Voting is open
I think I'm probably going to need to leave the vote open until Friday, and I'm not locking anything in yet. If anyone wants to challenge the bandwagon, that's your deadline.
 
[x] C-c-c-ombo Breaker
-[x] Interrupting what you're pretty sure is a midsize mob shipment. Mobsters aren't idiots, and some will be experienced combatants, but they aren't really equipped to fight you. That would take... flamethrowers? An army? Not the sort of thing a clandestine organization can resort to, basically.
-[x] You inherited a lot of them. The Green Goblin was well-known, and that gives you a fair bit of credit in some circles.
--[x] She was a villain, more or less. Stole a lot of stuff from various companies, put it together in really impressive ways, evaded law enforcement for more than a year. You found one of her caches during Hurricane Jones, and your following role in the cleanup made it politically nonviable to take it from you. She's in Rykers now.
-[x] Literally just Super-Soldier. Your strength and speed are basically permanent, but so is your appetite. You eat like half a football team. (Well, actually more like a quarter.) This is expensive, and you get kind of mean when you're hungry. You've been working on that.
 
Vote closed
Scheduled vote count started by HoratioVonBecker on Dec 29, 2020 at 3:51 PM, finished with 10 posts and 7 votes.

  • [X] plan the living legend
    -[X] Fire patrol. It's July, there's a heatwave, not all apartments are up to code. Grab a lab-carpet, a brace of extinguishers, and your heavy-loads board; it's going to be a long night
    -[X] Your dreams show you other worlds, giving you a lot of useful technical insights and also a lot of highly unreliable premonitions. Your kit still isn't cheap, but you make do on patents semi-anonymized through a holding company
    -[X] Literally just Super-Soldier. Your strength and speed are basically permanent, but so is your appetite. You eat like half a football team. (Well, actually more like a quarter.) This is expensive, and you get kind of mean when you're hungry. You've been working on that
    [X] Plan Goblin in a Bottle
    -[X] Fire patrol. It's July, there's a heatwave, not all apartments are up to code. Grab a lab-carpet, a brace of extinguishers, and your heavy-loads board; it's going to be a long night
    -[X] Your dreams show you other worlds, giving you a lot of useful technical insights and also a lot of highly unreliable premonitions. Your kit still isn't cheap, but you make do on patents semi-anonymized through a holding company
    -[X] Three-hour potion. A temporary super-soldier emulation drug, whose worst side effect is severe mood swings as it kicks in or wears off. You're fairly safe, but it can mess up pre-existing conditions something fierce. Still, as a last resort when someone's badly injured, it works like nothing else.
    [x] C-c-c-ombo Breaker
    -[x] Interrupting what you're pretty sure is a midsize mob shipment. Mobsters aren't idiots, and some will be experienced combatants, but they aren't really equipped to fight you. That would take... flamethrowers? An army? Not the sort of thing a clandestine organization can resort to, basically.
    -[x] You inherited a lot of them. The Green Goblin was well-known, and that gives you a fair bit of credit in some circles.
    --[x] She was a villain, more or less. Stole a lot of stuff from various companies, put it together in really impressive ways, evaded law enforcement for more than a year. You found one of her caches during Hurricane Jones, and your following role in the cleanup made it politically nonviable to take it from you. She's in Rykers now.
    -[X] Literally just Super-Soldier. Your strength and speed are basically permanent, but so is your appetite. You eat like half a football team. (Well, actually more like a quarter.) This is expensive, and you get kind of mean when you're hungry. You've been working on that
 
Firewatch
Fire-suppression grenades? Check. Extinguishers? Check. Harness in case you need to airlift somebody? Check. Spare respirators? Check. Time to go.

Leave rooftop shed, make sure the door is locked, lift off. Climb high; superstrength translates to amazing eyesight, and you don't actually need a lot of detail for patrol. Glide across the city at a tranquil 35 MPH.

The sky is beautiful tonight.

