Cowls: A World of Supermen and Subterfuge

[X] Concept: Lights, Shock, Awe, Action!
-[X] Jace Redspring (Changed from Jacob Bleatsrun)
-[X] Starblaze
-[X] Can sap heat either from an area or an object. Heat can be used for regen and/or the creation of masses of 'Stars'.

Stars (color/temperature/place) are controlled mentally. Many warm Stars are easier to make than a few hot ones. In pure warm Stars, can make over a thousand at a time. Given enough Stars, they can be used as limb. In terms of damage it's better to simply use hot stars.

Favorite trick is to sap the heat from the surrounding air until frost begins to form, then to deploy a shaped suit of stars either over himself or standalone. From there he uses the lights and the frost to get a sort of prismatic halo effect.

[X] Failed actor, who tried to make it big in Hollywood. Turned to stunting so as to keep around even if he couldn't act. Turned out to be quite good at it, unfortunately an accident during a shoot led to him falling off a motorcycle into pyrotechnics. Right before they went off.

Luckily for him, the director felt guilty enough to pull some strings and get him the best medical care possible, taking him to a cutting edge facility. The facility happened to have ties to a certain group, and so was screening every patient for potential compatibility with their new powersuite. He was tested, and found to be very compatible. Given a chance to really be somebody, Jace happily agreed.

~~~~~~~~~~~~~~~~
[X] Concept: Deadpunch.
[X] Saitama Wilson
[X] Indestructibility. Enhanced strength.
 
Prologue 5: Men like gods
Prologue 5: Men like gods

The minutes tick by as you scan the halls, idly bouncing your rifle off your leg. You're growing a bit antsy. Nearly ten minutes have passed.

"Time's nearly up," you warn him. "One more minute and we're extracting."

"Hold on," Shamus replied, strain evident in his voice. "I am nearly done searching these files now. If you give me just two minutes, I will have the information you need."

You frown, looking over to your mechanical servitors. A small window pops up, superimposed over their image. Battery levels at 78%, it flashes at you. Assault Platform v. 32 units at combat readiness. Please advise- and you terminate the connection, turning away and blinking your eyes to lose the afterimage.

The seconds tick down slowly. Thirty-three, thirty-four, thirty-five.

"AP32 units," you say out loud. "Prepare for extraction. Maintain sensors, and extend sensor range to maximum."

"Acknowledged," they reply as one. You shudder a little. Mechanical voice modulation just sounds wrong. "Sensor range: nine hundred twenty-two meters. No irregularities."

Sixty-one, sixty-two, sixty-three.

You touch your earpiece anxiously. It's been ten minutes since you first gave Shamus access to the building, and twenty since you broke into the building. A ten minute extraction window makes it thirty minutes between entry and extraction.

Typical Justice Brigade response times are twenty-seven minutes.

"Shamus." You try your best to keep your voice calm and collected. "Are you done yet?"

"I am very close," he snaps. Worry and frustration are warring for supremacy in his voice. "Just a few more moments and you will be free to leave. The files are being uploaded to my server as we speak."

One hundred and eight, one hundred and nine, one hundred and ten.

One of your robots speaks up in its crackly synthetic voice. "Sensors indicate falling lifesigns on ground floor."

"What's takin' you so long?" You're almost startled as Flamestrike speaks gruffly over your earpiece. "Immolator's done, moving in to clean up now. Plasmius won't be a problem much longer. Got anything to report, or are you just fuckarsin' around?"

"Security on the mainframe was tighter than expected," you reply, standing and straightening. One hundred and seventy-seven, one hundred and seventy-eight. "Beginning extraction now."

"Meet you in the foyer then. Don't take too long, kid." He ended the connection abruptly.

One hundred and eighty-eight, one hundred and eighty-nine, one hundred and ninety.

"We're extracting now, Sh-"

There's a soft click in your ear, and a notification in your HUD reads, Commlink switched to secure channel.

"Proceed with caution, Vector," Shamus warns you. "Syndicate frequencies are indicating signs of increased chatter. Something is happening."

"Got it," you reply, brow crinkling. "Why are we speaking on a secure channel, Shamus?"

He hesitates just long enough that you catch it. "... Please don't worry about it."

Two hundred and sixteen, two hundred and seventeen, two hundred and eighteen.

