As for the scientist who empowered him, he didn't really care what his test subject did, just that he got the empowerment method working. ...Not that he has managed to get rid of the debilitating pain problem or anything.
Did he ever try using people who can't feel pain? It's a rare disorder, but hey, it would at least see if the problem is metaphysical or physical in nature. Given he's a mad scentist if it's physical in nature the obvious, but horrific, solution is to remove their ability to feel pain. Or is he just obsessed with perfecting it rather than getting it working?
 
Tracer Pulse doesn't mechanically have a regeneration power - basically, his accelerated healing "just" compensates for the fact that he's constantly burning internally.

It should be noted that Tracer Pulse is the most antiheroic of the Global Champions. Before his empowerment, he was a cop, and not the cleanest one - he was the sort to turn down bribes less out of principle than because it felt too much like taking orders from the briber. And this is the guy who chose to burn - to be constantly burning forever - rather than admit weakness. Kind of says a lot.
At the same time, he was fully aware that once he got powers, he'd pretty much have to choose between fully siding with the good guys or the bad, and he went heroside because he does have some standards and he knew he wouldn't be able to keep them if he went supervillain.

As for the scientist who empowered him, he didn't really care what his test subject did, just that he got the empowerment method working. ...Not that he has managed to get rid of the debilitating pain problem or anything.
Wasn't it mentioned that Avatar doesn't really like him for that exact reason?
 
Anyone here familiar with Sentinel Comics RPG? It's a tabletop RPG system that came out less than a year ago, by the same company that published the Sentinels of the Multiverse card game and the Sentinels of Freedom video game. A campaign I've been playing in for a while (which takes place in - among other locales - a modified version of the the Avatar's World) has recently switched systems to it, and it's been pretty great.
...So I went and tried to make character sheets for the Global Champions:

Sentinels is a cool lil system. Just got my book and have been going through it. I wanna make my own hero OCs in that system and see how it goes XD

This is pretty cool and would help me get a better idea of how strong they all are if, you know, I actually knew how to translate those dice. I'm just going to go with what you've said before and think they are OP.

They strong. Sentinels uses a d4-to-d12 dice system, where you roll 3 dice, and choose the appropiate dice for yoru action (smallest, mid, or largest number rolled). So a lot of d12s and d10s in their sheets means they have the possibility of rolling pretty high overall.
 
Wasn't it mentioned that Avatar doesn't really like him for that exact reason?
The Avatar is of the opinion that the Global Champions need to be moral exemplars, and so voted against the morally-gray Tracer Pulse getting invited.
But, well. The Champions needed a speedster, they needed an investigator, and Tracer Pulse was the best they could get of either.



Re: Sentinel Comics (which is a pretty great game):
The core mechanic of the game is that, to take an action, by default, you roll three die: One chosen among your Powers, one chosen among your Qualities, and your current Status die. You take the results rolled from those three die and rank them - minimum, middle, and maximum - and the result of the action, by default, is determined by your middle die.

Your action on each turn can either be a Basic Action (Attack, Defend, Boost, Hinder, Overcome a challenge), or, usually better, one of your Abilities. For example, the Avatar can make a regular attack, rolling Cosmic Power, Ranged Combat, and Status die, then causing damage equal to the middle result... Or he can use the ability "Defense-Piercing Blast", which lets him cause damage with the maximum result instead.

The other key mechanic is the Green/Yellow/Red status. Essentially, as your characters takes enough damage or enough turns have passed in the scene (whichever comes first), you move from Green Status to Yellow, then to Red. This allows you to start using Yellow and Red abilities, which are stronger than the ones you can use at the start of the scene. It's an elegant form of allowing the scene to keep escalating and getting more tense as it approaches its conclusion.
 
So, no one asked for this, but I happen to really like an rpg called Nobilis and also this quest, and sun tzu's stat posts inspired me a bit. So, here's the Avatar, if he came out of the world of Nobilis 3E.

Nobilis is a dice-less tabletop rpg. It's awesome and evocative, but also pretty obscure, which explains why you probably haven't heard of it. It draws a lot from Norse and Christian mythologies. It has a lot of lore, but I'll just keep to the immediately relevant stuff.

There are three types of beings you need to know about, first off.

The first are the Excrucians, beings from outside of reality. Some can unmake reality with a thought, others can do something like say that the seas are saltwater and have it have always been true -- that's something that canonically happened btw. They are, every last one of them, fucking terrifying. They, for their own various reasons, want to unmake reality, one concept at a time. Imagine a world in which not only is Fire impossible and nonexistent, but nigh-impossible to even conceive of existing, the concept has been so utterly destroyed. Canonically, this has already happened several times.

The second are the Imperators, each of whom represents a handful of concepts, called Estates, ranging from 'Fire' to 'Dinosaurs' to 'Prosody'. They are immensely powerful, but the most impressive stuff they can do takes months at minimum to actually do anything. Therefore, to fight the Excrucians, they send their consciousnesses to another plane where time's gone out the window, so they can actually do things. In the meanwhile, they bury their bodies, if they have one (or more than one), in their personal realms, called Chancels.

But Excrucians can still sometimes slip through the net, Imperators need someone to protect their defenseless bodies, and they need someone to do the work of managing, protecting, and promoting their Estates while they're gone. This is where the third type, called Powers or Nobles individually or the Nobilis collectively, come in. Imperators take a chunk of their divinity and invest it in a person, bucketful of sand, anime character, vague idea, or whatever they want, really, to create a Noble. Nobles are much weaker than Imperators, but all of their powers operate on an actually reasonable time-frame.

Basically, there is no such thing as too OP, because everyone is so OP in a different way that it sort of balances out.

The Avatar is a Noble, the Power of Heroism, and he's linked by the soul to his over-self, the Imperator Adeltom. When Adeltom needed a new Power of Heroism -- if the Avatar isn't somehow, miraculously, the only one he's ever had by virtue of being just that good and surviving long after he should have died -- he didn't take a pre-existing vessel and imbue it with a shard of his divinity so much as build a new vessel around a shard of divinity he'd already split off. This would be unusual, but not unheard of, and though people could target Adeltom's soul through the Avatar's, it's not information that's particularly difficult to find out through miracles, and so not really worth keeping secret.

There are a bunch of different kinds of Imperators -- off the top of my head: Angels, Devils, Magisters of the Wild, Lords of Light, Lords of Dark, True Gods, and Aaron's Serpents.

The obvious answer to what type Adeltom would be, just going off the name, is a Lord of Light. One of their other names is the Cult of Human Immortality; they want to make humans live forever, and they don't particularly care if it's a half-life or hellish existence or what. You may not have a mouth, and you may want to scream, but you're alive, and that's what matters. So, this option doesn't work.

