PROGENITOR: WORM (A Wormquest AU)

CHARACTER SHEET & GLOBAL METRICS
SUSPICION​
TECHNOLOGY​
ECONOMY​
WARFARE​
2
3
3
2

THE METRIC DATA IS NOT AVALAIBLE TO YOUR CHARACTER UNLESS THEY HAVE SUPERHUMAN (10+) DICE IN MIND.
YOU MAY CHECK THE METRICS, BUT YOU MUST NOT ACT UPON THEM.
IF YOU START DOING MONKEY BEESKNEES, THEN I'LL REMOVE THESE.
BUT THEY'RE NEAT, SO DON'T MAKE ME DO THAT.




THE CURRENT MEMBERS OF THE STONEWALL NINE

TEAM MORALE:
Dissolved (1/4), Fraying (1/2), Bad (3/4), Average (x1), Good (x1.5), Excellent (x2), Found Family (x3)
TEAM HEADQUARTERS: Yggdrasil, the World Tree
TEAM ALLIES: NYPD (Grudging), Stan Lee (Eager), Cam Nguyet (Whether You Want Her Or Not), Amanda Sykes, Abe Sykes
TEAM ENEMIES: Don Crawler (Nemesis) [IN JAIL], Glasshead (Nemesis) [IN JAIL], Miss Eyes (Nemisis) [IN JAIL], Zipperneck (Rival) [IN JAIL],
Cam Nguyet (Whether You Want Her Or Not)

TEAM WARDS: Tina Shaw, Amy Sykes, Cassie the Humanoid Force, Sloppy Joe, Aisha Laborn, Camilo Vera, Jill Danning
Lily Satō, Head of the Stonewall Nine

AGE: 19 (DOB: 1951)
PASSION: Girls [7], Fuck the Cops [4], Superheroing [1]
LOYALTY: Queer Rights [7], Your Friends [5], , A Better World [1]
BASE WILL: 25 | XP: 1

Lily has seen nothing but hassle from New York's finest and is damn sure not going to let them push her around. And now, finally, a queer woman can hit back harder than the patriarchy does.

BODY​
CORD.​
SENSE​
MIND​
CHARM​
COMMAND​
1d+1wd​
6d​
3d​
3d​
2d​
2d​
Lily, before becoming a metahuman, was perceptive and smart, but had the strength and endurance of a sixteen year old girl after a bad cold. Afterwards, she could become incredibly strong if she manipulated the physics of the items she touched, or the clothing she wore to augment herself. Her max press was five tons without any additional effort, a top speed of 40 MPH for running, and a vertical jump of 8 yards. Also, she can dodge bullets.

SKILLS (Broad, Flexible, Influence)
[Any] New Yorker, Japanese-American, Delinquent (B/F/-): 3d
[Any] Being a Lesbian in the 1960s (B/F/-): 3d
[Any] Superhero (B/F/I): 1d
[Coordination] Sneaking (-/-/-): 2d
[Coordination] Lockpicking (-/-/-): 2d
[Mind] Speak Vietnamese (-/-/-): 1d
[Mind] Speak Russia (-/-/-): 1d
[Mind - Hyperskill] Intuitive Physicist (B/-/-): 6hd
[Charm] Voice of the People (-/-/I): 1d
[Command] Stubbornness (-/-/-): 3d

Lily, before becoming a metahuman, was the bad apple of her family. A second generation Japanese immigrant, she doesn't like or respect her parents - if only because she's grimly determined they'd freak out if they found out what she...felt about other women. She's good at sneaking out and has spent more time at Stonewall than she has at school, as her grades will attest. She's got a stubborn attitude and is about ten years early for punk and ten years late for the Beatniks. She makes do.

ARCHETYPE: METAHUMAN
Source: Unknown | Permission: Super
Intrinsics:
Immutable: Barring superhuman assistance, gadgets, or something wildly unexpected, Lily's powers will not change or improve.
Infectious: Lily is either a strong, stable or weak vector (she doesn't know which.) If she's strong, she has a 100% infection rate until she reaches power equilibrium. If she's stable, she has an 80% shot (the joy of being a Tier 3.) If she's weak, she's got a 10% shot. Infection passes when she uses her powers on anything sentient.​
POWERS

Not So Little Anymore...
Dice: 1wd
Hyperbody (+4), No Physics (+1), Booster [2] (+2), If/Then [Must Be Wearing Clothes Over The Parts Used] (-1), Obvious (-1)​
Cost per Die: 5 | Total Cost: 20​
By adjusting, in minute and gross ways, the physical properties of either what she carries and her own clothing, Lily effectively has her very own suit of strength enhancing exoskeletal structures. This imparts incredibly precise control to her blows, her athleticism, and her jumping. This isn't a subtle effect - her body emits strange flashes and odd noises as air and light interacts unpredictably with her physics alterations.

Fast as a Thought
Dice: 4d
Hypercoordination (+4), No Physics (+1), Go First [2] (+2), If/Then [Must Be Wearing Clothes Over The Parts Used] (-1), Obvious (-1)​
Cost per Die: 5 | Total Cost: 20​
Just like with her body, but this covers her reflexes as well. She can dodge bullets! ...not that she HAS too. The flashing and eerie hissing makes stealth hard, so she prefers to turn it off when she's sneaking anywhere.

Intuitive Physicist
Dice: 6hd
Hyperskill [[Mind]General Physicist (B/-/-)] (+1)
Cost Per Die: 1 | Total Cost: 12
She's intuitively a PHD equipped physicist on par with Albert Einstein. Maybe better, actually. She literally can't NOT know the exact right answer to any physics question. This really helps, considering her powers.

Everything is a Gun
Dice: 8d+1wd
Range: 2,560 Yards | Mass: Knockback = Base Damage + 6 meters | Base Damage: Width in Shock & Killing
Attack (+2), Area [1d] (+1) Spray [1d) (+1), Heightened Capacity [Mass] (+1), Penetration [2] (+2), Power Capacity [Mass] (+2), Speeding Bullet (+2), If/Then [Must Touch an Object] (-1), Obvious (-1)​
Cost Per Die: 9 | Total Cost: 108​
By touching an object (any object, really) and canceling their mass and lateral motion relative to the planet Earth, she can turn anything, from an apple to a doorknob to a manhole cover into a projectile. By touching a lot of objects (I.E, using spray), she can hit as many times as she gets sets. By making sure to touch relatively fragile objects and creating deliberate fracture points, she turns the weapon into a kind of kinetic shotgun (using Area.) People hit by this tend to go flying (using the Power Capacity [Mass]), but she can just use narrow blades if she just wants to do the slicing and slashing. The only problem is if she can't touch things with her skin (it has to be a skin to skin contact) it won't work. Oh. Also, the sonic booms.

No

Dice: 10hd
Range: 512 yards
Defends (+2), Power Capacity [Range] (+2), Spray (+1), Obvious (-1), Limited Capacity (-1), If/Then [Must have a Medium to Manipulate] (-1)​
Cost Per Die: 3 | Total Cost: 40​
By glaring at the air around her, she can render it impenetrable to whatever is coming her way. Maybe the air molecules suddenly lose the ability to move at all and become an impenetrable wall that simply bounces a kinetic projectile off, or negating an explosive's ability to undergo chemical interactions that lead to detonations, or making the air molecules ahead of her simply non-conductive to whatever energy blast is heading her way. This is not subtle - producing bright flashes, loud booms, and strange changes in local atmospheric conditions as the interactions become chaotic beyond the immediate radius. The maximum number of people or places she can protect at once is five people, but the more people she tries to protect, the less effective the defense is. It's literally impenetrable when she's just protecting one person, but if she's protecting five at once, a fast shot or lucky hit might get through.

Physical Fuckery
Dice: 5wd
Range: N/A | Mass: N/A | Speed: N/A​
Attacks (+2), Endless (+3), Variable Effect (+4), If/Then [For Variable Effect] (-1), If/Then [Variable Effect Must Be Related to Repressing a Physical Law] (-1), Locational [Head, R. Arm, L. Arm, Body, R. Leg, L. Leg] (-6)​
Defends (+2), Endless (+3), Variable Effect (+4), If/Then [For Variable Effect] (-1), If/Then [Variable Effect Must Be Related to Repressing a Physical Law] (-1), Locational [Head, R. Arm, L. Arm, Body, R. Leg, L. Leg] (-6)​
Useful (+2), Endless (+3), Variable Effect (+4), If/Then [For Variable Effect] (-1), If/Then [Variable Effect Must Be Related to Repressing a Physical Law] (-1), Locational [Head, R. Arm, L. Arm, Body, R. Leg, L. Leg] (-6)​
Cost Per Die: 6 | Total Cost: 120​
Whenever she puts her mind to it, Lily can do something. If it can be done by suppressing a physical property or law, she can do it. Needless to say, once she realizes how her power works, she starts studying the hell of out physics. This is really easy, thanks to her intuitive understanding of physics. However, this power requires her to be able to use every SINGLE iota of her body's contact with the surrounding universe. If she has taken any trauma to any part of her body, then these powers short out. If she gets a chance to refocus, she can reestablish her control...unless the body part in question is too damaged to be used (I.E, filled with any combination of shock or killing damage.) In which case, she simply cannot tap into this ability to manipulate the universe. She simply lacks the holistic connection to the universe.

Seriously, Though, everything?
Dice: 1d
Range: Self Only
Attacks (+2), Attack Quality [10] (+10), Augment (+4), Area [10d] (+10), Booster [10] (+10), Burning (+2), Engulf (+2), Penetration [10] (+10), Radius [5] (+10), If/Then [Augment Only] (-1), If/Then [Cannot Spend Use Augment for anything but "Everything Is a Gun"] (-1), If/Then [Must Be Manipulating Matter On A Scale Permitting The Impacts She Wishes] (-1), Self Only (-3)​
Cost Per Die: 54 | Total Cost: 54​
Hey, what if she touches a mountain face and she negates its inertia and lateral motion for a flash of a second and turns Everest into a five kilometer high rock shotgun? Well, uh...take your pick! Add all of the above! If she uses a chemical tanker, it might explode. If she uproots an oil derrick, it will set things on fire. Anything justifiable in the scene, she can do it. She will have to spend a willpower point to do this. Oh, and be willing to accept the consequences.

Confident as Hell
Dice: N/A
Base Will (+3), Attached [Hyperbody] (-2)
Cost Per Point: 1 | Total Cost: 26
Lifting five tons over her head, running as fast a car, and being aware she doesn't have to be afraid anymore all combine to create a staggering, preposterous level of raw confidence. This is good, cause it makes her good at fighting supervillains and changing the world. The only problem is that if that hyperbody ever goes away...poof. There goes the confidence. Good thing that won't happen! ...right?

Andy Richter, Time Thief and Genius Gadgeteer
Andy's Powers

ANDY HAS 11 BASE WILL.

