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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The guns are also evidence to prove these guys actually shot at us and we didn't just fling some randos into the air.

The current plan is fine. Intra-solar teleporters can wait for another time.

I've heard a lot of back and forth on the matter of fusion vs fission. Namely, that fusion is very cool and somewhat safer, but more expensive and unnecessary if you're doing fission properly, which I presume we're able to do.

That's the gist of it.


Modular Atomic Reactor System

"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.
*I made these up, is that allowed?

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.
 
I have a question... a lot of the things we want to introduce sound like they would drive up the Economy and Tech metrics, which is Globalism - and to be fair, of all the various flavors, that actually sounds like the least bad?
But, what if we want to go further and reduce the weirdness caused by T & E, how to we square wanting to reduce the conflict inherent to introducing new technological solutions and economic paradigms with the desire to reduce said conflict? Am I reading too much into metrics - is 0/0/0/0 what our aim should be if we want to aim for a utopian dream, or does it just mean that all the world's troubles would come from mundane sources?
 
But, what if we want to go further and reduce the weirdness caused by T & E, how to we square wanting to reduce the conflict inherent to introducing new technological solutions and economic paradigms with the desire to reduce said conflict? Am I reading too much into metrics - is 0/0/0/0 what our aim should be if we want to aim for a utopian dream, or does it just mean that all the world's troubles would come from mundane sources?

So, one thing about metrics: They go back down over time, as people adjust to them.

So, if you can make a fusion reactor, pump up the economy and technology, then ride out the initial adjustment period, then eventually the metrics drop back to 0 - but the world is still doing well.

But if you keep control of the metrics that way, that's my excuse to bring in the Unsided :evil2:
 
We may push to constantly improve T and E, but I'm sure we'll have no control over W and struggle to reduce S.
 
So, one thing about metrics: They go back down over time, as people adjust to them.

So, if you can make a fusion reactor, pump up the economy and technology, then ride out the initial adjustment period, then eventually the metrics drop back to 0 - but the world is still doing well.

But if you keep control of the metrics that way, that's my excuse to bring in the Unsided :evil2:

Bold of you to assume that War of the Worlds isn't exactly what I'm looking to see. :V

We may push to constantly improve T and E, but I'm sure we'll have no control over W and struggle to reduce S.

Fox News begs to differ.


We will wield the long arm of Public Opinion.
 
[X] Plan: Lover Girl Defense

I just remembered Sabah can heal… well, it would've been traumatic, she can find out later.
 
Adhoc vote count started by DragonCobolt on Dec 5, 2021 at 9:44 PM, finished with 55 posts and 7 votes.

  • [X] Plan: Lover Girl Defense
    -[X] Pull Sabah tight against us to shield her with our body, also combining our No power from two targets to one to get the full 10x10
    -[X] Whisper soft comforts into her ear while waiting on her to recover from shock. No one can hurt us, we are safe.
    -[X] Ask Sabah if she would be so kind as to disarm and disable our attackers once she calms down a bit.
    -[X] Once Sabah has disabled the firearms, between Hyperbody and Physics Fuckery (disable gravity) no one is escaping.
    [X] Plan I Can Do This All Day


Noooo you can't just use 10hd of defense against all problems!!!!!! "haha lesbian go purr"
 
1969: The New Don
Sabah looks completely freaked. You don't wait.

YOu grab her, yank her, then hold her against you, turning your back to the guns. "Shh! Shh! Shh, it's okay!" you whispered as the bullets started to hammer into your much smaller bubble of shimmering slow time now. They slow, stop, then begin to clatter to the ground as the fucking hitters continue to spray you down. You turn your head back as Sabah just...shakes and shakes and shakes pressed against you, her eyes wide. Shocked. Terrified. You whisper. "Sabah, I need you to yank those guns out of their hands...once you're ready."

She closes her eyes.

Nods.

And you can see, through the crackling fields of slow time, that the leader of the group is holding a walkie talkie. He nods and shouts something in Italian - and the men start to turn. They're running?

They're running.

"Now!" You say, and Sabah nods and growls. She thrusts out her palms as you rush forward, your palm slapping down on the bullet riddled hood of a car you'd been walking before. People who are cowering for cover up and down the street point as your clothing flashes of black lightning - and then you launch yourself into the air, shooting up, and angling down. The leader drops his walkie talkie, tries to bring his dukes up, but you are coming down too fast. "MotherFUCKER!" You shout, and smash your knuckles into his jaw. He stumbled backwards, shaking himself, as you saw tattoos on his collar and exposed shoulders. He stumbles away, rubbing his jaw.