You abandon all notions of stealth as you sprint down the hallways. The sound of metal scraping against metal betrays that even the advanced AP32 units are having trouble keeping up with you.

"Not good enough," you tell him coolly, vaulting over a table as you do so. "Don't think I didn't notice you going off comms earlier. Explain yourself."

His hesitance is much more noticeable this time.

Two hundred and thirty-one, two hundred and thirty-two, two hundred and thirty-three.

"I am probably just being paranoid," he says slowly. "I have to wonder, however, what kind of covert operation is assigned a pyrokinetic without restricting him from using explosives. It rather defeats the purpose of acting covertly, doesn't it?"

You rush down the stairs to the second floor, bounding down them six at a time. One of your robots missteps, his legs buckling beneath him. He recovers in seconds, but by then, you're three corridors down.

Two hundred and forty-five, two hundred and forty-six, two hundred and forty-seven.

"And if this operation were concerned with opportunistic power grabs," he continues, "why would they send only a single agent? Robotic units like those aren't cheap, after all. They could hire some mercs to do the same thing and not pay out for replacing RIUs. So why only send you?"

Two hundred and sixty, two hundred and sixty-one, two hundred and sixty-two.

"So what?" you reply somewhat breathlessly. "So they didn't tell us what their real goals are. Who cares?"

"I do. I do not like being used, Vector. So I went digging a little while I was in the mainframe."

"You what?"

"I stole some of, well, a lot of their files while I was there," he continues over you. "Honestly, every file that was small enough to steal in the miniscule timeframe you afforded me. Including their employee files."

That catches your attention.

Two hundred and seventy-three, two hundred and seventy-four, two hundred and seventy-five.

"So what?" you ask, ducking around another corner and finding yourself at the first floor stairwell. You slow down some. You still have time.

"So," Shamus explains condescendingly, "I scanned through them, looking for anything that might be relevant. And I did."

You're near the foyer now. Fifteen seconds away at your current pace.

"Did you know that Plasmius is classified as having been outfitted with G5X augmentations?"

That makes you stop. You remember the classifications from your military days. Generation 1, the first guys. Human-plus. The guys who fought in WW2. Generation 2, taking biology to the limits. Acid spit and spider-senses. Generation 3. The first cybernetic integration, the rise of 'mil-spec' biomods. Generation 4, 'modern' augmentation, the cool non-linear, non-straightforward stuff like broad-scale psionics and element control. Generation 5 is rare. Cutting edge. Powers that let you walk into a megacorp like Cydonia and get an interview immediately. G5X means the cutting edge of the cutting edge. The kind of technology used in NATO's attempts to build artificial gods.

"What?"

"Yes," he says grimly. "That caught my attention, too."

Two hundred and ninety, two hundred and ninety-one, two hundred and ninety-two.

"It might be paranoia speaking," he enunciates slowly, "but I rather doubt it. I don't think this was a covert raid, Vector. I think this was a recruitment mission, and we're here as the cover."

Two hundred and ninety-eight. Two hundred and ninety-nine.

"The fall guys," you correct him.

Three hundred.

Your earpiece crackles again.

"I can see you out there, Vector." Flamestrike sounds annoyed. "Immolator's being an annoying fuckwad and won't show his face. Come on in and give us a hand."

You close that channel, reopening Shamus' secure one.

"Well," you say hollowly, "I guess we're out of time."

"Hacking into the security feeds now," he says in response. "I'll do what I can to support you from here."

"Thanks."

You step forwards into the room.

It's been destroyed. Debris lies everywhere, the wreckage of walls and pillars, of desks and chairs and benches. Smoke wafts all over the room from small fires, some still burning despite the lack of combustible materials amidst the wrecked room. And, worst of all, you can hear the faint shoom-sha sound of energy shields, humming from in front of the building. No escape by teleporting out, then.

In front of you, a boy stares up at you from his position hidden behind a fallen pillar, a horrified look on his face. Blood drips down his nose, and his jacket has been burned off, revealing hideous burns over his right arm.

And there, in the middle of the room, stand Flamestrike and Plasmius. You're relatively sure you could handle Flamestrike alone, even clad in power armor as he is. But a GODLIKE?

