[center][h3][i][color=00a651]Coil[/color][/i][/h3] [img]https://drfhlmcehrc34.cloudfront.net/cache/7a/2e/7a2eca87d796d9fd03a702d75817da61.png[/img] [color=a0410d][b][i]"Let it grow, let it grow, let it grow!" ~ ♪[/i][/b][/color] [/center][hider][indent][h3][sub][ [color=#0072bc]♦[/color] ] Bio[/sub][/h3][hr][b][color=#000000]♦[/color] Name:[/b] Valerie 'Val' Timothy Armstrong [b][color=#000000]♦[/color] Age:[/b] 16 [b][color=#000000]♦[/color] Loyalty:[/b] Junior Guard [b][color=#000000]♦[/color] Appearance:[/b] Valerie is a ginger with green eyes. She has her hair at about shoulder length, frequently wearing a bow in her civilian identity. She is rather athletic, with muscles primarily geared towards running. Her costume hides most of her features. Her main costume is a black short skirt length robe over brown pants (replacing the green pants she wore during her days as a Ward). Wears a witch's hat: Green brim, plushy black cone. Both her hat and robe carry her Wards-era symbol on the brim, and her chest and back respectively. Her logo is one of her vines coiled around a small tree, reminiscent of the rod of Asclepius. She has two main costumes (read: robes and hats) and one stage costume, two of which contain spider silk, while the stage version has richer colors and fewer signs of wear. All three of her robes are a bit small for her, which is most notable when looking at her arms. She also wears a bonsai while caping, see items. [indent][hider= Picture currently not available.][/hider][/indent] [b][color=#000000]♦[/color] History:[/b] [indent][hider= ]Daughter of Justin Timothy Armstrong and Louise Appleton Armstrong. Valerie had a pleasant early childhood, initially living in Bristol. She was introduced to her best friend for the following years at her third birthday, a mixed-breed puppy going by Maxwell. When Valerie was 9, her family moved to Springfield, Illinois. She still sometimes peppers her language with Britishisms. Valerie had trouble making new friends following her move. After a few years, she picked up sports. One of her peers invited her to a team of Baseball-players. This team initially provided Valerie with the support and social structure she desired, so she leaned further into the sport than she would've during more normal circumstances. Being a quick learner, she eventually surpassed her team. As a result of her quick growth and cocky behavior, resentment on the team grew against her, culminating in pushback and occasional sabotage from teammates. After the negatives started to occur so often that she could no longer chalk them up to anything but malicious behavior, Valerie decided to try leaving her toxic environment for a different team. On the day before an important tryout, Valerie found herself locked out of the training grounds. The straw that broke the camels back was in place, she triggered at age 13 due to the stress caused by systematic sabotage, angry at the once nurturing environment and how it held her back. One of Valerie's teammates was injured during the aftermath of her trigger event, law enforcement in the form of the Parahuman response team got involved. Due to her high cooperativeness, the PRT assisted Valerie with legal matters. 'Coil' was her codename during this time, she decided to keep it. Valerie was tentatively banned from the baseball try-out on account of her new-found powers. Following her trigger, Coil became the designated Ward of her town, making up the local PRT branch with about 90 non-powered personnel (excluding janitorial staff) and an Alexandria Package Master going by the name [i]Pern[/i] (with Maxwell sometimes acting as an honorary part-time volunteer). Coil picked her name without knowledge of the deceased Brockton Bay based villain, which led to a few enthusiastic lessons of Supervillain trivia from Pern. Valerie became somewhat of a cape geek thanks to Perns influence, soon putting immense amounts of research into local (and semi-local) capes. She became somewhat of a fangirl for a few. Coil participated in three Endbringer battles. Two of them against the twins, one (briefly) against Khonsu on his second outing, mostly using her powers to knock Blasters and fellow Shakers out of dangerous areas. She chickened out during the first battle, didn't follow Khonsu after he teleported away for the second and got injured in the third. After her battle, Coil decided never to attend any Endbringer fight again. During the end of the world, Coil was almost entirely useless, going almost catatonic and hunkering beneath a heavy oaken table during the worst of Scion's rampage. By the time she built up enough courage to act, the fact that nothing could be done was evident. The Armstrongs decided to go on an impromptu road trip. This adventure was cut short when Khepri enrolled Valerie. Coil only really helped by feeding biomass into random Capes with power synergy. She was among the Parahumans who required medical attention during the battle, but luckily one of the healing capes had her handled. After the end of Gold morning, Coil took the shortest route back home and met up with her family. Once they were done raiding her old Wards base for costumes and bidding Pern farewell, the Armstrongs decided to migrate to a new world. Initially shooting for Gimel, they ended up on Samekh instead. The Armstrongs bought a property around the outskirts of the silver city. Valerie initially took the by now very old Maxwell on daily walks (sometimes using her powers to settle disputes around the local area), but the daily walks slowly turned into weekly walks. Most of her local area is protective of her, meaning that while being technically unmasked, Coil's civilian ID is mostly a well-kept secret (with new people being introduced to the secret on a biweekly basis). Recently, Coil found out that according to the first guard, she had acted as an independent vigilante for the past few years. While trying to finish the mountains of paperwork necessary for becoming an official independent hero, she