"Fuckin' bitch," he snarls, while his men sprint away - and then cry out as Sabah lifts her hands up. Her fingers dangle down, like she's manipulating puppet strings.

Every single one of their guns whipped out of their hands - ripping free from their grip as if they're not even holding them.

The men, to their credit, don't try and hang on. They just book it.

You've already got an idea in mind for that - but then their leader rushes straight at you. Say what you will about the dumbshit, he had no idea how to quit. His fist whistled up, rushing towards your belly, but before it even connected, you popped off the ground and snapped out a kick into his jaw. The blow cracked his head to the side and he dropped - and then you landed above him, sprinting away from his body. You ran along the side of a building face, then kicked off and landed before the men who were rushing away from their hovering guns.

"Nope," you say, then slap your palm to the ground. The air around you shimmers and the men started to float up into the sky, yelling as their bodies tumbled. They didn't get far above the ground - just a few feet, just barely out of reach. Most of them keep their stomachs.

Most.

You walk out of the bubble of nill-gravity, your body crackling with lighting as you kept yourself glued to the ground. Sabah lowered her hands and the guns remained hovering in the air. You grinned at her, about to say something...stupid and dorky. Then she runs at you and flings herself against you, hugging you tightly. Part of you has this dizzying, excited flash. She'll kiss you!? Maybe!?

But instead, she clings to you, sobbing. "T...Th...Tha...That was so...su...su...so scary!" She squeezed you tightly. You flushed, slightly - and were...you admitted...your knees were starting to shake a bit. You patted her shoulders, stammering, as people started to emerge from cover. Some of them were starting to clap. A few cheered. Two women and a man ran towards you, the man holding his cap on his head as he rushed over, looking at the men floating, at the guns.

"That was amazing!" he said, his voice an excited babble. "How did...that was...you just..."

You grinned.

And then from around the corner came the first knot of Sabah's muppets. They were brightly colored - pinks and pastels mostly - and dressed in cartoonish, felt versions of regular clothes, to make them seem less spooky or weird to normal people. One of them, who looked like a cop from the 1950s but more friendly and without a firearm, bounced over to you.

"Miss Attar, we're here to take these fellahs into custody," he said.

Sabah nodded, still clinging to you.

"Are you all right, Miss Attar?"

She gave him a thumbs up and you and the felt puppet that hadn't even been alive for more than a week shared a look. His eyes were circular blue felt patches, surrounded by black lines, which were able to contort and move into a mimicry of human expressions. Somehow, it...was less creepy than it sounded like. It was like cartoons could sometimes look more like a person than a person did. "She'll be okay," you say, nodding. "...uh, what's...your name?"

"My name's Officer Feltson," he said. "That's what Miss Attar said, at least. Then she said 'oh, you can pick a better name, if you want.' So, I've been kicking around ideas, all week..." He pointed a leather finger at the floating goons. "Should we put those guys in cuffs?"

"...do you have cuffs?" you ask.

Officer Feltson nodded.

"...yeah," you say.

By the time the field had faded, the goons were out and the cops were here.

"So, you two were just minding your own business, then these sixteen guys just decided to light you up?" Director Pine asked, his voice dripping with skepticism. "With M16s?" He looked up at the floating guns. They were still drifting in a slow clump around one another. Sabah had found a comfortable seat and one of her muppets had brought her a cup of warm coffee from somewhere. The others were at work, already, patching bullet holes in people's houses.

"Yeah, that's exactly what happened," you say, shortly.

Director Pine frowns, looking over at the collected goombahs. "They're all Mafia men," he says, with clear certainty, despite having no way of knowing that. At least you had the fact they spoke Italian to make a guess at it, he'd just shown up from the police department. Apparently, metas were too important for beat cops to deal with.

"Their leader's right there," you say as the ambulance that had come with the rest of them pushed the gurney over.

"Christ!" Pine said. "Who laid him out? He looks like he went ten rounds with Cassius Clay."

You look at him and weigh if it's fucking worth it to get him to use Muhammad Ali's right fucking name.

"I did," you say, flatly.

Pine looks at you. You put your hand on the bumper of the car that had taken more bullets than you and Sabah combined, then clenched your fingers, then lifted it up and over your head. It doesn't even creak, though your clothing groans and crackles as it enhances your strength. Pine and the cops and the onlookers gape at you - and you set the car, gently, back onto its tires.