Another obvious answer is Angel, but that doesn't really fit either. You see, Angels are good, but incredibly absolute; they value Justice and Beauty, things that are just or beautiful, and not much else. If you're their servant, they expect you to sacrifice weaknesses like compromise or even minor pettiness. They've closed the gates of Heaven, and anyone who would otherwise qualify is instead reincarnated with the command to make the world better in their next life. While Heroism would definitely fit as a Heavenly Estate, and the Angels would hold up the Avatar as a role model for Powers everywhere, I can't imagine either of them being cool with how harsh and absolute they are.

What about the Devil's, then? Still doesn't really work, but comes surprisingly close considering the name. See, in the world of Nobilis 3E, the Devils rebelled because they disagreed with the Angels. The Angels said that only things that are Just and Beautiful are deserving of love; the Devils said that everything is deserving of love. That's a sentiment that I think the Avatar, and by extension Adeltom, would really admire and gel with. The problem, of course, is that the Devils went on to say "We should give the most love to the Evil and Wicked, for they have no one else to love them." Which, still, a really admirable and beautiful sentiment, but also yikes.

The best answer, I think, is as one of the True Gods. The True Gods aren't really a faction so much as a species. They are the primal, animal instincts of humanity given form. Things like War and Death and Sex, who once only fought but eventually learned the value of cooperation. While Adeltom doesn't really fit the image of an amoeba-like thing that the sourcebook describes, I think he could very easily have been something new that was born when the gods learned cooperation. Also, wouldn't it just be so incredibly uplifting, for something like Heroism to be considered as basic and integral to human nature as Lust and Anger, Fear and Survival?

As for the Avatar, he'd probably occupy a similar role as he does as a member of the Global Champions: an elite hero called in to defend sensitive locations or respond to the Excrucians' Ridings or the Actuals' incursions. He would have his charisma put to good use, inspiring other Nobles and leading from the front. But it also might be kind of tough for him, because even though he's very compassionate and heroic by definition, part of the duty of the Nobilis is to protect all Estates, even the evil ones*.

That, I think, is the darkest part of Nobilis's lore: that losing any Estate to the Not is so dangerous that you must not only fight alongside beings who represent Evil and Murder, Tyranny and Rape, Cancer and Sadism, who see those things as the most beautiful things in the world, but you must actively fight to protect those things.

Then again, it's not hard to turn that into an inspiring message. It's like fighting the Endbringers: whoever you normally are, hero or villain, you are putting your life on the line to protect against a greater threat, and that means that today, you are a hero.

* As the Power of Heroism and a literal superhero, he'd have more leeway opposing those things than most: no one would think it odd for him to fight villains or stop murderers. But he'd always be stuck fighting the symptoms of the disease, never the cause, because if he ever got too close to wiping out or even substantially reducing those things, weakening those Estates, he may be branded a traitor. This would have even worse implications than normal, because while a normal Power going rogue results in suspicion and funny looks towards their Imperator, Adeltom and the Avatar are basically the same person, and a betrayal by one could be easily construed as a betrayal by the other, as well.

The Avatar, Power of Heroism


Heroism

  • (3) …inspires and kindles itself in the hearts of others
  • (2) …always perseveres, and always arises when needed
  • (1) …acts on the behalf and common good of others
  • (1) …does not expect reward of any kind

Aspect 3 (5 MP)
Domain 0 (5 MP)
Persona 3 (5 MP)
Treasure 0 (5 MP)


GIFTS

Flight -- Lesser Animation of the Self, Automatic, Self-Only, One Trick, Common
You are capable of flight via telekinetically moving yourself.

Immortal -- Greater Preservation of the Self, Automatic, Self-Only, Full flexibility, Uncommon
You can survive anything. As an abstract concept given physical form, you don't require air, food, water, sleep, or any other form of sustenance. You do not age. Your mind is axiomatically immune to all forms of control or alteration, and your body is similarly unalterable, ignoring transformative effects as if they didn't even exist. You are physically impervious; it would take the divine equivalent of a nuke to hurt you, and the non-divine cannot affect you at all. You (and your clothes) recover from injury faster. You can't be banished, made to disappear, or permanently imprisoned. Heroes never die, and you are a true hero.

Inspiring Estate -- Lesser Creation of Heroism, Automatic, Global, Limited utility, Uncommon
Your charisma and ability to inspire when it comes to your Estate is truly incredible. When you speak, others can see the Heroism that lays in your heart, and it reaches out to the Heroism in their hearts as well. Your deeds bolster spirits and inspire hope. Those who hear of your heroic deeds and are receptive will not only want to be heroic and help people like you do, but will believe they can.

Luck -- Greater Enchantment of Good Fortune, Normal invocation, One target, Limited utility, Uncommon
You may spend 1 Persona MP to invoke good fortune for yourself or someone else. You may choose the general nature of this good fortune, but you cannot define the details.

Power of the Cosmos -- Lesser Creation of Energy, Simple invocation, Local, Full flexibility, Uncommon, 3 Strike
You are capable of summoning energy to your hands, be it in the form of devastating blasts of blindingly bright light, coursing electricity, or telekinetic force. You are even capable of directing this energy after it has been created, turning attacks to strike at your enemies even after they dodge. Though this is 'merely' a Lesser Creation, it has power comparable to a Greater Creation's, enough to pierce even an Immortal's defenses.

The Global Champions -- Imperial Miracle, Automatic, Global, Full flexibility, Uncommon
You have as a Treasure the Global Champions, the world's mightiest heroes. Miraculous, possibly even Noble in their own right, they are, each one of them, a force to be reckoned with. You may telepathically communicate with them across any distance, so long as they are in the same world. You may possess them to enact miracles through them. You may call them to your side instantly, from any distance, so long as they are in the same world, for they are your companions true. You may combine your efforts and powers to reach heights previously unheard of.

But this is not merely a Treasure -- it is an Imperial one. It is the stuff of Imperators, a story commanded unto the world: "If we work together, we can save the day." While acting in accordance with this, you receive a 3 point discount to all actions, be they mundane or miraculous.


Passions/Skills
  • Passion (5): Heroism
  • Skill (4): Charisma
  • Skill (2): Empathy
  • Skill (1): History
  • Skill (1): Law

Bonds/Afflictions
  • Bond (5): I am the Avatar of Heroism
  • Bond (3): I ask not to be worshiped or revered, but to be emulated
  • Bond (3): You will never accomplish as much on your own as you will when working with others
  • Affliction (1): I am the Avatar of Adeltom, and we share the same soul
  • Affliction (1): So long as there is even a single spark of heroism in a single person's soul, I shall always return to help those in need

For reference, you usually use 15 to 25 character points during chargen. The Avatar, as I statted him above, requires 53. Yikes.*

Before I get into the explanations, you might have noticed that a lot of the Avatar's stats don't match up to what he's capable of in the quest, both in the sense that he's capable of things here that he isn't in the quest (Persona, for one thing) and is capable of things in the quest that he isn't here (matter creation, healing, and Eidolon-lite, for three things).

