abilities (Night Vision)'': The glowing white eyes aren't just for show, giving Alice perfect night vision whilst wearing this helmet.
This helm can also become aspected by other peices of gear.


==== Solar Arms ====
==== Solar Arms ====
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Alice's first creation, and the first part of her offensive armour set - Solar. She plans to made a full set of each set of armour that she can mix and match, but such dreams are a long way off.
Alice's first creation, and the first part of her offensive armour set - Solar. She plans to made a full set of each set of armour that she can mix and match, but such dreams are a long way off.


* ''Appearance'': A pair of sleek black metal arms. The tiny white dots on them are added in the creation prosess, not a matter of paint, and the orange orb imbedded in the palms feels smooth the glossy to the touch like glass.
* ''Appearance'': A pair of sleek black metal arms. The tiny white dots on them are added in the creation process, not a matter of paint, and the orange orb imbedded in the palms feels smooth the glossy to the touch like glass.
* ''Abilities (Arms)'': The arms themselves are capable of functioning just like normal arms, they aren't any stronger or weaker than you'd expect, though a steel punch will always hurt more than a fleshy one.  
* ''Abilities (Arms)'': The arms themselves are capable of functioning just like normal arms, they aren't any stronger or weaker than you'd expect, though a steel punch will always hurt more than a fleshy one.  
* ''Abilities (Ignite)'': The main offensive ability of Solar arms is their self ignition, a flashy ability thats less useful in actual combat. Alice's prosthetics are immune to these flames, and getting hit by a flaming steel fist has to do marginally more than a normal steel fist, right? Its at least useful for intimidation.
* ''Abilities (Ignite)'': The main offensive ability of Solar arms is their self ignition, a flashy ability thats less useful in actual combat. Alice's prosthetics are immune to these flames, and getting hit by a flaming steel fist has to do marginally more than a normal steel fist, right? Its at least useful for intimidation.
These arms can also aspect her gear towards fire.


==== Planitar Arms ====
==== Planitar Arms ====
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* ''Abilities (Arms)'': The arms themselves are capable of functioning just like normal arms, they aren't any stronger or weaker than you'd expect, though a steel punch will always hurt more than a fleshy one.  
* ''Abilities (Arms)'': The arms themselves are capable of functioning just like normal arms, they aren't any stronger or weaker than you'd expect, though a steel punch will always hurt more than a fleshy one.  
* ''Abilities (Shields)'': The main defensive ability of the Planitar arms are her ring shields, a golden yellow colour these can be used to block attacks off the edge of her arm whilst keeping up a flurry of offensive blows, or can be detached to be wields as individual buckler shields, they can even be given to others to help defend them.
* ''Abilities (Shields)'': The main defensive ability of the Planitar arms are her ring shields, a golden yellow colour these can be used to block attacks off the edge of her arm whilst keeping up a flurry of offensive blows, or can be detached to be wields as individual buckler shields, they can even be given to others to help defend them.
These arms can also become aspected by other pieces of gear.


==== Planitar Chest ====
==== Planitar Chest ====


Alice's defensive chest plate, her highest tech peice of armour so far, these can be used to protect both herself and others!
Alice's defensive chest plate, her highest tech piece of armour so far, these can be used to protect both herself and others!