An hour and a half, eight paninis, and a dozen car accidents later, you catch something. Northwest end of Brooklyn, near the river. An entire apartment floor is on fire, and it looks like it's started spreading to the next building over. The floors above it haven't caught yet; small mercies.
Nothing on the police scanner as yet, so you tap the 'Call 911' button on your ear as you make your dive. This is the worst blaze you've seen this year, and it can't be more than ten minutes old - you'd have seen something on your last pass. What kind of accelerants are in there? The operator, while sympathetic, hasn't a clue.

...Nothing obvious, actually. Honestly this blaze seems weirdly sedate for how big it is; the sprinklers are still visibly doing something. Wait.

Stairwell. Landing. That's a body, in tactical gear.

"Ma'am, I'm going call you back. This is starting to look like a combat situation." You hang up before her response, and drop off your board to check the man's vitals.
It's... bad. The whole right side of his armor is melted, and his gun's magazine appears to have exploded from the heat. But he is breathing, just very, very shallowly. You're loath to move him, due to the odds of spinal injury, so you swap his respirator for one you're sure of, thumb an emergency beacon and slip it in his vest pocket, then spray the area with fire retardant.
No sound from above or below, so one glance downstairs - nothing obvious, like the scorched rail above - then onto the board and up. Meanwhile, consider what you're facing. Unmarked goons of some sort on one side, bomber or pyro on the other? Might have been friendly fire, though; none of Stairwell Guy's buddies checked on him. You're close.
Briefly pop your head above floor-level - no one. Up and over, full speed.
Signs of fighting - burn marks, fires, what look like partly dissolved darts - are more obvious on this floor. Why wasn't the police scanner going crazy? Even if this building was abandoned, which you're pretty sure it isn't, there should have been something. Tapping your ear-piece, you get a fairly convincing 'cannot connect to cellular reception' dialogue, and a low-static silence on the radio function. On every band.

Who even has this kind of tech?

...Well, no sense giving them something easy to track. You set it to no-transmission mode, and continue.

The hallways are laid out in an 'H' shape, and the trail leads to a big crater in floor of the middle one, surrounded with darts pointing both directions. They cornered someone ineffectively, then probably followed him downwards? You certainly intend to. Lead with a (prettily multicolour) smoke bomb - pity you don't have camera drones - then cut your antigrav and drop.

As hardwired, it flickers on again at the last second. Thank you, Dream Tony Stark; no matter how socially irresponsible you are, you design good safety equipment.
Still hunched for pouncing and a small target profile, you race down the hallway toward the building the fire had started to spread to. (You should have been more suspicious, but it's not time for post-mortem.)
Sure enough, there are broken windows on both sides. You can't see more signs of fighting. Judgement call time.

What do you prioritize?
[ ] Stopping the fight as fast as possible. The longer it goes, the higher the probable bodycount.​
[ ] Searching for the tac-goon vehicles and presumably the jamming source. Make sure it can't disappear.​
[ ] Trying to warn emergency services. Backup would be nice, as would not getting them killed.​
[ ] Write-in. Needs a good justification, because Méibh is an aspirational hero.​

A/N: Later than I'd hoped, but here it is.
 
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[x] Check for the tactical-goons' vehicles, plus the range of their jamming. Make sure they can't disappear.
 
I'm thinking... the important part is making sure that they can't do this again.

[x] Searching for the tac-goon vehicles and presumably the jamming source. Make sure it can't disappear.
 
Valid. Incidentally, I have now made it explicit that the fight itself is probably going to kill more people the longer it goes.
Hmmm.

Well, we're looking at combat between two groups. One's a pyromaniac super of some sort. The other is a group of folks who wear combat gear and jam police radios. So, what are we looking at for options?

- Get to the fight: probably reduces the body count for the tactical gear types. Best chance for actually seeing/meeting/takign down the pyro. Reduces the spread of the fire. It's highly likely that if we do take down the puro, then whatever's left of the tactical gear types will strongly desire to take him/her/it for themselves. Melted dart suggests that they're using nonlethal ordinance in spite of being attacked lethally, which suggests that they consider the pyro to be a valuable resource, worth sacrificing lives to obtain. I don't know that I think well of any group that thinks of "uncontrollable murder-pyro" as a valuable resource, worth sacrificing lives to obtain.