Hypermind
Dice: 4wd
Hyperbrain (+4), If/Then [Must be within 10 meters of any form if electrical equipment) (-1), If/Then [Can be disrupted by wrapping his head in a Faraday cage] (-1), If/Then [Can be disrupted with any form of non-physical radar jamming too] (-1)
Cost Per Die: 1 | Total Cost: 12

More Hypermind
Dice: 2wd
Hyperbrain (+4) If/Then [Must be within 10 meters of a pretty hefty chunk of computers) (-1), If/Then [Can be disrupted by wrapping his head in a Faraday cage] (-1), If/Then [Can be disrupted with any form of non-physical radar jamming too] (-1)
Cost Per Die: 1 | Total Cost: 8

Even More Hypermind
Dice: 2wd
Hyperbrain (+4) If/Then [Must be within 10 meters of even more computer components) (-1), If/Then [Can be disrupted by wrapping his head in a Faraday cage] (-1), If/Then [Can be disrupted with any form of non-physical radar jamming too] (-1)
Cost Per Die: 1 | Total Cost: 8

Dear God, Sir, How Much More Hypermind Do you Need!?
Dice: 2wd
Hyperbrain (+4) If/Then [Must be within 10 meters of a pretty hefty chunk of computers) (-1), If/Then [Can be disrupted by wrapping his head in a Faraday cage] (-1), If/Then [Can be disrupted with any form of non-physical radar jamming too] (-1)
Cost Per Die: 1 | Total Cost: 8

When Andy is within ten meters of any kind of electrically conductive material harnessed for human ends – lamp posts and microwaves, toasters and hair driers – he becomes smarter than the smartest human being in the world. If those electrically conductive materials are arranged into a computer of some kind, then he becomes a lot smarter, and he gets more and more smarter the more and more computers are around him. Eventually, he hits the four way tie for smartest monkey on this marble. Unfortunately, unlike some metahumans, Andy's "exocortex" is suspended on physical matter and communicated to him via electromagnetic signals, meaning they can be blocked or removed by his enemies.

Time Snatch
Dice: 2hd
Mass: 2.5 kg or less
Useful (+2), Permanent (+4), Limited Capacity (-1)
Cost Per Die: 5 | Total Cost: 20

Andy has a fascination with electrical gizmos and computers. But the 1960s was not enough for his subconscious. He is able to reach forward in time into parallel universes and, uh...steal stuff. The stuff can only come from other universes, and he can't do more than 2.5 kilograms at a time, making the stuff he REALLY wants (quantum computers, spaceship engines, laser guns) slightly tricky.

I Can Make Whatever You Want
Dice: 5hd+10d+5wd

Attacks (+2), Endless (+3), Variable Effect (+4), Delayed Effect (-2), If/Then [Variable Effect Requires at least 6wd of Hyperbrain to be active] (-1), If/Then [Variable Effect is only for Technology] (-1), If/Then [Variable Effect Only] (-1), If/Then [Any Gadget Made Must Have the Manufacturable Extra] (-1), Willpower Investment (-1)
Defends (+2), Endless (+3), Variable Effect (+4), Delayed Effect (-2), If/Then [Variable Effect Requires at least 6wd of Hyperbrain to be active] (-1), If/Then [Variable Effect is only for Technology] (-1), If/Then [Variable Effect Only] (-1), If/Then [Any Gadget Made Must Have the Manufacturable Extra] (-1), Willpower Investment (-1)
Useful (+2), Endless (+3), Variable Effect (+4), Delayed Effect (-2), If/Then [Variable Effect Requires at least 6wd of Hyperbrain to be active] (-1), If/Then [Variable Effect is only for Technology] (-1), If/Then [Variable Effect Only] (-1), If/Then [Any Gadget Made Must Have the Manufacturable Extra] (-1), Willpower Investment (-1)
Useful (+2), Endless (+3), Delayed Effect (-2), Touch Only (-2)
Cost Per Die: 7 | Total Cost: 280

Hokay. So! Andy can make gadgets. He's, in fact, one of the better gadgeters in the world – in part because he doesn't NEED A LABORATORY. He doesn't NEED supplies. Because he just...uh...borrows them from the future. (Note, if he chooses to not borrow things from the future, then he will need a laboratory, but won't get a rebate in points.) The gadgets he makes can be, eventually, learned to be recreated by non-metahumans. Now, it still takes him some time to actually build a gadget! Now, there is one tiny problem: He needs to be smart enough to do any of this, and that means that if he's in a Faraday cage helmet, then he's shit outta luck.

Oh, also, the last useful ability is the ability to deconstruct other people's foci. So, if he finds a gadget in the wild, he can take it apart and gets all the Willpower used to build the device in the first place. This is why gadgteers tend to HATE one another. He can also deconstruct any device he's built to get the willpower he invested in it back.


Base Will
Dice: N/A
Base Will (+3), Attached [Hypermind] (-2)
Cost Per Point: 1 | Total Cost: 14

He's a driven, focused guy.


Sabah Attar, Girl Who's Under Your Skin

SABAH HAS 8 BASE WILL

Puppets
Dice: 2hd+8d
Range: Touch/5,450 Yards
Useful (+2), Permanent (+4), Delayed Effect (-2) If/Then [Needs Materials To Make Them From] (-1), If/Then [Can only use hard dice with skin] (-1), Touch Only (-2)
Useful (+2), Permanent (+4), Attached [Telekinesis] (-2)
Cost Per Die: 4 | Total Cost: 48

By using her telekinesis to sew together, uh, material - don't tell people it's skin, please don't tell people it works best with skin - Sabah is able to make incredibly useful puppets. With a 2x10 result, she can make 10 of them. They last forever and are perfectly loyal to her! ...so long as they're within about three miles. Once beyond that, they act on their own recognizance. She CAN make it with non-skin and she's even pretty good at it, but it is kind of tricky and doesn't always make the best minions. (a 2x1 to 2x3 result produces Rabble, while a 2x4 to 2x6 makes trained minions, and 2x7 to 2x8 makes professionals. 2x10 make Elites.

Matterkinesis
Dice: 9d+1wd
Range: 510 Yards | Mass: 1.28 Tons| Speed: 128 Yards
Attacks (+2), High Capacity [Mass, Range] (+2), Power Capacity [Mass, Range] (+4), Spray [1d] (+1), If/Then [Only Manipulates Unliving Matter] (-1), Limited Capacity (-1)
Defend (+2), Power Capacity [Range] (+2), Spray [1d] (+1), If/Then [Only Manipulates Unliving Matter] (-1), Limited Capacity (-1)
Useful (+2), Duration (+2), High Capacity [Mass, Range] (+2), Power Capacity [Mass, Range] (+4), Spray [1d] (+1), If/Then [Only Manipulates Unliving Matter] (-1), Limited Capacity (-1)
Cost Per Die: 19 | Total Cost: 247 points

This is the big shebang. Sabah is able to manipulate non-living matter to move it around. She's pretty weak. For...a tier 4, meaning she can "only" lift a 1.2 ton boulder off the ground from a "mere" 510 yards and "barely" throw it at 128 MPH. Guh. What a chump, right? This power can defend, attack, and manipulate matter. The matter that she manipulates tends to "stick" to what it was doing for about an hour - so if she flings a rock upwards at 128 MPH, then it'll keep going straight up at that speed for an hour before falling down.

Specialty Puppets
Dice: 2hd
Range: Touch
Attack (+2), Duration (+2), Variable Effect (+4), Attached [Puppets] (-2), If/Then [For Variable Effect Only] (-1), If/Then [Variable Effect Only Is Attached to Puppets] (-1), If/Then [Variable Effect Can Mimic Expert Minion Abilities] (-1), Touch Only (-2)
Defend (+2), Duration (+2), Variable Effect (+4), Attached [Puppets] (-2), If/Then [For Variable Effect Only] (-1), If/Then [Variable Effect Only Is Attached to Puppets] (-1), If/Then [Variable Effect Can Mimic Expert Minion Abilities] (-1), Touch Only (-2)
Useful (+2), Duration (+2), Variable Effect (+4), Attached [Puppets] (-2), If/Then [For Variable Effect Only] (-1), If/Then [Variable Effect Only Is Attached to Puppets] (-1), If/Then [Variable Effect Can Mimic Expert Minion Abilities] (-1), Touch Only (-2)
Cost Per Die: 1 | Total Cost: 4

When she makes puppets, the puppets can do stuff that they would reasonably be able to do. If she makes a bunch of ninja costumes, they get the Elite Ability: Stealth, allowing them to do what minions normally cannot (sneak into buildings without being spotted.) She can attach any elite ability she wants to these puppets!

Armed Puppets
Dice: 2hd
Range: Touch
Useful (+2), Permanent (+4), Attached [Puppets] (-2), Touch Only (-2)
Cost Per Die: 2 | Total Cost: 8

...is that a puppet? HE'S GOT A GUN!? BLAM BLAM! If this power is used after the puppet power, then the puppets have guns and can do their damage in S/K damage. The guns look like they're made of felt cloth or bone depending on if Sabah is making them out of which cloth - but no matter how impossible the gun looks, it still can kill.

Immune Puppets
Dice: 2hd
Useful (+2), Permanent (+4), Variable Effect (+4), Attached [Puppets] (-2), If/Then [Variable Effect Only] (-1), If/Then [Variable Effect is for Immunities Only] (-1), Self Only (-3)
Cost Per Die: 3 | Total Cost: 12

These puppets don't need to breathe, cannot be poisoned by gas, cannot get cancer, radiation, "live" I guess, forever, and are immune to pretty much whatever would kill a normal human other than straight out physical damage.

Self Stitching
Dice: 2hd
Useful (+2), Permanent (+4), Engulf (+2), No Physics (+1), Self Only (-3)
Cost Per Die: 6 | Total Cost: 24

Sabah hopefully doesn't learn about this for a while. But the instant her own flesh dies, she can control it and can instinctively stitch it back together again. This effects her entire body. At the most extreme case, if she is completely atomized, she will reconstitute herself in approximately sixty seconds. She will not enjoy doing this, but she can do it. Death for Sabah now requires some equally permanent effect or for her to lose her powers.

Touch Up
Dice: 1d
Hypercharm (+4)
Cost Per Die: 4 | Total Cost: 1d

Like most teens of any gender or sexuality, Sabah has a few hangups about her body. A few wrinkles gone, a bit less sag here and there. Most people won't notice, but they're gone.

Base Will
Points: 1
Base Will (+3)
Cost Per Point: 3 | Total Cost: 1

She's just a bit more confident. Also, I had 3 points to spare


Lisa Wilbourn, Nose Who Knows

LISA HAS 12 BASE WILL

Become a Foxgirl
Dice: 2hd
Useful (+2), Endless (+3), Self Only (-3)
Cost Per Die: 2 | Total Cost: 8

Lisa becomes a fox girl!

Elementary
Dice: 5wd
Hyperskill [Broad, Flexible] (+2), No Physics (+1), If/Then [The wild dice must be set to the value of the normal die rolled] (-2)
Cost Per Die: 1 | Total Cost: 20

Why, it's elementary, my dear Watson! This is a broad and flexible skill that covers all manners of detective and investigation sneakery. It has no physics, allowing for preposterous levels of information to be drawn, far beyond what would normally be available from a mere glance. The only problem is that it is somewhat dependent on her own mind (5d.) So, if she rolls a 4, 3, 2, 1 in her normal mind dice, she'd HAVE to get a 5x4 - a fast, but not necessarily correct deduction.

Bang
Dice: 10wd
Hyperskill [Broad] (+1)
Cost Per Die: 1 | Total Cost: 40

She's quite possibly the best shot on the planet with any gun or gun like object. This is a byproduct of her incredibly focused intellect.

