10 upvotes, 0 direct replies (showing 0)
View submission: Targets for a Good Teacher?
So that someone actually does the point of your post. If I'm a good teacher I'm scooping up the entire Marchants group. They all have so much potential but are held back by their addictions. Use that to my advantage using the addictive quality of my own power.
Skidmark- Getting a rebrand and getting sent likely a Midwestern city. Place where the response time needs to be better just due to distance.- giving him an enhanced sense of acceleration and velocity.
Squealer- Send her to the guild so that she can work with dragon and the other tinkers. Hell with that mass production tinker PRT vans are going to be so much safer so transports are harder to break.- I'd give her a minor Tinker Power in fule. That would let her not only make her vehicles but what is needed to have them run.
Mush- most in need of this. Dude tried to fix his life anyway so this just gives him a chance- giving him understanding of durability and hardness of objects so he can more selectively and efficiently use his power to form armor.
Whirlygig- not alot known about her so not sure how hard it be to rebrand her- giving her the ability to look at an object and understand it's weight so she can modify her storm to pick it up accordingly.
Trainwreck- he likely wouldn't take any deal made since he works for coil.
Scrub- Kid needs to be a ward.- instance where I actually use the modifying powers part. Lower the power for finer control. Makes it easier for his pr and stops horrible accidents from happening if they get mastered.
There's nothing here!