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!

 
Last edited:
Adhoc vote count started by DragonCobolt on Jan 27, 2022 at 8:14 PM, finished with 22 posts and 4 votes.

  • [X] Hostage First
    [X] Plan: Heart of Darkness
    -[X] Marsha, try and subvert the trees
    -[X] Send Sabah and Tori back to the Red Army with some comforting words
    -[X] The others stand guard while Marsha makes the attempt
    -[X] Call Beta, plop down Yggdrasil as a stronghold on the open border. Maybe it could subvert the forest with Marsha.
    -[X] Have Theo lift Lisa far above the trees to observe what's happening all across the horizon
    [X] Hostage First
    -[X] Beta to provide tactical direction from the rear, using drone surveillance to survey the battlefield. (Let's try out the Tactics mechanics).
    [X] Marsha, try and subvert the trees.
    [X] Send Sabah and Tori back to the Red Army with some comforting words.
    -[X] Lily to deploy subtle dark energy radar: Locate Andy and get a headcount for how many opposition metas there are.
    --[X] Teleport Andy outta there with a teleport power formatted with ALL the Go First extras, to get him out before anyone can interfere.


Lets see if this works!
 
While the update is being typed up, here's a little TO DO list for players and the DM to pull ideas from in the future:
  1. Doggy Armor: 5 HAR armor + NBC protection + milspec comms for Rachel's dogs. Rachel's dogs are the purest tanks we have, and we really ought to use them as vanguards more because they're almost tailor built for it. Because they come standard with 5 HAR and 5 LAR, it's actually fairly cheap to make and equip them with an extra 5 HAR levels of armor to bump them up to 10 HAR - which is equivalent to Lily's perfect defense.
  2. Doggy Aging: Rachel's dogs are still just dogs, maybe Marsha can make something that will either extend their lifespan or make them straight up immortal. Nothing that would use Base Will, ideally.
  3. Renegotiate the Great Society Deal: Splitting up the 9 into penny packets to do development work is very inefficient. I'm not sure if we've renegotiated our deal with Humphrey yet, but if not, let's ask that the Nine just be given a list of option to pick a few from to do each year.
  4. Team Charter: I don't think the Nine have ever really sat down and formally discussed what they want to get out of this superhero thing and what they're comfortable doing. Tori and Sabah are freaking out right now for instance, and that's a really inopportune time to find out they're not comfortable with combat ops.
  5. Theory of Everything (+1 Tech): Quantum Gravity. General Relativity. Now Kiss. Great PR, also puts Lily in science textbooks, which is hilarious. LOTS of benefits to pure research.
  6. International Space Agency (+1 Tech): Have Lily make some negative matter that spacecraft can use for reaction-less propulsion and place these drives under the control of an international space exploration agency meant to foster international cooperation and scientific advancement. Everybody loves space, it's great PR.
  7. Asteroid Strip Mines (+1 E): Use Yiggy to grab some resource rich asteroids and gently set them down on Earth, where the rubble piles can be easily processed. This can be used as a means of both reducing environmental damage, as well as diverting mining companies away from exploiting developing countries, and it gives the Stonewall Group yet another lever of economic leverage to wield.
  8. Global Positioning System (+1 E): Makes marine and air transport safer, and could be accomplished with Andy just pulling components from the future and stuffing them into a big radiation shielded ball that Tori can put into orbit without any volume or weight concerns of traditional rocketry.
  9. 5th Geneva Convention (-1 W): The rules for metahuman warfare. We're going to be trying out best to make sure that we don't see more metahuman war, but a backstop would be good for making sure that we're not suddenly faced with an out of control homogenizing swarm - or worse.
Finally, I tried my hand a preliminary order of battle for when we have to resort to the ol' ultraviolence:
  • Frontline Tank: Rachel's Dogs. They have lots of armor, mobility, and ranged attack. Give them some armor, some built in tazers, maybe some remote controlled smoke granade launchers, and you have a brilliant tank - which we really need because as we'll see the Nine is basically made out of support builds. :p
  • Front Line Support Tank: Lily. She's got a great defensive power, and one of the most versatile powers in the roster, along with a godly amount of Willpower. It makes sense to put her up front supporting the dogs directly, especially if we can get her a good suit of HAR which she can wear because she's got a boosted hyperbody.
  • Mid-Line Crowd Control: Brian. His gruecloud is a great debuff, and his power thief ability gives him a lot of versatility, through we should really get hima focus that increases the number of dice he can use for it and turn him into discount Eidolon.
  • Mid-Line Versatile: Marsha. A super versatile power. Not strong enough for font line, but we'd want her close to hand to step in and reinforce the front line where needed. She can act as a tank, a healer, a DPS generator, so she's good to deploy as a reaction force.
  • Rear Line Crowd Control: Theo. Theo can watch through drones and use his hands to impede the enemy and help allies. He's also got a little toughness, so putting him in the rear lets him defend the squishy wizards if anything gets through to them.
  • Overwatch: Lisa. Give her a good sniper rifle gadget and just watch Lisa carry this team, lmao.
  • Overwatch Crowd Control: Tori. Tori's invisibility and TK means she's useful for things like yanking team mates out of harm's way, bringing injured people to the rear to get healed ASAP. Paired with Lisa, they can hover invisibly above the battlefield raining sniper fire while protected in a telekinetic forcefield.
  • Rear Line Support: Sabah. She's not really a combatant, and is best kept back to minimize collateral damage, defend the rear line, etc.
  • Rear Line Control: Andy & Beta. Big brains good for Tactics. They're also very squishy so we want them far away from the fighting directing the action and keeping an eye on the situation.
  • Rear Line Heal: Rachel. She's very squishy so we don't want her forward, and in the rear she can direct dogs to go where they're needed.
In the future I also think we should make some drones for Tessa to control. They can be very simple: negative matter powerplants that generate energy and let them hover, paired with some electronics from the future and a protective casing. We can use them to carry contact tazers, tear gas, smoke, surveillance gear, communication equipment, etc. - or give them some more lethal minitions when we mean business.
 