Your earpiece crackles. "I have broken the Syndicate's commlink encryption." Shamus' tone is businesslike now. "They are reporting the Justice Brigade en route. ETA five minutes and counting. I doubt Cydonia wants their recruitment of Plasmius publicized, so I believe they will extract prior to their arrival."

So you don't have to kill a GODLIKE, then. Just survive against him and a Gen-4 for four minutes. Great.



Planning Time

Your earpiece crackles.

"Okay," Shamus mutters into your ear. "Remember our ex-buddy Flamestrike? Real name redacted. Powers… psychokinesis, ranked minimally, pyrokinesis, ranked at a solid 4 on the Kane-Siegel scale-a bit higher than your teleportation. Damn. Physical augmentation, civilian-level. Equipped with a Mark 7 Behemoth-class exoskeleton. Not as fast as yours, but stronger."

"And from the files we have Plasmius, real name- I don't think I've ever seen anything that redacted before. Powers- control over some form of matter, provisionally labeled "ectoplasm" in employee notes. Matter exhibits properties of both physical and gaseous matters. Enhanced physical capabilities, rank 3, higher than mental augmentations, which are only rank 2. Capable of- the physical reanimation of corpses. What? Summons ectoplasmic "wraiths", capable of walking through walls- and this is just the stuff that isn't redacted."

"GODLIKEs are bullshit," you both say simultaneously.

"Alright," he finishes in a rush. "Remember, they might be more powerful, but they're constrained too. Anything too flashy might draw more attention than they can handle, or leave traces behind."

"Yeah." Your thoughts race.

You don't have many assets open to you right now. Your four AP32 units have followed you down, but they will be of somewhat… limited use. They're intended for use against low-level superhumans, not GODLIKEs. They certainly won't be very threatening with their current loadout. At best, they might provide a distraction. At worst, they might prove a hindrance. Of course, you don't necessarily have to have them provide direct combat support.

Shamus is still muttering away in your ear as he assumes control over what remains of the building's security systems. Most of them are down, but he might be able to scramble up something. Anything will be of help. At minimum, he's gained access to the camera feeds, and has a direct commlink to you.

Immolator… isn't even an asset. He's a Syndicate asset. Still, the enemy of your enemy. If you can provide him with a persuasive argument, he might stick around and give you a hand in the fight. He's obviously held his own for over twenty minutes, even if Flamestrike must have spent much of that time giving Plasmius his recruitment pitch. And, frankly, anything is better than nothing.


[] Write-in. What is your plan? What are you going to do? How are you going to approach this combat?

A system post will follow this one shortly, to tell you how the operations system works and how rolls are resolved. It's not really complicated.
 
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Very cyber punk. Of course it's a double cross.

Plan wise... Well, playing keep away with teleportation might be doable, but maybe we could just punch out Plasmius? He sounds less threatening in close quarters than Flamestrike. We can bet pretty hard on being able to run rings around Flamestrike all day, so Plasmius's weird shit is the thing we need to be worried about.
 
Personal-Scale Rules Summary
Rules Update
Basic Rules

The basic unit of actions in Cowl is an operation. That's, more or less, "a series of related rolls and updates with a clear goal in mind for the characters involved." Actions in an operation are resolved via rolling a dice pool of d6s. 4-6 is a success. 1s and 6s lead to bad and good things, respectively, although oftentimes they'll cancel each other out. You create this dice pool by using one of the core stats-Tactical, Negotiation, Security, or Technical, and then adding bonuses. Stats normally go from 0, which means that you are basically completely untrained in that area, to 6, which means you're one of the best in that category.

Tactical is the stat used to govern your capability of handling yourself in a fight. If it involves getting into a beat-down, you use Tactical-whether that beatdown involves a knife fight in a back alley or a jet fighter duel in the friendly skies.
Negotiation provides you a guide as to how good you are at winning friends and influencing people. It's used for social interactions when you want to get something from someone.
Security is the stat that governs being sneaky or detecting being sneaky. It involves picking locks, computer hacking, sneaking around, and detecting people doing the same.
Technical governs your aptitude with high-tech equipment, from maintenance to customization and repair.

