Celestial Warlock Quest (D&D 5e/Worm Crossover)

This is what I plan on closing out the vote with, unless given something that you want to know about your own powers.

[X] Action
-----Patrol (2) [Joint patrols]
[X] Network
-----Protectorate (1) [Healing]
[X] Research
-----Learn about factions (2) [Minor villain factions]
 
Villains (Minor)
In an attempt to keep myself interested in writing the next chapter, I decided to post this section separate. Akin to the bit with the Haitian Revolution last chapter, I will edit in the powers once I get a few guesses.

The Phantom Thieves
A pair of villains that embrace a gentleman thief persona. Considering themselves "classier" and "more civilized" than other groups like the Crackers. The Phantom Thieves tend to go after private collections with high value items. They will attempt to ransom off the items and if the collector doesn't pay, they sell the item on the black market.

Jumpscare-----Stranger 4 (Thinker 1)
She has a power where as long as she doesn't interact with you, you can't notice her. She shows up in recordings, but as long as you aren't looking for her specifically, you will ignore her presence on said recording. She seems to be aware of when her power is on someone, including through cameras.

Slipknot-----Mover 4 (Stranger 4)
His power seems to be some form of conditional teleportation. The current theory is that both points must be unobserved, and the teleportation takes longer to complete based on how long it has been since he last saw the destination of the teleport.


Smudge
These two are a pair of hitmen/"cleaners" that act as lethal hired muscle for the morally dubious gangs in the area. While they tend to stay in Philadelphia they do occasionally take on jobs for clients in nearby suburbs.

Innsmouth-----Changer/Brute 2-4 (Blaster/Stranger 0-2)
He starts with a subdermal armor. Once his skin has attained sufficient damage he begins growing whiplike appendages out of the breaks in his skin. If he attains sufficient mutation then he gains a new orifice that can produce an oily projectile. While not flammable, this projectile is mildly acidic, extremely painful, and can cause temporary blindness.

Shoggoth-----Changer/Brute 7 (Blaster 3, Stranger 2)
His Changer form is made of an amoeba-like blood red slime. He can use this slime as crude weapons (hammers, clubs, etc.), a shield, or as an acutely acidic projectile. He can shift any part of his body into this changer form, including himself entirely. Additionally, the material only seems to be affected by exotic effects. While he cannot change the color or consistency of his changer form, using crude shapeshifting he can in low-light situations camouflage himself as another object


Armament
These two are a pair of villains that joined up for safety and protection. Neither of them felt comfortable joining any of the established gangs, and primarily work together as tinker-tech arms dealers.

Autogun-----Tinker 2 (Blaster 5)
Autogun is a firearms tinker with a specialty in turrets. He tends to produce tinker-tech firearms for other villains, along with the occasional production of turrets for his own use. He doesn't seem able to produce bodysuits, power armor, or other forms of standard tinker versatility.

Rubber-----Brute 2 (Mover 2)
She has an ability that allows her to translate kinetic attacks into personal movement. She doesn't seem able to reliably direct/control the movement. She has a tendency to bounce around combat encounters.


Emotivore
These two emotion related Breakers work as hired muscle for other villainous gangs. One of the few groups willing to work with Brood, these two have cultivated a monstrous reputation over the course of their tenure.

Suckle-----Breaker 5 (Master/Striker/Stranger 6)
Her Breaker state is a lithe, ropey, and stick figure-like. When in her Breaker state she crawls under the clothes of her victim and gains control of their body. While attached she drains the emotions of her target, permanently dampening the individual's emotional responses.

Nightmare-----Breaker 5 (Shaker 4-9)
His Breaker state seems to flare with increasing power over the course of encounters. He creates chaotic, glitchy orbs which also grow in power over time. Each of these orbs, with effect corresponding to their size, creates a swirling storm which ages everything inside it.


Lyubovkoya Bratva
This branch of the Russian mob works on the east coast of the city trafficking drugs, people, weapons into the city. While there are only two capes involved with this group, the small territory they need to defend balances that factor out.

Lyubov, "Lovely"-----Striker 5
Her power allows her to touch a nonliving object and temporarily "bind" it to another thing she can see. While bound, the two things affect things in a manner akin to magnetism. Smaller things accelerate towards larger things and similar sized things meet each other at an equidistant point.