1970: Moldovian (well, technically, Hungarian because the Witch is from the same army that Tchernobog is from and the Soviets pulled in troops from across the Warsaw Pact, but who's counting) Death Curse!
You put your hands on Sabah and Tori's shoulders, looking at them. You smile, shyly, remembering the fluttery feeling you used to get every time you were near Sabah. It...was weird, you...still did know she was cute as hell. But...like, it was like all your fluttery feelings had gotten invested in Rachel. Now, you and Sabah were just friends.

Why did part of that make you kinda sad?

You powered forward: "Listen. You both did great. I know it's scary - but...well, if we stick together, there's nothing we can't do." You leaned in, kissing both of them on the cheeks. "Now go back and help with the Russians - they did suck down a worrying amount of rads before you threw the polonium away."

"That's what that was?" Sabah asked. "...what's polonium?"

"You really don't wanna know," you say, chuckling, while several muppets walked over, eager to escort them back.

Over the com, you could hear Rachel's voice. "We need you overhead, providing tactical advice."

"Why?" Beta asked, sounding a bit distracted. "I was doing deep space telescopic observations, isn't Andy there? He can do-"

"Andy's been kidnapped by the bad guys," Rachel said, blunt as ever.

"...oh." There was a pause. You couldn't see the Yiggy moving into orbit overhead, but you were fairly sure it was there. Faster than light could go. That still made your temples twinge faintly. "Okay, I've got a view on the orb and you, and am prepared to provide what analysis I can." She sighed. "I am going to need some givens to work with here, though."

Rachel and Theo both looked at you. You saw a faint flash of motion - and then Brian landed next to you, having leaped the whole way. Lisa was shading her eyes and looking into the hole. Marsha was kneeling down, her eyes closed as she reached out to the trees. You wished her the best of luck as you closed your eyes, then began to adjust entropy and light, dropping a physical law controlling the movement of particles and their interactions with your nerves in artful, tiny ways. The end result was when you opened your eyes, you could see beads of glowing light, all around you. They writhed throughout all your friends, and a few dots back at the Red Army...

And ahead?

You counted five of them. One of them was brighter than the others...and one of them was familiar.

Andy was in the center of the dome, right near to Tchernobog, if you didn't miss your guess.

"I got him," you say, quietly. "He's, uh, about...jeeze, five thousand, five hundred and sixty seven meters that'a'way." You point.

"Interesting. Appears to be in the capital city of Chișinău," Beta said. "It seems that our friend Tchernobog has claimed it as his home. How many metas are we dealing here?"

"Not counting the baddies we've already bagged? Four. There's one brighter than the other - Tchernobog is a tier up from all his buddies. So, they must have known one another, right?" You frown slightly, then started to count on your fingers.

"Estimate him to be a Tier Three then...shit," Beta whispered. "The Red Army invaded Vietnam a few months ago. Set stopped them."

"Yeah, that's what I was thinking," you say, quietly, turning to look at the others.

