[] Plan FBI Open Up
- [] Neighborhood Vigilante Team
- [] The Docks [+5 Ambrosia]

- [] Activate Brawler

nah, we have 2 cards and 2 friends, and Zane clearly doesn't need them, see how we got our godcards in the first place. Brick being faster than any human should be good defense. All we really need our friends to do is distract some of them so that we can take them out with Brawler.
This would leave Zane and Brick both vulnerable to being shot, and lowers our chances of escape.

Increases "linear running speed," and agility to a greatly superhuman degree, test on treadmill indicates he surpasses peak-human capability significantly; slightly improved coordination. Motion no longer drains stamina.
Superhuman agility and slightly improved coordination is nice, but it's not 'evade bullets'. It'd be useful if we were going into one of the less-guarded areas, but good luck to Brick on outrunning bullets.

Uh, this is absolutely untrue. Mobility, especially in environments such as this, are literally some of the best things you can possibly have in a firefight. The ability to reposition extremely quickly between piece of cover, to get better and safer angles for getting shots off, ect.
Alright. More mobility is not literally bad to have. More mobility is good. However, it's nowhere near as good in a firefight as being bulletproof. There's a limited number of cards to go around. If we want our guys going up against forty guys with guns to be bulletproof, we're going to have to leave Brick in the car.

Every military in the world would pay a fortune to be able to given even just their special forces units something remotely similar to Bricks Borean power, much less Spike's flying ability that also acts as a shield.
If either of them are using those, Zane isn't bullet-resistant. Zane won't be as able to get into close combat range without getting perforated. Spike can't fly with his wings, and the Arms is much better as a shield.

Only two of our people can have powers at a time. That's the issue.

Also, their's like 40 dudes at the docks. I'd rather not leave one of our friends alone without any access to cards because they could easily get the idea to fan out to cut off any escape route we might have and find him.
Do you prefer leaving one of our friends alone without a card in the middle of a firefight? You can't use enhanced mobility to its fullest without going anywhere. The person with Boreads is going to separate from the group, leaving one of them cardless. Leaving Brick in the car with a working gas pedal is much safer than bringing him into the firefight, with or without enhanced agility.

It could become slightly hectic and dangerous, and escape might be harder, but you'll also have the greatest versatility and raw power out of any option here.
It's safer to leave him in the car, without optimizing for power and versatility at the cost of survivability.

Edit: What even is the plan here? When is it ever going to be worth Brick having Boreads, leaving both him and Zane open to being shot? In what way is that better than having him being not shot at in a car with a working gas pedal?
 
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[X] Plan FBI Open Up

If time is given, there is a good chance there will be an assault against us for Mephisto sounds like he would be vindictive. So a series of debilitating strikes will keep him from mounting a good offense, and the opposing gang will strike at the opportunity
 
Giving Spike Phobos lets him use the Sword as a Breaching tool like it's Rainbow 6 Siege or something. Implications unclear. Can we get floor plans for any of the targeted buildings/does Spike know good Breaching points?

Brick could theoretically use Boreads's speed booster to act as a high speed assassin with a handgun, and Spike could use Boreads's wings for some kind of strategy involving high ground.

How lethal are we trying for? We don't exactly have a bulk order on zip ties to incapacitate adversaries. Shield debuffs may be helpful here. We may also want to consider an NYPD attracting Phobia incident to ensure adversaries are properly disposed of. Phobos snipers and Zane using phobia guns would incapacitate without actually killing people. As could Zane beating up people. However, depending on how lethal we're willing to be, Spike with Phobos Javelin allows for Silent Takedowns.

In an attack that goes perfectly, the attackers will remain nameless and unidentified, or misidentified. We might consider faking a Macnessa attack with Phobia.


Moving on to less important bits of analysis/effortposting IMO... Arms of terror lets Spike have 2 of the quoted items at a time, and to swap one of them for another at will. If he uses the Armor his identity is obfuscated. The Shield, whatever metal object he uses to clang against it, is a source of AOE debuffs we can exploit. So is the sword but in a more subtle way, but the shield and sword pairing has synergy bonuses/improves shield debuffs.

