Denver:Vineta

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Revision as of 12:18, 14 November 2023 by Nashoid (talk | contribs) (Created page with " {{public cape |rep_notoriety = D |rep_criminal = * |name = Vineta |civ_name = Emily (Amélie) Fontaine |age = 27 |pronouns = She/Her |alignment = Villain |affiliation = None |location = Denver |nationality = French |triggertype = Single Standard Trigger |status = Active |author = Arcanilith |approver = Nashoid |image = Vineta costume.png |caption = }} == Publicly Available Information== Vineta is a Shaker/Tinker that...")
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Cape Name::Vineta{{#set:Identity=Vineta}}

{{#set:Image=Vineta costume.png}}{{#set:

  |Meta element og-image=https://wiki.wormrp.com/w/images_wormrp/c/ce/Vineta_costume.png
}}
Reputation
Notoriety Criminal
D / *
Author Author::Arcanilith (capes)
Pronouns She/Her
Civilian name {{#set:Identity=Emily (Amélie) Fontaine}}Civilian Name::Emily (Amélie) Fontaine
Alignment Alignment::Villain
Affiliation Affiliation::None (Location::Denver)
Age 27
Status Status::Active
Nationality French
Approver Nashoid
Trigger Type Single Standard Trigger



Publicly Available Information

Vineta is a Shaker/Tinker that shifts the world around her to a strange reflection. She's able to quickly alter this space's terrain and create drones to help her fight

PRT / Government Information

Despite the wide reaching nature of her power, Vineta's crimes have usually been small break ins that people don't even notice until after she's already gone. The few times she has gone wide scale, eyewitness reports and interviews with people effected speak about her total lack of mercy in her control of the drones. Due to her weapons, the people are left physically unharmed but still traumatized by the pain and general situation.

Costume Appearance

5'5" tall, toned in the yoga/gymnast way, naturally a light brunette but dyes her hair a pastel blue, keeps it around mid back length. Pale in the way that doesn't tan easily, brown eyes, usually in sporty clothing.

Civilian Appearance

Emily is a deeply controlling and self centered person. She needs things to be done her way or not at all. She has a pretty positive view of her power and how it works, essentially enabling all her tendencies of not being able to rely on other people. She views the cape scene as a way to be a power fantasy and to make some more money, hasn't really had a moment of "oh god this is actual real and I am in danger" to ground her.

Mentality

Emily is a deeply controlling and self centered person. She needs things to be done her way or not at all. She has a pretty positive view of her power and how it works, essentially enabling all her tendencies of not being able to rely on other people. She views the cape scene as a way to be a power fantasy and to make some more money, hasn't really had a moment of "oh god this is actual real and I am in danger" to ground her.

Skills & Training

  • Bilingual, Fluent in French and English
  • Has a Fine Arts degree focusing on classical paintings
  • Talented digital artist
  • Coffee snob with the knowledge that entails

Resources & Wealth

Lives with a pair of roommates in a mediocre apartment, ostensibly gets by on doing online art commissions but a good bit of her cash-flow is through cape activities

  • Gets around on a sport motorcycle, got an old beat up van on the cheap for cape activities

Equipment & Gear

Tinker Tech & Major Equipment

Parahuman Power

"Emily is a tinker with a spec in dimensional overlaying and a methodolgy that revolves around battlefield control by way of terrain shaping and in field printing of autonomous defensive platforms in the vein of drones and turrets

While her tech/specialty doesn't strictly require it they can use a bandwidth system in & out-of-character to help balance the tinker-tech that she assembles mid-scene/fight.

(Liberty/Controller & Control/Elemental)" "Emily's dimension (Ur, for ease of writing) is a mirror to where it is called over, the landscape reduced to hollow white shells of buildings. The air is cold, like a mid autumn night. The ground is always covered by foot deep black water regardless of elevation, impossible to see more than an inch or two deep regardless of exotic sensors or powers. The sky is black and starless, but the area is always blanketed in a uniform light about as bright as twilight. Whatever the source of this light, it casts no shadows. No wind or sound crosses the threshold, leaving the area draped in an eerie stillness. No wind means no motion on the water, just a flat mirrored expanse until disturbed by movement.

The white material most solid objects in Ur are made of is a kind of metallic crystal. As such, rather than deforming under pressure it fractures. It's about as tough as concrete to damage" "(For more precision on the mechanics of the overlay, the way i conceptualize it is like creating a copy of reality and then editing that copy. All the changes made to this altered reality are undone when the overlaying influence is removed. I.E. when a turret is left behind when the overlay closes, that turret will not be in the same place if they later anchor the overlay there again. This extends to any changes made to overlaid matter. A overlaid building destroyed in the Ur has no bearing on the original. Damage dealt by overlaid objects can still cause real world injury. The only thing undone is the edits themselves)

(As for what does and doesn't get overlayed, its mostly a Manton limit. People and their immediate possessions are unaffected, but unattended objects are overlaid and are rendered inaccessible. Animals are also not overlaid but trees are.)

(Power interactions with Ur overwriting are case-by-case, disputing opinions should be judged by an character-approver at the player's request.)

(Typically material control/kinesis powers work on applicable materials from Ur, but usually with some difficulty, while Tinkertech & Master constructs are usually unaffected by the overwrite. But keep in mind the phrase case-by-case.)"

Background & Trigger

Spent her early years in Lyon in France before her family moved to California for work. Her family was rich enough to send her to private schooling , creating an environment where her poor social ability and behavior was passable and she never learned to break out of it. Fast forward to post secondary schooling and she isn't doing great. She is very difficult to be around due to needing things done very specifically and that means no one wants to work with her. She's lonely but wont ever admit it even to herself. She manages for a while, but eventually for a major group project she gets into one too many fights and decides go do it on her own. Of course, she isn't able to do so on her own. She doesn't have the skillset or time to handle this, and the other people wouldn't have done it right either, and as the pressure mounts on her she cracks and triggers. Over the remaining few months of her time in school she figures out how her power works and does a couple of small break ins with her small scale tech to make money and continue to fund her tinkering.

Now, a couple months later, she's starting to go bigger and bolder with her crimes now that her tech has a stable base to work on and take down oppositional agents

(Optional) Misc Lore Snippets