Voting is open
[X][van] Fight to speak
-[X] Tell them our side of the story and that there is a mole on the PRT that will use this as an opportunity to get rid of us. Also tell that that he doesn't wanna fight them because he is a hero despite what some may say or think and that he is on the side of good.

I'm not good with dialog so I just went with the general feel of what he wants them to say.
 
Adhoc vote count started by Ablative Id on Aug 18, 2024 at 12:56 PM, finished with 4 posts and 3 votes.
  • [van]

    [X][van] Fight to speak
    [X][van] Fight for control
    [X][van] Fight to speak
    -[X] Tell them our side of the story and that there is a mole on the PRT that will use this as an opportunity to get rid of us. Also tell that that he doesn't wanna fight them because he is a hero despite what some may say or think and that he is on the side of good.


So far:
1 Fight for Control.
2 Fight to Speak.

Write in too hard and unclear? Let's make it easier and clearer:

All the reasons / write ins given under []Fight to Speak add to the bonus. No write in is ignored.
Eggmaster gave 2 reasons, so that's 2 bonus dice. To wit:
- "I'm a hero."
- "PRT has moles."

And here is a chart of outcomes. The score is the sum of successes from your roll minus successes from Gallant's and Victoria's rolls.
Gallant has 4 dice. Vicky has 1 dice. You have 2 Thinker dice + 2 bonus dice.
Remember you reroll and pick the best. A roll of 6 is a success and gets rerolled.

0-1 successes : They Insist on locking you up, but mediate a deal with the PRT.
2-3 successes : They let you go, with a watcher, to see if you're good or not.
4-9 successes : They let you go free and work on themselves.

On the other hand, []Fight for control uses a full 7 dice with reroll and you win a draw. A reasonably safe bet.
On the severed third hand, []Fight to kill gives you perks. Kill one and the other will run off, but you might get both with your 5 success minimum and +1 free success. Tasty perks!
And on the juggling foot, [] Write in is there for something clever.
 
[X][van] Fight to speak
-[X] Tell them our side of the story and that there is a mole on the PRT that will use this as an opportunity to get rid of us. Also tell that that he doesn't wanna fight them because he is a hero despite what some may say or think and that he is on the side of good.
 
[X][van] Fight to speak
-[X] Tell them our side of the story and that there is a mole on the PRT that will use this as an opportunity to get rid of us. Also tell that that he doesn't wanna fight them because he is a hero despite what some may say or think and that he is on the side of good.
 
[X][van] Fight to speak
-[X] Tell them our side of the story and that there is a mole on the PRT that will use this as an opportunity to get rid of us. Also tell that that he doesn't wanna fight them because he is a hero despite what some may say or think and that he is on the side of good.
 
Adhoc vote count started by Ablative Id on Aug 21, 2024 at 8:28 AM, finished with 9 posts and 7 votes.
  • [van]

    [X][van] Fight to speak
    -[X] Tell them our side of the story and that there is a mole on the PRT that will use this as an opportunity to get rid of us. Also tell that that he doesn't wanna fight them because he is a hero despite what some may say or think and that he is on the side of good.
    [X][van] Fight for control
    [X][van] Fight to speak


5 to speak. +2 bonus dice.

Rolling and planning. Vote, as always, is still open. You have rolled poorly.

Update in maybe two weeks?

Time is a construct.
 
Last edited:
Could we add more details and it still count for the plan.

[X] Mentioning the fact we can time travel and we know the heroes better than they know and we have come back to prevent their deaths like Armsmaster and battery. Mentioning the fact that we have dealt with Heartbreaker and some of the E88 in our world.
 
Could we add more details and it still count for the plan.

[X] Mentioning the fact we can time travel and we know the heroes better than they know and we have come back to prevent their deaths like Armsmaster and battery. Mentioning the fact that we have dealt with Heartbreaker and some of the E88 in our world.

Sure, plenty of time. Have 2 more dice.

Edit: Chapter delayed due to illness.
 