I'd need a suitably impressive plan to be convinced to back the Docks. Like... something in the same level of honedness as a Technocratic Union Raid with something like Dominator from Psycho-Pass playing in the background(Panopticon: A Game of Posthumans, Perniciousness, Paranoia, Politics, and Plasmaguns). The kind of thing that probably starts with at least one feat of Phobia trickery before maybe giving Phobos to Spike and taking up Boreads. No suitable tricks come to mind yet.

The Sword - A sword of pure shadow with a glossy sheen of amaranthine hue, like subtle violet light. It comes with a scabbard of starless midnight, and when unsheathed, it produces a vivid echoing hiss, which causes the hairs on the back of men to stand up.

The Sword of Terror is completely indestructible and sharper than reality, able to cut effortlessly through wood (as if cutting through air,) and easily through steel (as if cutting through wood.) For its wielder, it acts in some regards like an illusionary object, physically weightless, but to an enemy, it's completely real. Using this property with some training, it's possible to completely bypass armor (acting illusionary for solid objects,) in order to cut directly at the victim underneath (acting real for living creatures,) although this isn't usually necessary against purely mortal targets given the sword's absurd sharpness and cutting power. Further tricks and techniques can be learned. Victims observing the sword feel confoundment and fear - as a result, they will instinctively shy and look away, providing good opportunities against untrained opponents.

The Shield - A fine hoplite's shield, oily and black in color, with a blazing white conflagration in the center, shaped into a livery of a bull's skull with sharp teeth set in white rows like needles, and eyes that glow like fire. When summoned, it comes strapped to the arm with firm leather colored in dark green.

Aside from being completely indestructible and greatly mitigating most impact forces (the Shield can perfectly defend against high-caliber anti-material rifles and partially defend against a tank gun), the Shield amplifies any sound that its wielder creates when banging other metal objects (particularly, the Sword,) against it and endows them with the supernatural fear of Phobos himself. This can be used in order to focus the sound into narrow cones of sonic destruction, bursting the eardrums of victims, stunning them, and simultaneously traumatizing them mentally. It can also be released in a more indiscriminate manner, omnidirectional, striking deep terror and panic into the people around the wielder and confusing them because of the loud noise. When the Sword is struck against the Shield, the effects of the banging are doubled. Anyone forced to look at the Shield will feel immense discomfort and rapidly accumulating fear, but also a mounting desire to continue staring as if observing some grim execution.

The Armor - A chestplate, helmet, bracers, greaves, shinguards, and face-covering helmet in the shape of a dead man's skull, all the color of the darkest pitch and cold to the touch like a gravestone at night.

Aside from being completely indestructible and greatly mitigating most impact forces (the Armor can perfectly defend against medium-caliber sniper rifles and partially defend against high-caliber anti-material rifles), the Armor strikes a deep fear into any onlookers and manipulates their perceptions subtly, transforming the bearer into a nightmare praetorian. The reality of the situation seems to be exaggerated to the bearer's enemy; wounds appear deeper, more painful, and more grave; the bearer moves faster and more gracefully, striking with ruthless disregard for the survival of his enemies, with powerful blows that seem to strike at the very core of the being. He seems to feel no pain or fear himself, and one's allies appear to be bending in terror, on the verge of running away and routing. It gives the situation a tense chord of immediacy, as if the bearer's opponent was slightly drunk and overtaken by complete fear in the middle of combat.

The Javelin - A weapon that's strangely out of theme with the rest of the set, and yet, the Cardbearer feels that it has a reason for being a part of it. Rather than being a physical object, the Javelin is a bolt of jagged "solid" lightning. It is dark bluish and purple with hues of white at night, but transforming yellow and white in daylight. It can be held safely by its wielder but will spark and hurt anyone else who touches it, burning and electrifying simultaneously.

