Your earliest memory is the smell of smoke. Then glimpses of sterile hospitals, solemn faces, and a vague impression of being juggled between foster homes. When you were three years old, your Quirk showed up. It wasn't something glamorous, eye-catching, or "heroic". You see lines - lines on people, on their necks, their wrists, over their hearts. Lines on objects - doors, walls, even cars. Soft spots, weak spots, spots that when hit can disable, cripple, or destroy. And you see lines in front of you, wherever you go. Lines that you once hesitated to cross.
The first line you crossed was leaving the foster care system, the second was petty theft. Picking pockets is remarkably easy when you have a visual guide-rope to follow. By the time you were 10, you almost never got caught.
And then one day, your mark turned out to be a villain in civilian guise. Luck is fickle and you don't rely on it, but on that day it saved you. Rather than killing you, or having you beaten, the villain laughed. And suddenly, you had a roof over your head, regular access to hot meals, and an education. Of a sort.
A far cry from the education young samurai would have received centuries ago, your 'tutors' focused on unarmed combat, and though it often ended up being more of beating than a lesson you still learned a great deal – how to fall, how to properly brace yourself for a blow, how to throw a punch, which stances worked and which left you vulnerable, all the while helped along by your guide-lines. Occasionally your benefactor would drop by and give you a
real lesson. Tactics, profiling and analysis, how to use a knife, as well as the odd bit of history.
But the two most important lessons you learned were that the strong conquer the weak, and that the way to strength is through adversity. Your name is Oroku Saki, and your life has never been easy. You're satisfied with that; if each step forward is a battle, then you plan on winning the war.
You are 14 years old and have been sent on a "training mission". Not your first such mission, but certainly the most difficult. Your task was to infiltrate a cell of the Creature Rejection Clan, which, over the years, had largely moved away from being a violent hate group and turned into more of a social club for bigots. But this cell was different; they had regressed to their group's origins and were committing hate crimes once more..
You were to direct those hate crimes at troublesome heroes, then exfiltrate. (2d20 , DC: 10,15. result
Dice Roller • Orokos.com:
2d20 3 +5= 7. Abject failure.)
You managed to make contact with the cell, and were invited to meet a contact in an alley. You arrived early, to scout it out – but not early enough, as you felt the hair on the back of your neck bristle and jumped over a line – narrowly avoiding a blow to the head. A quick look around the alley showed that the man who tried to hit you on the head had very few lines on his body, indicating a defensive Quirk. He wasn't alone, and while his companion was more vulnerable, he also had a gun trained on you.
So this is where you find yourself: restrained and stuffed into the trunk of a car, thinking about how you got here. You were thoroughly searched, and all your weapons and tools removed from your person. Your saving grace is that they don't know your Quirk, and thus decided to keep you conscious – you can see exactly where you need to kick to open the trunk.
Unfortunately, as your hands are cuffed to your legs, and both are behind your back, kicking the door open would be difficult, and escaping even more so. But the alternative is simply waiting, limply, for whatever fate the CRC have planned for you.
VOTE:
[] Attempt to kick open the door and make a getaway. Hard and risky, but few side-effects if successful.
[] Attempt to kick open the door and scream for help – higher chance of success, potentially major side-effects if successful.
[] Wait.
[] Write-in (subject to veto)
Write-in from
@Fghubyygvb
[] Carefully hit your head several times to create the appearance that someone was trying to stun us. After that, try to open the door with your foot and call for help. Start playing the role of a homeless boy who has no quirk in advance. If some hero saves us, try to ingratiate yourself with him, pretending that we are very impressed with his heroism. After that, try to take his contacts for further communication.
If no one came, then without leaving the role, try to recreate a map of the city in your mind to create a confusing route, and then try to escape. (Similar to screaming, but different roll modifiers)
Write-in from
@CoreBrute
[] Psych Moves
-[]We feel for the breaklight, or perhaps are guided by our Quirk Guidelines. Then we kick it out, allowing us to see the back of the trunk onto the road in question, looking for clues of where we might be. Once we have a better idea of where we are in the city, we can decide how to deal with the problem.
-[]If we're in a very busy part of the city, where police and heroes might be present, we call for help.
-[] If it looks like we're in the woods or somewhere where we won't be heard, we instead try to free ourselves.
--[] We are hopefully wearing socks, so we're gonna push our quirk and insane ninja training to the limit to try to remove our socks with our hands, and use them to free ourselves from the cuffs**. Once our hands are free, it'll be easier to escape from the trunk.
---[]Use our free hands to escape from trunk, breaking our way free.
AN:
I can change his name to 'Seki' if enough people ask, I thought 'Seki' in the vote was a typo. The hardest part was deciding which villains he caught the interest of, and which ones he got captured by. I was originally going to have him trained by the Creature Rejection Clan, but then came up with this instead. The CRC are canon to BNHA, though they appear for about 5 panels. I'll post a character sheet in a bit that'll expand on bonuses.
The lines aren't the only component of Saki's Quirk, they're just the only component he's noticed. 'Guide-line' is the placeholder name for his Quirk, there'll be a vote on that later. I'll post a character sheet in a bit.
As for the roll: You were going to get discovered by the CRC no matter what, the roll was about how far you got. A would a successful infiltration, a 15 would've gotten them to attack a hero, and a 40 would've given you a substantial bonus on your next roll.