"He's a power sib of yours, then," Brian says.

"And they say you can't choose your family," Theo says, his voice bitter. "I thought Set just left fine ash whenever he dropped one of those booms of his."

You shake your head. "I think I can snatch him back."

"All right," Beta said. "It's possible they have a teleport blocker, so don't throw yourself too hard against it-"

You've already focused and put out your palm. You felt the space between you and Andy - and then felt your normally perfect powers skidding and sliding along something that stops you. It is as if your power is fraying apart at the far end, snapping and whipping around. Dust and grit whips past your head as errant fragments of entropic decay flung bits of terrain back at you. "Fuck, fuck!" You hissed as your head bust with a flare - like a migraine. You recognized it as something that happened when you pushed yourself a bit too hard - but as your powers snapped down, you wobbled backwards.

"you okay?" Rachel asks as you shake your head, then laugh.

"Yeah, just, they have a-"

And that was when the black furred, long limbed wolf manifested out of thin air, wrapped its shockingly flexible feet around your throat, and started to strangle you. It gargled and vomited a stream of black material onto your head - glittering flashes of white and light as you stumble backwards, clutching at your throat, while everyone around you screamed.

Something heavy and yellow thonked into your head.

You saw stars.

Literally, the black glop had swept past your eyes and you you were surrounded by a hazy field of stars, with a sun and moon bobbing around your head as the creature snarled and let out a eerie, howling bark.

No.

You focused and the creature exploded apart in a hazy wave of sparks as a black orb appeared in its belly and whipped outwards. You panted, heavily, rubbing at your scratched up throat. "I'm ok-" you started.

Then another one appeared, this one at your front, locking its jaws against your neck. Before the teeth even broke skin, you flung it off you by dropping gravity and friction in the right directions. It splatted against the dome - but before it had even landed, a third had appeared. By now, you'd managed to get a rhyme up. Between the creatures appearing and trying to strangle you (or vomit the night sky on you), you snarled out: "What!-" splat! "-the fuck-" crackle "-is going on!?"

"I don't know!" Lisa said. "...pretty funny, though." She casually ducked a thrown wolf-thing. "You know, in a kinda dark comedy sorta way."

"LISA!" You shouted, then pointed and exploded another one. "They're trying to FUCKING KILL ME!"

"Oh come on, Morgana, everyone's trying to-"

Theo earned a million friend points by clapping physical hands over Lisa's mouth. Her ears pinned back and she squirmed - which meant she didn't actually mind it, since if she wanted to, she could have cut his tendons out of his body without even flinching.

"Beta!" Rachel snapped. "What the fuck!?"

"Uh, uh, analyzing!" Beta said. "Gaia, can you give me a scan and beam it up?"

Marsha nodded and a flower grew from her palm - it swept its petals at you as you flung off what had to be the fifteenth of the wolf-things. Then the flower whipped up into the air, twirling like a helicopter, rushing towards the orbital Yiggy.

In the delay, you blasted three more of them.

"Beta!" Rachel's voice was tight.

"Okay! Okay! I have...oh." Beta paused. "Well, shit."

Rachel made a noise closer to her dogs than to a human noise.

"Uh, okay, it looks like there's a dark energy construction around Morgana's head," Beta said, sounding almost frantic. "It'll, uh, keep trying to kill her. It's summoning a Markoláb, a kind of, uh, mythological creature - it doesn't normally strangle people, it eats the sun and vomits out the-"

"How do we get rid of it!?" Rachel shouted into her com.

"You can't!" Beta said. "It'll just keep attacking, uh...forever. I don't think even the creator can turn it off."

---
Well, shit.
[ ] Pull back, maybe it has a range limit. Get far enough away, it'll stop trying to kill you?
[ ] Marsha, HELP! (Marsha can spend WP to make a permanent defense that will block it.)
[ ] Write in (remember, multiple actions are in effect - you need to constantly double action and unless you get a 4x10 on your No Field, the Hungarian Death Curse will fucking kill you!)

CURRENT STATUS
HEALTH: 1s to the head, light migraine
WILLPOWER: 27

CHECK: Comforting words
ROLL: 2x5
RESULT: Comfort applied!

CHECK: Scan
ROLL: 5x10 to format slow (-2) and 2 booster to cover the whole area. 5x10 to scan
RESULT: We count Shade, Statuestorm, Tchernobog, Witch, and Andy!