Last edited:
I just don't know what else prince can add to his case as there isn't much that hasn't been said we said

[X] "I ask Panacea if whe wanted me to take her power and she agreed. She was drowning in the expectation that everybody placed on her. She is Panacea the greatest healer in the world, someone who's life constantly revolved around healing living her life in the service of the masses. However tell me Victoria was this what SHE wanted! No it wasn't she told me how she gained her power to save you and how since that day she was never able to just be Amy. She was just Panacea the mask and I could see how that makes was cracking. Despite everything I'm a hero I saw a girl who wanted an escape and I offered her the choice. In the end she chose this I don't have anything that can mind control people if she had not chosen my offer I would have stood by and watch the tragedy unfold. I do not wish to fight you Glory Girl please do not make me hate myself more than I already do."

This would be princes gambit because he is still a hero but he has sacrificed people before like battery vs Alexandria and Panacea vs the masses. He is deeply selfish in his heroism and I wish to portray that he is not unwilling to let himself suffer to continue to do good.

Also I know the dialogue is very scoff writing dialogue is not my intention and I write prince more eloquent than I ever could. He also has his 10 power to adjust his speech so there is that.
 
Last edited:
At Empathy's Eye New
  • [van] Fight to speak
    - Tell them our side of the story and that there is a mole on the PRT that will use this as an opportunity to get rid of us. Also tell that that he doesn't wanna fight them because he is a hero despite what some may say or think and that he is on the side of good.
    - Mentioning the fact we can time travel and we know the heroes better than they know and we have come back to prevent their deaths like Armsmaster and battery. Mentioning the fact that we have dealt with Heartbreaker and some of the E88 in our world.
    - "I asked Panacea if she wanted me to take her power and she agreed. She was drowning in the expectation that everybody placed on her. She is Panacea the greatest healer in the world, someone who's life constantly revolved around healing living her life in the service of the masses. However tell me Victoria was this what SHE wanted! No it wasn't she told me how she gained her power to save you and how since that day she was never able to just be Amy. She was just Panacea the mask and I could see how that mask was cracking. Despite everything I'm a hero I saw a girl who wanted an escape and I offered her the choice. In the end she chose this I don't have anything that can mind control people if she had not chosen my offer I would have stood by and watch the tragedy unfold. I do not wish to fight you Glory Girl please do not make me hate myself more than I already do."

    - Summarized:
    - there is a mole on the PRT
    - is a hero
    - can time travel and prevent deaths like Armsmaster and battery
    - dealt with Heartbreaker and some of the E88 in our world.
    - ask Panacea if she wanted me to take her power and she agreed
    - I do not wish to fight you Glory Girl please do not make me hate myself more than I already do.
    Total: 6 bonus dice
  • Thinker fight!
    Prince / Rostam has 6 arguments and 2 Thinker dice: 8d6t4 = (1 +2 +3 +2 +1 +3 +6 +1) = (2) => 1 success
    reroll 8d6t4: (5 +2 +5 +5 +3 +5 +2 +2) => 4 successes
    Gallant / Dean 4d6t4: (5 +5 +2 +5) => 3 successes
    Glory Girl / Victoria 1d6t5 = (1) => 0 successes
    Prince wins by 1 success.
    They insist on locking you up, but mediate a deal with the PRT.

    Physical fight?
    Prince / Rostam has a penalty for losing an argument. Rolls 7d6t5 = (3 +1 +3 +4 +1 +4 +5) => 1 success
    reroll: (2 +4 +2 +6 +2 +3 +5) = (2) => 2 successes
    Gallant / Dean 4d6t4: (4 +4 +6 +1) = (6) = (2) => 4 successes
    Glory Girl / Victoria 5d6t4 = (5 +1 +3 +3 +4) => 2 successes
    Gallant is on fire today.



Crouching low on the van's roof, you cling to the Dagger of Time as the wind rips past, your cheap shoes slipping on the smooth metal. Gallant stands tall between you and Glory Girl, his magnetic boots locked in place as she drags the van through the howling sky.

In the distance, approaching fast, PHQ's forcefield dome shimmers like a soap-bubble on the ocean. The former oil-rig's lightbridge reaches the north ferry station to suck up lines of vehicles - fresh troops to prepare prison cells for your arrival.

Grue and Dad are in the van below, collateral caught in Coil's trap. If you can't escape, no one can.

But how?

Glory Girl is invulnerable, in her forcefield, and in her righteousness. Nothing can stop her - not strong winds, low clouds, or steel towers. Unstoppable, untouchable, not a strand of silver hair out of place as she enforces the law.

She's the picture-perfect teenage hero; your judge, jury, and executioner.