When thrown, the Javelin homes in on its intended victim, capable of arcing over or around cover, and it strikes at the speed of light, virtually unavoidable, transforming into an actual bolt of lightning in the middle of its flight. It deals a similar amount of aggravating burn damage, often sufficing to kill most uninsulated people in a single throw. And strangely enough, it seems to produce no loud sound; there is no accompanying thunder to its throw. Its sight, however, strikes an electrifying fear of God into men who perceive it, but of a different kind than most of the weapons in this set; its particular effects aim to daunt and strike fear into the bearer's equals, rather than lessers - although mortals fear it still, they do not fear it any more than supernatural lightning. However, other Cardbearers, magical creatures, or similar constructs will find that, even with supernatural willpower or "immunity" to fear, their mind is battered with visions of their certain defeat in the afterflashes of the lightning, terrifying them deeply.
 
If I may propose something less aggressive...

[X] Plan Not Maximum Danger
-[X] Night Duet
--[X] Spike with Phobos and Zane with Boreads
-[X] The Storehouse

Spike can attract a lot of attention- and possibly scare off most of the people there- by hitting the shield with the sword. Before a response is forthcoming, he should switch to wearing the Armor for safety, because armed men; in the initial moment, Zane might be well-served to screen him. Depending on the street arrangement nearby, they might do this while on a moving vehicle and then attack from a somewhat-unexpected angle. wearing the armor and northwind, Zane and spike should be fine, brick ought to get further away before shock is overcome. considering the homing, I imagine the bolt is better than the sword- there's only about 10 armed people there, after all. though, it depends on cooldown(if there is any), which I don't know. While Spike provides effectively artillery (which I assume has effective friendly-fire owing to homing), Zane will be free-er to move in and beat people up. He doesn't need to keep them entirely out of the fight either, because Spike will do that; keep them down, or their aim off enough, for a few seconds and it might be enough. Zane isn't the stealthiest but he won't be holding a magical lightning bolt or emitting an aura of fear so it evens out. If possible, get some of the weapons there, should help with future assaults.
Brick, being inside of the car and moving away, will be fairly safe. both of our combatants will be bulletproof the whole time. the guards will be off-balance from fear, and also literally off-balance owing to their broken eardrums. They may also expect assault from a different direction, and probably not from two people at once, and if they somehow know about the Godcards, will not expect what is effectively four different powers from the same person. Also, the Storehouse isn't the most important point we can target but Also isn't the softest (the safehouse isn't mostly armed people), and I think I have a more credible claim that it's a surprise because the vote for it is not currently unanimous but it should still be surprising for most of the same reasons as the docks (since the docks would be a surprise mostly because there's an attack at all).
 
This would leave Zane and Brick both vulnerable to being shot, and lowers our chances of escape.


Superhuman agility and slightly improved coordination is nice, but it's not 'evade bullets'. It'd be useful if we were going into one of the less-guarded areas, but good luck to Brick on outrunning bullets.


Alright. More mobility is not literally bad to have. More mobility is good. However, it's nowhere near as good in a firefight as being bulletproof. There's a limited number of cards to go around. If we want our guys going up against forty guys with guns to be bulletproof, we're going to have to leave Brick in the car.


If either of them are using those, Zane isn't bullet-resistant. Zane won't be as able to get into close combat range without getting perforated. Spike can't fly with his wings, and the Arms is much better as a shield.

Only two of our people can have powers at a time. That's the issue.


Do you prefer leaving one of our friends alone without a card in the middle of a firefight? You can't use enhanced mobility to its fullest without going anywhere. The person with Boreads is going to separate from the group, leaving one of them cardless. Leaving Brick in the car with a working gas pedal is much safer than bringing him into the firefight, with or without enhanced agility.


It's safer to leave him in the car, without optimizing for power and versatility at the cost of survivability.

First off, I really don't like the sphaghetti qouting version of debating, and I'm pretty sure it's actually against the rules. I'd appreciate if you didn't that, atleast with my posts.

Anyway, I don't know how much you actually know about firefights generally end up conducted, but i'll give you a layout. Most deaths even when it comes dealing with trained military, much less gang shootouts, happen in the first few moments before the people who have the attack initiated are able to properly get into cover. Then firefights usually revolve around either retreats, or more likely in this sort of scenario, using burst of suppressive fire to keep a certain or targets pinned down, while your squadmates reposition to their flanks to get a shot off on them that their cover doesn't help with. In many ways, this superior mobility is better in a gunfight then merely being 'bulletproof' because it gives superior ability to actually down your enemies along with making it very hard to actually get a kill shot on you.