Coordinated Like A Fox
Dice: 10wd
Hypercoordination (+4), Attached [Fox Girl] (-2)
Total Cost Per Die: 2 | Total Cost: 80

When she is a fox girl, she is able to preform feats of physical coordination that defy imagination. Dodge bullets? She can CATCH bullets. She can shoot bullets WITH HER OWN BULLETS.

Can't Touch This
Dice: 1d
Hyperskill [Narrow] (+0), Interference (+3), Duration(+2), Attached [Fox Girl] (-2)
Total Cost Per Die: 4 | | Total Cost: 3

Remember when I said she can dodge bullets? Say she gets shot at. She rolls a 10x10 using her coordination+ this skill. This now on for the rest of the battle. She can dodge all the bullets forever until the battle is over.

The Nose Knows
Dice: 10wd
Hypersense (+4), Attached [Fox girl] (-2)
Cost Per Die: 2 | Total Cost: 80

Her senses are so preposterously attuned to the world around her that she can see in the dark, read by touch, identify targets by smell, differentiate between distinct sounds in a symphony by their subtle differences, and can sense movement up to a quarter of a mile away.

Oh Shit
Dice: 2hd
Useful (+2), Permanent (+4), No Physics (+1), Radius [13] (+26), Self Only (-3), Uncontrolled (-2), Attached [Fox Girl] (-2)
Cost Per Die: 26 | Total Cost: 104

This is a power no one knows she has. Because it's not really a power exactly. It's a combination of her incredible senses and her deductive reasoning. Here's how it works. If anything catastrophic happens within 12 hours - the death of a loved one, a natural disaster, a space station knocked out of orbit and smashed into the ground - and it happens somewhere within 50 miles around Lisa, this power triggers. The game resets to that point with her waking up from a prophetic dream put together by her subconscious, aware of exactly what she did during that day. Once she realizes this power exists (and, also, the 50 mile limit to when it triggers) she is going to be INCREDIBLY CLINGY.

Base Will
Points: 5
Base Will (+3)
Cost Per Die: 3 | Total Cost: 15

She's confident, like most of you, because she has superpowers.

Theo Anders, Arm of the Resistance

THEO HAS 7 BASE WILL

Limb Field
Dice: 8+2wd
Hyperbody (+4), Booster [+8], No Physics (+1), On Sight (+1), Endless (+3), Power Capacity [Range] (+2), Radius [1] (+2), Spray [1] (+1), If/Then [Only for arms] (-1), If/Then [Requires Local Materials] (-1)
Cost Per Die: 20 | Total Cost: 320

So! Everything within a 3 mile range can be touched by Theo by manifesting an arm made of local materials (air, if nothing's there, but he can also use cloth, bits of stone, metal, anything that he can use to reach through.) This does mean it doesn't work in a vacuum, but it can work in an extremely thin atmosphere or with local dirt if he was, say, on the Moon. Anywho, he can make as many arms as he want (for example, if there were twenty people in a ten yard radius, he could make 20 arms to grab each of them by the scruff of their necks.) What is more, he can use this power through screens to cheat the distance. If he sees someone on TV, he can manifest an arm there and pants them! Cool!

Anywho, these arms can lift 1.28 trillion tons, last forever unless he is killed or runs out of willpower. They can throw a 1.6 ton object nearly a tenth of a mile. They can punch someone so hard that they'll go flying 48 yards BEFORE you figure for any extra damage. And did I mention they defy the laws of physics - so, he can pick up a building without spilling the coffee cups inside? Cool!


Tougher Than He Looks
Dice: 3hd
Defends (+2), Endless (+3), Hardened Armor (+2), Armored Defense (-2)
Cost Per Die: 5 | Total Cost: 30

He's tougher than he looks. He has 3 levels of Light Armor, which reduces shock damage to 1, then converts 3 levels of killing damage to shock. So, if he was thrown into a wall for 5s/2k like poor Ned, he'd take 1s/2k, then the 2k would be turned to shock, so that's a total of 3s - a bad bruise, not a potentially life threatening spine snap.

Rachel Lindt, Houndmistress Extraordinaire

RACHEL HAS 9 BASE WILL

Pet Their Heads And They Wag their Tails
Dice: 2hd+2d
Useful (+2), Permanent (+4), Touch Only (-2)
Hypermind (+4), Attached [Pet Their Heads] (-2), If/Then [Does Not Provide Hard Dice To Canines] (-1)
Points Per Die: 5 | Total Cost: 30

When Rachel pets a dog, the dog wags their tail! Also, she can now talk to this dog, forever, at any time, using normal conversational English. She can also understand the dog's response. Oh! Also, the dog gets +1d to its mind as hypermind, bumping it from an animalistic 0d to a human level 2d. Good dog! Who's a good pupper?

Make My Doggy GROW!
Dice: 3hd+6d+2wd
Range: 5,120 yards
Useful (+2), Duration (+2), On Sight (+1), Attached [Pet Their Heads] (-2), Obvious (-1)
Hyperbody (+4), Booster [2] (+2) Attached [Pet Their Heads] (-2), Attached [Make My Doggy Grow] (-2)
Hypercoordination (+4), Attached [Pet Their Heads] (-2), Attached [Make My Doggy Grow] (-2)
Defends (+2), Duration (+2), Armored Defense (-2), Attached [Pet Their Heads] (-2), Attached [Make My Doggy Grow] (-2)
Defends (+2), Duration (+2), Interference (+3), Armored Defense (-2), Attached [Pet Their Heads] (-2), Attached [Make My Doggy Grow] (-2)
Attacks (+2), Penetration [5] (+5), Attached [Pet Their Heads] (-2), Attached [Make My Doggy Grow] (-2)
Useful (+2), Duration (+2), Engulf (+2), Attached [Pet their heads] (-2), Attached [Make my Doggy Grow] (-2), Self Only (-3)
Useful (+2), Duration (+2), Attached [Pet their Heads] (-2), Attached [Make my Doggy Grow] (-2)
Points Per Die: 13 | 260

If a dog that Rachel has petted is within range - or even just visible through a screen, or...she can talk to it over a phone (note to self: Invent radio collars for her dogs that she can work through), she can make the doggy GROW! This only lasts for a short time, but the dog will become much larger, much tougher, and much stronger and much faster. Basically, they get +3hd+6d+2wd to their Body, their Coordination, AND they'll get (effectively) 5 levels of light and hardened armor and +5 health levels on each area, making each dog a literal walking tank! ...also, they get laser eye vision. Which can cut through tank armor. Cause, you know. They're dogs.

...the dogs can also fly. At 640 MPH.

Cause they're dogs.


Power Collar
Dice: 2hd
Range: Touch
Useful (+2), Permanent (+4), Attached [Pet Their Heads] (-2), Always On (-1), Automatic (-1), Touch Only (-2)
Point Per Die: 1 | Total Cost: 4

The dogs, once she pets them, cannot gain dark energy powers despite being sentient. It's an instinctive byproduct of Rachel's will to both connect with dogs and 'keep them safe' - wild, uncontrolled dark energy powers spreading unchecked through the doggy population terrifies her subconscious. And so, her subconscious makes sure to lock that off.

Healing Touch
Dice: 2hd
Range: Touch
Useful (+2), Useful Quality [5] (+5) Engulf (+2), Touch Only (-2)
Points Per Die: 7 | Total Cost: 28

Though terrified at first this power only works on Dogs, Rachel is relieved to learn it actually can work on just about anything. She touches them, and they glow a little, and then heal 7s/7k to every single part of their body instantly. No muss, no fuss. It, sadly, cannot bring people back to life unless she pushes herself (she will have to permanently burn 1 Base Will to do so.)

Base Will
Total Points: +2
Base Will (+3)
Point per Will: 3 | Total Cost: 6

She's determined. Not as much as others, but enough.

Marsha P. Johnson, The Queen of Stonewall

MARSHA HAS 11 BASE WILL

Flower Power
Dice: 9d+1wd
Attacks (+2), Endless (+3), Variable Effect (+4), If/Then [For Variable Effect Only] (-1), If/Then [All Effects are Plant Themed] (-1)
Defends (+2), Endless (+3), Variable Effect (+4), If/Then [For Variable Effect Only] (-1), If/Then [All Effects are Plant Themed] (-1)
Useful (+2), Endless (+3), Variable Effect (+4), If/Then [For Variable Effect Only] (-1), If/Then [All Effects are Plant Themed] (-1)
Cost Per Die: 21 | Total Cost: 273

A powerful and incredibly flexible ability, Marsha is able to create and utilize plant growths (most people think she can only do flowers, but she can do trees, she can do vines, she can do thorns, oh boy.) These plants often defy physics and understanding - if she wants, she can make a thorn that can cut through tank steel, or a tree that can grow powerfully enough to uproot a building, or an apple that, when eaten, can cure sickness. While her power isn't as "rawly" strong as some other abilities - if she got into a tree V arm wrestling contest with Theo, Theo would win - her powers are so staggeringly flexible that she is an amazing asset. However, her powers do need to be "formatted" - meaning that if she isn't prepped for combat or defense, she is terrible vulnerable.

Queen of Stonewall
Dice: 8hd
Defend (+2), Endless (+3), Radius [3] (+6), Delayed Effect (-2), If/Then [Only Works in an building she owns and operates and has become in, some metaphorical and metaphysical sense, hers] (-1), No Physical Effect (-1), Exhausted (-3)
Cost Per Die: 4 | Total Cost: 64

So long as the Queen is in her domain, no harm shall come to any who are there. This power is an endless effect centered on her, radiating out approximately 40 yards (meaning an exceptionally large building won't be entirely protected.) The effect is entirely psychological - people simply cannot bring themselves to harm anyone while in the field - this includes her allies, she can't shut it down for them.

Beauty Without Compare
Dice: +4d
Hypercharm (+4), Obvious (-1)
Cost Per Die: 3 | Total Cost: 12

She is luminous, with total of 7 dice in Charm.

Fabulous Performer
Dice: +1d
Hyperskill (Broad, Flexible)
Cost Per Die: 1d | Total Cost: 1

This is a mild improvement, but it was all I could think to spend her last point on. Sue me!

Tori Heflin, The Telekinetic Smuggler

TORI HAS 8 BASE WILL

Invisible Telekinesis
Dice: 3d+1wd
Attacks (+2), Booster (+4), High Capacity [Mass] (+2), Non-Physical (+2), Power Capacity [Mass] (+2), Subtle (+1), Spray [1d] (+1), Locational [head] (-1)
Defends (+2), Controlled Effect (+1), Duration (+2), Interference (+3), Power Capacity [Range] (+2), Radius [1] (+2), Subtle (+1), Locational [head] (-1)
Useful (+2), Duration (+2), Booster (+4), High Capacity [Mass, Speed] (+2), Power Capacity [Mass, Speed] (+4), Subtle (+1), Locational [head] (-1),
Useful (+2), Booster (+4), Engulf (+2), High Capacity [Mass] (+1), Power Capacity [Mass] (+2) Attached [Telekinesis] (-2),
Cost Per Die: 45 | Total Cost: 315

By focusing, Tori is able to create telekinetic fields. Unlike many, these fields are completely, one hundred percent invisible. She can protect people in bubbles (selectively, if she wants!) bout 10 yards wide, so long as they are within about 80 yards of her. Her attacks are incredibly narrow stabs that then balloon in the target - they can only be dodged, not resisted with armor (hence the 'non-physical' extra.) If she's feeling exceptionally vindictive, she can just grab your heart and punch it as hard as she can from within your ribcage too. Her max range for her TK attacks is 800,000 yards. That's 450 miles! It can send people flying pretty goddamn far too.