Now, you can always roll your stats 'clean' if you think you have to. But you probably don't want to. That's why Traits exist. If you can suggest a way a trait is applicable-it only has to be one sentence, although more detailed write-ins are always appreciated, and that makes sense, you can add your trait to the roll. If multiple traits are applicable, the highest trait is added to the roll, and another +1 or +2 bonus is granted to that roll depending on the sum rating of the applicable traits. Traits are rated from 1-6, where '1' is "this is a thing I did that I learned something from" and '6' is "people have written books about this trait of mine."

And then, there's powers. Unlike traits or attributes, a power adds straight-up successes to the roll. No rolling, nothing. Just straight up successes because of your posthuman might. Again, you need to say how the power's applicable. This can be straightforward (like it is right now), or it has to involve some creativity. Powers on the sheet represent 'primary' powers-things which are very, very big and meaty and impressive. 'secondary' powers tend to be folded into attributes and/or traits. If you have multiple applicable powers, they don't stack linearly. The most powerful power gives its full bonus, the second gives half its bonus, the third a quarter... all power bonuses are rounded normally.


Support Assets
Being a cyberpunk superhero game (capepunk?) you're not just going to be relying on Ez and her quirky superpowered buddies. Sometimes you will have situations where your team of carefully picked mentally questionable superheroes will not have any applicable talents. Other times you're going to need additional bonuses to your rolls. Yet other times you're going to need just another pair of hands.

Support Assets are those extras. They're the nameless mooks who exist to do all the things that nameless mooks do-typically the unglamorous, high-risk, low-reward things. Or simply playing second fiddle to your agents. They are generally outclassed by agents individually in their areas of expertise to the point where they're deployed as teams, they probably won't ever have 'superpowers' and if they do they'll be really low-rank stuff that's also super-specific, and will never get names.
However, they provide two benefits. First, they can be used to substitute rolls. If you guard your hacker with a killer robot squad, and they get into a fight, they can use the killer robot squad's Tactical rating and pertinent traits instead. Secondly, they can be used to enhance someone else's roll via the power of teamwork. A teleporting superpowered ninja is deadly. A teleporting superpowered ninja backed by an attack helicopter is more deadly. However, support assets are not infinite nor indestructible. Right now, your only support asset is the AP32 team, which has already taken a hit. For the purposes of this scenario, 2 more 'hits' will take them out of play for good.



Character Sheets
Codename: Vector
Powers:
Physical Boost [3]
Teleportation [4]
Traits:
Martial Artist [4]
Strategist [2]
Ex-Military [2]
Stats:
Tactical [5]
Negotiation [4]
Security [2]
Technical [0]

Codename: Shamus
Powers:
Mental Boost [2]
Technopathy [1]
Traits:
Hacker [3]
Fugitive [2]
Stats:
Security [4]
Technical [4]
Negotiation [1]
Tactical [1]

Codename: Immolator
Powers:
Plasma Control [3]
Limited Flight Capabilities [1]
Traits:
Ex-Gang Member [2]
Down On His Luck [2]
Stats:
Tactical [4]
Negotiation [2]
Technical [2]
Security [1]

Support Asset: AP32 Team
Traits:
Remorseless Killer Robots (Last Year's Model) [3]
Automated Sentry Mode [3]
Stats:
Tactical 5/+2
Negotiation 0/+0
Technical 1/+0
Security 1/+0
 
Plan wise... Well, playing keep away with teleportation might be doable, but maybe we could just punch out Plasmius? He sounds less threatening in close quarters than Flamestrike. We can bet pretty hard on being able to run rings around Flamestrike all day, so Plasmius's weird shit is the thing we need to be worried about.

Read the update. Plasmius has physical augmentation on par with ours; he's not going to be a slouch in physical combat even if we probably have the edge in skill, he's going to be very hard to knock unconscious, and we don't know enough about his powerset to know that rushing straight in won't end badly. Also, Flamestrike is a trusted enough asset that they sent him to do the recruitment instead of us, and he most likely has more experience than us; I wouldn't underestimate him just because our powers seem better on paper.

Assuming that we'll be able to "run rings around Flamestrike all day" is very dangerous, and I can already think of some ways his powers could be used to counter our teleportation; namely, denying terrain and blocking line of sight with his flames.

Knocking Plasmius unconscious, of course, would probably force Flamestrike to retreat sooner, because he'd be burdened down by a body.
 
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Right, so on convincing Immolator to help us.