"Christ alive!" Pine says.

"I was gentle," you say.

"We can wake him up, if you want," one of the medics says. "He might be a bit woozy, though."

"Wake him up," Pine says and the medics start applying themselves to the goombah. Sabah steps over, frowning a bit - and as the man groans, Pine steps over. "Ah, Lil Jack, welcome back to the land of the living."

"Fuck you, pig," the man mutters, woozily. Pine lifts his hand, clearly about to whack the dude. You grab his wrist, hard, and yank him back, glaring at him.

"Hey. Don't cops have rules about that?" you growl, while Sabah frowns and joins you at the mafioso's side.

"He just tried to put more bullets in you than the FBI put in Bonnie and Clyde-" Pine grumbles, but you step past him to look down at the tough bastard. He looks like he's...maybe two years older than you, tops. But his eyes are the hardened eyes of a killer. He smirks, slightly.

"I'll talk to her," he says. "The Don told me too."

"Cool, and you can tell me why the Don decided he was going to fuck up a real nice thing he had going here," you say.

"Heh." Lil Jack smirks. "Don Crawler isn't going to be sucking up to you metahuman pricks." He jerks his chin defiantly. "He's gonna bust me out before the evening's up. And I got superpowers too down the pipe, because I follow orders good. I know what side my toast's buttered on." He smirks at you. "That's why I'm tellin' you this. Don Crawler says you better watch out. This was just a...test. A fuckin experiment to see what yer good at. What yer weak at. Heh." He chuckles, his voice getting a bit woozy. "Hit hard, yeah. But Don Crawler hits harder..."

"Don Crawler, what the fuck is he talking about?" Pine asks.

You frown.

"I have no idea," you say.

Sabah shook her head. "What happened to Gigante?" she asked.

"Heh..." Lil Jack's grin is wicked. "Check the harbor, pig." He looks right at Pine as he does so.

You turn to Pine.

Pine frowns, then waves his hand. "Take him away. Take them all away."

"Well?" you ask as Pine starts to pull out a cigarette. He lights it.

"You're not going to hear every damn investigation we got going on, Sato," Pine says.

"It's pretty fucking relevant, man!" you say. "My...friend and I almost got killed."

Pine shakes his head. "There isn't anything! Some headless body washed up - people get killed in this city all the time. We're...still running prints." He looks rattled, you realize, while Sabah puts her hand over her mouth, looking increasingly horrified. Pine starts to stalk off.

"Lily," Sabah whispers. "If this guy knows who we are, then he knows where our families are, and the mob, if he owns the mob, then, he knows about Stonewall, and if he's a metahuman - what do we do? What th...we can't go to the cops, the cops can't stop metahumans. I...we almost died, I..." She put her hand over her chest, starting to breath shallowly. "What do we do?"

You had to admit.

You're...

Pretty close to panicking too.
---

What do you do? If options are not mutually exclusive, you can vote for both!
[ ] Convene the whole gang and go after the Mafia hard. Find this Don Crawler and kick his ass. (+5 WP, major friends)
[ ] Convene the whole gang and send Lisa in to investigate subtly. Protect your families with Muppets. (+1 WP, minor friends)
[ ] Drag your families to Stonewall where you can protect them all at once. Yes, even yours. Dad can disown you again later, when it's not going to get him killed. (+1 WP, minor friends)
[ ] Get Marsha here, right now.
[ ] Get Rachel here, right now.
[ ] Get Tori here, right now.
[ ] Call up Pine and offer to work with him (-5 WP, major fuck the police)
[ ] Write In

CURRENT STATUS
Health: Fine
Willpower: 57 (+2 WP for defeating Jack, +7 WP for defeating 15 goons - you are sharing this with Sabah, since she helped. Major Girls, Major Friends for saving Sabah)

ROUND TWO

DECLARE: The goons keep shooting (minions keep doing what they're doing until they're told otherwise or run away.) Lil Jack keeps shooting. You use 10x10 to protecc!!! Sabah takes cover - and thus, evades any trauma check.

??? orders Goons and Lil' Jack to Book with a Command+ Hideous Monster roll. Surely, ??? only has our best interests at heart.