Next, she can pick up and carry stuff. Anything within 450 miles, and her max weight is 2,000 tons. Not as stupidly huge as some people, but nothing to shake a stick at. What is really amazing, though...is this.

Anything she picks up - anything at all -
becomes invisible TOO. This includes her own self, if she's using TK to fly. This includes the ENTIRE PARTY if she's carrying everyone. This includes jets. This includes buildings. Anything she grabs, she can turn invisible!

Adaption
Dice: 4hd
Useful (+2), Endless (+3), Variable Effect (+4), If/Then [For Variable Effect Only] (-1), If/Then [Variable Effect For Immunities Only] (-1), Self Only (-3)
Cost Per Die: 4 | Total Cost: 32

Thanks to telekinesis, she can also breathe in space. With telekinesis.

Base Will
Points: 1
Cost Per Point: 3 | Total Cost: 3

You know the drill by now. Powers, better will, had points hanging.

Brian Laborn, The Power in Obscurity

BRIAN HAS 7 BASE WILL

Grueclouds
Dice: 9hd
Attack (+2), Daze (+1), Duration (+2), Radius (1) (+2), Non-Physical (+2), Spray [1d] (+1), Limited Damage (shock) (-1), Limited Width (-1)
Useful (+2), Duration (+2), Radius (+1), Attached [Dazing Cloud] (-2), Automatic (-1)
Cost Per Die: 10 | Total Cost: 180

When activated, this power is a bit slow and sluggish - effectively going off last on every round. However, you have to know it is coming, and this requires a Resistance roll of Sense+Perception to spot where Brian is looking (he just need to glare to do it.) If the resistance roll fails, then you get hit with 5x10 attack in a 10 yard radius. Due to limited width and limited damage, this only does 1 shock to the head. ...it also removes FIVE DICE from their next turn. If a character has no dice, they can't do shit. This happens each round they're in the cloud, so if they're completely debilitated, they take 1 shock to the head every round until the cloud is dispersed or they slowly and painfully die. Since, 1 shock per 6 seconds for an hour is going to kill you. Even better, the cloud also gets a 4x10 useful effect that obscures visibility, chokes out EM frequencies, and negates all but the best dark energy perceptions. That's what the useful is, the jamming field.

Power Thief
Dice: 1d+2wd
Attacks (+2), Variable Effect (+4), Endless (+3), If/Then [For Variable Effect Only] (-1), If/Then [Variable Effect Is For Mimicking Powers Only] (-1), If/Then [Target Must have been exposed to the Gruecloud at all! Ever!] (-1)
Defends (+2), Variable Effect (+4), Endless (+3), If/Then [For Variable Effect Only] (-1), If/Then [Variable Effect Is For Mimicking Powers Only] (-1), If/Then [Target Must have been exposed to the Gruecloud at all! Ever!] (-1)
Useful (+2), Variable Effect (+4), Endless (+3), If/Then [For Variable Effect Only] (-1), If/Then [Variable Effect Is For Mimicking Powers Only] (-1), If/Then [Target Must have been exposed to the Gruecloud at all! Ever!] (-1)
Cost Per Die: 18 | Total Cost: 162

If a target has been exposed to the dark energy cloud that Brian can produce, Brian can replicate that power. In himself. Now, usually, it will be a great deal weaker, and it may require expending some willpower, but he can do it. What's more, as he hits more people (or more people volunteer for the admittedly unpleasant whammy), his power catalogue just gets bigger and bigger and bigger.

Ghost Recall
Dice: 2hd
Useful (+2), Duration (+2), If/Then [Subject must have been exposed to the Gruecloud] (-1), No Physical Effect (-1)
Cost Per Die: 2 | Total Cost: 8

Powers aren't the only thing that Brian can copy. He can also recreate the memories and personality of a person in a ghostly, shimmering cloud of darkness roughly in the shape of the person. Their personality-clone cannot form new memories and only exists for a short time, but has pretty accurate information. If you can convince them to give it up. Is this ethical? Anyway, that's Brian's power set!

Brian's Library
  • Every Single Power From the Stonewall Nine
  • THE EYEBALL POWER SUITE (note, as this is multiple powers, it would take Brian a total of 5 rounds and 81 WP to make one permanent eye with each of these powers. However, he doesn't need to make an eye with every part. He can just have an eyeball that flies for 18, or an eyeball that can access the Eyeball Zone for 18 WP (18 to make it, 0 to make the Zone) Fortunately, due to Permanence, each of these WP expenditures does last forever. Or, uh...until the eyeball is squished...
Eye Eye, Sir!
Dice: 1d+2wd
Defends [Evasion] (+0)
Useful [Exists] (+0), Permanent (+4), Touch Only (-2)
Points Per Die: 2 | Cost: 18

By focusing, an eyeball grows inside of Brian's body, then pops out. It's gross.

Why Is It So Tough, It's An Eyeball!?
Dice: 1d+2wd
Useful [Health Boxes] (+0), Permanent (+4), Attached [Eye Eye, Ma'am!] (-2)
Willpower Cost: 2 | Cost: 18

When he creates the Eyeballs (which, as a note, he currently cannot), Brian can only give them 3 extra health levels, making them much smaller.

Eyebeam
Dice: 1d+2wd
Attacks [Eyebeam] (+0), Spray [5d] (+5), Attached [Eye Eye, Ma'am!] (-2)
Willpower Cost: 3 | Cost: 27

The Eyes have laser beams. Because they're eyes. Brian's eyes will have a total of 6d+2wd, rather than 9d+1wd.

Eyeflight
Dice: 1d+2wd
Defends (+0), Attached [Eye Eye, Ma'am!] (-2)
Useful (+0), Permanent (+4) Attached [Eye Eye, Ma'am!] (-2)
Willpower Cost: 2 | Cost: 18

The Eyes have it! ...flight, that is. Brian's can soar along at a mere 10 MPH. They are slightly better at dodging though.

Into the Zone
Dice: 1d+2wd
Useful [Traps Target In Horrifying Nightmare Dimension] (+0), Endless (+3), Traumatic (+1), Attached [Eye Eye, Ma'am!] (-2), Touch Only (-2)
Willpower Cost: 0 | Cost:0

Brian's eyes, like Miss Eye's eyes, have access...TO THE EYEBALL ZONE.

Your Attack, Foreseen
Dice: 1d+2wd
Hyperskill [Dodge] (+0)
Willpower Cost Per Die: 0 | Cost: 0

Formatting his power this way does let Brian dodge better.

Mistress of All Eyes See
Dice: 4hd
Hyperskill [Tactics] (+0), Power Capacity [Range] (+2), Booster [5] (+5), No Physics (+1), If/Then [Can Only Command Eyes] (-1)
Points Per Die: 7 | Cost: 63

For a staggering 63 GODDAMN willpower, Brian can get the STAGGERING ABILITY to command Eyeballs with his mind at a range. AMAZING!!!!!

GADGET ONE: The Gaia Engine

Useful [Gravity Control] (Mass: 500,000,000 tons| Range: 200,000,000 meters| Speed: 50,000,000,000 meters per round [74 times the speed of light])
Dice: 2hd
Useful (Free, Gadget) | Duration (+2), Booster [10] (+10), Power Quality [Mass, Range] (+4), High Capacity [Mass, Range] (+2), No Physics (+1), If/Then [Requires Metamaterials Produced by Lily to Function] (-1), Foci [Fragile, Bulky, Crew x4, Manufacturable] (-5), Obvious (-1), Slow (-2)
Cost Per Die: 10 | Total Cost: 40 WP (1 Base Will To Free Up)

Costing 40 WP from your pool (representing the metamaterials that you provided to construct it), the Gaia Engine is a remarkable device. Requiring the attendance of sixteen trained professionals - among the first hires that Andy ever made - the Gaia Engine is capable of gravitational manipulation at an obscene scale and speed, with ludicrous precision. How absurd? Well, from orbit, you can snatch up the entirety of Manhattan - island and all - and rip it into space and then fling it towards Alpha Centauri at 74 times light speed without damaging a single thing on it, nor causing it damage when it lands on Charon. Cool! You officially can't bitch about me spending 40 of your WP on this fucking thing, you goddamn maniacs!

The duration is approximately a day, so once per day, the crew have to make sure the gravity field that keeps Yiggy in the air is 'reupped.'


GADGET TWO: The Aegis
Defense [Gravity Shield]
Dice: 5hd
Defends (Free, Gadget), Endless (+3), Interference (+3), Attached [Gravity Manipulation] (-2), Foci [Bulky, Manufacturable] (+0),
Cost Per Die: 4 | Total Cost: 40 WP (1 Base Will to Free Up)

Feeding off the Gaia Engine, the Aegis is an attached chunk of material that projects a defensive field around the entirety of the Yiggy's superstructure. Incoming weaponry, unless it goes faster than 5x10, is simply swatted away. This includes beams of light, the rays of the sun, solar flares, and other nasty things.

GADGET THREE: Room Service
Useful [Room Service]
Dice: 3d+1wd
Useful (Free, Gadget), Endless (+3), Variable Effect (+4), Attached [Gaia Engine] (-2), If/Then [Variable Effect Only] (-1), If/Then [Variable Effect is for Room Service Only] (-1), If/Then [Variable Effect only applies within the Yiggy's superstructure] (-1), If/Then [Room Service must be Requested] (-1), Foci [Bulky, Manufacturable] (+0)
Cost Per Die: 1 | Total Cost: 7 WP (1 Base Will To Free Up)

Also feeding off the Gaia Engine's powers, Room Service is simple as hell. You ask for tea, earl gray, hot. Then the fucking tea shows up! This also covers very attractive P-zombies that look like dead celebrities, medical aid, giving you lucid dreams, creating illusions, playing movies, and translating languages.

Here's some basic rules for gadgeteer who want to make powers

---

GADGEETING RULES FOR GADGETEERS

STEP ONE
Decide what power does. All powers can either ATTACK, DEFEND, or be USEFUL. Each thing costs (+2)

Example: I want to make a ray gun that can also heal people. It Attacks [Ray Gun] (+2) and is Useful [Heals People] (+2)

STEP TWO
Apply modifiers for extras and flaws to each power capacity. The full list is found in the Wild Talent's core rulebook. Add them all up into a total cost per die. The minimum point value is always 0 (you can't get extra for going below your maximum.)

Example: This ray gun can fire very fast. It has +3 Spray. This ray gun heals all of you! It has Engulf (+2). Both attack and useful has the Foci (-1) with the Fragile (-1) and Accessible (-1) flaws. This means it costs 2+3-3+2+2-3 for a total of 3 points per die.

STEPTHREE
Count up how much it costs based on how many dice. If it has hard dice, the hard dice are "base cost x2" and if it has wiggle dice, then they cost "base cost x4."