This is because I tried to make an Avatar that truly belonged to the world of Nobilis 3E, not just a re-statted version of the Avatar we see in the quest. Adeltom was capable of giving his Avatar different things here than in canon, but other things (like Eidolon-lite) would be more difficult. That said, a lot of the design choices would remain the same, just because it's intended to be the same person making the design choices, just with different options to choose from.

Estate Properties** are how you define your Estate. There's a huge difference between a Power of Fire who sees fire as a destructive force, a Power of Fire who sees it as something more spiritual that can purify, or a Power of Fire who sees it as a technological tool. Heroism could be about glory, or smiting evil, but I tried to define it as I think the Avatar would define it: it inspires, it perseveres and will never completely die, it helps, and it is done for its own sake.

The numbers beside the bullet points are how much value you place on that specific Estate Property; you get seven. When you perform an action in line with one of your Estate Properties, the GM may reward you with bonus MP up to how many points the Property is worth. Since MP lets you reach beyond your normal limits, this is very good.

Costs 9 character points.

Aspect is basically all the D&D stats rolled into one. It's how strong you are, how fast you are, how tough you are, how good a detective you are, how skilled you are at juggling bowling pins while riding a unicycle on a tightrope, everything.

Aspect 3 is enough to freely perform Aspect 3 miracles, which is to say, you are literally inhuman in how perfect you are at everything you do, better than even the best in the world could ever hope to be.

I think it should be obvious why I gave the Avatar Aspect 3 character-wise, since he's already- or nearly-there for most things even in the quest, but it also adds a nice bit of versatility and expands his toolbox.

With a little bit of effort (1 Aspect MP), you can add incredible force, be as strong as a bear, think as fast as a computer, stuff like that.

With a medium amount of effort (2 AMP), you're something out of wuxia, able to run on the top of grass without damaging it and leap tall buildings in a single bound.

With a lot of effort (4 AMP), you're able to do stuff straight out of fairy tales: pick up and throw a mountain, blow a house down, surf on a sound wave.

With a dangerous amount of effort (8 AMP and a Deadly Wound), you do stuff like that but on a wider, permanent scale. Stuff like shoot down the sun with a bow and arrow, release a shout that brings all the stars crashing down like glass, talk to someone on the other side of the world just by knowing the acoustics so well. And for the rest of the story (however long that is), once you've established that you can do that crazy thing, you can do it again free of charge.

Domain is the obvious, tangible usage of your Estate. Stuff like a Power of Winter creating a snowball, lowering the temperature, or summoning a snowman to do their bidding.

At Domain 0, all you're able to do for free is tell when your Estate is in danger.

I love Domain, it's my favorite Attribute after Persona, but I also don't really think the Avatar would want to literally force someone to be a hero by Creating Heroism in them.

With a little bit of effort (1 Domain MP), you can create momentary illusions of your Estate, bolster someone's heroism just a bit for a few minutes.

With a medium amount of effort (2 DMP), you can gather basic, mundane information about your Estate, like what heroes exist in an unfamiliar world. You can also 'talk' to your Estate, however that works for Heroism.

With a lot of effort (4 DMP), you can strengthen Heroism, put it in the heart of a person or crowd, and even call heroes to your side.

With a dangerous amount of effort (8 DMP and a Deadly Wound), you can do all that to greater extents. You can gain unusual information via Heroism -- who does a specific person look up to, what stuff are your fellow heroes doing or thinking, what heroic acts are going to be performed or are going to need to be performed in the near future? You can make Heroism impossible to wipe out or weaken. You can kindle Heroism in the hearts of everyone the world over. You can even destroy Heroism, if you want to, on a similar scale.

Costs 9 character points.

Persona is the metaphorical usage of your Estate. Stuff like a Power of Winter 'freezing someone's heart' to make them a 'colder person'.

At Persona 3, you're able to recognize when Heroism has deeply affected a person. You're able to incarnate into and become the Heroism in someone's heart, making you a little more like them and them a little more like you.

And you're able to do weird stuff with your Estate Properties, applying them one at a time in small amounts to others so that they're a little more inspirational or generous or perseverant. You can also subtract them in small amounts from people to make them less charismatic, less generous, and less able to endure.

Or, you can apply your Estate Properties one at a time to yourself in full. You can say "I inspire" and make yourself really inspirational. You can say "I kindle myself in the hearts of others" to put your voice in someone's head, make yourself the angel on their shoulder. You can say "I persevere" to endure any attack. You can say "I always arise when needed" to heal yourself or even come back from the dead. You can say "I act on the behalf and common good of others" to give your actions in accordance with that enough weight to make it a fact of reality.

With a bit of effort (1 Persona MP), you can turn others into Heroism; maybe that just means turning them into heroes, but maybe it means that they literally become the concept. You can do that to actions, too, make something as simple as getting out of bed in the morning into something grand and heroic. You can apply your Estate Properties in part or in full to others, applying to them the same effects that it would to you, making them inspirational, letting them endure, making them generous or humble, or even bringing them back from the dead, though you should probably refrain from that last one with other Nobles, as messing with the boundary of life and dead for someone so powerful who's not you can sometimes break reality.

With a medium amount of effort (2 PMP), you can spread your consciousness into hundreds of places across the world so long as Heroism exists there, and without the personality blending effect. You can turn a part of Heroism or a Heroic Deed into not that, making saving someone from a fire considered mundane or even villainous. You can subtract your Estate Properties from others, make them completely uncharismatic, make them unable to endure any attack or event, make them act selfishly and only for their own ends, make them demand rewards, etc.

With a lot of effort (4 PMP), you can reach new heights when it comes to applying your Estate Properties to people, make doing good so synonymous with yourself that your every action, no matter how minor, has some positive effect, or apply them to others on a mass (global) scale. You can also bind individual people to your Estate, changing how they relate to it. Make them a true hero, with superpowers and everything. Make all heroes hate them, or make all heroes love them. Make them fated to be put in positions where they can save and help others, or make it impossible for them to do so.

With a dangerous amount of effort (8 PMP and a Deadly Wound), you can bind large portions of the world to your Estate. You can make it so everyone of a particular nationality, or everyone born in a particular city, has superpowers. You can make the people of a city exceptionally prone to heroic deeds. You can invoke complex destinies on individual people, like fating a person to become the greatest hero who ever lived. You can also subtract your Estate Properties from people on a mass (global) scale.

Treasure is all the parts of your power-set that aren't actually you, both the things (called Anchors) and the things you can do with them. Batman, for example, probably has a high Treasure rating, with Anchors like Robin and the rest of the Bat-family, the Bat Cave, the Batmobile, his utility belt and batarangs, Alfred, and his dog Ace. Anchors, even if you have Treasure 0, are the best of their kind; having a watch as an Anchor will mean it is always accurate as to the time, it is extremely durable, it never needs to be repaired and if it uses batteries they never need to be replaced, and it is easy to read even if it's analogue.

