[X] Stretch Like Armstrong
[X] Shock and Awe

I'm not sure between Bio-Mechanist and Sorcerer though.
@Kadmus can we melee people through walls or other obstacles?
 
[X] Quietly
[X] Miss Militia
[X] Triumph
[X] The Merchants
[X] Stretch Like Armstrong: Increase your melee reach by a further 5 feet!
[X] Shock and Awe: Your electrical attacks have an increased chance to stun enemies.
[X] Sorcerer: Gain the skill Sorcerer, allowing you to improve your spells.
 
[X] Quietly
[X] Miss Militia
[X] Dauntless

[X] Empire Eighty-Eight
[X] Stretch Like Armstrong: Increase your melee reach by a further 5 feet!
[X] Horrifying Hands: Further increased melee accuracy
[X] Sorcerer: Gain the skill Sorcerer, allowing you to improve your spells.
 
Neato. Another question, how important is Melee Accuracy? Accuracy for Melee Attacks is usually not a thing in shooters. You are either close enough to hit them, or your not. How does it work here?
Our melee abilities are now ranged within a 10 foot range if we take Stretch like Armstrong. Swinging slightly off of what would be a perfect hit in close range could make us miss with that +10ft. Presumably increased Melee Accuracy decreases that chance/helps us to not miss by that amount. If we keep on getting Melee Range increases, the problem would only increase.

Hold on, would things like a halberd or taser count as melee?(presumably, but worth asking)

If so, we need to get a touch-taser or tinkertech stun-baton. The shock-glove could hurt a non-cape. 10-ft. Range on a handheld taser/stun-baton would be relatively handy for fighting non-capes. Forget our shockgun. Just hid behind cover and jab.
 
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@CaesriusPolybius : Or you could just use your non-lethal electro-gloves. ;P

And only close-in melee weapons count - knives, batons etc. No swords or spears, so no using a twenty-foot pike to poke people half the city away.
 
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[X] Confidently
[X] Miss Militia
[X] Triumph
[X] The Merchants
[X] Stretch Like Armstrong: Increase your melee reach by a further 5 feet!
[X] Shock and Awe: Your electrical attacks have an increased chance to stun enemies.
[X] Sorcerer: Gain the skill Sorcerer, allowing you to improve your spells.
 
@Kadmus Since you responded to Caesrius and not me, does that mean that Caesrius is right? Cause while I could think up other possible interpretations of what's going on, if you say it's right that's it.
 
[X] Confidently
[X] Miss Militia
[X] Triumph
[X] The Merchants
[X] Stretch Like Armstrong: Increase your melee reach by a further 5 feet!
[X] Shock and Awe: Your electrical attacks have an increased chance to stun enemies.
[X] Sorcerer: Gain the skill Sorcerer, allowing you to improve your spells.
 
@Kadmus ...

How exactly did I forget that the gloves' description specifically noted non-lethal.

Still thinking that BS Tinkertech touch weapon could be useful... Actually, the only melee tinkertech weapon I can think of would be Armsy's halberd, and he ain't giving us one of those. Ahh well.

Actually, can we add other weapons to our arsenal/trade weapons from our arsenal for other weapons? We may want to go for a more lethal loadout if we're ever crazy enough to fight an endbringer, the electricity would just plain be a bad idea against leviathan, the grenades and Suprise! aren't reliable enough, and could do huge damage to lots of things that aren't the endbringer(Also, we really need to test out Suprise! at some point), and tinkertech guns will never not be useful.
 
@Trondason : Sorry, completely missed your post :oops:. You aren't a hand-to-hand expert, you can still miss things, and long range makes even little twitches significant, yeah. Also, the electro-shock gloves need to touch something conductive to effect the person, so if they're wearing, say, insulated armour, you need to get a very specific location.

@CaesriusPolybius: You will be able to change/add to your loadout at some points. Don't forget that the power makes you a Tinker to some degree too; you can improve your weapons using your Skills, and higher levels may have unexpected effects ;).

And you did test out Surprise! at the ship graveyard; it reversed gravity for five seconds.
 