Even aside from just the ability to reposition to better tactical positions via taking advantage of cover, you'd be extremely hard pressed to get most trained infantryman to get anything close to a reliable hit off on something with the profile of a person that never the less moves as fast as a 4 wheeled vehicle considering the rates of accuracy we can look at in the real world.

It's pretty fine to leave Zane cardless for measures of time given he both will be using brawler to double his combat roll and will also have a brawler in the tank to make sure he gets away. We've already seen that he's capable of dealing with armed gunmen while not literally being bullet proof in this very quest. Moreover, while yes we won't literally be within five feet of eachother during the fire fight at all times because that would be absurd, it's somewhat different then leaving one person a block away, alone in what is likely not a bulletproof getaway vehicle where any aggressive enemy will definitely leave him screwed since unlike in the Team scenario it'd be unlikely for Zane or Spike to be able to give the guy ranged support to keep his aggressors heads down while they get away or retaliate or vice versa.

More over, any position they got into with Boreads is one a dude with superhuman agility who can outrun a car isn't going to have trouble getting themselves back from. Also, just to be clear, optimizing for power and versatility literally is optimizing for survivability in the context of assaulting a gang hideout with forty armed guards.
 
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If I may propose something less aggressive...

[X] Plan Not Maximum Danger
-[X] Night Duet
--[X] Spike with Phobos and Zane with Boreads
-[X] The Storehouse

and I think I have a more credible claim that it's a surprise because the vote for it is not currently unanimous

By that logic, both the Docks and the Storehouse are now equally a surprise since the latter in no longer unanimous.

Come on. I don't think Mephistopheles 'connections' involve him seeing our vote counts. :V
 
Come on. I don't think Mephistopheles 'connections' involve him seeing our vote counts. :V
I'm not arguing that Mephistopheles can see our vote counts.
I'm arguing that our vote counts are a good heuristic for how predictable an option is.
If literally everyone here thinks that option is our best plan, it can't be that shocking and weird of an idea.
Also it's still unanimous among everyone who voted in the last vote and/or voted to attack him, he can't possibly have a read on the parts of us which haven't contributed to things he saw
 
Extending on my earlier thoughts, Spike with Boreads could possibly help Zane get into a high altitude snipers nest targeting a location.
 
I'm not arguing that Mephistopheles can see our vote counts.
I'm arguing that our vote counts are a good heuristic for how predictable an option is.
If literally everyone here thinks that option is our best plan, it can't be that shocking and weird of an idea.
Also it's still unanimous among everyone who voted in the last vote and/or voted to attack him, he can't possibly have a read on the parts of us which haven't contributed to things he saw

I don't think that you're making a great case for that heuristic. For one, a lot of the differences in what we'd want too assault come down to risk/reward ratios entwined with our willingness to accept the latter, exact knowledge of both what abilities we have, and what sort of helpful in combat powers our allies have.

Moreover, the fact that we have a literal out of game mechanic that allow Zane to both dramatically increase his odds in any combat situation plus survive/escape it I also suspect plays a part in our decisionmaking, so you know. :V

Also, somehow I doubt Birdsie is going to start giving us instory demerits for having OOC agreements.

I appreciate how much thought you always put into this quest and I know your making this argument is good faith but I think you might have reasoned your way into a unreasonable position this time by only selectively honing in on how OOC aspects of the quest affect IC events.

Edit: Also, going 'your vote won in prior updates so your current vote is too predictable has some uh, understandable perverse incentives in quest scenario' so I'm hoping the crossed out text mean your not actually making that argument.
 
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[X] Plan FBI Open Up

The tradability of godcards is a feature, not a bug, IMO, and this plan seems like the one that's capitalizing on it and on Zane and co.'s other advantages the most.
 