The dagger's cracked glass hilt digs into your palm. You look away, searching for another answer.

Turbulence yanks at the handcuffed remains of your severed arm - a gory fetter earned from misjudging a hero. Gallant stares at it, LEDs in his helmet slowly shifting blue to green. Trust the PR department to stick mood lights on a guy who sees souls.

Maybe that's the answer. Gallant's empathic powers force him to see the truth in people. If you convince him you're not the villain Coil framed you as, then maybe - just maybe - Glory Girl will let you go.

Empathy is your last hope.

You shout against the wind, "Please, listen!"

"No," Glory Girl says. Her grip tightens on the steel struts of the van's rollcage, making it groan in pain.

"But I'm with the Protectorate! Victoria, you were there when I signed up! I'm a hero!"

"Yeah, to steal powers, obviously." Glory Girl sneers. "Shut up before my fingers slip."

Gallant's visor glows teal. "Vicky, let's hear him out. There's a lot of guilt in his aura, and we're both resistant to Masters."

Glory Girl's voice could cut glass. "Careful. He stole from Panacea. He'll steal yours, too."

Gallant nods, then recites, "Anything you say can and will be used against you in a court of law. You have the right to remain silent, or to waive that right, anytime you choose. We, uh, can't get a lawyer up here, but one can be provided later, at no cost, in a secure location. Do you understand these terms? Are you willing to speak without an attorney present?"

It stings, the way Gallant treats you as one of 'them' instead of 'us'. You're not friends this time.

"Yes. Listen." You shift, kneeling, nearly begging. "I have fought people, like Heartbreaker and the E88, but I traveled back in time to prevent what's coming. Heroes like Armsmaster and Battery will die if you don't let me-"

A tortured squeal of steel drowns you out as Glory Girl's strangles the van's struts. "How dare you pretend attacking my sister is for the greater good!"

Of course, it comes back to her family. There's no avoiding it.

You take a deep breath. "I didn't hurt Amy. I gave her a choice."

"You took advantage of her!" Glory Girl twists steel as if wringing a towel. "Manipulated her-"

"No, Victoria. The cracks were showing long before she broke. Amy told me her powers saved you, but then she became a slave to saving everyone. I offered hope."

The wind howls between you, and for a moment, Glory Girl looks away. A crack in her invulnerability. Maybe you can get through?

You press on. "If things have changed, then I'm sorry. But Amy isn't like you. She didn't want to be Panacea."

The van trembles in Glory Girl's grip. She frowns... and says nothing, lips pressed tight. The wind calms a little as her flight slows.

Gallant's words are not meant for you, but they float on the wind. "He's not lying, Vicky. That guilt? It's real... And so is yours."

Victoria hisses, "Whose side are you on?" Gallant shrugs an awkward apology.

"Wait, you knew?" you ask, a nasty parallel coming into sharp focus. "You saw her falling apart, and you just… let it happen? But you're family…"

Steel screams in Glory Girl's hands as her fists clench. The strained metal struts buckle under the pressure, bending sharply down.

The roof tilts vertical, leaving you to dangle by the dagger over what the locals call the Boat Graveyard - a massive spike pit of broken masts and rust-red waves crashing against PHQ's forcefield.

Glory Girl's eyes widen as she catches another strut to steady the van. Guilt and anger flicker across her face as she grabs for something to steady herself.

"See what happens when you twist things too much?" she says, voice wavering.

The bravado doesn't land. She's shaken. You're getting to her.

You get your footing back in a crouch, gripping the dagger tight. "You're only here because I did what you couldn't. Has anyone sanctioned this arrest, or are you a vigilante as well as a hypocrite?"

"It's a citizen's arrest, jerkface!" Glory Girl closes her eyes, just for a second, before they fly open, rock solid. "I'm working within the law."

"Victoria, listen to me. The law is corrupt. There are moles in the PRT-"

"It doesn't matter, no one is above the law."

"Then what do you call this?" You gesture wide - to the van, to the sky, and to the city below - your severed arm slapping wetly against the metal.

Glory Girl cringes. Like Amy, her hero mask is on the inside, and the cracks are showing. When she finally speaks, her words are low and heavy, each one growing stronger, "I trust the law. When I can't, I do what's right. And that means locking you up before you hurt someone else."