It doesn't really make sense for the Avatar, as non-materialistic as he is, to have much in the way of Treasures or Anchors. One of the Anchors he does have, though, is probably his costume.

If your Anchor is capable of thought, you and they can communicate telepathically from any distance so long as you're in the same world, meaning universe.

With a bit of effort (1 Treasure MP), you can possess your Anchors and enact your miracles through them.

With a medium amount of effort (2 TMP), you can guide them to be a bit better in all things than they normally are.

With a lot of effort (4 TMP), you may temporarily make your Anchors capable of Wondrous things, like making your costume repel those not of Creation. Your Anchors also become aware if you're in trouble; if you have a friend as an Anchor, and you're in danger, they'll get a gut feeling and pick up the phone to call someone to help you.

With a dangerous amount of effort (8 TMP and a Deadly Wound), you may temporarily make your Anchors capable of Miraculous things, like making your costume deflect miracles, or enforcing a special destiny on an Anchor, like making a sword only be possible to pull from the ground if its puller is the worthy and rightful king. You can also call your Anchors to you from any distance, so long as you're in the same world (universe), and you can combine attacks to greater effect.

The reason I game him Flight (1 character point) and Immortal (6 CP) should be pretty obvious -- they're both what the Avatar already has, and they're on-theme and useful besides.

Similarly, Luck (3 CP) is a version of the canon Gift of the same name re-skinned so that it can be applied to others, not just yourself, and is intended as a mirror to Quest!Avatar's fate manipulation.

Inspiring Estate (5 CP) is a cheaper, re-skinned version of the canon Gift Helpful Estate, and is only able to create Heroism and not do things like summon heroes to important locations; plus, it only activates if the person is hearing/remembering the Avatar's speeches/deeds. I know I said under the Domain section that I didn't think the Avatar/Adeltom would want to force people into being heroes, but from a fluff perspective, this is basically just a mechanical representation of his incredible charisma. Also, that time he gave a speech after killing Leviathan and convinced a few villains to become heroes on the spot.

Power of the Cosmos (7 CP) is pretty obviously meant to resemble his energy blasts and telekinesis. It's also three points more expensive than usual because it has 3 Strike behind it, which basically means it's tougher to beat in a competition between miracles. When it comes to conflict between miracles in Nobilis, the bigger number wins, so a Level 7 Greater Creation of Water (flooding the world) will beat out a Level 4 Lesser Creation of Fire (trying to burn away the water around you) unless the Creation of Fire has enough Strike to make up the difference. Here, it's basically a fluff thing -- his blasts of light aren't powerful enough to destroy the planet, but they have enough conceptual depth to them that they can pierce planetary defenses and immortality anyway; plus, they can beat Afflictions that are 3 and under.

The Global Champions (13 CP) is the biggest area I deviated from his canonical abilities. A Treasure Gift signifying his fellow heroes makes sense since he values cooperation so highly, but also, A Champion in Earth Bet is literally a story about how you can turn the tide against the darkness if you have hope and work together, and that's basically an Imperial Miracle right there. Imperial Miracles are stories given form, demands woven into fate, and though they don't make an event set in stone unless maybe if you're an Imperator and word it really carefully, they do ease things in that direction. In this case, it makes all of his mundane actions more effective, as well as lets him buy Strike for free to pierce through Afflictions, or he can effectively treat each of his Attributes as being three levels higher, or some mix of that. Oh, and those things apply to anyone fighting alongside him, too. It only applies when they're working to make the Imperial Miracle come about, but he's basically doing that constantly anyway, so. And each of the other Global Champions is strong enough to go toe to toe with other Nobles and Excrucians. Yeah, it's pretty OP, but fully rules legal.

You only get 8 points to spend on Passions and Skills, but I house-rule you as basically having a free 5-level passion (the most you can have in one is five points) for your Estate; otherwise, I picked what I thought made the most sense. What a Passion/Skill's level means is pretty esoteric and I'm not going to go into it here. It doesn't really matter, either, because they just don't matter beyond Aspect 2 unless they're settling an argument between actions with equivalent Aspect behind them.

Bonds and Afflictions are weird. Bonds are things the story is trying to prove are true, and Afflictions are laws of the world that the story accepts as inherently true. If you have a Bond saying you're the smartest person in the room, people will think you're really smart, and you'll have an easier time doing well on quizzes and in contests of intelligence. If you have an Affliction saying you're the smartest person in the room, maybe your intelligence fluctuates to always be at least slightly smarter than the next smartest person there, or maybe anyone smarter than you gets physically pushed out of the room once you enter it.

Mechanically, Bonds add one level of Strike to relevant actions for each level the Bond is worth. Afflictions, meanwhile, require at least as much Strike as is their level for an enemy -- or you, if they're being too restrictive -- to get past them. Strike can also be used to get past the Auctoritas Magister, an activated defense unique to characters with Persona that makes you immune to miraculous action. Outside of Bonds and when it's inherent to Gifts, you can spend a single MP to gain a single point of Strike.

You also gain MP when a Bond or Affliction hinders something you'd like to do, up to the level of the Bond or Affliction.

You get 13 points for free to spend exclusively on Bonds and Afflictions.

'I am the Avatar of Heroism' is a Bond both encompassing the Avatar's role as the living embodiment of Heroism and emphasizing his relationship to the Imperator of Heroism, Adeltom. While he's acting heroically, even before getting into Power of the Cosmos or The Global Champions and their own Strike-related fuckery, he's really tough to beat, because even a Level 9 miracle is effectively just Level 4 before the maximum amount of Strike you can get from a Bond.

But while it's a great weapon, as a GM, I'd also try to put the player into plenty of situations where it was restrictive -- if they ever wanted to do something villainous or non-heroic, they could, but I'd remind them it doesn't fit the character, and if they listened, they'd get extra MP out of it.

'I ask not to be worshiped or revered, but emulated' kind of falls under the previous Bond, considering how the Avatar defines Heroism as inspiring and not seeking reward, but it covers edge cases, and is mostly there for emphasis. I'm not building him to be as optimized as possible.

'You will never accomplish as much on your own as you will when working with others' helps, obviously, when you're cooperating with others to achieve your goals. Combined with The Global Champions, you are, again, totally unstoppable.

'I am the Avatar of Adeltom, and we share the same soul' is there more for flavor than anything. It'll make people acknowledge that you speak with the authority of an Imperator, and thus grant you extra influence in the society of the Nobilis. But it's also a weakness, in that if someone was able to specifically target your soul, they'd hurt not just you, but Adeltom, too.

'So long as there is even a single spark of heroism in a single person's soul, I shall always return to help those in need.' This one is fully just there to mirror Quest!Avatar's resurrective capabilities, though it's pretty easy for anyone knowledgeable of it to get past. Because it's such a low rank, when it should really be Affliction 3 instead, if not level 5, it's far from instantaneous, activating a week to a month after death, like in canon.

My goodness he is OP, even by the standards of Nobilis.