Morozko, "Father Frost"-----Mover/Blaster 6
Father Frost's power is a charging teleport with an icy explosion upon arrival. The teleport and explosion increase in size logarithmically, based on the length of charge. Less than a second charge allows him to travel a few feet and the blast is zero Fahrenheit at one foot from the destination. A five second charge lets him teleport five-hundred feet and the blast is minus one hundred Fahrenheit at one foot from the destination. A ten second charge allows him to travel six hundred feet and the blast is minus one-hundred fifty at one foot from the destination.
 
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Discovery-5
Now that you have a good grasp of the pace of your part of the city, you want to get a bit of experience with patrolling and being out in your cape identity. As such, you organize a ride-along with the PRT.

On one of the days you have off, you head down to the PRT office in the center of the city. You get a few odd looks with your costume, but the cold and the fall chill means that most other people who are out and about are also bundled up.

You step into the main lobby and are hit with a wave of heat from the climate control desperately trying to keep up with the weather outside and the cold leaking in from all the windows. You can see the secretary at the front desk has on a jacket over her shirt.

You walk over to her and say, "Hey I'm Vicar, uhh, I was going to go on a ride-along patrol?"

"Yes, Staunch will be meeting up with you in meeting room 3," she answers.

"Alright, anything else, or should I just go over there?" You ask.

"One more thing. Here is a hard-copy of the results of your healing tests," she says handing you a manila envelope. "When you want to begin the next phase of your certification, bring this to one of the hospitals in the city and they will get you started."

Taking the envelope and placing it under your arm you say, "Thank you and have a nice day."

The secretary says the same as you walk over to one of the doors leading further into the building.

Inside meeting room three is a man sitting at the table. He's wearing a silver bodysuit under a pair of jeans and white muscle shirt. Covering the top half of his face is a helmet sculpted or forged to look like the upper half of the head of a roaring lion. The bottom half of his face is covered by a salt and pepper beard/mustache combo.

As you walk in, he smiles and stands up, you can see that despite his age he is both tall and well built. He reaches out and gives you a firm handshake. "Welcome to the Protectorate, my friend."

"Thanks, I look forward to learning from you," you say, a bit off balance.

He leads you through the hallways, talking as he goes. "You're going to be riding with McKay's team, while I'm in my Law-Keeper armor."

He stops and types a passcode into a touchpad. You follow him inside the base's underground vehicle bay. Parked are five vans, each with the PRT logo proudly emblazoned on the side. On top of each of the vans is the standard green and white lights, along with a rail and hatch system used for mounting containment foam sprayers.

Next to one of the vans is a set of cerulean power armor sitting in a resting position with the knees folded up to the neck of the suit. The bottom half of the head of a roaring lion is loosely placed on the neck of the armor. One hand of the armor is placed flat on the ground, the other is gripping the shaft of a giant warhammer. The warhammer is one headed, the same color as the armor, and on the back has three soot-marked jet engines.

You stand there awkwardly as Staunch puts on his armor. He starts by clicking the bottom half of the helmet into place; attaching it to the part of the helmet he already has on. After that, he presses an indistinguishable part of the shoulder armor that releases the front chest piece with a pneumatic hiss. Mechanically, he strips off his shirt and jeans and with a flexibility that surprises you, he slips into the power armor. Dots of power briefly flare throughout the power armor before stabilizing when Staunch attaches the front chest piece. All in all the entire process only takes five or so seconds.

In a slightly digitized voice he asks, "how familiar are you with the PRT system?"

At your confused look he continues, "as-in how we do patrols, chain of command, shit-uh, stuff like that."

"Well, chain of command would be you, then the leader of the squad, then the officers, right?"

Staunch makes a so-so gesture with his oversized gauntlets and responds, "officially, McKay is higher ranked than me, but because I've been around the block enough, the squaddies tend to take my advice."

"About the patrol, it's basically just driving around keeping an eye out for crimes, right?"

"Wrong. It's all about comforting the public, about showing them we're people just like them."

You mull over his answer. While most of what you hear about hero patrols is the heart pounding action, it makes sense that what makes up more of a patrol is public relations. The more unseen capes are from the general public, the easier it would be to other them, and dehumanize them.

"Of course if we see an obvious crime going on, we aid the PRT officers then contact the police," he continues.

On that note, a squad of troopers walk into the vehicle bay.

All five of them are clad in the typical outfit for PRT officers: Kevlar shirt and pants, ceramic plates, the reflective full face plate attached to a black helmet, and a rugged body-camera attached to their chest.

The one in the lead gives you a firm handshake and says, "I'm staff sergeant McKay, Vicar right?"