Gallant reaches for her, but stuck in magnetic boots, he can only twist awkwardly. He turns back to you with a glow building in his fist.

"Calm down," Gallant says. "Surrender peacefully. The best way this ends is before a jury."

So much for empathy. Too much ugliness resonates between you. They won't listen. Not to words.

You shift into a sprinter's stance, three points braced on the van's roof. "What if the law is corrupt?"

"Then fix it," Glory Girl snaps. "From the inside. Work with it. Believe in it."

"How can I?" You retract the dagger's blade, freeing it from the roof without visibly moving. "People in power twist laws however they want. There's no honor even among capes. I was outed today in front of my civilian father. Did you know he's here, in the van? Do you even care?"

Gallant twists around to look at Glory Girl. Neither has an answer.

You continue, "I thought not. You're here for honor; I hurt your family, so now you'll hurt mine. Laws are conceits used to justify your power." Your grip on the dagger tightens, the tension humming from hand to hand, head to toe. "The power to monopolize violence."

"Laws keep us human. The real conceit? Is thinking you can talk your way out of this. But I'll say it in your words: If laws monopolize violence, then hell yeah, I am the law."

You charge, dagger out. If violence is proof of law, you'll hold it at her neck.

Gallant fires - his blast grazing your shoulder. Warm endorphins floods your veins, soft and inviting. Just relax, the feeling whispers. Let go. But deep within, a genuine betrayal cuts through the false calm like acid.

You grit your teeth, grab Gallant, and leap over him, dagger pointed.

Glory Girl is strong, not fast. The dagger touches her forcefield - it crackles, sparks. Then it shatters, and time's living blade lunges for her throat.

Pull back - too late. Slip on cold metal, squeaking to a stop on the van's windscreen. Then look at what you've done.

Victoria clutches at her neck; golden sands gushing between her fingers. Unstoppable, untouchable - untrue. Glory Girl's power is a bluff. Her righteous might has all the strength of a soap-bubble. That wound will grow until it rips her to the grain.

You should have known. Time is violence. Time murders all.

A pit opens in your stomach. You didn't want this.

Victoria - with one hand and without her forcefield - holds the van up for a tenth of a second.

Then it falls - along with you, Dad, Grue, and Gallant too - towards the trap of gnashing, crashing, rusting wrecks the locals call the Boat Graveyard.

You use the Dagger of Time. Everything stops. Time hangs, frozen, reluctant. The Dahaka stirs behind your eyes, almost asking: Why should I?

But time does rewind, obeying a pact unsigned and unspoken.

The van rises - along with you, Dad, Grue, and Gallant too - into Glory Girl's grip as her neck reknits before the Sands of Time can devour her.

You slide back on the roof to where and when the argument began. Time resumes.

"Laws keep us human," Glory Girl begins.

But Gallant interrupts, shielding his eyes. "What the hell? What was that?"

Ten seconds of regret compressed in a bullet and shot at empathy's eye. But unlike Gallant, your emotion blasts only hurt yourself.

You sigh, letting go of the dagger's hilt. "You know what? I don't want to fight. Let's try your way." You kneel, both hands empty. "I surrender. Just - please - don't make me hate myself more than I already do."

Below, Grue splashes into the red waves, an ink drop spreading to stain the sea.

He will escape, but you and Dad?

You'll try to believe laws are stronger than soap-bubbles.





"Can villains actually do that?" Victoria asks.

"I guess," Gallant answers, then he radios the incoming capture.

PHQ's forcefield thins, turning permeable. Passing through feels like diving into a plasma ball, a slick and tingly ionosphere making your ears pop. The air inside smells of ozone and old lightning. You move to smooth your hair down, but stop at Victoria's glare.

Fine. Hands stay up.

The van - the Undersiders poor, tortured get-away van - bounces once on the helipad and collapses into scrap. A tire rolls off, disappearing behind swarms of black-masked troops.

You stand to greet them.

"Drop the weapon!"

You pause. What weapon? Oh, the dagger, you picked it up by habit. You tuck the handle in your belt.

"On the ground! Drop the weapon on the ground!"

The demand makes no sense. While you stand their, blinking in confusion, Victoria hauls Gallant off the wreckage, out of the line of fire.