Example: This ray gun has 5d+1wd. It costs (5x3)+(3x4) for a total of 27 willpower.

STEP FOUR
Use your gadget. The gadget can then be taken apart to regain your willpower back. If you want to, you can burn 1 base will to make it a gadget that exists permanently (freeing up those dice for later.) If the gadget has the Manufacturable extra, then it can be made a common, household device that anyone can buy for a cost of 1/2 the willpower it costs to make in base will, taking 1 month per base will spent to make it ready for manufacturing.

Example: Pretend the raygun has manufacturable (even though it doesn't.) It costs 14 Base Will to make it buyable at any street corner, and takes a year and change for the final designs to be completed. Once done, the inventor gets the 5d+1wd that they put into the gadget back into their gadgeteering dice pool.

---

HOW TO INFLUENCE PEOPLE WITH YOUR INFLUENCE SKILLS

There's a big old table from the Kerberos Club book! Here it is!

 
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Or, A Machine that Makes Suits!

A kind of..Super 3D Printer, perhaps?
Oh, there's an idea. Some kind of matter forge, or just a replicator, that'd be super useful, a power hog though. Maybe that's something we could make available. There's a cool version in Horizon: Zero Dawn that assembles machines in the open air, seemingly woven together with light, very cool looking.

Absolutely a monster to build though.
 
Non-physical is what got Zipperneck too, sounds to me like we need to build gadgets for the team to specifically defend against it.

I've come back around to Andy building custom armor for each member. That's gonna be ruinously expensive though. Shit, maybe we should just make some kind of super suit available and then he only has to customize for each member.

Point of order, there are two types of non-physical from what I can tell. Zipperneck was hit by the kind that can only be dodged. Tori got hit by the kind that can only be resisted with a Stability roll.

Oh, there's an idea. Some kind of matter forge, or just a replicator, that'd be super useful, a power hog though. Maybe that's something we could make available. There's a cool version in Horizon: Zero Dawn that assembles machines in the open air, seemingly woven together with light, very cool looking.

Absolutely a monster to build though.

*laughs in Sabah*

Ok, I've been kicking some designs at DC over DMs slowly, but I think I'll do a big dump of them here and use the post as a design repository for us. You'll get why I laughed.
 
Point of order, there are two types of non-physical from what I can tell. Zipperneck was hit by the kind that can only be dodged. Tori got hit by the kind that can only be resisted with a Stability roll.

ACtually, there are hypothetically as many non-physicals as you can justify. The guideline are "It needs a stat+skill combo that can block it, or something relatively common that can block it." Like lead, or salt charms (For fae curses!)
 
So if we wanted a non physical defense we'd have to stipulate what exactly it defends against?

So, whatever the Teep and LBJ do for starters, however memes work, it's not a dozen different for every meta that uses them, and then… I dunno, the stunners if we make them available. Mind control is the priority though I think. Great to have, super unfun to be subjected too.

It's only cool when when we're brainwashing the population to be tolerant and empathic, not when anyone else does, cause we mean well! No, it totally doesn't count that Cam says the same thing.
 
One thing you guys will need to really have to come to grips with is there are no perfect defenses, no utter security, no way to make sure it all comes out right. You just have to take do your best, and enjoy the ... drama.
 
This. Took. Forever to format!

MASS PRODUCED GADGETS

"Only mankind would have the hubris to turn the engines of its own destruction into the means of its salvation." -Stonewall #2: The Manhattan Dilemma

TagPointsDescription
Hyperstat4Produces Body 6 power (about 0.3 MW)
Endless3Doesn't stop working when we stop focusing on it.
Manufacturable2Can be made by regular people.
Booster3Boosts output to 300 MW (what a modern SMR can put out).
Safe*1The reactor will shut down safely if rendered inoperable.
Non-Proliferative*1Resistant to use as a vector of nuclear proliferation.
Location-2If the pressure vessel is breached, the reactor shuts down.
If the cooling system is broken, the reactor shuts down.
Focus-1It's external to the character.
Obvious-1The cooling and vacuum systems make a lot of noise.
Crew-3Five levels of crew means it takes 8 people to operate this device.
Adaptation-2It's not based on wholly novel technology.
Environment Bound-2It needs fissile material to work.
It needs a vacuum to work.
Bulky-1It's a stationary fission reactor.
Total3
(9 WP)
[1 BW]
Consumes 1 Base will to make.

Also known as the Richter-Sato-Tesa Fission Fragment Reactor, MARS was designed as the answer to all the world's short to medium term energy needs. The reactor operates by suspending a critical mass of uranium nanoparticles with electrostatic and magnetic fields inside a vacuum flask. The high surface area of the uranium dusty plasma allows it to radiate heat via infrared radiation, which is removed from the reaction chamber via water cooling of a high thermal absorption reactor liner. The low density of the uranium dusty plasma allows fission fragments to escape from the reaction volume, where magnetic fields extract their kinetic energy and separate out fission fragments based on their kinetic properties. This allows for energy conversion efficiencies in the 90% range (compared to a maximum of about 35% for traditional steam turbine cycle nuclear reactors) as well as the simultaneous reprocessing of spent fuel, greatly reducing the amount of nuclear waste produced.
Designed with a 15 year lifespan, the fissile fuel is sealed inside during production and only replenished when the reaction chamber is brought back to the factory for refurbishment. If the reaction chamber is breached, the vacuum will prevent any material from escaping to the outside while the capsules of expanding foam nestled between the two layers of the pressure vessel's double hull will expand to plug the hole. Physical cutoffs triggered by the loss of vacuum will also be triggered, cutting the electrostatic suspension of the fissile fuel and causing it to fall into a container filled with neutron poison coated whiskers. The result will render the reactor inert and inoperable until it is returned to the factory for refurbishment. The only physical connection between the outside and inside are the hookups for high purity vacuum pumps, which are equipped with ultrafine ionized mesh filters meant to trap the smallest of fission dust fragments inside the reactor.
Otherwise the reactor is a marvel of economic design. The reaction chambers and the ancillary cooling and vacuum systems are small enough to be shipped via truck and assembled on site, no special consideration for safety or construction are necessary at the installation site, fission fuel is significantly cheaper per watt generated than coal, the reactor only requires a crew of 8 to operate, and the combination of electrostatic and magnetic suspension allows for fission fuel densities in the core to be rapidly altered, quickly throttling the reactor up and down to deal with demand fluctuations in the power grid. MARS may have quite literally ushered in the age of free energy once it is deployed en masse.

"We're going to cure death?!"
"MUAHAHAHAHAHA! (beat) Doubt it." - Stonewall #4: The Fable of the Dragon


TagPointsDescription
Permanent4Doesn't stop working if we stop focusing on it.
Useful4Repair cellular damage until the body is restored to prime physical condition (around 25 year old biologically)
Perform limited physical alterations within human baseline.
Manufacturable3Can be made by regular people.
A little extra here to make it easy to make.
Native Power1No dark energy involved here, just plain ol' biochemistry.
Delayed Effect-2Takes months to see results.
Adaptation-2Expands and combines existing treatments.
If/Then-1Must take monthly booster shots to keep working.
Focus-1It's external to the character.
Accessible-1Injection can be taken from you.
Immutable-1Can't be changed later.
Depleted-1Used up on injection.
Total3
This is basically a combination of targeted oncocydals to preempt cancer; telomerase to ensure cells don't crap out due to planned obsolescence; retrovirus delivered anti-oxidants to deal with free-radical damage in mitochondria; lysosome, amyloid and glucose breakdown enzymes to prevent the buildup of both; antibodies for hunting down cells that have stopped dividing but aren't dying; and pluripotent stem cells to replace worn out neurons, heart, and muscle cells. You take a shot every month and you stay in peak physical condition.
The second, optional part of the treatment is called Inanna's Gift* - it essentially supercharges the rejuvenation process and brings the body to a more malleable pre-bubescenet state on a cellular level. At this point a predetermined course of targeted hormones can be used to encourage it to develop in certain ways (examples include making it easier to lose fat and gain muscle, adjust certain physical characteristics, etc.) based on the patient's desires.

*What's this? We bundled a free medical transition option with an injection that gives eternal youth and fitness? We swear it was totally unintended ¯\_(ツ)_/¯

TagPointsDescription
Useful2Creates food.
Manufacturable2Can be made by regular people.
Permanent4Doesn't stop working when we stop focusing on it.
Booster620-200 lb meat & 200-2000 lb plants per year per acre.
Native Power1Not reliant on dark energy.
Durable1It's a very hardy little ecosystem.
Crew-3It takes 8 people to operate this device.
Delayed Effect-2Takes time to establish.
Adaptation-2It's not based on wholly novel technology.
Bulky-1Hard to lift.
Unwieldy-1Hard to move.
Immutable-1Can't be changed.
Focus-1It's external to the character.
Environment Bound-1Must be on arable land.
Always On-1Doesn't just… turn off.
Total3
Based on the Aquaculture item in Progenitor.

Andy develops permaculture suitable to the various climates and soils of different parts of the US, volunteer brigades are encouraged to plant the relevant seeds, then Marsha swings by and accelerates their growth to maturity in the blink of an eye. Starting with NYC food gardens.

HERO GADGETS

TagPointsDescription
2 HD2Always hits the head.
Attack Levels2Now does 4 shock damage.
Manufacturable2Andy's flaw.
Non-Physical2Works on super tough people!
Speeding Bullet2Can't easily be avoided or resisted.
Subtle1Hard to notice.
Daze1Reduces enemy's dice by width in dice for next round.
On Sight1Shoots through walls.
If/Then-5Needs exotic matter. (Lily's Physical Fuckery)
Needs microchips to make it. (Andy's Time Snach)
Needs room temperature SC to make it. (Lily's Physical Fuckery)
Needs molecular manufacture to make it. (Sabah's Loom)
Needs Brian's help to make it. (for Daze effect)
Locational-1Needs at least one hand to operate it.
Full Power Only-1Always uses all dice.
Focus-1It's external to the character.
Accessible-1Can be taken away.
Immutable-1Can't be changed.
Limited Damage-1Only does 2 shock damage at a base level.
Total2

This sucker fires silent, intangible, invisible beams of dark energy that disrupt consciousness directly, and dazes them for the next round!

TagPointsDescription
Endless3Power remains formatted indefinitely.
Useful2Allows your face and hair to take a different appearance.
Manufacturable2Andy's flaw.
Native Power1Don't lose dice if Nullified or exhaust WP.
Subtle1Hard to notice anything's off.
Self Only-3Only disguises yourself.
If/Then-2Requires Lily's help to build.
Only changes face appearance and hair color.
Focus-1It's external to the character.
Accessible-1Can be taken away.
Immutable-1Can't be changed.
Total1

You know in Mission Impossible when someone rips off their face to reveal it was the hero all along? This lets Lisa do it too.

TagPointsDescription
Variable Effect4Allows chemistry scale matter manipulation.
Endless3Power remains formatted indefinitely.
Manufacturable2Andy's flaw.
If/Then-3For variable effect only.
Variable effect for matter only.
Requires Lily's help to build.
Attached-2To Matterkinesis.
Focus-1It's external to the character.
Accessible-1Can be taken away.
Immutable-1Can't be changed.