"Yeah, thanks for letting me tag along," you say.

Indicating to each of the other officers in turn, he says, "this is private O'Neil, containment foam specialist Michaelson, private first class Anderson, and private first class Brady. If I need to handle something, listen to them. Understood?"

"Yessir."

"Any questions before we head out?" Staunch cuts in.

"Just the one: could we stop by the children's hospital? You say, holding up the paperwork.

The sergeant looks over to Staunch, unable to see either of their faces; you can only guess as to what they communicate in the instant.

"If we don't run into any villains that should be alright," McKay decides.

The officers pack into the van, grabbing out their firearms. The con foam specialist checks the foam container and sprayer. Meanwhile the sergeant gives you a brief rundown of how to operate containment foam grenades.

Once ready, everyone except Staunch packs into the van.

You mostly observe the patrol, while occasionally asking questions. All in all, its surprisingly uneventful. To accommodate you, they project the comms system through the vans speakers, in addition to their personal Bluetooth. Every few minutes Staunch updates the team, telling cheesy jokes, and relaying positions.

Aside from the check in points; where the team parks for a while and keeps an eye out, the patrol is just driving through city traffic.

Once you make it to the hospital the troopers park and wait outside, Staunch does an impromptu meet and greet, and you drop off the paperwork (with an agreement to set up a healing test later).

During the second half of the patrol McKay asks what your experience of being a cape has been like. The conversation flows from there, to why you decided to be a hero, eventually landing onto the topic of the Protectorate.

"While I'm not a fan of the back-room politics involved, and the profiting off of destructive fights leaves a bad taste in my mouth, the organization does a great deal of good nationally and internationally," you lay out.

"In a big picture sense, sure, but what about the personal scale?" he asks. "Back-up, info, training, funding, it'd free you up to do this sort of thing full time-assuming you don't already," he adds quickly.

"The thing is that as of right now, most of my abilities have a long cooldown, the ones that don't aren't meaningfully better than a dude with a gun, no offence."

"As of right now?-sorry I shouldn't pry," McKay apologizes. "Even so, during the rest time you can study and do training right?"

"Sure," you concede. "Also on the personal scale, well, I'm not entirely sure that I want to commit to an organization with strict timescales and hierarchies. I get that for a group that size, scheduling and ranks are needed, I just have to decide if giving up on the flexibility of independence is worth it. "

"I'm glad that you're thinking about this seriously," he says.

"Of course, thanks for letting me ride along," you say.

After that, the rest of the ride along is uneventful.

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Once you have set up a healing session at the hospital, you head over there after work. Waiting outside one of the side doors is a male nurse in full scrubs. Seeing you he gives you a brief on the situation.

"Normally we would have to doing some paperwork, acclimation to our processes here, and some classes, but we got a kid on the way with critical blood loss," he says, opening the door and grabbing some hand sanitizer. "Some of the folks over in legal are talking with the parents about getting release forms signed."

The responsibility that you have accepted, for the first time really hits home. If you aren't able to heal this child then they will either die, or in the best case scenario have a long recovery time and permanent scarring.

While walking to the emergency room you introduce yourselves to each other. "I'm Ethan and I'm going to be your liaison around here."

"I go by Vicar," you respond.

"If it isn't too personal to ask: why?" he says.

You take a moment to collect your thoughts then say, "it's a reminder. I never want to forget that I need to act as a representative for the poor, the forgotten and the downtrodden. There are too many stories of people forgetting themselves once they find success, tales of how easily power can be abused. I never want that to be me."

The rest of the walk to the emergency room is made in solemn quiet.

The emergency room that you are brought to has a thick smell of antiseptic. On the gurney is a small child, six or seven years old, with his face covered in bloody bandages. One of the doctors walks up to Ethan and says, "the parents gave permission for experimental treatment. "

"Is there anything else you need?" Ethan asks.

"No," you say, stepping forward to the kid. You reach out with a trembling hand, knowing that if this doesn't work… you don't want to think about what would happen.

Pressing your hand into a patch of exposed skin on his neck, you release the wave of blue-white healing energy and watch as the bleeding stops.

Someone nearby asks if anything else needs to be done and you numbly shake your head. Seemingly the next instant the kid is surrounded by medical professionals and you are nicely, but firmly led out of the room.

The parents are nervously waiting outside the door, the father pacing and the mother wringing her hands.

"How is he," the woman pleads.

"I stopped the bleeding," you say, noticing afterwards that Ethan is trying to subtly get something across to you. In your overwhelmed state you can't quite parse what it is. Once you regain focus into the conversation you see the woman crying into her husband's chest.