* To be fair, he's hardly min-maxed -- if I just cared about point optimization while making him, I wouldn't have added the 3 Strike to Power of the Cosmos, because the 3 MP discount from The Global Champions could be spent for Strike instead and you'd get a lot from his 5-level Bond anyway. Also, using Luck would cost 2 MP instead of just 1, because The Global Champions makes even that free as long as you meet its conditions. Flight is kind of extraneous. Aspect 3 is really expensive, and probably not necessary in the face of everything else he can do. The stuff you can do with Persona 3 and 'Heroism always perseveres, and always arises when needed'** makes Immortal usually redundant when combined with his 'Avatar of Heroism' Bond. If I got rid of all that, I could bring down the required character points to 33. Still more than usual, and still a terror considering what those points would be invested in, but not enough to be GOD***.

As it is, he's more built for theme than anything else. Also, nobles canonically grow more powerful as they grow older, so it makes sense that someone with a lot of experience like the Avatar would be stronger than the newcomers. Also also, literally sharing the soul of an Imperator probably doesn't hurt.

** Speaking of Estate Properties and poor optimization, how I went about statting them is really inefficient if you're Persona-heavy. When you can apply Estate Properties to yourself or others, it's usually smarter to prioritize breadth over depth.

*** Seriously, though, absolute cosmic power costs 39 character points to purchase. That is literally given as an example in the sourcebook.

Obviously, this is just how I think he would look in that world, based on what I've seen of him in the quest, and sun tzu would undoubtedly know better.

Also, if you read all of that, thanks, and honest congratulations for reading 5500+ words you didn't have to.
 
Restoring Justice
RESTORING JUSTICE



[X] Belo Horizonte still had a police force while under supervillain rule - but its members were cops willing to answer to work for the cartel. While it's logistically tempting to keep them around, a thoroughly corrupt police force can actually be worse than no police at all. It's best to have all these people suspended, and have people you trust handle recruitment for the new Belo Horizonte police department, checking the personal credentials of each individual recruit and preexisting cop.
[X] The elites of Belo Horizonte - both the actual parahumans and the business leaders who collaborated with them - weren't exactly shy about hoarding wealth. Now is a good time to have most of it seized and redistributed to the less wealthy in the region. After all, the people need to see that the government is actually preferable to cartel rule, and future triggers will be more likely to side with the law.



"Allow me to put it this way, Madame President: The cartels have more money, more military hardware, and definitely more parahumans. Even with the Guild's support, they will not be defeated conventionally. Rather, the government needs to play up the difference - make it obvious that you are not just another cartel, but a legitimate government in service to the people. Winning over legitimacy and popular support is an absolute necessity - if you're seen as merely another cartel, this entire effort will collapse.

"With that in mind, there are two things you absolutely must do. The first is to dismantle the current Belo Horizonte police department - confiscate their guns, their badges, their uniforms. Everyone currently a member of that department was complicit in the cartel's rule to one degree or another; while I'm sure some were good people trying to make the best of a bad situation, it is practically guaranteed that the majority of people left there were dirty and taking advantage of the situation. Best to create a new department from scratch, recruiting locally, getting trustworthy people to review the credentials of every potential recruit to ensure the new department is relatively clean."

She winces. "Do you realize the sheer bureaucratic overhead of recruiting an all-new police for a city this size? Especially if we're putting this much effort into ascertaining the worth of each individual recruit? Even under the most optimistic projections, this would mean several weeks before Belo Horizonte has its own police force. It'll be chaos."

"Not necessarily, Madame President. You can bring in two hundred heroes and six to seven hundred police officers from Brasilia to oversee the transition period. A speech appealing to the people's cooperation in creating a new, better police force could do wonders. Furthermore, I have little doubt that you could start by identifying local leaders and pillars of the community who were protecting people from the criminal regime to the best of their ability; they can help your recruitment efforts. Besides, I don't know the full extent of parahuman abilities at your government's disposal, but there are several Thinkers either within the Guild or indirectly associated with it who could lend their assistance to accelerate this process.

"Still, this approach requires the support of the people of Belo Horizonte - their eager cooperation rather than teeth-clenched acceptance. Which leads me to the second necessary thing: As things currently stand, the elites of Belo Horizonte are either cartel people or local leaders who collaborated with the cartels - beside, of course, the vacuum left by the actual parahuman villains, who were quite wealthy themselves. The wealth of both defeated local villains and elites guilty of collaboration with the cartels needs to be seized, and used to finance the city's needs - to repair infrastructure, feed the hungry, and provide housing for all. There needs to be a combination of immediate spending - welfare efforts to alleviate extreme poverty - and long-term efforts, such as financing hospitals and schools."

The President raises an eyebrow. "Historically speaking, Latin-American governments that seek to seize ill-gotten wealth to alleviate poverty tend to end up in the CIA's scope. I was hoping to win some measure of international support, not international opprobrium."

"I'm all too aware of the problem, Madame President - I was an active superhero for the entirety of Earth-Gimmel's Cold War. I have no doubt that the usual suspects will let fly accusations of communism and the such… but in the modern climate, democratic governments are less afraid of communism than of parahuman warlordism. As long as you frame it as confiscating the stolen property of supervillains, I believe it will do far more good than harm. Furthermore, earning the people's support will make it easier to earn the loyalty of parahumans. After all, not everyone who ends up working for the cartels is a black-hearted villain. Many are simply dealing as best they can with unfortunate circumstances, and don't exactly frame the whole matter in their mind as a battle of good versus evil. Having your side be unambiguously the morally superior one presents a number of advantages.

"It goes without saying that, whether or not you judge this advice worthwhile, the Guild in general and I in particular intend to continue supporting the restoration of rule of law in the nation."

"Thank you, Mister Avatar," she says, pensive. "I believe there is one way in which you could help me as early as today."

"What would it be, Madame President?"

"There are three people whose loyalty I need confirmed," she says. "One is Alfonso da Silva Paranhos, a politician whom I'm considering appointing as interim mayor of Belo Horizonte - he'd effectively be running the city until we could uphold elections, and would have the incumbency advantage when we did. The second is Lourenço Tosta, who would be among my top choices for who I'd put in charge of organizing any new police department. Third is Previdente, one of the Thinkers I end up most relying on.

"All three of them are useful people… but I need to know if I can truly trust them. You're the world's only telepath now that the Simurgh is gone. If you can confirm their trustworthiness, it would make things go much more smoothly."

You imagine it would. Lack of trust and the inevitable array of second-guessing that flows from it has crippled many an organization. However…

"I'm afraid I cannot do that, Madame President?"

"Why not?"

"To read their minds without permission would be the biggest breach of privacy possible. Meanwhile, if I ask them for the right to read their mind and they refuse - which is entirely within their right, and not at all unreasonable - then they run the risk of being considered less trustworthy because of it."

"...I see," she says, trying to contain her disappointment. "Very well. I will inform the Guild if I need anything else. For now, please resume getting prepared for the Goiânia operation."