* ''Appearance'': The same cool black metal knights armour with stars makes up this chest, with a red planet with Saturn like rings around it. When activated the golden rings extend out to orbit around the target.
* ''Appearance'': The same cool black metal knights armour with stars makes up this chest, with a red planet with Saturn like rings around it. When activated the golden rings extend out to orbit around the target.
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* ''Abilities (Legs)'': The legs themselves are capable of functioning just like normal arms, they aren't any stronger or weaker than you'd expect, though a steel kick will always hurt more than a fleshy one.  
* ''Abilities (Legs)'': The legs themselves are capable of functioning just like normal arms, they aren't any stronger or weaker than you'd expect, though a steel kick will always hurt more than a fleshy one.  
* ''Abilities (Grav)'': The main utility ability of the Lunar legs is her gravity module, tinker tech can means they function as a personal form of gravity, either lessening gravity for higher jumps, or selectively increasing gravity to attach onto flat surfaces to climb walls and roofs.
* ''Abilities (Grav)'': The main utility ability of the Lunar legs is her gravity module, tinker tech can means they function as a personal form of gravity, either lessening gravity for higher jumps, or selectively increasing gravity to attach onto flat surfaces to climb walls and roofs.
==== Solar Leggings ====
Alice's combat pair of legs and a great combo with her Lunar legs, attaching to a wall and firing from above.
* ''Appearance'': The same cool black metal knights armour with stars makes up these plated leggings. There's a small seam at the knee joint that Galacterian can use to disconnect the rest of the leg. The inner of the leg reveals a short burst fire muzzle, with the disconnected leg popping up with a scope and a longer ranged muzzle.
* ''Abilities (Legs)'': The legs themselves are capable of functioning just like normal arms, they aren't any stronger or weaker than you'd expect, though a steel kick will always hurt more than a fleshy one.
* ''Abilities (Laser)'': Each leg can be disconnected at the knee, turning into two different guns. The disconnected leg holds 5 shots which each need to be charged for a few seconds before firing, the muzzle glowing each time they are being charged. To recharge it needs to be reattached to her main body. The stump of the leg possesses a shorter ranged muzzle that can fire quick bursts of shots, but overheats if used too often. The muzzle cools down faster when the leg is reconnected, the sniper portion acting as a heat sink. The shots are laser based energy weapons, the burst fire ones packing as much impact as a a light punch with the heat of a hot drink. The sniper shots hit with enough force to crack hardwood and are hot enough to give first degree burns through clothes. The disconnected leg has 5 shots before being reconnected, each shot recharging over 5 minutes. The stump leg can fire up to 50 shots a minute at a rate of 4 per second before it overheats. If the gun overheats it takes 10 minutes to fully cooldown and become operational
These legs can also become aspected by other pieces of gear.
==== Solar Chestplate ====
Alice's combat chestplate, and the start of her aspects being used in series 1.
* ''Appearance'': The same cool black metal knights armour with stars dotting it is the base for this chestplate with the core being a blazing orb of overlaying magnetic fields.
* ''Abilities (Magnetic)'': The chestplate allows Alice to control magnetic fields in two big broad ways. She can either unleash a large blast about the size of a room to knock out all unshielded tech with an EMP, the effect quickly trailing off after that, or she can target a metal object nearby and magnetise herself to it, quickly causing herself to quickly become pulled to that object, no matter the mass of the object she picks she will always be the one pulled and at the same speed of about 1.5 times an Olympic sprinter.
This chestplate can also aspect her gear towards magnets.
== End bringer set ==
==== Titan Armour ====
* ''Appearance'': The same cool black metal knights armour with stars makes up this full suit of armour. Instead of modular pieces with different effects this is one single suit of armour scaled up to be massive for end bringer level threats.
* ''Abilities (All)'': Each piece of this armour has its own ability, using the larger size to hold more power in exchange for loosing the modularity.
* ''Abilities (Helmet)'': Alice's Titan Helm is a necessity with the larger armour, linking to small cameras around the armour gives her the ability to view from any angle of her body, though can only use two cameras at the same time and splitting the cameras up causes her depth perception to suffer.
* ''Abilities (Chestplate)'': Alice's Titan Chestplate is a combination of her planitar arms and chestplate, forming a defensive bubble around an area she can see to block incoming attacks whilst allowing others to shoot out. With the larger size the bubble has also grown, now covering a 30 foot circular radius. The bubble is strong enough to withstand the attacks of the endbringer for a few seconds before shattering and only one can be generated at a time. Starting from a full charge Alice can make 4 bubbles, but any amount of movement of shooting will reduce that to 3, beyond that point her tech will cannibalise her own body to transform into energy.
* ''Abilities (Arms)'': Alice's Titan Arms are based of her Solar legs, taking the laser legs ability to fire charged shots and rapid fire bursts and using the larger size to combine the two of them. These arms can each fire a volley of 12 shots before needing to recharge for a round, or can fire a charged shot on full charge for massive damage. Each basic shot is about the size of a fist and as strong as an anti material riffle, whilst the charged shot as about the size of a head and 10 times stronger.
* ''Abilities (Legs)'': Alice's Titan legs as based on her Lunar legs, providing a constant anti gravity effect enough to have her hover off the ground to not get in the way, or lock her feet in place to not be knocked back. They come with no form of flight or thrust and only apply to herself.
* ''Duration (All)'':The battery on these can last for about 3 hours before it starts to cannibalise her body, it drains the battery faster in combat, with only about half an hour of charge for active fighting . If it starts cannibalising her body server injuries can stack up very fast.