[X] Confidently
[X] Miss Militia
[X] Triumph
[X] The Merchants
[X] Stretch Like Armstrong: Increase your melee reach by a further 5 feet!
[X] Shock and Awe: Your electrical attacks have an increased chance to stun enemies.
[X] Bio-Mechanist: Gain the skill Bio-Mechanist, allowing you to improve your bio-mechanical Thing.
 
Sorry, completely missed your post :oops:. You aren't a hand-to-hand expert, you can still miss things, and long range makes even little twitches significant, yeah. Also, the electro-shock gloves need to touch something conductive to effect the person, so if they're wearing, say, insulated armour, you need to get a very specific location.
Alrighty, so it isn't like a Shooter Game where aiming is not applicable to Melee attacks.
Don't forget that the power makes you a Tinker to some degree too; you can improve your weapons using your Skills, and higher levels may have unexpected effects
Speaking of which, can we only upgrade so far with a certain tier of Perk, or have we already reached a tier where we need stuff that the PRT can't just give us?
 
[X] Confidently
[X] Miss Militia
[X] Dauntless
[X] Empire Eighty-Eight
[X] Stretch Like Armstrong: Increase your melee reach by a further 5 feet!
[X] Shock and Awe: Your electrical attacks have an increased chance to stun enemies.
[X] Bio-Mechanist: Gain the skill Bio-Mechanist, allowing you to improve your bio-mechanical Thing.
 
[X] Gracefully
[X] Miss Militia
[X] Dauntless
[X] Empire Eighty-Eight
[X] Stretch Like Armstrong: Increase your melee reach by a further 5 feet!
[X] Shock and Awe: Your electrical attacks have an increased chance to stun enemies.
[X] Bio-Mechanist: Gain the skill Bio-Mechanist, allowing you to improve your bio-mechanical Thing.
 
Vote Tally : Shoot First (Worm/Games) | Page 7 | Sufficient Velocity
##### NetTally 1.5.8

[X] Miss Militia
No. of Votes: 8

[X] Stretch Like Armstrong: Increase your melee reach by a further 5 feet!
No. of Votes: 8

[X] Shock and Awe: Your electrical attacks have an increased chance to stun enemies.
No. of Votes: 7

[X] Confidently
No. of Votes: 5

[X] Triumph
No. of Votes: 5

[X] The Merchants
No. of Votes: 5

[X] Sorcerer: Gain the skill Sorcerer, allowing you to improve your spells.
No. of Votes: 5

[X] Dauntless
No. of Votes: 3

[X] Empire Eighty-Eight
No. of Votes: 3

[X] Bio-Mechanist: Gain the skill Bio-Mechanist, allowing you to improve your bio-mechanical Thing.
No. of Votes: 3

[X] Quietly
No. of Votes: 2

[X] Stretch Like Armstrong
No. of Votes: 1

[X] Shock and Awe
No. of Votes: 1

[X] Horrifying Hands: Further increased melee accuracy
No. of Votes: 1

[X] Gracefully
No. of Votes: 1

Total No. of Voters: 9
 
[X] Confidently
[X] Miss Militia
[X] Triumph
[X] The Merchants
[X] Stretch Like Armstrong: Increase your melee reach by a further 5 feet!
[X] Shock and Awe: Your electrical attacks have an increased chance to stun enemies.
[X] Sorcerer: Gain the skill Sorcerer, allowing you to improve your spells.
 
[X] Confidently
[X] Miss Militia
[X] Triumph
[X] The Merchants
[X] Stretch Like Armstrong: Increase your melee reach by a further 5 feet!
[X] Shock and Awe: Your electrical attacks have an increased chance to stun enemies.
[X] Sorcerer: Gain the skill Sorcerer, allowing you to improve your spells.
 
[X] Dominating
[X] Assault
[X] Battery
[X] Regular Feeding: The Bio-Mechanical Thing recharges 50% faster!

[X] Horrifying Hands: Further increased melee accuracy.
[X] Bio-Mechanist: Gain the skill Bio-Mechanist, allowing you to improve your bio-mechanical Thing.
 