"Of course. Good day and thank you for your time, Madame President."

You say that.

But your next stop is a discussion with one Alfonso da Silva Paranhos.

"...And as such, I would appreciate it if you would allow me to read your mind, to limit the second-guessing between yourself and the president. If you or any of the others refuse, however, the President will not be informed of any of this."

The politician hesitates, but ultimately consents. You don't find any evidence of treacherousness or significant corruption in his mind… but some unexamined racism toward Brazil's indigenous people. Sadly, to be expected.

Previdente has hesitations, mostly because she knows some very sensitive secrets. You assure her that you can navigate her mind in a way that will let you dodge such sensitive matters while focusing on her actual trustworthiness.

Lourenço Tosta, however, flat-out refuses. You dearly hope to change his mind - after all, you can't present a clean bill of trustworthiness for two out of three of the people; that'd inform the President that the third refused to submit to this test, and that'd ruin the entire point. At the same time, you can't pressure him into this - he has every right to refuse such a request.

You rely on the carrot rather than the stick. You make it extremely clear that there will be no negative consequences to his refusing - no-one but yourself will know - but you also emphasize the advantages of going along with it, and the benefits of trust within the institution.

He clearly hesitates, but ultimately consents.

Hm. Some sexual fetishes he understandably doesn't want publicized, but it doesn't look like he ever harmed anyone in pursuit of them. You're more concerned about some select instances of bribery… but nothing beyond the pale.

You assure him that the former is no-one's concern as long as he causes harm to none. As for the latter… "I understand that you are operating in a morally grey milieu, Mister Tosta. I will not counter-recommend you. I do want you to understand, however - in the position for which you are being considered, your country needs a good man. I believe, truly, that you can be that good man if you so choose."

"I… understand," he says, somewhat surprised. You don't need telepathy to notice the tell-tale signs of emotion.

But then, you're an old hand at raising people up by openly expecting them to do better.

The President is pleasantly surprised by the report you give her shortly afterward. "So you refused my request to my face… so you could ask them in person, and then not tell me if they refused? Do you do that sort of thing often?"

"Almost never, Madame President. That'd create expectations of my relying on mind-reading to get this sort of job done, at which point, people I didn't report as trustworthy would start looking suspicious. I reserve it for extremely rare situations, as such, and respectfully request that you never tell anyone I did it, just as I requested from all three individuals." But in the context of trying to help a government reclaim its nation after being pushed out of all but one city? When the opposition has thousands and thousands of supervillains to call on? That's definitely a situation that calls for a few special advantages.





You spend the next five hours on duty in Mexico City - some highly visible patrolling, providing cover to a police raid on a cartel weapon depot (your presence suffices to discourage resistance), and talking to a teenage villain who was captured yesterday.

"The kid's a Breaker," Excellente explains. "Any attack that would hurt him hurts his attacker instead… but every time his power activates, it becomes inactive for a second and a half. He tried to rob a bank yesterday, so now we have a security guard in prison with a gunshot wound - but the Breaker power didn't help him against containment foam." He stares through the one-way mirror. "I'd rather have him with us than getting scooped by the cartels - he'd be dangerous to deal with - but he's given us nothing but attitude, insults and screaming since being brought in."

"I'll see what I can do. How is the security guard doing?"

"He'll live. It remains to be seen how well."

The parahuman youth is already starting to mouth off when you open the door, but stops in shock when he sees you. Your reputation on Earth-Bet isn't quite what it is back home, but it's a start.

So, you talk.

About Pablo Sotto, the guard who got injured. About Francisco's (that's the youth's name) horrible family that he ran away from. About the friends he made in the homeless community, some of whom have turned to petty crime - sometimes for food, sometimes to end the pangs of withdrawal as the local dealers hook them up in order to have a supply of desperate, addicted labor for dirty deeds.

"I understand wanting money to take care of your friends," you say, "but you have powers. Why not get a job with the Protectorate?"

He sneers. "I don't know how cops are in your world, but here? Scumbag thugs, the whole lot of them. Cops never protected me from my parents, and they never protected me and my friends on the streets. All they care about protecting is themselves."

"That's often the case," you say. "Maybe you can change that."

"Eh?"

"You say the police don't care about protecting the homeless. But you care. If you join the Wards, and later the Protectorate, then there'll be one more law enforcement agent in this city who protects them - one with superpowers to boot. Doesn't that sound like something they could use?"

It takes you some time to sell him on the idea. You explain (having memorized by now the relevant laws and regulations) how he can arrange to be emancipated from his family to join the Wards. You tell him that, while there are no regulations about it, you expect him to use his salary to pay for Pablo Sotto's physical therapy, which he guiltily agrees is fair. And you leave him to finalize things with the PRT.

From your understanding, Eidolon has been far from idle the past few days - his patrols have covered an impressive percentage of the massive city, and he's been involved in the capture of no less than eight parahuman villains.

Mexico City is a long way from being a safe place, but it's gradually improving.





"Surdoué," you nod at the veteran Guild member. "You wanted to talk?"

"An opportunity came up concerning the European Brigade," he replies. "The Brigade's rebirth is pretty much your doing, and between Athens, Paris and Madrid, it's been able to prove itself three times over by now."

You heard the news this morning - in part thanks to Leonardo's precognitive "oracle" computer, the Brigade was able to arrest Emboscado, a Spanish A-class threat who effectively ruled an enclave of his own within Madrid that no heroes dared enter - but the oracle and good Thinker support allowed them to react to an opportunity and catch him at the edge of his territory, and they've been cautiously dismantling his enclave's defenses since. At least ten parahuman associates of Emboscado have been reportedly arrested so far.

"Thing is, the Guild has been going from victory to victory over these past weeks. Just in the time since you convinced the bigwigs to restore the Brigade, we've liberated Lagos, liberated Belo Horizonte, arrested the Death Dealers - the Guild's practically a reverse-Endbringer that strikes five-six times a month.

"Now, in the European political scene, you're either trying to stymie the apocalypse, trying to do your own thing while surviving the apocalypse, or trying to ride the apocalypse to power. Anyone not in the last group now really wants to have their own Guild that they can influence. To a certain extent, that's the Guild itself - Hydro, Entropisch and I are all members of European national agencies - but the Brigade is the obvious choice.

"And - to finally get to my point - I know that Victoire has been probing the Quatre As to see how they would feel about Brigade associate membership."

You've met Victoire - she's a Thinker and the leader of France's Irréductibles. As for the Quatre As… it's not uncommon for a country to have, among its parahuman law enforcers, a small elite cadre that gets sent to handle particularly dangerous situations. Within the Protectorate, it's the Triumvirate - three highly experienced heroes with A-list powers. In Kenya, it's the Pentagon and their impressive power synergy. The Chinese-Imperial Union has the Yangban, a team of over a hundred parahumans who share a limited version of their powers between them.