Allows Sabah to manipulate matter on the molecular scale. It can mimic hyperskills if they are something that can be accomplished by the molecular manipulation - so with creativity, it can become a kind of general purpose field kit...easy to case a crime scene when you can find and isolate genetic sequences left behind by sucking them into your loom and taking them apart!Or you can 'sew' leather together seamlessly, or etch silicon microchips, or make bulk carbon allotropes into whatever shapes Andy needs!

TagPointsDescription
Endless3Power remains formatted indefinitely.
Non-Physical2Bypasses all defenses, can only be dodged.
Manufacturable2Andy's flaw.
On Sight1Doesn't have to see the target personally.
If/Then-1Requires Lily's help to build.
Attached-2To Everything is a Gun.
Focus-1It's external to the character.
Accessible-1Can be taken away.
Immutable-1Can't be changed.
Total2

Lily can also drop 1d from the attack to put all her damage into Shock OR Kill, making it possible to use as a stunner!

Kind of like Black Window's gauntlets, these are supposed to feed flechettes to her that come into contact with her skin, which she can then launch. This thing however imparts the Non-Physical quality, to replicate how Lily's power in Worm bypassed all defences.
It's also a double callback, because Sting was the name of her power, and her hero name was Flechette. :p

TagPointsDescription
Endless3Power remains formatted indefinitely.
Useful2Allows you to scout the local area with drones.
Manufacturable2Andy's flaw.
Native Power1Don't lose dice if Nullified or exhaust WP.
Subtle1Hard to notice the drones.
Adaptation-2Based on existing technology.
Environment Bound-1Only function in a fluid medium like air or water.
If/Then-2Requires Lily's help to build.
Gains the Slow trait if used in water.
Focus-1It's external to the character.
Accessible-1Can be taken away.
Immutable-1Can't be changed.
Total1
Drone swarm that Theo can use to see.

TagPointsDescription
Endless3Power remains formatted indefinitely.
Useful2Translates dog speech into human speech!
Manufacturable2Andy's flaw.
Adaptation-2Based on existing technology.
Attached-1To Pet Their Heads
Focus-1It's external to the character.
Accessible-1Can be taken away.
Immutable-1Can't be changed.
Total1


TagPointsDescription
Permanent4Doesn't stop working if we stop focusing on it.
Useful2Repair cellular damage until the body is restored to prime physical condition.
Manufacturable2Andy's flaw.
Natural Power1No dark energy involved here, just plain ol' biochemistry.
Delayed Effect-2Takes months to see results.
Adaptation-2Expands and combines existing treatments.
If/Then-1Works only on dogs.
Focus-1It's external to the character.
Immutable-1Can't be changed later.
Depleted-1Used up on injection.
Total1

From here on we get into standardized armor, which is very much still being developed so take these point totals with a grain of salt.
I'm also not sure if it's worth it to be frank, compared to sinking the same points into some sort of area sensor + automated turrets that use the same guns as Lisa.

Anyway, armor is made of four layers, meant to be worn together to give overlapping protection. I had to make them overlapping layers because otherwise the cost would skyrocket.


TagPointsDescription
Variable Effect4Works on temperature, suffocation, electrocution, poison, radiation, vacuum.
Immunity3Protects against environmental hazards.
Endless3/diePowers persists indefinitely.
Useful2It's handy to have.
Manufacturable2Andy's flaw.
Native Power1Don't lose dice if Nullified or exhaust WP.
Locational-5If the seals are breached…
Self Only-3Only protects the wearer.
Delayed Effect-2It takes time to put on and take off.
Adaptation-2Based on existing technology.
Accessible-1Can be taken away.
Focus-1External to character.
If/Then-1Required Sabah or Lily to help make it.
Immutable-1Can't do anything else.
Total

  • Thermal control system protects from extremes of heat and cold through insulation and active cooling (you always generate more heat that the suit can dissipate due to carbon aerogel insulation,so only cooling required).
  • Internal air supply - simple air supply with external vent. Good for half hour of operation from a pressurized diamond tank.
  • Electrically insulated.
  • NBC positive pressure system.
  • Radiation protection: Hydrogenated compound layer particle shielding followed by Beryllium gamma/x-ray shielding. For concentrated radiation, they use special michelin man radiation suits. Neutrons will be reflected by the graphene and diamond.

TagPointsDescription
Endless3Powers persists indefinitely.
Defend8Converts Killing to Shock with 2 HD
Hardened Defense2LAR not reduced by penetration.
Manufacturable2Andy's flaw.
Native Power1Don't lose dice if Nullified or exhaust WP.
Self Only-3Only protects the wearer.
Armored Defense-2Removes a point of armor per point of penetration.
Delayed Effect-2It takes time to put on and take off.
Adaptation-2Based on existing technology.
Accessible-1Can be taken away.
Focus-1External to character.
If/Then-1Required Sabah or Lily to help make it.
Immutable-1Can't do anything else.
Total

TagPointsDescription
Endless3Powers persists indefinitely.
Interference3Reduces width of opposing roll.
Defend HD8Protects from damage with 3 HD.
Manufacturable2Andy's flaw.
Native Power1Don't lose dice if Nullified or exhaust WP.
Self Only-3Only protects the wearer.
Armored Defense-2Removes a point of armor per point of penetration.
Delayed Effect-2It takes time to put on and take off.
Adaptation-2Based on existing technology.
Accessible-1Can be taken away.
Focus-1External to character.
If/Then-1Required Sabah or Lily to help make it.
Immutable-1Can't do anything else.
Total

TagPointsDescription
Usefull+2/dieMakes you hard to see.
Duration+2Lasts duration of scene.
Native Power+1Don't lose dice if Nullified or exhaust WP.
Self Only-3Only hides the wearer.
Accessible-1Can be taken away.
Focus-1External to character.
Total

As you ca see, armor gets stupid expensive in terms of point cost.
It would be WAYYYY cheaper to use Rachel's dogs as a baseline and give them a few bells and whistles instead of turning the Nine into some sort of super-knights.

I'll try to stat that up another time.

Edit: Waaaaait. Are flaws taken on a Per Dice basis?
 
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Crew-3Five levels of crew means it takes 8 people to operate this device
We could afford to have more crew then that surely, isn't there anything further to improve it?
On Sight1Shoots through walls
"Huh, you should be out cold," Lisa said, her ears twitching up. "Also, note to Andy, once he's done cowering, this gun needs better focusing and a better firing rate and-"
Just cause it can shoot through walls doesn't mean it can see through walls, and I think it does have targeting issues from this comment. And firing rate I guess, it seems to be possible in the essentials book but I'm not seeing an extra for it, maybe spray? Andy should really have a weapon as well.

Also, couldn't we just give her an invisible/inaudible gadget instead of camoauge?

Still think we should do full on robotic automation, that labor would be awesome. We could have them be like turf warriors and puppets like metal officers overseeing them in their area of speciality.
 
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I propose we name the translator collars "I have just met you and I love you" or some other quote from Dug the dog from Up.

While we're proposing larger project's and also as a way to sneak more Wormy characters into the story I think Andy should make other A.I. based on characters from Worm that had nothing to do with A.I. In the original story, for example (P)ersonal(A)ssistant(Intiutive)(G)eneral(E)ntertainment(still working on the acronym) aka Paige Mcabee aka Canary in Worm a Rogue (private sector Cape) who used there power enhanced suggestibility inducing voice to become a moderately famous Pop Star (for the record no she didn't use compelling memes to do it, her voice was just that good) before being sent to Super-jail on trumped up charges after telling her asshole of an ex-boyfriend to go fuck himself after a concert...which he then proceeded to do to nearly fatal results. Here she would act as a dedicated PR manager and cataloger/distributor of future media, after all someone's gotta sort through, promote, and adapt (read translate or reinvent) modern animation techniques among othe things and the frontlog(?) of diverse media that Andy gives us access to and who better to do that than an Anachronistic Vocaloid. Could you imagine a world in which Sailor Moon, She-ra(2018), and Steven Universe are everyone's introduction to the Magical Girl Genre (we can save Owl House and its message of "be gay do witchcraft" for later) in the 1960's, or where Into the Spider-verse (Morales is the hardest sell Ghost is fine: the first Meta was a woman, SP//dr is fine: the first Meta Team was founded by someone Japanese, Noir is fine: everyone still agrees Nazis are for punching, Pig is fine: basically Bugs Bunny) was produced when Stan was in his prime, or any of the discography of Lady Gaga and P!nk playing on public radio decades early (raise your glass if you are wrong in all the right ways), hell one of her jobs could be running a radio station that plays only nexties/nexto music or whatever we decide to call future media. One last thing for DragonCobolt if he decides to use this character, during the Final Apocalyptic Boss Battle for the Multiverse that was Worm's final act Canary's singing gave all who heard it directly (which was everyone due to portal-spam) superhuman coordination with one another beyond even the coordination provided by a Master with Infinite Multitasking. do with this as you will (provided this idea gets support), but I figure this is a good way of producing (even more)non-traditional Expies and allowing Andy to have more Progeny, maybe after her we can make the first Wormy, Skitter for Tact-Op

edit: Wait just thought of another cool thing we could do, we introduce the idea of Magneto being a Holocaust survivor almost 20 years early while Stan Lee and Jack Kirby are still the ones making it then see the knock-on effects, we could even tie it in to publicly revealing Don Crawler's relationship to Ned, after all sometimes villains have a good reason at least for starting down their path and the introduction of nuanced villains could help Meta relations, contrast this with villains like Teep who just kill for fun and deserves to die
 
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We could afford to have more crew then that surely, isn't there anything further to improve it?

For the nuclear reactor or the food forest?
We can add crew levels and boosts to both, but it quickly starts to become un-physical.

Just cause it can shoot through walls doesn't mean it can see through walls, and I think it does have targeting issues from this comment. And firing rate I guess, it seems to be possible in the essentials book but I'm not seeing an extra for it, maybe spray? Andy should really have a weapon as well.

But I thought Lisa could see through walls?
Good point on Andy needing a gun, I might make this a general gadget then.
I would like to add a scope to it that's connected to some sort of sensor so we can shoot through walls Eraser style.


Also, couldn't we just give her an invisible/inaudible gadget instead of camoauge?

This is so Lisa can interact with people instead of just observing.

edit:

@DragonCobolt, does shock damage overflow into killing? For instance if we have a stunner that does 8 Shock, and the head only holds 4 slots that can be filled with shock, does the extra shock turn to killing damage?
Still think we should do full on robotic automation, that labor would be awesome. We could have them be like turf warriors and puppets like metal officers overseeing them in their area of speciality.

That's not what industrial automation is about. It's all super specialized to the tasks a machine does.

Less this:


And more this:

(This thing puts potatoes into bags)

What we really want to do industrial automation is a standard set of processors, sensors, and actuators that plant engineers can assemble to do whatever they need to accomplish. Now, in the beginning this will all be very new and uptake will be low, which is why I think it'll be a great moneymaker for us: we can supply both the hardware and the engineering services for designing these machines.
 
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But I thought Lisa could see through walls?

She doesn't need to see through walls. She hears distant echoes, feels faint differences in heat, can sense nearly undetectable tremors in the ground, and synthesize that all into putting a beam through a badguy's head on the far side of a brick wall. Her top sense range like this is about a quarter of a mile.