ROLLS:
Lil' Jack: 7 7 7 7 5 5 4 4 3 3​
Goons: 10 10 8 8 7 6 5 4 3 1​
???: 9, 9, 8, 7, 7, 6, 4, 3 - 1 WD is set to 9.​
RESULTS: Lily gets 10x10, getting 10 gobble dice against 4x7, 2x5, 2x4, 2x3 then 2x10, 2x8! Since your defend applies against ALL ENEMIES INDEPENDENTLY, that's 10 gobble dice that noms up Jack's shockingly good rolls and has 4 gobbles left to spare. Then another 10 gobble dice slap down the 2x10 and 2x8 from the minions. ??? gets a 3x9, adding +3 to their sense (effectively) for declares.

ROUND THREE

DECLARE: Sabah is the one who declares first, sadly. She's gonna try and disarm the goons. Goons + Lil' Jack are bookin' it! You're gonna sprint after them with hyperbody and format your Physics Fuckery as a double action. Since your brawling dice pool is 4d+1wd and your physics fuckery dice pool is 5wd, you get to choose which to use! ...you use the 5wd one, FUCKING OBVIOUSLY. Your power format is Duration (+2), Radius (+2), Self Only (-3), Obvious (-1)

ROLLS:
Lil' Jack: 7 6 6 4 4 1 1​
Goons: 10 9 8 5 4 3 3 3 2 1​
You: 10, 10, 10, 10, 10​
Sabah: 10 6 4 3 2 2 1 1 1, with her wiggle dice set to 3x2 for a reason that will become clear soon!​
RESULTS: Jack gets a 2x6 to run. The goons get a 3x3 to run. You get 3x10 to punch Jack in the fucking head, then 2x10 to format your powers. Sabah gets 3x2 to yoink the guns! So! First! You leap away from Sabah, clear 40 yards in as a free action, and punch him directly in the head for 3s. Since you don't want to kill him, you make it a love tap (I.E, don't use your boosters.) Then the goons sprint away with their 3x3, clearing a grand total of 10 yards. Sabah has a range of 510 yards. She gets 3x2, which meets or exceeds their body die (2d) in height and so, she disarms them of 1.28 tons of matter, which is enough to yank all the guns from their hands. They don't even bother to hold onto them. Finally, you format your powers into gravity field.

ROUND FOUR

DECLARE: Sabah calls in her muppets, since she can sense them within her range. the goons keep running, and Lil Jack (with more bravery than sense) tries to beat the shit out of you with a wild haymaker. You double act to finish beating his ass and to hit the goons with your formatted power.

ROLL
Lil' Jack (-1d to called shot for the head, -1d to get +1 width for damage purposes: 9 8 8 8, with a 10.​
Goons: 8 8 7 5 5 4 4 3 1 1​
You: 10, 10, 10, 10, 10​
Sabah:10, 10 9 6 4 4 3 3 3 1​

RESULTS: You get 3x10 to punch Jack in the head again for 3s (putting him down with 1k/3s to the head and, thus, spoiling his chance to punch you in the tits with his 3x8), then 2x10 to hit the bad guys with the gravity bubble - catching up to them with your 40 yard free move without needing even to bother with a roll. The goons got a 2x8 and 2x5 and 2x4 and 2x1 to try and get away but...they're in a radius effect and none beat your 2x10. Get fucked, losers. SAbah gets a 2x10 to order her minions to show up!

They do so to capture everyone!

CHECK: Medics at work!

ROLL: 2x8!

RESULT: The difficulty is 4 (for 4 damage) and 2x8 beats it, healing 2 shock and bringing him back to some sense of consciousness.
 
I don't know man, they're both straight in canon. Not everyone needs to be queer to be pro human rights.

Hell, that was Theos whole deal, that he was cis white straight guy, blonde and blue eyed, heir to a neo-Nazi empire and he rejected it all and called himself Golem. Very Steve Rogers of him. Always gets back up too.
I don't know if people's sexualities are going to follow Worm canon, but I really ship Theo and Brian.
 
[x] Convene the whole gang and send Lisa in to investigate subtly. Protect your families with Muppets. (+1 WP, minor friends)

We have a super-investigator, we can use her.
 
I don't know man, they're both straight in canon. Not everyone needs to be queer to be pro human rights.

Hell, that was Theos whole deal, that he was cis white straight guy, blonde and blue eyed, heir to a neo-Nazi empire and he rejected it all and called himself Golem. Very Steve Rogers of him. Always gets back up too.

That's very true! And I would be 100% down with that too!