The Irréductibles, meanwhile, have the Quatre As - a team of four parahumans who are equipped with tinkertech armor and weapons made by Professeur Plus, a Tinker with a specialization in making equipment that synergises well with existing powers. The team was created in 2003 and is highly effective, but after suffering losses in Newfoundland in 2005, France stopped sending them into Endbringer battles.

You nod. "The government will obviously never assign the team as full-time members in the Brigade, but even as associates they would give the Brigade teeth. From what I've seen, though, even if the Quatre As are in favor, the government will at best be hesitant about committing their elite team like this."

"Oh, the Quatre As are in favor," Surdoué chuckles, "you don't join a team like that because you want to be away from the action and danger. But, yes. Victoire could use your and my help persuading the President and Prime Minister later today - I get your people skills when we're in the same room, along with their understanding of politics. I figure we can put our thumb on that scale."

"Understood. If Victoire can invite us, then I'd be happy to help her make her case."

The actual case-making, even with Victoire and Surdoué, proves challenging - neither the President nor the Prime Minister enjoy the prospect of selling such a move to the national right wing. Eventually, though, you are able to convince them that this is a necessary risk - a European Brigade powerful enough to do for Europe what the Guild does across the world is too valuable an investment.





Another daily patrol in Vietnam seems to lift the people's spirits… but you also have a pending request from Black Sun.

"You said you would owe me three fights," she says. "I have been thinking about it, and I want to collect - on one of them."

"Very well. What is the matter?"

She hands you photos and a map. "She calls herself Ice Wave. She has some parahumans following her - maybe 90, maybe a hundred. She claims twice as many. She also claims some territory north of mine. Some small towns, some farmland, one resort town she's turned into her HQ. She turned a village to rubble last year for failing to pay tribute.

"More importantly, she sits on a major highway and controls who goes through. The toll she charges means it's impossible for refugees to get in, and not profitable for trade to go either way - not by road, at least.

"I don't need you to take down her entire gang. If you just take her down, I'm confident I can recruit most of her people and reopen the highway."

"That sounds reasonable," you say. "I hope you don't mind if I do some research of my own about the situation first?"

"Be my guest."

Less than a day later, you have (partly through your own fieldwork, partly through asking contacts in the Protectorate and Guild) confirmed that Ice Wave is bad enough to justify taking down. The actual process of arresting her is almost trivial.





You spend two hours patrolling Belo Horizonte, during which you get called in to intervene in one altercation involving a parahuman. According to the Guild's intelligence, the plan to escalate inter-cartel hostilities in São Paulo is working; the current timeline calls for the assault on Goiânia to start in slightly under 48 hours.

You spend another two hours patrolling Brasilia - mostly to discourage criminal activity while so many of the city's heroes and police are being transferred to Belo Horizonte.

You make a stop by Kolwezi, where people are still recovering from the nightmare of Lustuctru's reign, and Triple Alliance forces still maintain a siege on the city from a distance. You use your powers to refill their food and fuel reserves.

Another stop by the refugee camps in Japan. It's important to keep some degree of attention on them, lest they be forgotten and abandoned… though the government has announced that it intends to have 12,000 new apartments ready and finished for them by the end of the month, and is aiming for another 30,000 the month after that. It will take time for the refugee camps to finally empty, but as long as there's a steady trickle, morale stays higher than it's been in years.

After that, another shift in Mexico City. This time, however, you have an unexpected guest.

"Sandra Duval, from the Jacksonville Youth Guard. I'm sorry for showing up here, but the PRT doesn't exactly give the Youth Guard ways of contacting Protectorate members directly."

"It's not a problem. How may I help you?"

"Well… how much do you know about the Youth Guard?"

"I'm aware of the basics. A civilian organization dedicated to the protection of underage parahuman, which has negotiated an oversight role over the Wards program with the PRT." Following a number of lawsuits, that is.

"Yes," she nods. "You understand, minors have always been particularly vulnerable to all sorts of abuse. Make them parahuman, make them valuable, and it gets even worse."

"I am familiar with society's frequently-abusive tendencies toward all vulnerable categories," you assure her. Granted, mutant powers back home tend to take several years between puberty and adulthood to reach their full potential, but you've seen people, organizations and nations who've tried to regiment their mutants from a young age.

She nods. "Well, in most Protectorate territory, the PRT usually does right by the Wards. In some places, though… In some places, local directors are not as conscientious."

She proceeds to paint the image of Jacksonville, Florida to you. Jacksonville, like Brockton Bay, is considered a "cape city" where the parahuman-per-population ratio is a couple times higher than the national average - for historical reasons, some large gangs moved in from Miami and Tampa between 2001 and 2003. To make matters worse, the Slaughterhouse Nine visited in 2007, leaving behind a trail of destruction that included nine dead Protectorate heroes.

The long and short of it is, that in the years since, with the Jacksonville Protectorate still recovering, badly outnumbered, and unable to either put down the city's villains or provide so much as the illusion of safety to its people, the North Florida PRT director has been fielding the Wards in dangerous situations more and more.

Now, in theory, the Wards program provides training, but avoids sending its members into actual combat situations until they graduate to the Protectorate. In practice, especially in cities where the Protectorate is struggling, it's not unheard of for the Wards to sometimes be used to reinforce the Protectorate, or be sent into the field when the adult heroes can't get there in time.

From the sound of it, the Jacksonville PRT is practically turning it into standard operating procedure to field the Wards, including in potentially deadly situations. There's cause to believe that some of them have gotten badly injured in missions, though the presence of a strong healer on the local Protectorate means that anything short of death can be physically undone.

At this rate, though… one of those kids could end up dead. And regardless, they're being used like child soldiers. The Youth Guard's attempts at salvaging the situation have been falling flat - to put it plainly, Florida's court system is a lot more cooperative toward the PRT than toward the Youth Guard.

Now, you're not naive. You've been following humanity since before the invention of the written word, and you know that keeping the young out of harm's way isn't always an option.

It's still an ideal to strive for, however. Which leaves you with the question of what you ought to do about the Jacksonville Wards.


[ ] You are extremely valuable to the Protectorate, both strategically and PR-wise. Bring the matter to the Chief Director's attention, and make it clear you wish to see it resolved.
-[ ] Clarify that you are willing to donate some of your time to assist.
[ ] After acquiring permission, do a highly visible patrol in Jacksonville to scare the villains… and inform the local Director that they can call upon you, conditional upon leaving the Wards out of combat situations.
[ ] Ask the Guild and its contacts to spend a day or two cleaning up the town after Goiânia is handled.
[ ] For now, do nothing directly. Over the rest of the week, when opportunities arise and other matters aren't monopolizing your resources, gather intel on the Jacksonville PRT and villains.


Please consider donating to my Patreon. Thanks to those who have already donated!

Voting options to come later, after some time for discussion.
 
