For our next hero, can we design a defensive power that'll stop our heroes from getting so close to death all the time? Or better yet, a power that can reroll some of these awful dice?
 
Hey, dumb question, what's the mundane law enforcement like in this city? Is there an actual police force or is it more like private security. I have an idea for how to do my dna sample introduction and it's not leaving my head.
 
Bulwark + Steadfast (+others) and cross your fingers really hard for the ability to give Invulnerability to others.
Honestly more or less. Bulwark + Chatroom for battlefield coordination and just generally having ways of protecting people directly. Steadfast works for a 7 tolerance character just to ideally make them much harder to take down so there's a mobile communications relay and defense gifter who is very hard to properly take out of the fight.
 
LucidProp had some pretty good builds based on that, search for Helicopter Parent. It seems unlikely we could get an iron curtain-like effect of ally invulnerability for our next hero since I feel John Rhode's tolerance needs more increases for a chance at that. Unless we're willing to have him skip out on the first mission in his questline.

Probability manipulation is probably some bullshit tier reality warping power: potency d20. Spacetime manipulation + quantum buzzwords.
 
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Ok, so in terms of what we've emanated to acquire from this meeting, we're doing very well! Hiver will be joining up with us, and while they've already given the major big news about Scarlet Maturity's power, they might have more to say when we're in a place that doesn't contain an active threat to our lives. In addition, they can explain how they managed to escape from Faust's power, which is absolutely going to be useful, I can just tell. It's admittedly a shame that they didn't get a power boost as well, but presumably the contract for that included them paying a price they couldn't wiggle out of and didn't want to pay.

In addition, we've found out that the remaining two Seasons have joined up with Powers, as well as gained some understanding of what exactly their upgraded powers can do, though I'm hoping that Hiver will be able to explain more.

Add in that we managed to escape with everyone alive, and yeah, this turned out excellently for us! I'm fairly curious about the choice for Black Swan though. Let's hope we can figure out which option is better.
 
I think that might just say more about the update's pacing than anything. Mona needs to be in the fight to make the choice she's making. So we're going to end right with the flight's finish.
 
So, does anyone think we managed to actually kill any of the Powers team? The plan doesn't mention going for the kill on any one them, but considering that at least some of them are actively trying to kill us, I can't help but figure that it's on the table.
 
You know at one point I was going to ask if Hiver would have had any moral objections to going lethal on Gwen or Jean...
Yeah, that's gotta be complicated, to say the least. Sure, we know the two of them as major assholes who were stupid enough to basically sell themselves into slavery so they could have an easy life and were emotionally abusive to Ophélie (possibly unintentionally, judging from that omake about her and Hiver), but for Hiver, the two are still his (possibly only) remaining family. Even with all the bad, there's still probably enough good there that he's uncomfortable with attempting to kill them, even in self-defense.

Also, we need to give Hiver anything they want.
Let's not get too crazy here. Sure, it sounds like Hiver saved our buts a few times, but we also wound up saving him by accepting this meeting. We can discuss any possible payment or demonstration of gratitude once everyone is at the Apiary.
 
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I went to sleep and the thread exploded overnight. :V

It seems like the dice are getting back at us for our good luck with New Dawn. Thankfully, we clinched it by the skin of our teeth it seems.

And yeah, I'm with the others that we really need a defense specialist in the team. We cut it way too close here. If we're going Helicopter Parent, we'll need 1 turn to spend upping John Henry's tolerance at the least to get him to Tolerance 6.

Ideally, we'll get him to Tolerance 7 too, to give him some offensive capability and further strengthen his shuelds, but that means skipping out on his questline's first mission.

Here's the build, the Tolerance 6 and 7 versions:
So for fun, I decided to make a build for John Henry. He's at Tolerance 5 right now I believe, since he has a base of 4 and we spent 1 turn to increase his tolerance.

John Henry Rhodes
  • Stats: HIT 1, ESPIONAGE 4, REPUTATION 5, OPERATIONS 6
Helicopter Parent
  • Potency 4 (Chatroom) + Potency 4 (Bulwark) + Potency 1 (Mister Hunch) - Potency 3 = Potency 6
    • 2x Clairvoyance (Chatroom, Mister Hunch)
      • Chatroom can link an unlimited number of allies telepathically for instant communication within several hundred yards.
      • By touching an inanimate object, Mister Hunch can see everything that happened around said object in the last 24 hours.
    • 2x Ally Empowerment (Chatroom, Bulwark)
      • Chatroom can link an unlimited number of allies telepathically for instant communication within several hundred yards.
      • Bulwark can shroud any person or object in a defensive forcefield that disperses overtime or after absorbing enough impact damage.
    • 1x Energy Manipulation (Bulwark)
      • Bulwark can shroud others in forcefields by hitting them with a beam of energy.
This is 1 more Potency than John Henry's Tolerance, but I think this is an incredibly strong support hero. The Helicopter Parent has a range limit of several hundred yards, but everyone connected to that telepathic network can perfectly communicate with each other and can receive free energy shields! There's potential to dive into memories from the last 24 hours too, for information gathering against subdued hostiles.

Potentially, the range of the network can be extended too by imbuing energy into objects via touch, turning them into "relays" and remote sensors. Of course, with Energy Manipulation only being 1x, that's not guaranteed to appear. If we get John Henry to Tolerance 7, we can add Millions Minefield to the equation to bring it to 2x, and it results in this:

Helicopter Parent
  • Potency 4 (Chatroom) + Potency 4 (Bulwark) + Potency 1 (Mister Hunch) + 1 (Millions Minefield) - Potency 3 = Potency 7
    • 2x Clairvoyance (Chatroom, Mister Hunch)
      • Chatroom can link an unlimited number of allies telepathically for instant communication within several hundred yards.
      • By touching an inanimate object, Mister Hunch can see everything that happened around said object in the last 24 hours.
    • 2x Ally Empowerment (Chatroom, Bulwark)
      • Chatroom can link an unlimited number of allies telepathically for instant communication within several hundred yards.
      • Bulwark can shroud any person or object in a defensive forcefield that disperses overtime or after absorbing enough impact damage.
    • 2x Energy Manipulation (Bulwark, Millions Minefield)
      • Bulwark can shroud others in forcefields by hitting them with a beam of energy.
      • Millions Minefield can redirect and absorb energy to be stored in explosive orbs whose size he can control. The bigger the orb, the greater the explosion.
Millions Minefield is important here in that he can convert energy. This means that whatever hits the shields just feeds more energy for Helicopter Parent to use. The shields can become reactive armor even, exploding to return the damage they suffered against the attacker. Additionally, the "relays" may also act as minefields, meaning that John Henry can operate remotely from the fight, and on the off chance that someone finds his hiding spot, they have to get through a minefield first and that can be pretty difficult when the mines include the doorknob to his room.

This would mean we need to spend 2 turns raising his tolerance first though, and we have exactly that many turns until we need to take him to the Demon Flamez mission. We could always leave him out of the introductory mission and only bring him later once he's ready.

That said this is potentially terrible for John Henry's home life. Considering he's lost one daughter already; I imagine giving him this power encourages his tendency to be overprotective of them for fear of losing another family member. Natalie will have quite a hard time getting some privacy without her dad looking over her shoulder all the time.
 
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