One of the doctors steps out from the room behind you and says, "your son is fine. We're just going to finish cleaning him up then you can come in and see him."

The father grabs your hand firmly and says, "thank you, thank you so much."

"Of course," you say, still trying to regain your balance. Before your healing power seemed near useless, never getting to see its strengths. Now though, you get it, your power is great for triage, that's the type of healing you should be focusing on.

The two parents rush into the emergency room, and Ethan leads you over to one of the hospital's break rooms.

"Now that the first bit of excitement's over, here is the first booklet," he says, holding out a safety manual.

The two of you spend the next few hours going over medical disclaimers, legal information and hospital procedure.

You go to bed that night buoyed by the warmth of having saved a life.

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Near the end of the week you take your last day off, and head over to the PRT for another patrol. This time it is going to be a walking patrol with two heroes: Archetype and a newly transferred hero named Newton. Knowing that your feet are going to be killing you by the end of it, you preemptively take some aspirin.

It's a cold and clear fall day outside and you take a moment to appreciate the lack of cloud cover. You make your way down to the PRT office, jogging at times to warm up. The front door people are starting to recognize you at the headquarters, so the one currently on shift lets you right in.

You walk straight down to the meeting room that you have been to a few times now. Inside is who you assume to be Newton. He is lounging on a chair in his full costume; a pink bodysuit, attached navy blue plates and an angular gunmetal gray helmet covering the front of his face and leaving his shaved heavily scarred head exposed.

"Hey, uhh, I'm Vicar, I assume you're Newton?" you venture.

"Yeah," he says in a higher pitch voice than you would expect based on his buff appearance.

You wait a minute in case he has anything else to say, when there is nothing forthcoming you ask, "are we going to meet up with Archetype?"

"Yup," he bluntly says.

Getting the message that he doesn't want to talk to you, you pull up a chair and start going through the supplies you keep in your utility belt. First aid/trauma kit, fifty feet of cord, protein bars, water bottle, pocket knife, baggie of fireflies, some blindfolds and gags (most movers need line of sight, some masters need to speak).

After going through your stuff, you spend a bit of time evaluating your core. The intangible orb of spectral energy that you have now had for a while. A trick that you have been experimenting with is expending the ball, tracing the energy down your arms to your fingers so you can use the power instantly. So you begin the process and once you get to the point of no return with the energy tingling in your fingers, you instead force it back up your arms, and coil it into ball form.

On the fifth or sixth time going through the process, a blur of green light hovers into the room. In your head you hear a peppy feminine voice, hi, I'm Archetype, are you the new guy?

You try thinking to her, yeah, I'm Vicar.

After getting no response, you repeat it out loud.

You hear in your head again, cool! My thing is that I have three power sets that I switch between every day. I can't have the same power for two days in a row. What about you?

"I've got two types of blasts, a weak telekinesis, a triage heal that works once a day, and a few other minor powers."

Wow! That's a huge spread, I have a Brute power that makes me slow, a Thinker power that makes me vulnerable and this one that makes it hard for me to communicate.

"You seem fine to me?"

Well, I am only talking to you, I can't project to more than one person at a time, and even then, it's only 'cus you are looking at me that I can project to you at all.

"Alright that makes sense, what about you Newton?"

"I've got a Brute force field and when it gets hit, it powers up my gravity control. Any questions or can we go?"

Before you can really think about it, he takes your silence as affirmation and gets up and starts walking to the door. You notice that he walks in an odd way, perhaps it's the armor?

The two of you walk out the door and Archetype flies behind you. On the way outside Newton slings an oxygen tank onto his back without a word. While you all make your way through the complex he attaches a heavy duty tube from the top of the tank to his mask.

Seeing your look he says, "In case of a crisis, my effectiveness is more important than pride."

Archetype projects to you, Newton has permanent lung damage, to try to combat it she tries to improve her heart, but sometimes she can't get enough air anyway.

Well, it seems Newton is a woman, it's a good thing you didn't say anything related to that before finding it out.
Right as you are leaving the PRT headquarters you hear a loud rumbling and feel the ground shake. Looking around wildly, a block or two away you glimpse a cloud of cement dust billowing up into the air.

The three of you start running/flying over to the location. Newton activates his-her air tank and contacts the main office. Archetype blurs past the two of you flashing through the dust cloud.