He fucked up. The Syndicate is not going to be happy when they find out that their very expensive and one of a kind GODLIKE asset defected. And it was partially his fault because he failed to stop Flamestrike. He's probably screwed if he goes back to the company after this. If he hasn't worked this out already, we point it out to him.

Given that his listed traits are Down On His Luck and Ex-Gang Member, that implies his options after this aren't going to be so great. We're the upper class born brat with a lot of connections with the elite and the military. Convince him to help us instead of slinking away and maybe we both have a better chance of surviving this and we can help him find better prospects than going back to what he was doing before.
 
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As a preliminary plan, both we and Immolator have mobility based powers. We can't escape the building, but we can escape inside the building. Plasmius may have a mobility power, but that would single him out, and 2:1 odds are good, especially if we could somehow circle back and hit Flamestrike. So, maybe use the bots as cover, fall back, set up an ambush?

I also wondered if Shamus could somehow cause the bots to explode, or some such. Either so as to damage them, or, unlikely I know, to bring the building down while we make a dramatic escape.
 
Escaping further inside the building means we're trapped inside the building when the Justice Brigade arrives, and we've technically been breaking the law here. We don't want to get arrested.
 
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I see your point. It was just something to start off with - though if it comes down to it, I think getting arrested is preferable to getting killed.
 
So the bastard can make zombies.

Well, on the upside, our nonlethal loadout has limited the number of bodies laying around.

We've got an entire building to run away inside of, and I'm guessing there's security checkpoints that we didn't pass through and therefore wreck, so if we can get Immolator on-side we can try dragging them through the tarpits to slow them.

We can also hand off the bots to Shamus to control. With Shamus's powerset and the bots' superior tactical score, Shamus can make excellent use of them.

And while looting gear on-site is generally a bad idea, there's also grabbing heavier guns for the bots. Shamus could hack past any security locks on the guns, and, hell, there's gotta be an armory somewhere in the building to raid. Find out where it is, grab the big guns, and shoot back. Upgrade the bots from negligible to annoying.
 
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Maybe I'm just bad at conspiracy stuff, but I can't think of a good reason for Cydonia to want to have us killed. Or to handle it so that mission control isn't on their side.

Anyway, our victory conditions are a) kill (or subdue, but probably kill) Flamestrike and Plasmius b) Bust through the shield and run like hell. c) Last for five minutes until the government superhero team shows up.

a) is... difficult, but not impossible. If we had a vibrosword I'd give us decent odds at being able to kill Flamestrike pretty fast and then focus on Plasmius who, apparently, isn't wearing armour. As is, I think our best bet would be to lead them on a wild goose chase through the building and send a pair of our robots to pick up that hypersonic sniper rifle - hopefully distracting them enough that the kill bots can take out Plasmius, and we can turn on Flamestrike. If we can equip our other two robots with things a bit more threatening and get Immolator on board, we could be able to make both Cydonia and the Syndicate very sad. Wait, no, that's a typo. Very mad. Better. On the other hand, we have no idea if we could kill him with a hypersonic railgun round to the head, so this option could just give us more reason to be very afraid when callsigns like GODLIKE are used.

b) is really where Shamus is going to shine because lol we're technologically illiterate. It's only really a live option if the generator is something we can wreck, though, because otherwise, sure, we might shorten the amount of time we need to survive, but we're also going to shorten how long we're going survive because Shamus isn't going to be supporting us as much.

c) is the most obvious option. We blink through the maze of hallways and offices, using our superior reflexes to dodge or tear apart whatever they throw at us, forcing them to resort to imprecise and noticeable efforts to hit us. This isn't counter to the plan in a), though, because we need to get our robots guns which can actually do something, and a railgun fits the bill. I'm not sure how we'd persuade Immolator to help us instead of hiding somewhere, though, because running and hiding is exactly what I'd want to do. We'd probably have to convince him that if he doesn't help, that just means we both die, one at a time. Shamus, of course, would be talking in our ear, triggering traps and warning us about incoming pryoclasms.

The other option is to dive into close quarters and hope that they can't use their powers up close like we can. It's a, uh, risky option, to say the least. We'd probably have to rely on teleporting to keep the one we're beating up between us and the one we aren't so they can't aim as well, and hope that Plasmius doesn't have effective close range bullshit and that Flamestrike can't go Human Torch or something.