- Search of the tac-goon vehicles: gives us info on the goons, likely t much lower risk. Increasing chance that pyro will get away.

- Warn emergency services: keeps cops and firefighters alive. Helps get us some assistance.

Actually... I think I'm changing my vote.

[x] Trying to warn emergency services. Backup would be nice, as would not getting them killed.

We have a legitimately good relationship with emergency services here. First of all, that's just a downright valuable thing for a street-level hero (which we are) to have. Second, helping firefighters and cops not die seems like the sort of thing we'd naturally care about in a case like this. Third, helping the emergency services is likely to have beneficial effects on the overall civilian death toll as well.

It may not be the best answer, but it feels in character, and it's certainly not a wrong answer.
 
I now feel compelled to point out that emergency services are probably still safer than the civilians. And that Méibh isn't gonna blame herself for prioritizing other things, even if firemen die. (Learning To Only Do Your Best was a previous arc.)
 
I now feel compelled to point out that emergency services are probably still safer than the civilians. And that Méibh isn't gonna blame herself for prioritizing other things, even if firemen die. (Learning To Only Do Your Best was a previous arc.)
Sure... but having emergency services be safer and better-informed is also going to help save civilian lives. Also, it doesn't seem like it would necessarily take all that long. We just need enough clear space to hop on a board and get clear of the jamming, then call it in. Trying to search for a running battle in the middle of a burning building and then trying to deal with that battle seems like the sort of thing that might take rather longer... unless I'm not estimatign that correctly?
 
Sure... but having emergency services be safer and better-informed is also going to help save civilian lives. Also, it doesn't seem like it would necessarily take all that long. We just need enough clear space to hop on a board and get clear of the jamming, then call it in. Trying to search for a running battle in the middle of a burning building and then trying to deal with that battle seems like the sort of thing that might take rather longer... unless I'm not estimatign that correctly?
They're probably both gonna take less than a minute - you're actually still on your heavy-loads board - but the jamming tech is scarily comprehensive. You're actually not sure when it kicked in.
In any case, I'm not actually disagreeing with you. I just enjoy a well-argued bandwagon.
 
Vote's closed. Time to call the police and a fireman.
Scheduled vote count started by HoratioVonBecker on Jan 9, 2021 at 11:07 PM, finished with 11 posts and 4 votes.

  • [x] Trying to warn emergency services. Backup would be nice, as would not getting them killed.
    [x] Check for the tactical-goons' vehicles, plus the range of their jamming. Make sure they can't disappear.
 
Just Call 911
Right. Immediate priority, make sure the second-responders are properly briefed. Wheel out left, same direction you approached from, try dialing. Six rings before you get through - high call volume, hopefully; you've got a priority number.

"The fire on Hastings and Kirby is an UC2.* Radio jamming present. Repeat, radio jamming present. Warn the first responders, I have to go back."
[*Big fight probably in progress. This isn't a code from our world. -Editor]​
"Confirm UC2 on Hastings and Kirby, confirm radio jamming. Godspeed, ma'am." The line goes silent.

...Is it just paranoia, or did she sound like the same operator as last time? ...No. Even if it is paranoia, you have to check. This kind of jamming is dangerous, and harder to track than a pyro. Call back, and also circle the building, looking for anything obvious.

Two rings this time, male operator. You're trying to think what to tell him when you see it - three white vans, all idling on one street. Jet down to investigate, and someone drops out the back of one and shoots you with a grenade launcher.

KBLAFnzhyookrunchblop

...That ...wasn't the worst hit you've ever taken, but it's definitely up there. You've lost your board, you've got a parked car as cover, and you are once more grateful that your bombs need charging before they can detonate. Your earpiece is blaring queries about your condition, your ears are actually not ringing... and the queries match rhythm with sounds from inside that van.
Sometimes you hate being right.

Still, you don't have time to lie around until help arrives, so time to try zapping a grenade-goon - and that's about when she vaults over the car you were sprawled behind and tries to hit you with a cattle-prod spear. You slap it aside and catch her on your feet, then try to Fairy Blast her in the face. She aimdodges, using the spear to flip off of you.
Then she whacks at your legs. It actually kind of hurts, but you roll with it, twirling to your feet with a wide-angle Fairy Blast as awkward cover. You think it blinded her, because screws her eyes shut and twists the spear in half, producing twin shock-clubs.