You hear Newton take a deep breath from the air tank and yell over the roaring of the chaos around you, "stick with me, we're on discovery and recovery."

Before making it to the building you have a moment to think, what sort of approach do you want to make to any villains you find?

Options: (Pick 1)

[ ] Aggressive
-Use your strongest blast and try to blitz them.
Pro: This will almost certainly take whoever it is down.
Con: This will only leave you with a single heal.

[ ] Defensive
-Use Armor of Agathys to give yourself more time and perhaps an extra hit.
Pro: You are squishy, especially to Brutes, this will hurt them and make you tougher.
Con: Ranged enemies won't be hurt by this, also it leaves you with one heal.

[ ] Diplomatic
-Try to reason with them or, failing that, stall the villain.
Pro: Requires the least commitment, and can keep a villain around until the PRT gets here.
Con: Takes the most time thus allowing victims to stay in dangerous positions.

[ ] Other
-Write in.
Pros: Up to you.
Cons: Requires writing, personal investment, and creativity.

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This is the first half of the chapter, the second half will consist of some healing at the hospital and a second patrol with the PRT. Also, next half of the chapter will lead into the first combat encounter >: )

12/2/21 Edit: I decided to put in the hospital scene as a reward for anyone who checks this out early.

12/23/21 Edit: DONE.
 
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[X] Defensive
-Use Armor of Agathys to give yourself more time and perhaps an extra hit.
Pro: You are squishy, especially to Brutes, this will hurt them and make you tougher.
Con: Ranged enemies won't be hurt by this, also it leaves you with one heal.

I'm looking forward to the next chapter.
 
[X] Defensive
-Use Armor of Agathys to give yourself more time and perhaps an extra hit.
Pro: You are squishy, especially to Brutes, this will hurt them and make you tougher.
Con: Ranged enemies won't be hurt by this, also it leaves you with one heal.
 
Discovery-5-1
The two of you rush across the street, your heart beginning to pound. You try to breathe through your mouth to lessen the acrid sting of cement dust. Sirens blare in the distance and you strain your ears to hear survivors in the wreckage.

8 + 2 is a total of 10, not bad, but not great.

As you get through the initial blastwave and near the high-rise, Newton starts leading you to a partially collapsed doorway. Inside is an old man on the ground, in a widening pool of blood. You step into help and Newton's arm bars the way.

In between deep breaths she explains, "first rule of first aid: don't become another victim."

While opening up your first aid kit you study the room and find no threats. Once you're ready to help, you step in and start dressing his head wound.

Once you're done, she grabs him and gently carries him out the front of the building. As she passes you, she whispers, "look at the leaking on the bricks. "

You follow her back out of the building. When she disappears into the smoke you step to the side of the building and notice a trickle of acid dripping down from the third floor, landing with a hiss on the concrete below.

Your instinct is to head back into the ruined building, you know that there are more people stuck in there, possibly even in life threatening danger. The trail of acid however confirms that villains are what caused this, and you need to wait for your ally to come back, whether it is Newton, or Archetype.

Swallowing thickly, knowing that when either returns you're about to head into a fight, you splash the front of your costume with a bit of water and harden it into spikes of armor.

Taking the moment to center yourself, you hear screeching of tires over the general chaos and several sets of sirens trailing behind it. Billowing towards you is a wave of lightish green gas, carried on the wind.

Stalking out of the clouds of ash and dust, Newton says, "Archetype's acting as a messenger n' scout. She let me know where the EMS station was. "

You nod then step into place behind her, as the two of you head into the ruined building.

The two of you make your way to the first stairwell and she continues, "I have to give you the option to back out."

You can't tell if you're imagining the disapproval in her voice, either way it doesn't change your resolve, "I've got my armor applied, and there's almost certainly more people in here, lets go.

She gives you a nod and leads up the stairs. Under her breath she says, "since I'm more experienced, and a Brute, I'll be taking point."

"Understood. Do you know who that could be, up there?" You ask.

"Either the villain upstairs is a new one, or its Melt," Newton takes a deep breath from her air tank, pausing on the landing of the stairwell you are climbing.

"I'm not familiar with Melt. I assume he has an acid power, but that's about it," you offer.

"She's a bit of a small-timer, the group she's a part of are The Destroyers. They collapsed the Woodhaven overpass a few weeks ago."

You remember hearing about that, a group of villains brought down the overpass in the north side of the city, blocking off the highway for days. It turned out that the destruction was a distraction for the Argonauts to pull off mayhem elsewhere. You hope that the heroes can deal with whatever else is going on in the city. You just need to look after those in this building.