On the other hand, the idea that Theo didn't just tell his Neonazi dad to take a hike, but then went out and found himself a black boyfriend is... it's a special degree of anti-fucks given.
 
[ ] Call up Pine and offer to work with him (-5 WP, major fuck the police)
Is this base will? None of these are base will right?

I think we might actually want to work with the cops here, they have pre-existing infrastructure and information for this kind of thing.

We can begin to set the standard for meta-human/superhero law enforcement/civil protection, this is a useful long term opportunity.

Let's not be hasty here.

I dream of making a Justice League type union consisting of independent metahumans and teams for investigating and fighting supervillains, organizing hyperbrain/gadgeteer R&D and disaster aid. And also, you know, a union for metahuman rights and mutual aid.

Probably at least nominally internationally neutral. We can have an asteroid base.
 
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[X] Plan: All Hands On Deck
-[X] Get Rachel here, right now.
-[X] Convene the whole gang and send Lisa in to investigate subtly. Protect your families with Muppets and Watchdogs with Subvox Comm Collars. In fact, equip the whole team with those Comms. (+1 WP, minor friends)
-[X] Call up Pine and offer to work with him (-5 WP, major fuck the police)
 
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[X] Plan: All Hands On Deck

Rachel is the least important of the three for LBJs great society plan, but still, hopefully he's understanding. Maybe Andy could gadgeteer a stunner for Lisa, Star Trek style?
 
[X] Plan: Crouching Fox, Hidden A-Bomb
-[X] Call up Marsha, Tori, and Rachel to get them here now. Inform the President that they are taking time off from duties for a short while as a courtesy (If LBJ presses for reasons, ask him if he will authorize us for dealing with Meta-human matters.)
-[X] Get everyone's families to Stonewall, under our protection and with Marsha as the Queen On Her Throne to keep the place safe.
-[X] Call up Pine and offer to work with him (-5 WP, major fuck the police)
-[X] Get Lisa in to find the Don, with dogs as backup.
-[X] Use Tori's powers to prepare a stealth strike against the Don.
-[X] Strike a balance between Shock And Awe and Scorched Earth. (Should be +5 WP for Major Friends)

Maybe this is overkill but we quickly have a turf war building on a Meta-Human level. This Don is thinking they are dealing with a bunch of kids and aren't expecting us to deal with this properly. The matter that the Don played his hand this way and showed his cards so soon means he is underestimating us. I am concerned about him leveling Meta-Human muscle against our families to get something out of us or put us in a bad position, instead we need to protect them wholesale and flatten his entire operation- cut off the head of the snake in a manner that sends a message to any other upstart meta-human criminal group that they cannot just do that.

Thinking about this further- Stealth bubbles to carry us, we can turn walls out of phase to get us through, and we can just- remove the planetary inertia from the Don to launch him into orbit.
 
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I really don't think it's necessary to call up all three of our Great Society members. I don't really think it's necessary to call up Rachel, but hey, she'd be the most useful in this situation. Hell, I think the dogs have tracking capabilities.

Andy should build Lisa a stealth suit, there's a good idea. Just walking in your base, stealing your secrets.
 
I really don't think it's necessary to call up all three of our Great Society members. I don't really think it's necessary to call up Rachel, but hey, she'd be the most useful in this situation. Hell, I think the dogs have tracking capabilities.

Andy should build Lisa a stealth suit, there's a good idea. Just walking in your base, stealing your secrets.

We should brainstorm some gadget ideas that Andy can make for people.
 
Basic armored superhero outfits for everyone, maybe with a specific theme? Lisa's should have stealth. Star Trek style stunners, maybe worth mass production to supply less lethal alternative to police. They're gonna shoot first and fast anyway, may as well be stunners.

Hmm, not just for the dogs, but team wide comms. Maybe invent mass production cell phones?

Andy could go ham for his personal outfit, full Iron Man package would be cool. Or at least a Batman grade exo-skeleton.

Utilities, like flash bangs and smoke grenades. Maybe a safe knockout gas? Containment foam!

Chassis for Tessa of course… the first Dragon suit.

Edit: sub vocal comms is better, so the enemy can't overhear.

2… the Birdcage?
 
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We should brainstorm some gadget ideas that Andy can make for people.

Hoverbikes! For people who can't move very fast, like Andy and Theo, and Brian, sometimes I guess?
Tessa Should get a Drone Swarm! (that look like lil dragons)
Con Foam is a great idea
The Internet, cause dang he just wants it so bad.
 
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