CHECK: Teleport
ROLL: 5x10 to format. Slow (-2), Obvious (-1), Fragile (-1), Direct Feed (-2), Mental Strain (-2), Loopy (-1), to get 2 levels of go first, mass quality, and 5 levels of booster. 3d are devoted to mass (for 200 lbs) and 2d are to range (for 20 yards) which are boostered to 2,000,000 yards, which is enough to snatch!
RESULT: Witch has a 5x10 teleport block up with Interference. So, your power would go off first, but the gobbling effect whammies it down before it takes effect thanks to interference. Also, you take 1s to the head and are rendered loopy.

CHECK: Loopy!
ROLL: 2x2
RESULT: You're not loopy when the witch's curse comes in!

CHECK: Witch Return Fire
ROLL: The witch has an attached 50,000 kilometer ranged 4hd Death Curse. It has Permanent (+4) and Always On!
RESULT: 4x10 means 4s/4k to the head!. Spend 12 WP to block it!

CHECK: NO NO NO NO
ROLL: 10x10
RESULT: No!
 
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Can we subvert the Markoláb and send it back to it's creator?

I have a funny image of Lily and Chermo just playing ping-pong with dark energy attacks.
 
Why did they capture Andy when they're so eager to kill anyone else that they notice?

They came out swinging at us and we mopped the floor with them. Having a hostage is good leverage for them.

Also, can we call in Globetrotter for support?
I imagine that if Yiggy and Lily both bear down on whatever anti-teleport defence is up, she might be able to pop in. How fast is her power?
 
Can we subvert the Markoláb and send it back to it's creator?

I have a funny image of Lily and Chermo just playing ping-pong with dark energy attacks.

Sure! You'd need to format your dice to do it, then beat the 4x10 hard dice effect to "retarget" it - and have the range to do it with.

Why did they capture Andy when they're so eager to kill anyone else that they notice?

Shade was under orders to capture anyone for leverage, and expected to have more choices. And, as you notice, they didn't hit you when you scanned. They hit you when you tried to teleport him out.

Also, can we call in Globetrotter for support?
I imagine that if Yiggy and Lily both bear down on whatever anti-teleport defence is up, she might be able to pop in. How fast is her power?

Sure, and her portal has a 2x10.

Can't we disrupt the power? Like the curse may be 'active' constantly, but that'd matter little if we smash the curse or tear it apart.

It'd need to be a permanent effect (which might need flaws or cost WP) but yes.
 
Sure! You'd need to format your dice to do it, then beat the 4x10 hard dice effect to "retarget" it - and have the range to do it with.



Shade was under orders to capture anyone for leverage, and expected to have more choices. And, as you notice, they didn't hit you when you scanned. They hit you when you tried to teleport him out.



Sure, and her portal has a 2x10.



It'd need to be a permanent effect (which might need flaws or cost WP) but yes.

So Physical Fuckery's 5x10 would not be enough to beat the 4x10? (2 successes vs 2 successes)

When you say range, do you mean range to the person you're aiming it at? And can we like... bind this curse into a bullet? (Because that would be metal).

Globetrotter's portal - does she have to travel along with it or can she pull something across from the other side?
 
So Physical Fuckery's 5x10 would not be enough to beat the 4x10? (2 successes vs 2 successes)

So, that's not how the game works?

4x10 is a four width, ten height roll.

5x10 is a five width, ten height roll.

Width determines when something goes, height determines how good it is. So, 5x10 goes before 4x10. In this case, you'd retarget it before it hits you.

When you say range, do you mean range to the person you're aiming it at? And can we like... bind this curse into a bullet? (Because that would be metal).

Globetrotter's portal - does she have to travel along with it or can she pull something across from the other side?

If you want to use your power at range, it has to have the range capacity. You can bind it into a bullet, sure...give the power a foci flaw, touch only flaw. And Globetrotter basically yanks anyone in a radius around herself from point to point.
 
So, that's not how the game works?

4x10 is a four width, ten height roll.

5x10 is a five width, ten height roll.

Width determines when something goes, height determines how good it is. So, 5x10 goes before 4x10. In this case, you'd retarget it before it hits you.



If you want to use your power at range, it has to have the range capacity. You can bind it into a bullet, sure...give the power a foci flaw, touch only flaw. And Globetrotter basically yanks anyone in a radius around herself from point to point.

Ahhhhhh, that makes sense.

A few more followups:

Assuming that the we're on the Ukrainian border, I'm gonna ballpark the distance to Chisinau at 50 km - given bullets formatted to ignore air friction, can Lisa shoot through the hole in the dome and hit a target in Chisinau?
Also how... big does a gun get before it stops counting for Lisa's power. Because we've got a whole bunch of tanks nearby... :whistle:
How clustered are our opponents, and did Lily get any read on the environment surrounding them?
 