Also our applied mayhem dice pools are hilarious because we're basically completely built around swording things. Tactical (5) + Martial Arts (4) + bonus from Strategist/Ex-Military (2) gives us an 11 dice pool for us trying to murder someone with a sword (amusingly we'd lose two dice in a competitive setting - presumably we fight dirty) and then 5-6 auto-successes on top of that, giving us an average result of 11 for most fights.

On the other end of our competency spectrum, we have a dice pool for technical stuff of... 2, if it's something we might have picked up in the military. 0 otherwise.

Our security skills are kind of all over the place. If you want us to move across a room quietly and stay unseen, kill a man unnoticed, or leave a building without leaving a footprint we can toss something like 6 dice (8 if it requires athleticism) and 4 auto-successes (6 if we're using the blink) at it. If you want us to notice when someone else is trying to sneak by us, we can throw a still respectable 4 dice and 3 auto-successes at it. Same for picking a mechanical lock. Electronic security? 2 dice, no auto-successes.

Finally, our Negotiation skills basically never get auto-successes as far as I can tell except when our physical boosts a) let us react to something surprising faster and better or b) we're doing some sort of endurance negotiating session. Or, I suppose, when we try to intimidate someone with our hilarious lethality. Base skill of 4 dice, 6 when dealing with military types, maybe 6 when we've had time to prepare or are presenting a plan and can swing Strategist, 7 if we can apply both.
 
[] Operation: "How much?"
-Don't waste time, some people only speak money as you knew all too well.
-Find out how much they're getting paid and if they're more committed to the pay or the company. Meanwhile, Shamus will work on getting the generators down.
-If it's the pay, suggest going back together, with you pretending to be comatose, before tearing them apart from the inside, taking over, and splitting the funds.
-If it's the company, grab Immolator and blink away until Shamus is done.
-Have the bots stall as necessary.

Thoughts on edits or viability?
 
-If it's the pay, suggest going back together, with you pretending to be comatose, before tearing them apart from the inside, taking over, and splitting the funds.
I'm fairly sure that taking out a corporation who can afford a G5X, doesn't work like that. Also, this is recruitment, presumably for extended service. There won't be a big bag of cash, or a credit chip with a lot of money there. Going murderblender in some small office they might take us would solve nothing, but it would make us, inconvenient.

I say we try for Negotiation. Do they know, that we know? I don't think they do, otherwise the excuse wouldn't be so transparent. Praise Flamestrike for a job well done. Try to bullshit them into believing that we were not the fall guy, but the hidden help, that even he didn't know about. Confuse them. Give Shamus time to position the robots/take down the shield.
 
In front of you, a boy stares up at you from his position hidden behind a fallen pillar, a horrified look on his face. Blood drips down his nose, and his jacket has been burned off, revealing hideous burns over his right arm.

Just doublechecking, but this is Immolator yeah?

"And from the files we have Plasmius, real name- I don't think I've ever seen anything that redacted before. Powers- control over some form of matter, provisionally labeled "ectoplasm" in employee notes. Matter exhibits properties of both physical and gaseous matters. Enhanced physical capabilities, rank 3, higher than mental augmentations, which are only rank 2. Capable of- the physical reanimation of corpses. What? Summons ectoplasmic "wraiths", capable of walking through walls- and this is just the stuff that isn't redacted."



Unless this is his younger, ginger self in which case we just have to find a giant robot to shove him in. Shouldn't be too hard, he's literally just a plot device. I think they're USB compatible now. :V

Maybe I'm just bad at conspiracy stuff, but I can't think of a good reason for Cydonia to want to have us killed. Or to handle it so that mission control isn't on their side.

Shamus is assuming that Cydonia proper is behind this. It's entirely possible that it's just some subfaction, or a few players within the corporate hierarchy seeking to defect to some third party. It could just be the fallout of some internecine struggle we haven't yet seen. From the outside cyberpunk corporations are these big monolithic entities with an inexhaustible supply of faceless goons and smug suits, inside they're often at war with themselves. Everyone back scratching and backstabbing to get their way to a corner office or a VP nameplate. Professional poaching happens.

And "little guys get fucked by power politics on high" is a staple of the genre more or less.

I see your point. It was just something to start off with - though if it comes down to it, I think getting arrested is preferable to getting killed.