The kind of thing that probably starts with at least one feat of Phobia trickery before maybe giving Phobos to Spike and taking up Boreads. No suitable tricks come to mind yet.
Good idea, I'm going to amend Shock and Awe to include cloaking Brick's car before everything else. Hide the getaway car, give him some more protection. Maybe allow him to be closer.
First off, I really don't like the sphaghetti qouting version of debating, and I'm pretty sure it's actually against the rules. I'd appreciate if you didn't that, atleast with my posts.

Anyway, I don't know how much you actually know about firefights generally end up conducted, but i'll give you a layout. Most deaths even when it comes dealing with trained military, much less gang shootouts, happen in the first few moments before the people who have the attack initiated are able to properly get into cover. Then firefights usually revolve around either retreats, or more likely in this sort of scenario, using burst of suppressive fire to keep a certain or targets pinned down, while your squadmates reposition to their flanks to get a shot off on them that their cover doesn't help with. In many ways, this superior mobility is better in a gunfight then merely being 'bulletproof' because it gives superior ability to actually down your enemies along with making it very hard to actually get a kill shot on you.

Even aside from just the ability to reposition to better tactical positions via taking advantage of cover, you'd be extremely hard pressed to get most trained infantryman to get anything close to a reliable hit off on something with the profile of a person that never the less moves as fast as a 4 wheeled vehicle considering the rates of accuracy we can look at in the real world.

It's pretty fine to leave Zane cardless for measures of time given he both will be using brawler to double his combat roll and will also have a brawler in the tank to make sure he gets away. We've already seen that he's capable of dealing with armed gunmen while not literally being bullet proof in this very quest. Moreover, while yes we won't literally be within five feet of eachother during the fire fight at all times because that would be absurd, it's somewhat different then leaving one person a block away, alone in what is likely not a bulletproof getaway vehicle where any aggressive enemy will definitely leave him screwed since unlike in the Team scenario it'd be unlikely for Zane or Spike to be able to give the guy ranged support to keep his aggressors heads down while they get away or retaliate or vice versa.

More over, any position they got into with Boreads is one a dude with superhuman agility who can outrun a car isn't going to have trouble getting themselves back from. Also, just to be clear, optimizing for power and versatility literally is optimizing for survivability in the context of assaulting a gang hideout with forty armed guards.
Alright, let's do this without spaghetti posting, I'll try to not miss anything.

If most casualties occur before getting to cover, you're still leaving someone without cover when going in. Probably Zane. This isn't a problem with Shock and Awe, as it doesn't leave someone without bulletproof armor.
Brawler of Midwood - Once per story Arc or major event, double your odds of winning in any situation even remotely resembling physical combat. If this ability goes on unused, its use will be spent automatically should the character "die" to a bad roll, in order to save them and let them survive instead.
Brawler isn't a 'Zane Wins Everything' button. It has limited uses, and it saving his life and doubling the odds of success will take up two of them. You're both having Zane go in with no protection and relying on Brawler to win. Instead, you should try to make it so Zane doesn't have to use his 'don't die' effect.

Cover is good. Being able to get to cover quickly is good. It still doesn't beat being bulletproof. With the Arms and Northwind, Zane and Spike can charge the shooters and beat them up without bothering with cover. It's built in. I'd much prefer Spike turtling and causing panic while Zane charges in, both bulletproof, to Brick and Zane charging in, neither bulletproof. What the enemy lacks in accuracy, they can make up in weight of fire. There's a lot of them.

You can't rely on all three of them having access to the cards. Say Brick is playing Batman with a group over here, and Zane gets shot over there. More than one thing can happen at a time.

Zane has shown the ability to take out gunmen, yes. Hiding and using illusions. He's even taken out a Carded or two. And yet I'd prefer him to be bulletproof- or even with the ability to make illusions!- when going up against three dozen people with guns.

Shock and Awe will be changed to cloak the car.

Edit: This is the current formulation:
[] Plan Shock and Awe
-[] The Docks [+5 Ambrosia]
-[] Activate Brawler
-[] Night Duet
--[] Spike can have Phobos and fight with us.
---[] Before switching to Boreads, Zane should cloak Brick's car with an illusion.
---[] Zane should use his enhanced mobility to check out the area before Spike goes in loud.
---[] Spike should mostly use his defensive armament, Shield and Armor, to defend himself, draw attention, and cause widespread fear while Zane uses his enhanced speed and skills to surgically take out braver opponents.
 