Also!

Adhoc vote count started by DragonCobolt on Dec 12, 2021 at 10:47 AM, finished with 33 posts and 3 votes.

  • [X] "Dodge this." (spend 1 WP, multiple action to No and Use Everything is a Gun, augmented by No, Seriously. As you use the smaller of the two pools and augmenting EIAG puts it at 10d+1wd versus 10hd, you use the 10hd. Use 10x10 on the AOE, targeted in the middle of the street next to Glasshead. Now, the QUESTION is...how many Area Dice and how many Extra Damage do you throw in?)
    [X] 7d, the tank cannon.
    [X] Special Attack "CEASE TO BE:" Spend 1 WP, multiple action to No and Use Everything is a Gun, augmented by No, Seriously. Target- the Teeps suit. Shift the mathematical constants behind mass and gravity to create a localized singularity around the Teep and completely crush him with his own clothes, while turning off certain laws of thermodynamics to prevent heat generated in that moment from escaping into the surrounding air.
    -[X] Adds: Damage+10 and Engulf, no Area Dice. (Engulfs the Teep, dealing 20s/20k to all locations- no collateral damage or area)


Boom!
 
A quarter mile of enhanced senses works for moment to moment combat, just not if we want her to be a sniper. Maybe instead of a scope the suits could have minor sensor suite that integrates with stuff Andy makes, tie it together.
 
Didn't really get a response to my last post but here's further ideas I've had because Stan Lee's ghost won't leave my brain. Stan is already ecstatic and definitely wants to make a comic of our most recent battle. I say we give him a counter offer that both sweetens the deal and has a caveat. He gives us a say in the comics representing our adventures, and in return he gets the most successful ideas from Marvels' of the future vetted by us of course as we're the middlemen for the inspiration. To test the waters of this idea two exclusive "Tales from the Future" will be published in existing IP's "Spider-What-if: You Could Wear the Mask" and "X-men: Means and Ends"

"Spider-What-if: You Could Wear the Mask"

Concept:

I know what you're thinking it's too early for Miles Morales to be accepted by the Spidey fandom and your right, so instead we'll mix up the timeline a little and have Peter's fresh new love interest Gwen Stacey be bitten by the radioactive spider instead and become the Silk Spider. America's first Meta is a woman so while this is breaking new ground it also should strike gold (to mix metaphors). Keep the idea of Peter Parker as the boy who tried to join the fight and make a difference but tragically lost control and became a version of the classic villain The Lizard and his role as Gwen's Uncle Ben equivalent. Really emphasize the idea that people can go too far trying to gain power and sometimes super battles don't end well, that should resonate with current affairs in universe.

Potential opening narration and monologue courtesy of Stan and The Watcher(my most out there section feel free to ignore if excessive):

The most dramatic debut of one of the most unique comic book experience twice over a Special What-If. Stan Lee
"I am the Watcher" "I have observed the rise and fall of civilizations of worlds of galaxies" "all that has been and much of what will be" "I have also many windows into the strange parallel worlds of what might have been" "for none save a Watcher can truly know what could have happened but for the invisible workings of an incomprehensible fate" "then again perhaps not your arrival was unexpected and the workings of your fate nearly incomprehensible even for one such as I" "so as we navigate these uncharted waters I must ask of you Can Anyone Wear the Mask as we ponder together the greater question of What If?". Uatu The Watcher

Illustration:

Several Spider-masks are on display most prominently Peter's Gwen's and Miles' near the center, other masks include one based on the American flag, a monochrome one, and Spider based knight and samurai helmets

Intended consequences:

it shouldn't need memetics to be popular with everything it has in its favor but it wouldn't hurt to give it a small boost. Our goal is to emphasize that even well-intentioned people who gain powers shouldn't use them recklessly or seek to gain powers through dubious means which should help stability in the early years of Meta history. Also opens the door for what-ifs and other explorations of atypical heroes and villains a little earlier than the base timeline along with the eventual introduction of Miles Morales if not as the first other Spiderman than at least as the second generation of Spideys.

Unintended consequences:

if Silk Spider proves popular it may alter the role Gwen plays in the comics. Rather than port Silk over to the main series, Gwen might be transformed using Curt Conners' regeneration formula and now that Peter has a sample size greater than one to work with the formula is stabilized so rather than being famous for dying The Spectacular Spiderman and the Wondrous Whiptail become a literal Power Couple more popular than Sue and Reed as they navigate balancing their passion project of Heroics with their passion for each other. Note: Mayday Parker inherits some weird genetics and is a Lizard Spider Girl (havn't come up with good name yet)

"X-men: Means and Ends"

Concept:

Magneto as Holocaust survivor…what you want more, okay. Keep the shell of Uncanny #150 where a typical Magneto battle is happening until he almost kills one of the younger X-men and horrified begins to unravel reminiscing on his time in Auschwitz and vow to never let such an atrocity occur for his people again alongside the haunting fact he has clearly gone too far even in his own mind. If anything include flashbacks as explicit as are currently allowed by industry standards and emphasize that Magneto once/may still have a point but as the title implies there are some means no ends justify.

Intended consequences:

Again these should sell like hot cakes and hopefully decrease antisemitism along with people taking any new powers they may gain too far, but the real target is the Vietnam War and the Meta who escalated it. Not only should a conflict that may have started for understandable reasons but is increasingly harder to justify now, resonate with boots on the ground it should reach Amanda whose heart is in the right place but whose actions seem likely to result in everyone's mutually assured destruction.

Unintended consequences:

Obviously this will start and then accelerate the "Magneto has a point" meme, but having a character who in modern times is frequently compared to Malcolm X portraying those character traits while Malcolm X is still alive should lead to interesting consequences for both the man himself and the entertainment industry, I could see more characters based on or at least acknowledging various Rights movements, we could even end up with an original anti-hero rather than anti-villain who is explicitly or implicitly based on Malcolm X debuting and gaining popularity once the age of Anti-Heroes truly starts.

There I spent more time and research on that than I'd care to admit but at least now it's done. so what do you guys think.
 
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1969: The End of Mr. Theo Nashville Cord, aka, The Teep
Your eyes flash. You glare at the space where the telepath should be.

You know the angles. You know where he'd be. You don't need to see this guy to fucking kill him.

But as you start the process, time seems to slow down and you hear a snide voice in your mind. It is cold and male and not yours.

Heh. You think you can kill me? No one can kill me, baby doll. You can practically feel the cold sweep of his tongue along his lips, which are pressed against your ear, pouring in poison. You can't kill me. But I can kill every. Last. On-

You don't target him. The shift in focus is just enough to break the hypnotic spell, to jar away his telepathic connection. It takes focus. It makes a bead of sweat appear on your forehead. But at the end of the day, it's still easier than the trick you did with the building. You focus and in a very precisely controlled area of space, you take away the strong/weak nuclear force. The majority of the X-rays are then focused by the curvature of the physics manipulation - turned from a burst into a beam, angled precisely so.

There is a white flash. The corner of a skyscraper a quarter of a mile away chips as the edge of the building gets glanced by an X-ray laser. The air CRACKS with the sudden expansion of air molecules as they heat up. The people in the skyscraper think a bullet must have clipped their building, and will need to fix the crumbled bit of stone and exposed rebar that sits there, glowing cherry red.

You were able to control for the beam just fine - but the byproduct of the nuclear detonation (the small nuclear detonation) that powered it still exists and you don't have the time nor inclination to stop it. The white flash is followed up by an orange-white flare of light, a blossoming flower that whips outwards, consuming the area right around the detonation point before collapsing back inwards with an ear rattling crack BOOM! The shockwave rattles windows down the street, those that haven't been ripped out by glass head, as fragments of stone and and glass shoot through the air, turning the area around the Teep into a weed whacker...but for people.

The Teep falls. His left arm is broken, a ripped open by a chunk of debris that slit him open sharp as a scalpel. His ribs have been compressed into a series of fractures - one has already punctured his lungs. His right leg has a slice taken out of it that already begins to soak through his fine clothes.

But none of that matters.

Because his head is gone.

There's nothing there but a fine, expanding cloud of pinkish mist.

His corpse crumples against a wall, flung backwards by the force of the nearby detonation, while Glasshead crashes to the ground as well - his head literally cracked open and bleeding a sluggish flow of what looks like molten, bubbling glass. The last Eyeball drops too - knocked out of the air by one of Marsha's cars. Your eyes though are focused on Glasshead as he sprawls there, but he continues to breathe as time seems to become normal again - your hears ringing with a tinnitus roar and your whole body trembling. You felt cold. Shocked. You'd...just killed someone. And honestly?

You barely noticed.

Because Lisa collapsed next to you, blood streaming from her eyes and her ears.

"Lisa, Lisa, Lisa!" You say, dropping down next to her, panting, holding her, her head lolling back, panic rushing through you. No. No. No. No. But then you see it. Her lips, blood splattered, are open. Her chest is rising and falling. She's alive. But there's so much blood. You focus - hard - and then she glows and shimmers with the eerie un-colors of timestop. You turn frantically, looking for Rachel, for Marsha, for anyone who could help. You see Marsha, kneeling by Tori, and her palms are coaxing up flowers that grow through the rubble strewn ground. The flowers shimmer and dust the air around Tori's head as she lays near a horrified looking Sabah. Then she lifts her head. Tori. Tori sits up, her face a mask of blood and tears. Her hand goes to her head and, as the ringing in your ears fade, she groans.

Then...

The sky darkens.

You look up, sure you'd see more eyes...

But instead paws and a furred belly fills your vision. Then they're gone, skidding to the left of you, and Rachel leaps off, landing beside you and Lisa, her palms pressing to Lisa's head as she focuses, and the golden glowing light you were...ah...intimately familiar with flares through Lisa. Lisa's eyes crack open and she lets out a whimpering, pathetic: "Owww..." She whines, her eyes brimming with tears. "Owww, my head...hurts...help..." Rachel puts her palms to her head again, her hands shaking - and then the glow fills Lisa and she closes her eyes, then sags back, falling asleep in your lap. Your eyes blur with tears.

"T-Thank you, thank you, thank you," you whisper. Rachel nods, then takes your head in her hand, putting her palm against the nape of your neck. She draws you close, and you kiss her. It's instinctive and she kisses you back, her tongue darting into your mouth as you press together, for just a moment.

"Is she okay!?" Andy's voice snaps you apart. You look over to him, seeing him jogging over, carrying a doctor's bag, looking around the city street. "Jesus Christ, you hit him with goddamn nuke pumped X-ray lasers!?"

"Just one," you sniffle.

Then freeze.

Past Andy, you can see Sabah looking at you and Rachel, her eyes wide.

Your cheeks burn. Your stomach knots with guilt.

But then someone else is by your side. "Come on, kids, we need to get you inside and outta this mess," a familiar voice speaks, and Stan Lee helps you to your feet. "You're gonna be having a rough time in just a bit." He nods, speaking with utter confidence. Your brow furrows.

"Huh?"

"I know what happens after a battle, kid," he says. "I was in Signals, back in the big one, before they put me behind a movie camera." His smile's gentle.

You nod.