The troopers fall into formation - a half-wagon wheel, spokes poking inwards. Shotguns and spray-cannons aim at your chest. They keep shouting orders, but their voices overlap and blur together into nonsense.

They clearly want something, but whatever it is lies just outside your ability to conceptualize. It's like losing your keys; you can look right at them, but still fail to recognise them. There's a blocker in your brain.

Maybe they're on edge because you're on higher ground?

Hands still raised - shoulders aching from holding position too long - you slowly walk forwards. Each step measured to be non-threatening. Down from the roof, onto the hood, then onto the cement platform below.

The troopers shuffle back, maintaining formation. They keep their distance, weapons tracking your every move, fingers itching on triggers. The yelling grows louder, more volatile, less coherent.

What are they afraid of? You've surrendered. You're cooperating.

Their names stenciled white on their black Kevlar jackets. Some you knew in a past life - Starsky, Hutchinson, and Han - guys who taught you to shoot, now on the other side of a gun. How the worm turns.

You sigh, and try diplomacy. "Hi guys-"

The spray-cannons explode. Han shot first.

Superhuman reactions let you appreciate how confoam bends physics. Thick gray clouds grow thicker as they expand, inverting the mass/density ratio. Quite the honor, really. Confoam supplies must be limited now that Dragon is unpowered.

Foam engulfs you. Feels like being wrapped in elastic, like being a fly in a spiderweb. Don't fight it; you know confoam. The harder you fight it, the harder it fights back.

So just relax. This is procedure.

Then you feel the swabs.

A chemical warmth spreads over your hand, the one resting on the Dagger of Time. A dissolving agent selectively freeing the area. You realize what's happening.

"No." You try to speak, but foam seals your mouth shut, muffles your voice.

"No, no, no..." You try to turn, but you can't. Confoam turns to solid stone when you try.

The touch of cold, hard metal. A crowbar wiggling to get in your grip.

The first finger is pried loose.

"Don't take it!" you scream through teeth that chew rocks. "I need it!"

They don't care.

The second finger is pried free.

The dagger blade shoots out, full length. You twist at the wrist, desperately trying to chip away the solid foam with the dagger's tip, not caring if a trooper gets scratched.

The troopers curse. But they don't stop.

The third finger is pried free. A bone snaps and immediately heals.

You strain with all your might, but they have more troopers than you have fingers, more than enough to hold each one back.

You reverse time. One by one, your fingers wrap around the hilt, where they belong.

Time resumes. One by one, they pry your fingers loose.

And then horror shatters the core of your being. The dagger is gone. All your hope and pride is gone.

"I will kill you!" you spit, flailing, much as you can with one free hand.

Fresh confoam sprays over it, sealing you in a rubber tomb.

"Give it back!"

Foam turns warm, reflecting your muscle burn. You know confoam, but Dragon's power was sacrificed. Maybe this batch is weak. Maybe you can break it, and get to the dagger.

Blood rushes to your head, veins bulging as push your body to its limit. Foam tastes like blood as you bite in, cutting your tongue and loosening teeth.

"I kill everything!" Blood froths around your mouth. "You hear me? I'll kill you! I need it! Give it back!"

They don't hear you, or if they do, they've heard it all before. The PRT troops verify you're secure and load you on a pallet truck.

They drop you in the cells while you scream, foam at the mouth, and thrash futilely in an attempt get the dagger that owns you.

You thrash for hours. Eventually, the foam decays into dust.





"TV, next channel."

One of the walls changes to show a soccer game. You watch for a moment, then resume pacing. Your detainee-issue canvas slip-ons barely make a sound on the padded floor.

A restless energy courses through you. You've tried watching sports on the wall sized screen - no external controls, voice commands only. You even traded your old clothes for orange prison duds from the dumbwaiter.

You're trying to play ball. To cool off in the cooler.

Still, you pace from one padded wall to the other.

"TV, next channel."

A cooking show flicks on. Anxiety simmering under your skin, your hand drifts to your waist, where the dagger should be. Worse than a missing limb, it's a hole evil thoughts rush to fill.

What-ifs, who-coulds, and when-wills ferment in an endless vat, boiling over in restless steps. You punch the wall and turn.

"TV, next channel."

The screen changes to show a man seated behind a desk, facing the camera. Older, with close cropped coarse hair, and thin as a skeleton in a silk tie. His head looks disproportionately large, with gold framed glasses making his eyes even bigger - a pair of great black orbs rolling as they track you.