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Latest revision as of 22:23, 22 July 2024

Galacterian Knight
Author /u/the4bestgame
Pronouns she/her
Civilian name Alice Ikari
Alignment Hero
Affiliation Noncanon (Devilfish)
PRT Classification Tinker, Changer,
Born (1999-07-15) July 15, 1999 (age 25)
Status Noncanon




Galacterian Knight

  • Name / Alias: Alice Ikari / Galacterian Knight
  • Age: 22
  • Alignment: Hero(independent)

Public Information

A new Hero that’s just started out on the streets. She’s barely been seen outside, her one big showing so far being running in to save a group of civilians from a runaway car. Starting Reputation: E?

Physical Appearance

With long straight ginger hair and blank green eyes, Alice lost her right arm up to the elbow in a car crash and she carried a walking cane for damages sustained to her legs. Her normal outfit is a short sleeved blue cotton tea and a pair of black jogging bottoms.

Costume: Alice is a changer and so her costume is rather basic, a simple black tank top and tights, with a welders mask over her face.

Mentality

Alice is prone to fits and bursts of extreme emotion, but normally resting as a basic dull drone going through the motions. The only exception to this is her cape activities, as she enjoys putting on a show for the public.

Alice, whilst not having had the chance yet, is the type of person to happily goof around and sign autographs whilst in costume. She tries to spend as much of her time as she can out on the streets patrolling and making the city safer.

Resources

Alice was a fairly successful athlete before the car crash, and has saved up most of that money.

Wealth Level: 6

Equipment

Tinker tech listed in comments as per the wiki. Beyond that she recently purchased a old beat up car that she has been tearing apart to fuel her tinkering.

Alice also has a basic smart phone and the best first aid kit she could find on the market with a weeks delivery time.

Skills

Javelin throwing Driving Youtubed - First aid knowledge Socialising Contracts

Power

Trigger type: Tinker-Changer Alice is a tinker able to create tinker tech prosthetics, arms, legs, even heads and chests. These parts can be used as regular prosthetics if attached safely. (head and chest excluded) and act as vehicles for her tinker tech effects. Currently all these body parts are made of a lightweight steel alloy, that whilst minimally conductive, will still shock anyone touching them

Their true purpose however, is in Alice’s changer effect. Alice can swap out any part of her body at will for one of her tinker tech body parts via teleporting them in place of the limbs, the changer effect; however, changing a prosthetic back to flesh gives a few second cooldown for the flesh to reset before it can be used for another prosthetic which is necessary as the metal prosthetics don't truly count as her body, so they can't be swapped for other prosthetics. This delay grows longer the more she rapidly swaps out gear with her body undergoing painful stress. Damage sustained to the tinker tech part isn’t carried over to her real body, unless its broken or the battery starts to cannibalise her flesh to keep charge.

If a prosthetic is broken while attached, then its instantly returned to where it was teleported from, and the body part in question will tank the attack, likely causing massive damage without Alice being prepared.

Tinkertech

Gear name/Aspect Fire Aspect Magnetic Aspect
Solar legs Energy shots now burn instead of kenetic force Energy shots can now be influenced mid flight.
Lunar helm Grants thermal vision Grants electromagnetic vision
Planitar arms Grants hardlight shields Can bounce shields off anything metalic

Lunar Helm

Alice's first headpiece, she tries her best not to think about where her head goes when this is in use, but the thought that one day the process might go wrong keeps her up at night. The Lunar series of armour is her utility set, focused on rescue and survival work.

  • Appearance: A cool black metal knights helmet, complete with a visor she can pull up and down, though there's nothing inside. Its dotted with the same stars as the rest of her armour, with a bright full moon on her forehead and glowing white eyes.
  • Abilities (Night Vision): The glowing white eyes aren't just for show, giving Alice perfect night vision whilst wearing this helmet.

This helm can also become aspected by other peices of gear.

Solar Arms

Alice's first creation, and the first part of her offensive armour set - Solar. She plans to made a full set of each set of armour that she can mix and match, but such dreams are a long way off.