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Seems like a short patrol combo'd with a rotation of heroes for a short while both in and out (the wards and some of the more traumatized adults for fresh bodies) will do the most good while costing the least amount of our time.

This also promotes interstate cooperation, where transfering heroes who are either suffering or need a time out is seen as a more common option available.

Heck, treat it as a working vacation. 3 months or so of "vacation" won't even hurt their civilian cover story that badly unless it is between children and the school schedule, and if that is ever a thing, and even that can be handwaved away depending on how necessary it is.
 
While theoretically you could throw your political weight around, it's questionable as to whether that's a good idea. If the Youth Guard has already tried the legal route and the courts indeed sided against them then bringing it back there and pushing it through because you're The Avatar could rankle a lot of feathers about how you're using your fame and power to mess with legal precedents. Arguably those feathers deserve to be ruffled for using child soldiers and many would agree with if you're the one doing it, but then that also just leads to how bad their situation is in the first place to be necessitating that.

So one way or the other The Avatar is probably gonna have to take a jaunt through there to alleviate the villain pressure which would also likely decrease the necessity of fielding Wards. The question is just whether or not you want to throw some mud on the face of the PRT while you're at it.
 
Glad to see this back. Avatar continues to make the world better and help others make it better.

But, yeah the Youth Guard situation needs attention. Though if the Avatar needs to intervene personally that's a message on how bad it's gotten
 
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Nah, solving the Villain issue won't solve the fact that this is even a thing in the first place.

We can't just go around and solve all the surface level problems and leave. We don't have the time.

The PRT are the monsters here, the villains are just background hazards. Let's make it so asshole PRT directors become less necessity and more like the crazy warmongers that they actually are.
 
Any update where the S9 keeps being quiet makes me nervous. I pray that time-bomb will be defused soon.

Also, @sun tzu , this is something I've been wondering for a while now: purely hypothetically speaking, if the Avatar could have brought one or two of his colleagues along for this Earth-bet job, who would he have picked and why? My personal guess would be Techno-Paladin and/or Causality for their scientific knowledge, but how close to the mark am I with those?
 
Sounds like it's time to find out whether they are sent into combat, because the situation is just that bad and if that why they haven't been getting some Protectorate transfers or if the Director needs to go.

Perhaps combined with getting rid of the worst Villains in the city and getting them a transfer or two.
 
Nah, solving the Villain issue won't solve the fact that this is even a thing in the first place.

We can't just go around and solve all the surface level problems and leave. We don't have the time.

The PRT are the monsters here, the villains are just background hazards. Let's make it so asshole PRT directors become less necessity and more like the crazy warmongers that they actually are.
...
The 'monsters' are doing this because of the background hazards...
You can't just handwave them out of the situation, the problem is pretty obviously a lack of manpower:
nine dead Protectorate heroes.
with the Jacksonville Protectorate still recovering, badly outnumbered,
There are a lot of different ways to fix that from volunteering time, so that the wards are deployed less often. Negotiating transfers from other cities so that the director doesn't need to rely on them. Attacking villains so that there are less occasions and the Protectorate is less outnumbered.
And I'm not trying to advocate any particular one in this post.

But saying the problem is just the director is a monster is ridiculous.
You even acknowledge that its a necessity, how do you make it not a necessity without tackling the villain issue.
 
The 'monsters' are doing this because of the background hazards...
You can't just handwave them out of the situation, the problem is pretty obviously a lack of manpower:
Yeah, an obvious lack of manpower. So why isn't this burden being spread out among the PRT as a whole? Because that isn't the goal of the administration (or at least those who have/had the power to control the admin).

Many already pointed out the obvious solution of sending more heroes in to this high violence area.

It's the Director who is more my focus. Are they someone who just made the best out of a bad situation (reinforcement and resource requests denied because of reasons), working on a system stacked against them? Or is the director too monofocused and no longer even bothering to request for the needed reinforcements because of saind monofocus? Or is there some other factor causing this dangerous set of affairs? Either way, focus must be placed on the admin and those in power to resolve this issue in totality.
 
It's the Director who is more my focus. Are they someone who just made the best out of a bad situation (reinforcement and resource requests denied because of reasons), working on a system stacked against them? Or is the director too monofocused and no longer even bothering to request for the needed reinforcements because of saind monofocus? Or is there some other factor causing this dangerous set of affairs? Either way, focus must be placed on the admin and those in power to resolve this issue in totality.
And its calling them a monster when you just listed perfectly reasonable explanations that a non-monster might have found themselves in this situation, which I am focused on.

Although this is Worm. That the system is broken and working against reasonable people is a given. This quest is more fixing those than punching criminals.
 
"You said you would owe me three fights," she says. "I have been thinking about it, and I want to collect - on one of them."
If she's smart she'll keep one of those three fights in reserve for when she'll really NEED it.

The threat alone to have the Avatar dismantle you if she decides you are too much trouble is a powerful tool in her hands.
 
Seems like a short patrol combo'd with a rotation of heroes for a short while both in and out (the wards and some of the more traumatized adults for fresh bodies) will do the most good while costing the least amount of our time.
It's the Director who is more my focus. Are they someone who just made the best out of a bad situation (reinforcement and resource requests denied because of reasons), working on a system stacked against them? Or is the director too monofocused and no longer even bothering to request for the needed reinforcements because of saind monofocus? Or is there some other factor causing this dangerous set of affairs? Either way, focus must be placed on the admin and those in power to resolve this issue in totality.


These three actions seem reasonable to me.
So something like:


[] Consult your thinker support, particularly Lisa and Napoleon, for the most effective opening moves. If any of the following is contraindicated, go with their advice instead.
[] Arrange to meet with the Jacksonville director, both for intel and to get a sense of his character.
[] Make a highly visible Showing the Flag in Jacksonville, making it clear that Jacksonville is now an area of your Attention. Hopefully this will bring the heat down. Catch a villain or six if feasible.
[] Use your clout with the PRT to rotate out traumatized heroes and wards while bringing in fresh guns on a temporary basis.
 
Firstly, relying on one source of information is always non-ideal. We should double check the situation to see what the source of the problem is and then act to solve that. If it's really the Protectorate being overwhelmed without anyone truly 'at fault' just do a patrol and deal with the worst villains. If this is a director with little regard for the children under his care and not just a desperate person trying to keep a sinking ship floating then we should make sure he gets switched out before/after doing that patrol (whatever seems best). If the situation is as bad as painted here, then a patrol would probably be good idea regardless. Given that we should have the time to deal with this I see no real problem with doing so. People bringing problems to our attention and acting to resolve them as best we are able is a large part of being a hero.
 
Sharing the load in regards to transferring staff let alone Parahuman isn't going to work. Not only are people not interchangeable cogs to be swapped out and replaced as needed but everyone is varying levels of screwed, no one really has a surplus. So how would they decide who gets their resources stripped and given that losing people near guarantees death and destruction the local directors would probably fight it even if on paper the benefit outweighs the cost.
 
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