learned about the Junior Guard and decided to sign up, citing her status as long-acting Wards captain of the PRT in a state capital. (Her technical truth was caught, leading to many people learning that Chicago was in fact not the capital of Illinois.) She is one of the newest Junior Guards and unsure about how to interact with fellow Parahumans. Coil is not used to having to work with capes that have poor power synergy with her. As of now, Valerie and her family members are not citizens. They fulfill most of the requirements for application. (Director Armstrong of the Boston PRT is her third cousin twice removed, but the two have only ever seen each other on family trees.) [/hider][/indent][/indent] [indent][h3][sub][ [color=#0072bc]♦[/color] ] Personality[/sub][/h3][hr][/indent][indent][indent] [b][color=#000000]♦[/color] Motivation:[/b] In the short term, Valerie mostly wants to make friends with her fellow heroes and protect the civilian population from villains and evildoers. In the long term, Valerie is a passive idealist. She wants improvement in Samekh's government but doesn't actively support politicians or social movements. She wants fairer treatment for Samekh's non-citizens but doesn't know enough about the system to be aware of the legal situation at all. All of this amounts to a person without any true long term goals besides a nebulous "make the world a better place". [b][color=#000000]♦[/color] Derangement:[/b] Valerie was more sheltered than most Parahumans, which results in her being almost unreasonably optimistic by the standards of most, but also comparatively impressionable. However, while she is squeamish, she got used to excessive violence and/or gore during her four occasions of meeting the Endbringers. Her power subtly pushes her to improve herself utilizing Endorphin as positive encouragement, making her act giddier when she uses her power.[/indent][/indent] [indent][h3][sub][ [color=#0072bc]♦[/color] ]Parahumanism[/sub][/h3][hr][/indent][indent][indent] [b][color=#000000]♦[/color] Skills:[/b] Valerie is physically fit, good at sports and has high endurance. Due to her Ward-era training, she's good in hand-to-hand combat and parkour. Furthermore, she's really good at writing sappy romantic poetry but is too embarrassed to share her work. [b][color=#000000]♦[/color] Classification:[/b] Shaker [b][color=#000000]♦[/color] [u]Mechanics:[/u][/b] Coil's power allows her to spawn one vine (2-10 meters long, 10-centimeter diameter) from every plant in her range, which amounts to about a city block of range. The vines are wood-like in texture, think aerial root, not [s]animated porn[/s] Tentacruel. Each plant gets one vine, the length of which is entirely based on Coil's current requirements. She has to raise each vine separately but can control all of them at once, provided they are within her range. Coil can move these vines and use them to grab, ensnare, pummel and/or throw people. The vines are incapable of locomotion. Each vine is about as strong as an adult man. Coil's power doesn't provide her with multitasking, so if she actively controls too many plants at once, they'll mirror each other. Coil does not gain any secondary Thinker powers beyond a sense of where plants are, where her vines are, how her vines are bent and how much resistance a given vine meets while moving. Coil's consciousness about collateral damage effectively limits her control area to 'field of vision, unless it is further away than 60 meters'. Her power only acknowledges plants above ground (though vines can bury themselves after spawning). Coil's vines stick around for exactly 28 hours after their spawning, after this time they crumble into sawdust. Coil can actively control vines she created earlier, but this does not renew them. A plant that formerly spawned a vine can spawn one again after the old vine turned into dust. The vines will remain in the same state and position they were controlled into when Coil last held the wheel. The type of plant changes nothing, each plant gets one vine. Offshoots are treated as separate plants. Mushrooms and most algae are not considered plants. The vine disregards gravity, the surrounding environment ignores the weight of the vines. Vines grow with a consistent speed, 2-meter vines are finished 5 times faster than 10-meter vines. Vines can grow out further later on, but can't be shrunken down. 2 meters are both the minimum length and the length of most vines. [hider=As for the power from Entity POV...] [color=c4df9b]Coil's passenger is actually mostly geared for Striker type powers. The passenger works in processing, collecting and sorting resources from shards geared towards resource gathering so shards further up the chain can turn parts of them into something with more 'nutritional value'. A suitable name for it would be something along the lines of 'Selector' or 'Grader'. For Coil's power, it scans the DNA of local lifeforms. If a lifeform within range is sufficiently plant-y, the shard will grab a strand of DNA, chop off the bits that are different from other plants or identical to non-plants and then adds its own information. The resulting 'sapling' is strategically force-fed with compounds to the point where any normal plant would burst. The passenger moves the plants around by redistributing parts of the internal structure, which means that every single position the vines take is rigid, despite their seemingly fluid motion. The passenger uses interdimensional shenaniganzery to hold the vines upright. Not 'hold', hold. The passenger has a large number of grabby bits and isn't afraid to use them. You are welcome.[/color] [/hider] [b][color=#000000]♦[/color] Equipment:[/b] [indent][i]ITEM:[/i] Bonsai backpack: A glorified plant pot with straps. Contains a tiny maple tree, trimmed to remain very, very small. Serves as emergency ammo. [i]ITEM:[/i] Lighter: A lighter styled after a Master cape and his draconic minions. Acts as a lucky charm, Coil doesn't smoke.[/indent][/indent][/indent] [/hider]