You stop pacing. "Who are you?"

"Don't you know my face?" His smile is cold. "No matter, we both have plenty of time to get acquainted. Speaking of which..." He leans forward, fingers steepled. "Time travel. That's a rare bird."

"Do I know you?"

"We have spoken before. More than once, I suspect."

"Coil."

His face changes - not in feature, but in demeanor. Sagging wrinkles draw tight, a grin stretching ear to ear. A kid caught burning down the cookie factory, so he can eat the last one still warm in the ruin.

"Yes," Coil hisses. "We can speak freely; the line is secure. And I have so many questions to ask you, my pet."





Sit Rep
  • Soft bad end. Choose how to get out of this, if at all.
  • You're locked up in the PHQ oil rig, a TV screen your only contact with the world.
  • Eventually, the PRT will stop panicking about the bird cage escapees and lock you in whatever replaces it. Or someone will just shoot you. If you're very lucky, they could forget you're in a cell and you'll starve to death. What fun!
  • Remaining powers (the ones you don't need the dagger to use):
  • Sort the Grains = +2 Brute/Mover dice. You're stronger and faster than you should be, and resist harm slightly.
  • Warrior Within = druj nasu can pilot your body, giving the illusion of omnicompetance. Target number for rolls is 4.
  • Total: In combat, you roll 3 dice, target 4 (or 3d6t4). You are Superhuman, equal to a team of trained and equipped normal humans.


Choices

"If laws monopolize violence, then hell yeah, I am the law."

You've met Victoria in all her glory, appealed to Gallant's empathy, and been caught by Coil's cold manipulation. One is the law, the other serves it, and the third is above it.

Where on that spectrum are you? Of what worth is law?

[][law] Laws keep us human.
- Without law, what are we?
- Beasts we are, least beasts we become.

[][law] Laws are second to morals.
- People first.
- People suck.

[][law] Laws are worthless.
- No honer even among capes.
- True freedom is anarchy.

[][law] Write in.
- This is a secret test of character vote. What do you want Prince to learn?



"No matter, we both have plenty of time to get acquainted. Speaking of which..."

How are you getting out of this mess?

[][end] Work for Coil
- He'll talk to figure out his own motivations in the last timeline.
- You and Dad get new jobs at a place called Fortress Security.
- Coil will restrict access to the dagger. But maybe you'll see an opportunity for more?
- Otherwise you stick your fingers in your ears and sing "la, la, la." Waste Coil's time and he just won't appear.

[][end] Wait for an Endbringer
- [] Simurgh, the hope killer
- [] Leviathan, the city killer
- You'll join the fight under the Endbringer Truce.
- You'll get a nifty explosive collar.
- You'll get the dagger back.
- A chance to prove your heroism? Or a chance to run?

[][end] Serve Time
- Talk to Dr Jessica Yamada to unlock the Shiv of Time
- Make new friends in the repurposed Parahuman Asylum.

[][end] End Game.
- Rage quit.
- Mom is alive, Dad will be released, it's not the worst ending.
- A new Dark Prince rises from the ashes of sacrifice.

[][end] Fight for freedom.
- The path of slaughter is always open.
- PHQ usually has a skeleton staff of troops. With luck, at night, you can get free.


It's undead! A Halloween miracle!

This is one of those chapters I can never get right. Probably because it's a fail state.

Nobody likes to lose. But sometimes losing is fun.

Thanks for reading.

Edit: typo in the choices, nothing important. Tiny sentence structure change to opening paragraph. Changed it back.
"And the horror" > "And then horror"
Oops, formatted the votes wrong.
 
Last edited:
[X] Laws are worthless.
- No honer even among capes.
- True freedom is anarchy

][X] Fight for freedom.
- The path of slaughter is always open.
- PHQ usually has a skeleton staff of troops. With luck, at night, you can get free.

[X] Wait for an Endbringer
-[X] Simurgh, the hope killer

We tried to be good and heroic. If the Laws of the world keep us down we will just break them. If killing gets us free then killing is what we will do.

Also did prince not win by 5 vs 3? So a 2 success win?
 
Last edited:
Also did prince not win by 5 vs 3? So a 2 success win?