Well, cyberpunk. So even if the equivalent of the Avengers is pretty clean as corruption goes, it's going to have a few in's. And even assuming there isn't anyone there on the take who couldn't make a shit situation worse, the bureaucracy might do that itself. It's a big, lumbering, impersonal thing and once we get entangled in the system it could be hard to pull free again.

Plus I can't imagine they take kindly to a highpowered punchout between mercenary capes regardless.
 
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Hmm. Plasmius doen't know the loadout on our bots, we may be able to feint with them. We'd have to separate him and Flamestrike to do that though, which is probably in our best intrerest anyway. Could Shamus activate the alarms on the building? It would at least hinder Flamestrike a bit, and may possibly impede Plasmius "ectoplasm" shitck. If we choose hit and run tactics, we should have Shamus track them, so they wouldn't try to sneak around us and hit us unprepared. If he has sufficient control of the building, we probably should try to lure them to place we haven't smashed so he could use the security against them.
 
Hmm. Plasmius doen't know the loadout on our bots, we may be able to feint with them. We'd have to separate him and Flamestrike to do that though, which is probably in our best intrerest anyway. Could Shamus activate the alarms on the building? It would at least hinder Flamestrike a bit, and may possibly impede Plasmius "ectoplasm" shitck. If we choose hit and run tactics, we should have Shamus track them, so they wouldn't try to sneak around us and hit us unprepared. If he has sufficient control of the building, we probably should try to lure them to place we haven't smashed so he could use the security against them.
Ah yes, the fire suppression systems. Let's make sure Immolator isn't screwed over by them, since he's also a firebending sort, but yeah, should harry Flamestrike and Plasmius nicely.

There's manipulating other infrastructure too. Turning off lights, locking doors, the like. It's not going to stop them, or even slow them down much, but in a situation like this you stack the deck as hard as possible.

...Come to think of it, if they're throwing Ez and Shamus under the bus, is Shamus at risk of a kill team kicking the door in? Mission control is only safe if their position remains securely unknown.
 
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[x] Dogmented Agent
- [x] Rex Mundi
- [x] Digitrade
- [x] Cybernetic Enhancements, Technopath, Human-level intelligence, Manipulators, Can Talk, Cannot Shake Your Hand Without Extruding Cables
- [x] While the project to make men into gods is still ongoing, man's best friend is now sadly sidelined. This was not so in the early 70s, when cybernetics were at the peak of their popularity and some fool was trying to sell 'dogmentation' to the general public. His mascot was Rex, a sleekly cyberized dog with a charming personality, the ability to sprint a marathon and hack your PC. After a series of scandals involving the rather gruesome cyberizing process, Rex found himself out of a job. For a time, he was a Special Forces dog, but found he was often condescended to by his peers and superiors. So he went private, putting his unique skills to work as a thief of corporate secrets and, in his off time, a lover of poetry and wordplay, which explains the awful pun that is his codename. The main issue is that for all his intelligence, his perspective is notably skewed from human, which can make him difficult to predict and deal with as part of a team.
 
Also, if there is still place for possible team members.

[] Name: Janos Kovacs
"Yeah, they named me John Smith. Creativity was not the strong suit of my handlers."

[] Codename: Doe
"Not that I need a codename, but if I had to choose, Doe is a good enough misdirection."

[] Power: Enhanced Emotional Intelligence, Enhanced Intelligence, Several Implants to change appearence
"You know what happens when some third rate flunky of the Soviets tries their hand at superspies? A combination of first rate training, second rate implants and third rate indoctrination. Yeah, they fucked that up. I could fit seamlessly anywhere, change my face just enough not be recognisable, get the intel and get out. Thing is, when a man can fit anywhere he wants to, why would he stay a spy for some Eastern-European hole?"

[] Backstory:
"Not much to tell, honestly. Some Hungarian hard-liners thought it would be a great idea to make a spy that could infiltrate anywhere. You know the story, training since childhood, trainers disguised as parents, instilling loyalty to the Party and the country. Implanted with enough stuff to stay hard to recognise but capable. The first missions were easy enough, but Paris... The training was great, but the lure of the good life was even greater. I've been living from the free market ever since, and trust me, my only regret is not doing this earlier."
 
Let me try to formalize this, then.

[X]Plan Run and Ambush
-[X]Grab Immolator and tail along with your AP32s. If you have to fight, better not be on their terms.
--[X] Have Shamus bring you to the most intact place security-wise; we need any advantage we can get.