Interrupting your thoughts Newton continues, "she makes acid flows, I'll distract her and power up, you hit her from range."

After getting your affirmation for the plan, the two of you head deeper into the building. As quietly as you can, you both creep into the upper floor. Following the hissing, you both stop outside of the door where the drip of acid came from.

20! Nice!, that's a total of 22.

Sneaking over to part of the floor that had collapsed, you stick your head outside the building, glancing into the next room. You can't get a clear look in the room with the villain, but you see that the floor on the other side of the door is weakened.

You creep back to Newton and relay the discovery. She takes it in, processes for a moment and says, "alright, I'm gonna jump past the weak point, and get in her face, you stay in the doorway and take potshots, got it?"

You nod, and begin the incantation. Everything else seems to happen in a blur:

Newton busts through the door and jumps over the weak point of the floor.

You let loose your eldritch blast as soon as you see Melt.

10 + 5 is a 15, which is a hit, roll 1d10 for damage, which is a 6. With 6 hit points that is enough to knock her out, but not outright kill her.

Almost magnetically, the blast strikes the green and black clad supervillain.

Newton rises with fists up from the roll she used to bleed off the momentum from her jump.

Melt crumples to the ground.

Newton rushes forward to restrain Melt with a set of cuffs.

After restraining her, Newton checks her pulse. You hold your breath, Newton gives you a thumbs up, then slings Melt over her shoulder. Letting out a shuddering sigh, you question how close you came to accidentally killing Melt.

Using her super strength, Newton jumps back over to you and, perhaps accidentally, bonks Melts head on the doorway as she carries her through.

The two (three?) of you head back through the ruined building down to the EMS station. You pass through the settling dust, and see a street full of EMT's, Police, Firefighters, and PRT troopers. Seeing all the people coming together to help in the emergency, fills your heart.

Near the back of the PRT van, Staunch is standing in his power armor next to a pillar of foam.

When you get close you hear him ask, "Is that Melt?"

You wait for Newton to answer and when she doesn't, you say, "Yes, as far as we know."

Once she reaches the van, Newton dumps Melt onto the ground. You try to muster up concern for the villain, but despite yourself you can't.

After unloading her cargo, Newton walks to Staunch and asks, "What's next?"

"Dampen and Clearsight are helping the fire team. Some of us are on protection, if the Argonauts try to break out The Destroyers." Addressing you directly he asks, "Can you head over to the EMT's? You've already gone beyond the call, but if you have any healing power left can you lighten their load before you go? Either way, you've already saved lives today and I hope your willing to come back to base with us"

"Of course," you say simply. "Though I may not go back to base with you."

Heading over to the clump of ambulances, you find someone who looks to have some authority and say, "I'm a triage healer, so can you direct me to someone hurt?"

A bit confused, he glances to Staunch in the distance, who nods. The EMT leads you to the back of an ambulance where there is a middle aged man laying on a stretcher with bloody bandages around his torso.

You reach out and touch his forehead releasing the healing energy.

Roll 1d6, which results in a 5.

You say, "he should be fine when he wakes up."

The EMT leads you to an empty stretcher and asks you to sit. He starts asking you questions about the effects of your ability. You answer him to the best of your knowledge, and in the midst of your discussion you start to crash. He drapes a blanket over your shoulders and lets you know that he needs to see to other patients, but you are free to stay there until one of the heroes comes to get you.

You take a minute for the shakes to stabilize, then force yourself back to your feet. Heading back to the smoking building you step up to some of the firefighters and say, "hey, uhmm I have decently ranged telekinesis, is there anyone trapped that I can bring stuff too?"

Coming to a split second decision, the lead firefighter says, "Dan here, will take you to one of the fire-trucks."

He turns to one of the other firefighters and directs him to get one of the first aid kits and lead you to the three clumps of trapped people.

The first two clumps you are able to ferry help to, without much issue. The third has two people: a woman that had woken up sliding off of rebar impaled through her, and an unconscious man pinned under some rocks.

While your bobbing mage hand brings first aid to the woman (who you discover is named Kelly), Dan the firefighter gives her directions. Where to stick to in their hollow, the best ways to use the supplies you are getting them. During this process, the three of you hear a crashing and grinding noise come from above, and the pitter patter of debris in the hollow in front of you.

Everyone freezes in a primordial reaction to the shifting building. Once things settle back down, you finish the final lap of supplies.