Brian and Theo arrive with the cops. Brian immediately goes to Tori's side - by then, Tori has wiped most of the blood off her face, but she sits there with a diligent grimace on her features as Brian cleans out her ear with a wet towel. The interior of the Stonewall is full of rubble and knocked out, restrained supervillains. Andy estimates that Glasshead will be conscious in a day. But that's a big difference between conscious and actually able to do much without risking a serious brain...ouch. Zipperneck will be back up in the same amount of time, but he'll be able to just do whatever he wants, because he was just stunned.

The Teep...

Well.

Unless you reversed time, he was going to be dead.

Can I do that? You think.

And you realize you...

Maybe. Could.

That was...a thought for later.

"Fhew," Lisa said, as she emerged from the bathroom, mostly clean. "That...was not fun!" She sits down on the chair across from you.

"What was he doing?" Brian asked.

"A sudden and comprehensive telepathic attack," Andy says, distractedly - he's examining Glasshead's skull, making sure he won't die from the crack on the head he took. "I examined Lisa and Tori, post healing, and the best hypothesis I have is that he's using some kind of spooky action at distance to skip around normal physical interactions - rather than just sending a beam or a signal from himself, he's quantum locking his brain with your brain, then exciting the molecules - instantly boiling your brains. That's why the heads explode."

"...great..." Lisa said. "...he's dead, right?"

"Extremely, most emphatically, dead," Andy says, nodding.

Okay.

Okay.

Oooooooooookay, now the thing Stan was talking about hits you. Your hands start to shake and you start to breathe shallowly. Andy, realizing what he's done, stammers. "B-But, uh, he was a bad guy, so-"

"It's okay, honey," Marsha says, putting her hand on your shoulder, then drawing you in close. "You saved all our lives." She kisses the top of your head and you nod, your eyes closing tight as you breathe. Breathe. Breathe. Okay. You had done it. You had saved all their lives.

There's a crunching sound as Director Pine steps into the building, scowling.

"It looks like a goddamn warzone out there!" he says. "A warzone cooked up by...by...Lewis Carol!"

Theo glares at him. "You come in here and blame us for defending ourselves?" He walks forward. "My friends almost died."

"The only dead guy I see here-" Pine stops, because he's noticed Stan Lee's in the corner, taking notes. "You a reporter? Is that a reporter?"

"Kinda," Andy says, with undisguised glee.

"Just taking notes, Mr. Director, sir," Stan Lee says, with casual, overexaggerated casualness. "Liked the Lewis Carol bit..."

Pine scowls, but before he can upbraid you any more, the door to the Stonewall - which honestly is more of a suggestion at this point than practical reality - cracks open and a beat cop runs in. "Sir! Sir! Them eyeballs are out again!"

You and the rest of the Nine sprint out, running out into the street, and you can see immediately what the beat cop was talking about: There are twenty six eyeballs flying through the air, zooming up and away. "How the fuck did they get so many goddamn eyeballs!?" you say - but then Andy points.

"They're not heading this way, they're..."

You can see it now. They're not running towards you.

They're running away from you.

All twenty six eyeballs are soaring towards the Atlantic, and you can see that at least one of them has a figure standing upon it, arms spread to keep themselves balanced.

Lisa has put her hand over her eyes, to shade it. "She's a woman - kinda scrawny, don't recognize her," she said, frowning slightly. "But if I was to make an educated guess..." She pauses. "...she was in the vault, of course. The one place I couldn't check without endangering myself - another metahuman in the sway of Don Crawler, now they're trying to make their escape. It looks like they're clocking...ninety miles an hour. Real good, for flying eyeballs." She smirks, slightly.

"What do we do?" Marsha asks.

---
What do you do?
[ ] Miss Eyes is fleeing, this means Don Crawler is vulnerable. We hit the hotel with everything we got - using Plan Hot from before.
[ ] Miss Eyes is fleeing...but what if Don Crawler is with her? Send Pine to the hotel, we take the Eyes using Rachel's dogs as mounts.
[ ] Write In

CURRENT STATUS
Health: Fine
Willpower: 73 (+20 for defeating The Teep, +major friends)

I should be doing rolls for everyone, but a lot of them become irrelevant because...

the teep gets 10x10 to explode Lily's head, and you get 10x10 to explode him. It costs you 2 WP - 1 to activate your augment, 1 to beat down his mental defenses just enough to allow this!

SO! Here's WHAT HAPPENS! You pop as many atoms as required to release energy in a tightly defined space right next to the Teep's head. He takes 12s/10k to the head, 2s/3k to the chest, 2s/1k to the right arm, 2s/3sk to the left arm, 2s/1k to the right leg, 2s to the left leg. Result: After spending 16 WP he drops his 10k to the head to 2k to the head, leaving him with 12s/2k, which "rolls over" to 7k, which means he ends up with 4k to the head, 2s/6k to the chest, and the rest are unchanged. His head is burned off his body, his ribs break, his left arm shatters, and he hits the ground, deader than a box of hammers full of dead rats.

Glasshead's in the same area and, since he declared before you and had a 2x10 ready for defense, he...still gets hit by the area, since 2x10 can't beat the 10x10. He takes 2s/2k to the head, 2s/4k to the chest, then 2s/2k to the right arm, then 2s everywhere else. Since he is taking damage from an attack that is neither a hand to hand attack with 6+ dice, nor a power attack with the mass extra, nor a physical impact from an object of twice his size, he does not face knockback. He's going to just suck up the KO and keep his WP for his eventual escape attempt.

CHECK: Marsha heals Tori.

ROLL: 2x10, 2x7 at -1d for powerful healing

RESULT: Marsha formats her power with the 2x10 into a touch only (-2), Engulf (+2), healing power with Obvious (-1) to buy +1 healing level. She pulls one die to make it all killing rather than a mixture of shock/killing - this mimics how attacks can pull a die to do all S or all K damage. She heals 3s/3k normally with width 2 set, but now that becomes healing 6k, bringing Tori back with a merely splitting headache and mild concussion. One round later, she heals that too.

CHECK: Truama check for Lisa! That is, for you!

ROLL: 2x1

RESULT: You keep it together. Barely.

CHECK: Time stop!

ROLL: 3x10, 2x10

RESULT: You format to an touch only (-2), engulf (+2) power and just maintain it by making a 5x10 check each round until...

CHECK: Rachel heals!

ROLL: 2x10

RESULT: She heals 7s/7k (she can't pull dice to do extra cause she only has two dice.) But then she just hits her again!)

CHECK: Rachel uses her elementary

ROLL: highest roll 9, for 6x9

RESULT: She gets it pretty good!
 
Can Lisa make a guess whether Crawler is with her? Based on his previous behavioural patterns? Or does she just not know him well enough?
 
Can Lisa make a guess whether Crawler is with her? Based on his previous behavioural patterns? Or does she just not know him well enough?

She can! She has a 10x10 empathic read on him and her Elementary!

Lets roll it!

she got a 7x10, yeah, she thinks he's the type who has absolutely no shame, no compunctions about screwing over allies, and no reason to stick to a plan after it's gone south - if he's acting how she thinks, then he'd be leaving the baseline mafia to be screwed over by a police crack down, likely only taking metahumans and what resources he can carry.

The only problem is she doesn't see him ON the eyeballs, which leads to the mystery of...where is he?
 
I think we can split up at this point. Are we just missing Brain? There's six dogs right? How many people can fit on a dog and not be too unwieldy to act? I'm making a plan to fly a search pattern, assigning characters per dog. How many tactical puppets are around to assign as backup? And are Lisa and Tori ready to get back in action? For example:

[] Plan: Search and Destroy
Dog 1) Lisa with rifle, goes high to seek out Crawlers method of escape, takes potshots at hostiles if there's an opportunity. Lily on board to defend and provide overwhelming power against Crawer if found.
Dog 2) Rachel with puppet guard, goes high to observe enemy movement and swoop in for emergency healing. Tori flies nearby and provides invisibility.
Dog 3) Marsha with puppet guard, moves to confront Miss Eyes.
Dog 4) Theo with puppet guard, moves to confront Miss Eyes.
Dog 5) Sabah with tactical puppets go with police to cordon the hotel.
Dog 6) Brian if he's there with puppet guard, to contain Miss Eyes, disengage to join the fight against Crawler if found. / If no Brian, puppet team joins Sabah going to the hotel.
Andy stays with Pine and puppet guard to coordinate over comms.
Dogs use laser eyes on enemies as possible.

Edit: Ok Brian's back, give me some feed back guys before I post it as an actual plan. Should more people stick with Tori to be invisible? Should… what? I don't think Lily has figured out flying on her own so she's on the dog with Lisa playing defense.
 
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I think we can split up at this point. Are we just missing Brain? There's six dogs right? How many people can fit on a dog and not be too unwieldy to act? I'm making a plan to fly a search pattern, assigning characters per dog. How many tactical puppets are around to assign as backup? And are Lisa and Tori ready to get back in action? For example:

[] Plan: Search and Destroy
Dog 1) Lisa with rifle, goes high to seek out Crawlers method of escape, takes potshots at hostiles if there's an opportunity. Lily on board to defend and provide overwhelming power against Crawer if found.
Dog 2) Rachel with puppet guard, goes high to observe enemy movement and swoop in for emergency healing. Tori flies nearby and provides invisibility.
Dog 3) Marsha with puppet guard, moves to confront Miss Eyes.
Dog 4) Theo with puppet guard, moves to confront Miss Eyes.
Dog 5) Sabah with tactical puppets go with police to cordon the hotel.
Dog 6) Brian if he's there with puppet guard, to contain Miss Eyes, disengage to join the fight against Crawler if found. / If no Brian, puppet team joins Sabah going to the hotel.
Andy stays with Pine and puppet guard to coordinate over comms.
Dogs use laser eyes on enemies as possible.

Tori's range is 450 miles too, so we can make people invisible if we want!

I'm kind of inclined to send Lily after the Eyeballs so she can intimidate her into slowing down and answering some questions. "This is Lily Sato of the Stonewall Nine! Your buddies just nearly killed two of my friends and you're in mid-air over the Atlantic, so you're gonna stop and answer my questions, or I will blow you our of the fucking sky with a thermonuclear blast!"

edit: I think you mean Theo, Theo can act through a camera.
 
[] Plan: Search and Destroy
Dog 1) Lisa with rifle and puppet guard goes high to seek out Crawlers method of escape, takes potshots at hostiles if there's an opportunity.
Dog 2) Rachel with puppet guard, goes high to observe enemy movement and swoop in for emergency healing.
Dog 3) Marsha with puppet guard, moves to confront Miss Eyes.
Dog 4) Theo with puppet guard, moves high up to get a great view and then unleash arms to attack and contain all visible enemies.
Dog 5) Sabah with tactical puppets go with police to cordon the hotel.
Dog 6) Brian and Lily with puppet guard (if fits), to confront Miss Eyes, disengage to join the fight against Crawler if found.
Andy stays with Pine and puppet guard to coordinate over comms.
Dogs use laser eyes on enemies as possible.
Tori flies high and tries to keep as many allies invisible as she can manage.
If Lily does not disengage to go after Crawler before confronting Miss Eyes, demand surrender or get hit with another particle burst over the ocean.

Ok, how about this?

Edit: We totally have to get Stan powers.
 
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