--[X]If Plasmius pursues, try to feint having your robots equipped with lethal ammo. Might not work, but it may delay him a bit best-case
--[X] Split a single AP32 to locate and use the sniper rifle. You and the rest will try to arm yourselves with the weapons from the guards.
-[X]Give your pitch to Immolator: "You're screwed. Plasmius defected, the building was invaded and stolen from, and you are a mess. Complete mission failure. You will be lucky to have any future at all in the Syndicate, if they just don't dispose of you. Help me fight, and you'll extract with us."
-[X]Have Shamus turn the building against them. Automated defenses, fire suppression system, locked doors, anything. If it inconveniences them in any way, it's good enough.
-[X] Prepare for ambush. Set up cover spots, firing lanes, traps, the works. Coordinate with Shamus to have them try to enter at the most optimal area.
--[X] Focus on Plasmius; as the GODLIKE asset, he is the far more dangerous of the two. Ideally, we should leverage our teleportation for surprise attacks and flanking shots.
--[X] AP32 are expendable, if a great shot requires their sacrifice, take it.
-[X] If they retreat, do not pursue.

Thoughts?
 
Concept: If a tree falls in the woods, she hears it.

Name: Mathilde François

Codename: Weed Lord

Power: Gene therapy augment. Enhanced durability, control of and sensation through plants.

Backstory: The daughter of wealthy French expatriates who fled the country to avoid lethal political disagreements, Mathilde was a sickly (but darling) child. When she contracted a particularly virulent variant of tuberculosis, her parents decided the whole situation was unbearably Romantic, so they elected to resolve it in the most modern way they could: radical gene therapy.

In addition to an uncommon vigor (the primary and desired effect), Mathilde also gradually gained the ability to control plants, as well as sense through them. Unless someone else is engaging in some totally radical (in every sense of the word) genetic modification, the botanical sensorium is sadly limited—evolution didn't care to give plants the ability to tell what's going on around them very well. Still, many are able to tell if something's touching their leafy bits, and Mathilde is good enough at sensing vibrations to eavesdrop on anyone with a potted plant in their office. This particular ability led to her getting involved in various and sundry shady business after striking out on her own.
 
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Because I'm absolute trash.

Concept: Follow Your Dreams

[X] Sebastian St. James
[X] Project: EXTINCTION
[X] Being a big fuckoff Were-Raptor (of the slightly-feathered-non-chicken variety)
[X] Sebastian's surprisingly sweet tempered for a war criminal. His mother dead in the Seattle Surge, his father long gone; Sebastian grew up a ward of the state. Cycled through foster homes and shuffled between schools; the kind of person that hypercorp R&D projects are built on.

When he turned eighteen he signed a contract with Chimeric Corporate Systems LLC, an arms supplier for the mercenary megacorp. The arrangement was a standard thing: a comprehensive scholarship for scientific testing and a term of service. It started small: a gene booster here. An integrated biomodule there. Positive reactions abounded, efforts refocused and intensified. First bone lacing, then a metabolic overhaul and neural wiring; his system handled the strain. The project's budget was expanded, more esoteric resources were made available.

Reclaimed saurian genetic material yielded the most impressive results.

Naturally the resulting monster wasn't anything remotely close to human, but it wasn't as much of a problem as one would think. CCS reaped a wealth of research data and Sebastian? Sebastian had a purpose. He had a role. He was a heavy asset, a devastating escalation in force. The kind of beast that gave milled out corporate-augs nightmares and woke up insurance execs in a cold sweat. For three heady years he rode the bleeding edge. His hide scarred and scored, his claws drenched in gore. He earned his codename.

And then he was surpassed. Newer mods were rolled out; more efficient and cheaper in maintenance. The latest enhanciles were sleeker, sexier, and didn't need to eat an entire cow after every skirmish. Sebastian was rotated out of the Platinum Combat Contracts, then out of the Gold. Chimeric's corporate hierarchy had one of it's many shifts and when the dust settled Sebastian found himself freshly employed by a temp agency. Secondhand superhuman surplus, not even twenty five and already past his peak.

Pros: Sweet guy, extensive combat experience, wereraptor
Cons: Still young, attention-hungry, food-hungry
 
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As far as we're aware, what do Flamestrike and Plasmius know of our powers and skills?
 
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