  • Appearance: A pair of sleek black metal arms. The tiny white dots on them are added in the creation process, not a matter of paint, and the orange orb imbedded in the palms feels smooth the glossy to the touch like glass.
  • Abilities (Arms): The arms themselves are capable of functioning just like normal arms, they aren't any stronger or weaker than you'd expect, though a steel punch will always hurt more than a fleshy one.
  • Abilities (Ignite): The main offensive ability of Solar arms is their self ignition, a flashy ability thats less useful in actual combat. Alice's prosthetics are immune to these flames, and getting hit by a flaming steel fist has to do marginally more than a normal steel fist, right? Its at least useful for intimidation.

These arms can also aspect her gear towards fire.

Planitar Arms

Alice's defensive set of arms, more useful than her Solar arms, these can be used to protect both herself and others!

  • Appearance: A pair of sleek black metal arms. The tiny white dots on them are added in the creation process, not a matter of paint. The yellow saturn like rings extend from the wrist to the elbow joint, and can be detached to wield as proper shields.
  • Abilities (Arms): The arms themselves are capable of functioning just like normal arms, they aren't any stronger or weaker than you'd expect, though a steel punch will always hurt more than a fleshy one.
  • Abilities (Shields): The main defensive ability of the Planitar arms are her ring shields, a golden yellow colour these can be used to block attacks off the edge of her arm whilst keeping up a flurry of offensive blows, or can be detached to be wields as individual buckler shields, they can even be given to others to help defend them.

These arms can also become aspected by other pieces of gear.

Planitar Chest

Alice's defensive chest plate, her highest tech piece of armour so far, these can be used to protect both herself and others!

  • Appearance: The same cool black metal knights armour with stars makes up this chest, with a red planet with Saturn like rings around it. When activated the golden rings extend out to orbit around the target.
  • Abilities (Guardian): The chest plate has the ability to bestow a protective field that will move with the person, including onto themselves. Golden rings will orbit them, creating a weak forcefield that will disrupt and block ranged attacks, although it provides no protection to melee attacks or esoteric attacks that can avoid passing through the rings, a barrage of fast ranged attacks can also overwhelm it. (Anti Ranged shield, lots of really fast attacks can cause some to slip through, and cape attacks that can pass through matter also can't be blocked)

Lunar Legs

Alice's utility pair of legs, and probably her strongest piece of tech so far, these can function as both a mobility aid and a weapon.

  • Appearance: The same cool black metal knights armour with stars makes up these legs, with a crescent moon facing inwards on both knees and the soles of the feet.
  • Abilities (Legs): The legs themselves are capable of functioning just like normal arms, they aren't any stronger or weaker than you'd expect, though a steel kick will always hurt more than a fleshy one.
  • Abilities (Grav): The main utility ability of the Lunar legs is her gravity module, tinker tech can means they function as a personal form of gravity, either lessening gravity for higher jumps, or selectively increasing gravity to attach onto flat surfaces to climb walls and roofs.

Solar Leggings

Alice's combat pair of legs and a great combo with her Lunar legs, attaching to a wall and firing from above.

  • Appearance: The same cool black metal knights armour with stars makes up these plated leggings. There's a small seam at the knee joint that Galacterian can use to disconnect the rest of the leg. The inner of the leg reveals a short burst fire muzzle, with the disconnected leg popping up with a scope and a longer ranged muzzle.
  • Abilities (Legs): The legs themselves are capable of functioning just like normal arms, they aren't any stronger or weaker than you'd expect, though a steel kick will always hurt more than a fleshy one.
  • Abilities (Laser): Each leg can be disconnected at the knee, turning into two different guns. The disconnected leg holds 5 shots which each need to be charged for a few seconds before firing, the muzzle glowing each time they are being charged. To recharge it needs to be reattached to her main body. The stump of the leg possesses a shorter ranged muzzle that can fire quick bursts of shots, but overheats if used too often. The muzzle cools down faster when the leg is reconnected, the sniper portion acting as a heat sink. The shots are laser based energy weapons, the burst fire ones packing as much impact as a a light punch with the heat of a hot drink. The sniper shots hit with enough force to crack hardwood and are hot enough to give first degree burns through clothes. The disconnected leg has 5 shots before being reconnected, each shot recharging over 5 minutes. The stump leg can fire up to 50 shots a minute at a rate of 4 per second before it overheats. If the gun overheats it takes 10 minutes to fully cooldown and become operational

These legs can also become aspected by other pieces of gear.

Solar Chestplate

Alice's combat chestplate, and the start of her aspects being used in series 1.