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Seemingly both a minute and a few days you stumble out of the ruins for a final time. It is much darker in the day and a softly glowing Archetype floats in front of you. She thinks at you, Do you want to come back to the PRT office?

Snapping into awareness you say, "No thanks, I think I'll head home."

We've got showers, with hot water, you hear in a sing-songy thought.

"No thanks, I just want some sleep, and to get out of my costume," you say, trying to cover up your bone-deep exhaustion.

If you're sure, I'll let everyone know. Uh, one final question, we're trying to nail down where something happened. Did you have a brief out of body experience?

"No, not that I noticed, sorry," you say, tiredly.

Alright, well, thanks for your help, here's to hoping we have a more boring patrol next time.

"Thanks," you say, walking past the caution tape line, heading home.


Pick 5 actions to take, with the number of actions per choice between parentheses.

[ ] Action
-----Patrol ( )
-----Task ( )
-----Scout ( )
[ ] Network
-----Protectorate ( )
-----Corporate ( )
-----Other ( )
[ ] Research
-----Learn about factions ( )
-----Self ( )
-----Individuals ( )
[ ] Resources
-----Buy ( )
-----Sell ( )
-----Work ( )
[ ] Rest ( )
[ ] Write-in ( )

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Assuming nothing bad happens, you are going to get your first XP next turn. Woo!
 
Nice to see this back...even though I've no idea were we are right now :D
Oh well, something to re-read later, and maybe I'll be in time for a vote, too ;)
 
[X] Action
-----Patrol (2) [Joint patrols]
[X] Network
-----Protectorate (2) [Healing]
[X] Resources
-----Work (1)

I'm not sure what working will gain us, but we do need money for some material components for spells. Is there anything else that could be done that's more useful to us? Anyways, I'm looking forward to seeing the xp gain.
 
Final call, I'm going to close out the vote tonight.

Unless there is a dramatic flood of votes, it looks like the following vote is going to win:

[X] Action
-----Patrol (2) [Joint patrols]
[X] Network
-----Protectorate (2) [Healing]
[X] Resources
-----Work (1)
 
What If- A Darker Timeline
He was a good kid. John worked hard, was responsible, and helped others with a smile on his face. He loved his city despite all its problems, it was his home. Unlike most people, he found through highschool and college that dating and relationships just tired him out. He was fulfilled with loving friends and family.

After going to school and getting a good career, he got a job with flexible hours so he could volunteer with the rest of his time. And that's what he did; he worked hard at his job so he could give to charity, and support places that helped out the less fortunate. He wasn't a man of means but he did what he could, and stood up for what he believed in.

Despite all his work, doing everything right, the world around him only got worse. More homeless out in the cold, more villains hoarding everything they could, more buildings crumbling to dust. Roads cracking, charities doors closed, gaunt faces staring at him in condemnation.

So, he pushed himself even further, even harder, giving more. He didn't have time for friends and family, every hour he spent on himself was another person starving. Yet despite his efforts, soup kitchens kept closing shop, obituaries kept rising, bills started piling up.

He knew that he was spreading himself too thin, so he consolidated his efforts to a single place, a halfway house. Yet, without really understanding how, he finds himself standing in front of the locked doors holding a box of the last of his possessions. Newly homeless and jobless, he sits in front of the closed halfway house and realizes he was wrong.

He's not a hero, not a savior, not who he thought he was, he can't fix anything. He's a failure-

Destination.

Hello, everyone. Work has been rough lately, and I've been having a hard time writing. Thus to get into the groove of things, I decided to write up an AU for the trigger event that John could have had, if he wasn't chosen by whatever he was chosen by. Ein Sof/Eyn Sof

Also, by the way in this universe he can grow root like tendrils that either grow into the ground anchoring him/and giving him sensory powers, or it can grow into people allowing him to puppet them. Either way, the process is invasive and destructive, leaving holes/tunnels that exist below the surface, weakening the structural integrity of the ground (or the tissue of the person).
 
Department 5-A profiles: Blindside, Staunch, Newton
Blindside; Monika Kendo

Classification: Brute/Thinker 5
Minor strength and durability increase, along with skill-thinker abilities relating to light firearms and close combat martial arts.

Disposition: Protectorate
Location: DEPT 5-A as of 1-1, 2009, previously of DEPT 35 (Sacramento)
Age: 25 Status: Full time
Height: 5'4" Weight: 150 lbs.
Class S Option: YES
Appearance: Asian woman, athletic, long-hair

General:
A Japanese refugee, Blindside and her family initially moved to San Francisco. She triggered part way through her Bachelors program. While finishing it, she worked part time at the Sacramento department. Once she did, she was relocated to department 5-A in order to replace heroic attrition.