2.1
AN: Check out Dakka's character sheet. It's been updated!

Confidently – 7 Votes
Miss Militia – 10 Votes
Triumph – 7 Votes
The Merchants – 7 Votes
Stretch Like Armstrong – 12 Votes
Shock And Awe – 10 Votes
Sorcerer – 7 Votes


The press conference is intimidating. There are a good hundred people in the conference room, crowding around with cameras and microphones, eager to get a sight of the newest Protectorate member.

You're stood on the stage with Armsmaster, who you're fairly certain is scowling under his helmet, likely because this is time he could be spending Tinkering, and Director Piggot.

She's not spoken to you yet. Ever. She's nominally your boss, but from the way the others have talked about her, the longer you spend without having to talk to her, the better off you are. You doubt she's really that bad, because everyone hates their boss.

You have centre stage, though. You're stood in front of a podium, with your speech spread out in front of you, and you're dressed up in your crisp new costume. It's comfy and easy to put on, and it's not skin-tight or revealing, so you consider it a win.

You lean forwards, resting both hands on the podium, and speak into the mics in front of you.

"Good evening, everyone."

The crowd falls silent, desperate for you to fuck up.

"I am greatly honoured to be here tonight. I'm new to my powers, but I've always wanted to make a difference. To make the world a better place. Now, I'm in a position to do just that. As a member of the Protectorate, I'm here to protect you. It's in the name; some people ignore that."

You straighten up a little, leaning further forwards.

"I'm here to fight for you. I'm here to put my body on the line so that the good people of our city don't have to fear for theirs. I'm here because it's the right thing to do."

You're standing at your full height now, getting into it. The PR guys are good.

"I stand here before you tonight, fully prepared to die for you. I want you all to sleep sounder, because you know that the good men and women of the Protectorate and the PRT all feel like that. We're all here to make the sacrifices needed, so that you don't. So you can go home tonight and be with your loved ones. So you can take your children to school, without fear. So you can live your lives, free of worry."

You manifest your shockgun, the barrel pointed at the floor, and straighten up.

"Know this; I will not rest until you are all safe."

You give them a crisp salute – one that you've spent a good twenty-four hours practising in front of a mirror – and march off the stage.

The crowd erupts into noise; questions, cheers, clapping – it runs the gamut.

But you have somewhere else to be tonight.

XxXxX

The night air is old and crisp as you, Miss Militia, and Triumph leave the PRT building. You're in the lead; not because you're in charge, but because you're the one who can get shot without dying.

"So, Dakka," Triumph says. "Merchants turf first."

You nod, and manifest your shockgun. It's big, impressive, and as non-lethal as you can get without being your shock-gloves. Miss Militia, meanwhile, is switching weapons every five to ten seconds.

You think she might be showing off a little. You certainly don't have her versatility.

The walk through the night streets is quite relaxing, actually. You aren't in any hurry to get there, and most of the people you pass run up and ask for photos with the three of you. It's nice, in some ways, that they feel safe enough around you all to do that.

In other ways, it's a pain in the ass. What should be an hour's walk, followed by a couple of hours just being seen on the streets, is turned into a solid two hours of stop-starting as you are halted every few minutes.

Nevertheless, you grin and bear it. Miss Militia and Triumph seem distinctly entertained, too, and glad that they're out of the spotlight for a little while.

Of course, the fun can't last forever, and you eventually pass out of the well-lit and populous areas of the city into the dingy, run-down area that's Merchant territory. It's also where your apartment is.

The patrol goes well, for a few minutes. The prostitutes wave half-heartedly at all of you, barely moving from their positions leaning up against walls. The drug dealers retreat down alleyways, cutting short any sales they're making.

And then, of course, you hear the sounds.

The sounds of fighting; gunfire, explosions, what sounds like energy blasts, and something that you could swear was a train whistle.

What do you do?

[ ] Call it in, let the PRT and police deal with it.
[ ] Call it in, get Protectorate backup
[ ] Call it in, then go check it out
+[ ] Stealthily
+[ ] Obviously
 
[x] Call it in, then go check it out
-[x] Obviously
--[x] While our patrol partners are stealthy

First, MM and Triumph have more experience with being sneaky. Also, we can take a hit. They can't.
 
[x] Call it in, then go check it out
-[x] Obviously
--[x] While our patrol partners are stealthy
 
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