Her armor looks pretty well insulated, glass faceplate included. The vans seem to be gone, but the call is still going.
Tactics?
[ ] Write in.​
Quip?
[ ] Write-in.​
 
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Well, damn. Go-go paranoia, I suppose. So... what does our current grenade supply look like? What can our currently available grenades do? (...and how hard are they to replace?)
 
Tactical Guidelines
After some initial hiccups, I think I have a better handle on tactical presentation, including deliberate vagueness regarding speed, numbers, and locations. This is to facilitate tactics-as-writing-prompts. As such, this reference document should be considered a loose guideline, and I'm going to try and keep unrevealed AU-specific information out of it, as a way of making sure I actually establish that in-story.

*You normally carry five to ten bombs of each type you have, but no more than forty total. If you're prepped for something specific (e.g. fire patrol), you'll have more of the relevant types, and sometimes a lot more.
*You have ~10-15 spare bomb caches throughout New York, partly justified by the fact that your bombs are hard to arm without a lot of electricity. These caches aren't usually hard to keep supplied, but are mostly designed for glider access.
*Boards are much less expendable than bombs; you only have one backup that isn't at your main lab, and you don't have many there.
*The heavy-loads board is a bit less agile than other gliders, but more powerful and carries a winch. You only have one.
*Your gloves are called Fairy Blasters, which basically means lightning-bolt-throwers. Double as blinding-bright flashlights.
*Current bomb list:
-Ball-lightning-based relatively-nonlethal-immobilizers, your primary combat bomb.
-Smokebombs in various colors, useful for smokescreens and signalling. Optimized for prettiness and nontoxicity.
-Radio beacons. Come with a timer switch and a very strong signal, but not a lot of battery life. Low-profile.
-Fire retardants, which are not optimized for breatheability.
-Thermite. Generally lowest priority to bring.
 
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Other relevant stuff:
-Radio beacons. There's also a fair bit of room to define these, but they're either expensive or simple.
-The heavy-loads board is a bit less agile than your other gliders, but carries a long winch, and it's overengineered enough that it might still be working.
-Your electrolaser gloves are cool and I have ideas for them.
-You haven't started laughing yet.
Yeah... our laughter is a bit overwhelming, isn't it?

So... I'm thinking we huck around some tazer grenades, in particular trying to get one into the truck that guy came out of, but I feel like that's step 1, and I'm nto sure what step 2 should be. Anyone else have any ideas?
 
I'm feeling like I really rushed this too much. As such, I'm planning to edit in a considerably longer fight scene, at least enough for you to actually know who you're fighting and what's at stake here. Please pardon these technical difficulties!
Scheduled vote count started by HoratioVonBecker on Aug 17, 2021 at 4:45 PM, finished with 4 posts and 0 votes.
No votes were able to be tallied!
 
Well. If one of their mooks is fighting this effectively, then I'm glad we didn't go after the super-fight after all. Also, we're facing off against a mook who's really pretty good at this, wearing well-made and heavily insulated armor with a glass facemask. So... Lunatic Laugh seems like the way to go for at least three or four reasons. Also... they ditched the mook and booked it? Maybe not a mook, then.

[x] Start laughing. It'll do some collateral damage to the glass in the area, but the combination of "unblockable, undodgeable attack", "glass-breaker", and "effectively deafen the temporarily blind girl" should be pretty helpful here.
[x] while laughing, get in close and start beating on her. Try to disarm, try to disable. No crippling or lethal blows. Once she's combat-ineffective, secure her. We should have some sort of reasonable restraints, right? Stop laughing once she's fully taken down. then call emergency services again and see if you get someone new.
 
Oh right, that's what I forgot. The call is still going!

Well-argued regarding the laugh, it (as usual) is well-suited to solving the fight quickly - that's just quite a bit of collateral damage. Might be able to reduce it by getting close and keeping it weak, but it depends on how urgent you think resolving this is compared to saving the windows of half a dozen cars.
 
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