No, he won by 1 success, 5 vs 4. Which means, following the chart a couple of posts above the chapter:

0-1 successes : They Insist on locking you up, but mediate a deal with the PRT.

(After you made all those write ins, I rerolled again, and this is still the best result.)

So there's some kind of vague good will floating around which will manifest after you make a choice. The Endbringer Truce is the clearest way to use it immediately. Going to an asylum instead of something worse is another way. Either can lead to rejoining the PRT, if that's something you want.

Feel free to write in another option if something seems logical.
 
No, he won by 1 success, 5 vs 4. Which means, following the chart a couple of posts above the chapter:

0-1 successes : They Insist on locking you up, but mediate a deal with the PRT.

(After you made all those write ins, I rerolled again, and this is still the best result.)

So there's some kind of vague good will floating around which will manifest after you make a choice. The Endbringer Truce is the clearest way to use it immediately. Going to an asylum instead of something worse is another way. Either can lead to rejoining the PRT, if that's something you want.

Feel free to write in another option if something seems logical.
Do qe still have the mask of the Sand Wraith? Can we put it on and murder Coil?
 
Do qe still have the mask of the Sand Wraith? Can we put it on and murder Coil?

That's one of the powers that needs the dagger of time. If it needs sand, it needs the dagger. Mask of the Sand Wraith is basically wearing sand, thematically.

In Worm-verse mechanics, it's the Dahaka shard making a little endbringer of its own that you mostly control, and the dagger is like an excuse to do that.

I'll try to nudge events towards killing Coil regardless. I think it needs done to finish the game. But I won't guarantee it, because I'm just the GM.

edit: gimme a minute and I'll pull up a list of powers that need the dagger.

These powers use the Sands of Time, so need the dagger:

Reverse the Glass (the rewind power)
Mask of the Sand Wraith (the pseudo-endbringer)
A Living Blade (grow or shrink the super-lethal dagger)
Shrug the Mortal Coil (the self healing power)

Special mention for Release the Sands, which uses up a perk that you get from stabbing a parahuman.
Oh, and sacrificing parahumans to gain sand/perks only works with the dagger too.
 
Last edited:
That's one of the powers that needs the dagger of time. If it needs sand, it needs the dagger. Mask of the Sand Wraith is basically wearing sand, thematically.

In Worm-verse mechanics, it's the Dahaka shard making a little endbringer of its own that you mostly control, and the dagger is like an excuse to do that.

I'll try to nudge events towards killing Coil regardless. I think it needs done to finish the game. But I won't guarantee it, because I'm just the GM.

edit: gimme a minute and I'll pull up a list of powers that need the dagger.

These powers use the Sands of Time, so need the dagger:

Reverse the Glass (the rewind power)
Mask of the Sand Wraith (the pseudo-endbringer)
A Living Blade (grow or shrink the super-lethal dagger)
Shrug the Mortal Coil (the self healing power)

Special mention for Release the Sands, which uses up a perk that you get from stabbing a parahuman.
Oh, and sacrificing parahumans to gain sand/perks only works with the dagger too.
Do we still have Sort the Grains and Warrior Within?
 
[law][X] Laws are second to morals.
- People first.
- People suck.

[end][X] Wait for an Endbringer
- [X] Simurgh, the hope killer

How much till endbringers? Can we survive the collar exploding if we use our endbringer form?
 
Last edited:
Do we still have Sort the Grains and Warrior Within?

Yes. Says so in the Sit Rep.

Can we survive the collar exploding if we use our endbringer form?

Yes, but it will knock you out of the Sand Wraith state.

Sand Wraith is a glass canon speed demon, it has to always keep moving, and to avoid strong hits. But the Mask can tank at least one hit for you. Remember it has a cool down period after every use.

On the other hand, with the dagger, you can use Shrug the Mortal Coil to survive having your head blown off. It explicitly lets you regrow a head. You black out and wake up again with everyone looking at you funny.

So the real risk of the exploding collar is that it goes off at the wrong time and puts Mask of the Sand Wraith on a delay.
 
[law][X] Laws are second to morals.
[end][X] Serve Time

Paradox did basically steal Panacea's power. Might as well own up to the consequences, good deed or not.
 
I literally dont get why people want us to serve time when there's other shit we could be doing. This is just the most defeatist choice ever.
 
Voting is open
Back
Top