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Edit: Also, going 'your vote won in prior updates so your current vote is too predictable has some uh, understandable perverse incentives in quest scenario' so I'm hoping the crossed out text mean your not actually making that argument.
Oh yeah, that was absolutely a joke. regarding the rest of what you said:
I don't think that you're making a great case for that heuristic. For one, a lot of the differences in what we'd want too assault come down to risk/reward ratios entwined with our willingness to accept the latter, exact knowledge of both what abilities we have, and what sort of helpful in combat powers our allies have.

Moreover, the fact that we have a literal out of game mechanic that allow Zane to both dramatically increase his odds in any combat situation plus survive/escape it I also suspect plays a part in our decisionmaking, so you know. :V

Also, somehow I doubt Birdsie is going to start giving us instory demerits for having OOC agreements.

I appreciate how much thought you always put into this quest and I know your making this argument is good faith but I think you might have reasoned your way into a unreasonable position this time by only selectively honing in on how OOC aspects of the quest affect IC events.
I think my argument was a bit unclear. I don't think Birdsie is giving us instory demerits for OOC agreements; I think there's a certain degree to which a plan is or isn't a surprise for logical reasons. I also think that the more surprising a plan is conceptually, the less likely people are to think of it; and the more surprising it is as a tactical decision, the less likely people are to agree with it. having no existing knowledge about the tactical valence of the various plans, I observe that everyone agrees with plan 'hit the biggest target we can very hard', and conclude it's not a surprising tactical decision. If, hypothetically, I were to somehow swing the vote the other way into a unanimous play-it-pretty-safe, I don't think this would change which decision is a surprising one.
That said, that Brawler of Midwood is probably a part of our decisionmaking (and the +5 Ambrosia for Docks, I guess) which doesn't exist in-universe and so doesn't affect what would be surprising, but does affect our votes, is a good point.
 
Good idea, I'm going to amend Shock and Awe to include cloaking Brick's car before everything else. Hide the getaway car, give him some more protection. Maybe allow him to be closer.

Alright, let's do this without spaghetti posting, I'll try to not miss anything.

If most casualties occur before getting to cover, you're still leaving someone without cover when going in. Probably Zane. This isn't a problem with Shock and Awe, as it doesn't leave someone without bulletproof armor.
Brawler isn't a 'Zane Wins Everything' button. It has limited uses, and it saving his life and doubling the odds of success will take up two of them. You're both having Zane go in with no protection and relying on Brawler to win. Instead, you should try to make it so Zane doesn't have to use his 'don't die' effect.

Cover is good. Being able to get to cover quickly is good. It still doesn't beat being bulletproof. With the Arms and Northwind, Zane and Spike can charge the shooters and beat them up without bothering with cover. It's built in. I'd much prefer Spike turtling and causing panic while Zane charges in, both bulletproof, to Brick and Zane charging in, neither bulletproof. What the enemy lacks in accuracy, they can make up in weight of fire. There's a lot of them.

You can't rely on all three of them having access to the cards. Say Brick is playing Batman with a group over here, and Zane gets shot over there. More than one thing can happen at a time.

Zane has shown the ability to take out gunmen, yes. Hiding and using illusions. He's even taken out a Carded or two. And yet I'd prefer him to be bulletproof- or even with the ability to make illusions!- when going up against three dozen people with guns.

Shock and Awe will be changed to cloak the car.

I'm not trying to be snippy or talk down to you here, but since you've literally said 'more than one thing can happen at a time' verbatim I hope you don't mind me saying I'm not sure you're getting the concept of cover when you try to argue that lacking magical superpowers means that one of them won't be able to have it. Also, yes, I am quite aware not all of them are able to use cards at once.

It bears repeating that actual irl people that aren't in genre fiction been able to use a mix of using the natural protectiveness of the enviorment along with moving at opportune times while being supported by teammates due to the fact that popping out to shoot while your being supressed tends to lead to your own death.