While a competent fighter, Blindside has found just as much, if not more success as an envoy/recruiter. Once she has more experience, she will be recommended to work under the Triumvirate and perhaps, one day lead her own team.

Personality:
Easy-going and affable, Blindside works well with her professional teammates. While there haven't been any official complaints, she seems to prefer to handle the conflicts she does have with any teammates, personally. Due to her annual psych evaluations, she's been noted to have problems trusting authority, and thus prefers to handle her problems on her own. Once she makes an official complaint this distrust will be able to be undermined with effective action.

Powers:
Blindside has a boosted physique that grants her greater strength, speed, stamina and recovery time. Additionally, she has a thinker ability that shows her the most effective striking location on an opponent, greater coordination when using one handed projectile weapons, and multitasking/tracking of opponents. Lastly, she gets a significant strength increase when parrying, flipping, or throwing enemies.

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Staunch; Conrad Mayer

Classification: Tinker 6 (Mover 2, Brute 5)
Tinker specialty in personal heavy duty armor, weapons, and shielding.

Disposition: Protectorate
Location: DEPT 5-A as of 1-1, 1994
Age: 48 Status: Full time, Married (non-cape)
Height: 5'11" Weight: 210 lbs.
Class S Option: NO
Appearance: Muscular male, graying long hair in ponytail, trimmed beard.

General:
Staunch is one of the few surviving members of the Protectorate recruited during its conception. He led the Philadelphia department from 1994-2003, attending 8 Endbringer responses. His 8th fight led to him nearly dying to Leviathan in the Seattle attack. After the traumatic experience and extended recovery, he stepped down and took himself off the S-class response list.

Since then, he's acted primarily doing field work. He splits his time between guard duty at the Parahuman Asylum (East), and patrols for department 5-A. When needed, he also works on community outreach programs on the behalf of the Protectorate.

Personality:
Theatrical and gregarious, Staunch loves to work with civilians. This somewhat silly presentation can cause issues with more serious heroes. When in stressful situations however, he drops the humor and gains a no-nonsense demeanor.

Powers:
A somewhat limited tinker, Staunch maintains several combat loadouts. He has multiple sets of heavy duty power armor, mobile shields (telescoping metal and energy based), bodysuits that integrate into his armor, and a few additional modules that he can integrate into his loadout. Unfortunately, he is far more limited than most tinkers when it comes to development. His strength is just as much hard-won experience as it is talent or raw power.

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Newton; Tamara Patronova

Classification: Brute 5, Shaker 4
Ablative shield that when destroyed, powers an increased gravity shaker field.

Disposition: Protectorate
Location: DEPT 5-A as of 1-1, 2011, previously DEPT 25 (Nashville)
Age: 29 Status: Full time
Height: 5'11" Weight: 250 lbs.
Class S Option: YES
Appearance: Tall, muscular, heavy burn scars across arms and shaved head.

General:
Newton was approached for recruitment during standard post-crisis PRT investigation. She made extensive use of PRT physical therapy facilities during her recovery, officially joining in late 2010. Since then she has thrown herself into testing, training and self improvement.

Newton is a capable combatant, a devastating force in the field, serious and dedicated in her patrols, possibly to a fault. Care must be taken to ensure proper public reception.

Personality:
Newton is serious, stoic, and holds high standards for herself and others. While she works well with her superiors, her teammates' reactions are more mixed. She tends to ignore the public relations and outreach sides of Protectorate work. When she is required to interact with the press she's brusque and says as little as possible.

Due to her trigger event she gained adult-onset asthma. She is very sensitive to this diagnosis and refuses effective treatment, considering her symptoms a personal failing. It is only when civilians' lives are in danger, that she willingly makes use of the PRT provided solutions.

Powers:
Newton has an ablative shield with 9-12 layers, and enhanced strength at her base state. Each layer removed grants her a stronger shaker field which increases gravity in a radius around her. She can selectively apply the field, leaving allies or objects unaffected. Once she is out of a state of adrenaline her shield regenerates at a rate of approximately 1 layer per minute.

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Damn. The next chapter is like pulling teeth. At the very least here is some PRT character files. While this isn't necessarily information that would be known in-character, I thought it might help round out the setting. Let me know if this is something that ya'll are interested in.
 
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