  • Appearance: The same cool black metal knights armour with stars dotting it is the base for this chestplate with the core being a blazing orb of overlaying magnetic fields.
  • Abilities (Magnetic): The chestplate allows Alice to control magnetic fields in two big broad ways. She can either unleash a large blast about the size of a room to knock out all unshielded tech with an EMP, the effect quickly trailing off after that, or she can target a metal object nearby and magnetise herself to it, quickly causing herself to quickly become pulled to that object, no matter the mass of the object she picks she will always be the one pulled and at the same speed of about 1.5 times an Olympic sprinter.

This chestplate can also aspect her gear towards magnets.

End bringer set

Titan Armour

  • Appearance: The same cool black metal knights armour with stars makes up this full suit of armour. Instead of modular pieces with different effects this is one single suit of armour scaled up to be massive for end bringer level threats.
  • Abilities (All): Each piece of this armour has its own ability, using the larger size to hold more power in exchange for loosing the modularity.
  • Abilities (Helmet): Alice's Titan Helm is a necessity with the larger armour, linking to small cameras around the armour gives her the ability to view from any angle of her body, though can only use two cameras at the same time and splitting the cameras up causes her depth perception to suffer.
  • Abilities (Chestplate): Alice's Titan Chestplate is a combination of her planitar arms and chestplate, forming a defensive bubble around an area she can see to block incoming attacks whilst allowing others to shoot out. With the larger size the bubble has also grown, now covering a 30 foot circular radius. The bubble is strong enough to withstand the attacks of the endbringer for a few seconds before shattering and only one can be generated at a time. Starting from a full charge Alice can make 4 bubbles, but any amount of movement of shooting will reduce that to 3, beyond that point her tech will cannibalise her own body to transform into energy.
  • Abilities (Arms): Alice's Titan Arms are based of her Solar legs, taking the laser legs ability to fire charged shots and rapid fire bursts and using the larger size to combine the two of them. These arms can each fire a volley of 12 shots before needing to recharge for a round, or can fire a charged shot on full charge for massive damage. Each basic shot is about the size of a fist and as strong as an anti material riffle, whilst the charged shot as about the size of a head and 10 times stronger.
  • Abilities (Legs): Alice's Titan legs as based on her Lunar legs, providing a constant anti gravity effect enough to have her hover off the ground to not get in the way, or lock her feet in place to not be knocked back. They come with no form of flight or thrust and only apply to herself.
  • Duration (All):The battery on these can last for about 3 hours before it starts to cannibalise her body, it drains the battery faster in combat, with only about half an hour of charge for active fighting . If it starts cannibalising her body server injuries can stack up very fast.

Example

Alice froze still as the thug burst into the gas station, ranting and raving as he demanded the attendant hand over the money, and all the lotto cards for all the good that would work.

Every few moments he spun around the room with the gun, cowing anyone thinking they could take the chance to step in, Alice bided her time, waiting from him to do another sweep as she ducked behind a store shelf, pulling on the knot of her power to call it to her.

It answered her call as always and she felt whole again, Both arms replaced with the basic armoured gauntlets, her vision now showing in shades of thermal imagery from the visor (she tried not to think about where her head went when using this part)

She didn’t bother calling the torso or legs to her, precious moments could let the thug escape, instead she charged at him, arms crossed to block any bullets on the metal gauntlets as she closed the gap, smashing him in the chest with a metal fist once, then again to make sure he didn’t get back up. Good. She did good.

Backstory

Alice knew who she was. A good daughter, a good friend. She liked helping people, and spending time with her family. More than anything though, she knew she was skilled.

It wasn’t a boast or anything so vain. She might not be Olympic level, but she was dammed good at the javelin toss. She worked hard for it, sacrificed and toiled day after day, and she was rewarded for it.

Then came the crash.

There was nothing that could be done for it, a one in a million chance they said, no-one was at fault. For all the excuses they gave, it meant one thing. She was broken.

Her arm gone, legs too weak to stand on. Pain shot through her body at random. Those dreams of people screaming her name where crushed in an instant.

Then her friends left, some where just there for her limited fame. But after they left she was ashamed to admit that she lashed out at the rest, called them jealous, she spat vicious venom until there was no-one left to call a friend.

Then her parents grew distant. She was a disappointment, a failure. Their attention was focused on her younger brother, eventually she logged online to see that time had slipped her by, locked in her apartment, no-one cared about her anymore. Alice wasn’t even alive anymore, there was nothing left of her, just a broken husk going through the motions.