Based off Zanes prior showing, I actually don't think that we'll have to use his 'don't die button' and while I'm use one of our brawler uses to maximize effectiveness, I'll point your plan is too.

Also, the term bulletproof while technically accurate is doing a lot of heavy lifting in your analysis. It's technically correct, but the way you're presenting makes it seem like you actually thinking these abilities make Zane and Spike immune to the sort of arms fire we're likely to get.

Actually looking at Northwinds shows that while it has 'extreme resistance' to low caliber rounds, what I know about NYC organized crime makes it fairly likely we're going to run into people with guns with a bit more stopping power then a 0.045. While Spike is technically a bit better off in that regard because it's doubtful these guys are going to pull out a anti-material rifle to fight us the actual Armor that it gives leaves a number of exposed points where taking a bullet would not only probably effectively incapacitate them, but has a good chance of just straight up killing them via a combination of shock and bloodloss.

If you actually think not being able to bounce a magazine full of rifle rounds over every part of their bodies makes taking said persona useless deathtrap even against the direct wording of the options, Northwind Zane and Arms Spike don't even fit that criteria, which by your logic makes their participation in a assault suicidal. I think any plan of assault has the start with the assumption that it's possible for a regular non immune to small arms fire combatant to make important contributions and survive in a fight like this or else you're basically writing off whoever you send in there.

Oh yeah, that was absolutely a joke. regarding the rest of what you said:

I think my argument was a bit unclear. I don't think Birdsie is giving us instory demerits for OOC agreements; I think there's a certain degree to which a plan is or isn't a surprise for logical reasons. I also think that the more surprising a plan is conceptually, the less likely people are to think of it; and the more surprising it is as a tactical decision, the less likely people are to agree with it. having no existing knowledge about the tactical valence of the various plans, I observe that everyone agrees with plan 'hit the biggest target we can very hard', and conclude it's not a surprising tactical decision. If, hypothetically, I were to somehow swing the vote the other way into a unanimous play-it-pretty-safe, I don't think this would change which decision is a surprising one.
That said, that Brawler of Midwood is probably a part of our decisionmaking (and the +5 Ambrosia for Docks, I guess) which doesn't exist in-universe and so doesn't affect what would be surprising, but does affect our votes, is a good point.

I don't know that 'everyone' agreeing with it is actually a sign that you should make that conclusion. Their are plenty of times in history when everyone around the officers table broadly agreed with a strategy that still ended up confounding their enemies. More specific to this situation, going after weaker points to weaken the organization as we gain experience isn't that novel a idea in conflicts like this either. If anything thats often the modus operandi in conflicts like this, and to be honest is something I would probably arguing for were it not for a number of aforementioned OOC factors and IC ones like the specifics of our friends powers that make taking on the docks more palatable.
 
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[x]Plan Catspaw
-[x]The Safehouse
-[x]Phobia Trick: Use Phobia to fake a sighting of the wanted gangboss entering the safehouse. Then call the police to report the sighting as an anonymous tip.
-[x]Be sure and find some way to disguise the voice of the tipster. Maybe get a burner phone if we can get one or use a payphone if any still exist here?
 
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Now that I'm not doubleposting, I have a very unfortunate announcement. The process of checking which powers we got was spelled out with the strike first vote, but none of us realized one of the implications until recently(I was spitballing things in a Discord discussion with JoeBOB). Our Phobia charge is at 0 due to letting Spike and Brick try Phobos. Illusions aren't a valid opening to any plan without some plan to build charge. We want to build Phobia charge we have to deal with the handicap of Zane being the one wielding Phobos in an engagement.

We're at 20.25 percent compatibility with Phobos, Spike has 90+% compatibility
We have 42.75 percent compatibility with Boreads, Spike has less than 25 and Brick has less than 40 percent

Spike may be able to unlock Phobia come full moon but the important part is that Illusions aren't a valid opening to any plan without some plan to build charge first.

Edit: So for the moment I'm backing JoeBOB's plan.