Assuming that the we're on the Ukrainian border, I'm gonna ballpark the distance to Chisinau at 50 km - given bullets formatted to ignore air friction, can Lisa shoot through the hole in the dome and hit a target in Chisinau?
Also how... big does a gun get before it stops counting for Lisa's power. Because we've got a whole bunch of tanks nearby... :whistle:
How clustered are our opponents, and did Lily get any read on the environment surrounding them?

Yeah, sure!

And uh...the thing is...like...it doesn't even...matter if the gun is "too big" to not count as a gun, she has 10wd in coordination too.

Her dice pool with a rifle is 20wd, her dice pool with an artillery piece is 10wd, it's not a meaningful difference.
 
A thought occurs: If Lily boosts Andy's powers, can they steal things that weight more than 2.5 kg from the future?

DC, can we take artillery shells with 10d of area damage and turn that 10d into Controlled Effect (won't affect Andy or Globetrotter), Limited Damage (Stun), Non-Physical, Daze damage? I assume an artillery shell would have the Speeding Bullet quality by default? If so, how many of these shells could we make?

I'm considering using a time on target barrage of these to disorient the opposition while Globetrotter pops in and steals Andy, while covered in armor made by Marsha and Brian for protection. I figure between the area effect stun artillery, and Lily actively contesting Witch's anti-teleport field this is doable.
 
A thought occurs: If Lily boosts Andy's powers, can they steal things that weight more than 2.5 kg from the future?

DC, can we take artillery shells with 10d of area damage and turn that 10d into Controlled Effect (won't affect Andy or Globetrotter), Limited Damage (Stun), Non-Physical, Daze damage? I assume an artillery shell would have the Speeding Bullet quality by default? If so, how many of these shells could we make?

I'm considering using a time on target barrage of these to disorient the opposition while Globetrotter pops in and steals Andy, while covered in armor made by Marsha and Brian for protection. I figure between the area effect stun artillery, and Lily actively contesting Witch's anti-teleport field this is doable.

Yeah, you can do that by fiddling around with augment.

Of course, doing this while the hungarian death curse is trying to kill you is the hard part.
 
Yeah, you can do that by fiddling around with augment.

Of course, doing this while the hungarian death curse is trying to kill you is the hard part.

I mean, obviously we have to take care of that first. :p

This is what I have in mind:

[] From Brooklyn, With Love
-[] Everyone defends Lily while she seals away the death curse into one of Lisa's bullets.
-[] Tori puts them all into an invisibility field in case the opposition is watching - she's close neough to do it from the rear line.
-[] Lily makes however many artillery stun shells she can.
-[] Lisa fires a time-on-target volley of stun shells at the opposition through the hole in the dome.
-[] Marsha augments Lily while Lily contests Witch's power at the same time that the volley strikes, breaching Witch anti-teleport field long enough for-
-[] Globetrotter and a pair of dogs (for protection) teleport in, grab Andy, and teleport out.
-[] I don't know if it applies, but Beta might be able to apply their big brain to give out side an Ambush or Combat Leadership bonus? (Our opponents might know an attack is coming, but an artillery barage at 50 km might be a bit outside their expectations given that modern artilery can barely reach half the distance from the border to Chisinau, and definetly isn't as accurate as Lisa can make it.)

Feedback? Does this seem viable?

edit: Wait, is the death curse going to like... try to destroy the bullet? Or is it going to lie still until that bullet gets shot at someone?
 
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Adhoc vote count started by DragonCobolt on Jan 30, 2022 at 12:23 PM, finished with 18 posts and 0 votes.
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So, like...not to be pushy, or anything, but...

I do need votes, eventually?
 
[X] Marsha, HELP! (Marsha can spend WP to make a permanent defense that will block it.)
-[X] A flower in your hair keeps the monster at bay. Mostly by growing thorns whenever it tries to attack, and by symbiotically sharing oxygen to negate more esoteric methods of suffocation. It's far from a perfect solution, but that can happen later.

The other proposed plan is way too complex. When we have this going on, we don't have the time for a 7 step plan.
(remember, multiple actions are in effect - you need to constantly double action and unless you get a 4x10 on your No Field, the Hungarian Death Curse will fucking kill you!)
 
[X] Keepsake
-[X] Everyone defends Lily while she seals away the death curse into one of Lisa's bullets.
 
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