[X] Plan Not Maximum Danger
-[X] Night Duet
--[X] Spike with Phobos and Zane with Boreads
-[X] The Storehouse
 
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Without access to Phobia a Docks attack is Lord Hunger tier recklessness. Tally planwise looks like this. Seriously. Please reconsider. With 40 well armed well trained professionals you need to do something like make them play Among Us with illusory gunmen imposters as you watch with binoculars from another building to make them kill each other and without phobia charge we can't do that.

(7)FBI Open Up - Sara, Gabriel97, MoonSerpent, Wrecksalot, PurposefulZephyr, Louker, Aabcehmu

(4)Not Maximum Danger - JOEbob, ThatGuyWithIdeas, OctarineShrike, Negation

(2)Shock and Awe - Olivebirdy, BookMouse
 
I mean, Lord Hunger did make it out alright, aside from the vote we're on right now
in seriousness I am, of course, in favor of my own plan.
On that note, depending on how much we intend to kill (I don't think we have any room to be picky for the docks, but for the Storehouse we might have a bit more room for error and morals), and on how quickly Spike can physically move his arms, one way to go about it might be to have Spike lob lightning javelins at the building (rather than the people, who he can't necessarily see) rapid-fire, avoiding (or just being beyond the capacity of) its lightning-rods and the like since the lightning is controllable, potentially having results ranging from 'destroying the entire building into vapor' (requires highly optimistic throw speed, roughly equivalent to 'as long as the arm is currently in motion, triggering a bolt is a simple and strictly mental endeavor') to 'sets fires, explodes all the lights, kills anyone touching the walls, and breaks nearby machinery'. As an additional improvement, since the bolt is 1) really fast and 2) at least somewhat controllable, spike may be able to appear to be somewhere other than where he is by throwing the bolt to do a squiggly loop from plausible spot to plausible spot, then from a random point of the loop, strike the building. for similar reasons, it might useful to create bright flashes if acting non-lethally, by guiding the bolt to avoid people but fill every non-solid point and so emit light from every non-solid point.
 
Oh yeah also for Plan Not Maximum Danger and just in general, this feels like it should be obvious but it took me a while to actually think of it so: Among the advantages of the Shield's attack is that it, as a sonic attack, goes through walls. It's also likely feasible to repeat it multiple times per second, so there's no need to choose between the AoE debuffs and the sonic cones. This also has the questionable advantage of being a fairly nonlethal incapacitation, since the cones 'stun' and 'burst eardrums' but don't kill (though I continue to think it's utterly nonviable to use it on the Docks.), which allows for a nonlethal variant of PNMD where instead of using the Bolt as artillery, Spike whacks the shield repeatedly with a metal drumstick or something to knock over all the foes while Zane deals with more permanent solutions. Unlike the uncertain throw rate of the Bolt, we know how fast Spike can shoot cones is based on hitting the shield-
Hmmmm...
Come to think of it, bullets are metal. Would the shield work if you shoot it with a gun? It would have to be spike shooting the gun, of course, because it's the wielder who has to hit the shield, but... bullets are probably even louder than a normal clang of metal, right? could be a way to amplify the Shield's power dramatically, if Zane can get his hands on an automatic weapon and safely attach it to the shield.
Sure would be great if we had one, like from the Storehouse. (See, this is the kind of ridiculous exploit it'd take for me to actually back the Docks. It's the kind of thing where I would genuinely believe the multiplier for using it puts us above the power Birdsie was expecting when he wrote the options. Assault rifles can go as high as 16 bullets per second according to the internet, so that'd be 16 cones of sonic destruction going through walls, probably louder than normally manageable without The Sword, every second. he'd break the eardrums of everyone in even a large building in under a minute. Even if they were in condition to fight us off after that, we could just leave- 'broke the eardrums of everyone who dared be there and we don't even know who did it' is probably Still good enough to send our foes ashivering.)
-anyway this means Spike's hit rate is definitely quite high for the Shield and can probably sweep a good chunk of the building in moments, bypassing cover via Sonic Attacks Go Through Walls.
 
It seems that [X] Plan FBI Open Up has a stranglehold on the vote market. Let's lock the vote here, people.
 
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