Your Hero* Macadamia - A BNHA/MHA Quest

@CoreBrute I noticed that your plan is compatible with mine. If you and those who voted for you are not against the development of events presented in my plan, is it possible to include it in your plan?
Something like:

[X] Psych Moves and ouchies
-[x]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.
-[x]If we're in a very busy part of the city, where police and heroes might be present, we call for help.
--[X] 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.
-[x] If it looks like we're in the woods or somewhere where we won't be heard, we instead try to free ourselves.
--[x] 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.
---[x]Use our free hands to escape from trunk, breaking our way free.
----[x] Try to use our quirk to have a mental map of the city we can use to escape, while losing any captors following us
-[X] Either way, try to rough ourselves up, tear our clothes a bit to make it seem we were homeless, manhandled and probably abused by our captors. Carefully leave marks on our head to give the appearance of injury. Play the role of a homeless quirkless kid, someone who needs to be saved and pitied.


Does this work for you?

If you want to leave a visible trail for rescuers, then you can break branches on your way, turn over stones and trample grass and moss. This should work, at least it is recommended by rescuers for those who are lost in the forest.
I was writing that from the perspective that we couldn't escape from the trunk, aka we're stuck in the trunk and getting someone to follow the car as we're driven off. If we could escape from the trunk and get into the woods, I'm not sure it's a great idea to leave a trail for our kidnappers to find us again. Also, I have no idea if we are in the woods or still in the city.
 
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Does this work for you?
Yes, thanks, everything fits.
If we could escape from the trunk and get into the woods, I'm not sure it's a great idea to leave a trail for our kidnappers to find us again.
If we want to hide in the forest, it is worth covering up the bright elements of clothing with dirt, including all visible areas of the skin. It is worth moving in short dashes as low as possible crouching to the ground. Also, thanks to our memory, we can afford to run the most confusing routes through the most remote thickets of the forest, which greatly complicates our search. If there is an opportunity, it is worth moving in the streams of small streams because this breaks the chain of smell, making it difficult to track us with dogs.
That's all I remember on the topic of hiding in the forest, I'm not sure how much of this information is really needed, but suddenly something will come in handy.
 
I really really dislike plans having that much "if... else" cases. This is a quest. A game. Can this not be... simpler?
 
Yes, thanks, everything fits.

If we want to hide in the forest, it is worth covering up the bright elements of clothing with dirt, including all visible areas of the skin. It is worth moving in short dashes as low as possible crouching to the ground. Also, thanks to our memory, we can afford to run the most confusing routes through the most remote thickets of the forest, which greatly complicates our search. If there is an opportunity, it is worth moving in the streams of small streams because this breaks the chain of smell, making it difficult to track us with dogs.
That's all I remember on the topic of hiding in the forest, I'm not sure how much of this information is really needed, but suddenly something will come in handy.


I really really dislike plans having that much "if... else" cases. This is a quest. A game. Can this not be... simpler?
I agree with Varder, there's no point adding 'what we do if we're in a forest' if we don't even know where we are, or if we are anywhere close to the woods.

I am happy to remove the whole 'looking homeless and injured' thing if you want, because really any hero is going to be on the side of the kidnapped 14 year old, we don't need to injure ourselves even more to sell it. The truth will set us free. We can do the whole 'befriending a hero' thing if we run into a hero, which will likely be a new vote in itself.

How about a simplified:

We kick out the back lights, look at our surroundings. If we see people, or think people are around, we call for help. If we don't think so, we try to free ourselves and break out. Basically my original plan. Sounds good?
 
I am happy to remove the whole 'looking homeless and injured' thing if you want, because really any hero is going to be on the side of the kidnapped 14 year old, we don't need to injure ourselves even more to sell it. The truth will set us free. We can do the whole 'befriending a hero' thing if we run into a hero, which will likely be a new vote in itself.
I don't understand how the truth will make us free. We are an agent of influence sent to another group to provoke it to attack the heroes.
The whole story of the homeless and wounded was invented in order to discredit the version of the story of the bandits during interrogation.
How about a simplified:



We kick out the back lights, look at our surroundings. If we see people, or think people are around, we call for help. If we don't think so, we try to free ourselves and break out. Basically my original plan. Sounds good?
I just don't see the point of simplification now that the plan has been drawn up and has already been voted for.

I also think that long and complex plans are good.
Firstly, they give the author the opportunity, instead of splitting one event into several updates, to make it in one approach thanks to a well-thought-out scheme of actions.
Secondly, it shows well the mind of an Oroku who can make a well-thought-out multi-stage plan in a few moments.
 
If the author is not against this approach, then why not?

What about the readers? Like, people need to judge the plans to vote for things. It's one thing to judge plans with 5 lines in them, it's quite another to judge several iterations of if-else algorythm. And in this update there was very few other plans, what if we're looking at like 5 different complicated plans?

It's tiring, it takes a lot of time, and it feels more like work.

Then again, this is just my opinion. I may be the minority here, and long complicated plans that include every possibility will be fun for the thread in general.
 
Eh, I'm on Varder's side here. Too long plans can be really tiring to read. Also being smart isn't just planning ahead, it's about reacting to a developing situation and being adaptable.

Also, we have no idea if we are smart, our Int is ???. We might be single digits, just being led along by our Quirk.

I'm gonna stick with the plan Varder voted for, because otherwise we could lose the vote @Fghubyygvb .

[x] Psych Moves
-[x]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.
-[x]If we're in a very busy part of the city, where police and heroes might be present, we call for help.
-[x] If it looks like we're in the woods or somewhere where we won't be heard, we instead try to free ourselves.
--[x] 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.
---[x]Use our free hands to escape from trunk, breaking our way free.
 
[x] Psych Moves
-[x]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.
-[x]If we're in a very busy part of the city, where police and heroes might be present, we call for help.
-[x] If it looks like we're in the woods or somewhere where we won't be heard, we instead try to free ourselves.
--[x] 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.
---[x]Use our free hands to escape from trunk, breaking our way free.
 
Eh, I'm on Varder's side here. Too long plans can be really tiring to read. Also being smart isn't just planning ahead, it's about reacting to a developing situation and being adaptable.
I think we can wait and see how the system of implementing plans works in practice. If a well-thought-out plan does not give a bonus, then we really should not try too hard to think through all the options.
Also, we have no idea if we are smart, our Int is ???. We might be single digits, just being led along by our Quirk.
We will almost certainly find out that Orochi has 2 points in intelligence. This is 99 percent reliable information obtained with the help of the most complex esoteric mathematical formulas (the curse of dice and all the rest of the throws sucked, so this one is even worse) so unfortunately it's true.
 
I'll close the voting at midnight, EST. So roughly 7 hours from now. As for well-thought out write-in plans, there will be a bonus -- first failed roll for the plan gets re-rolled. If there's no failed roll then I'll interpret the bonus in another way.
 
@xamaplak What is Oroku's appearance now? For example, hair color, eyes and other similar things.
Short black hair, dark brown eyes, high cheekbones. He's short for his age, has slightly over-developed muscles. He's not unnaturally thin, but he does have a slightly sallow complexion due to non-ideal nutrition. When he grows up he'll have a gymnast's or a swimmer's build, rather than a body-builder's.
 
With the help of a neural network, I created an image of Oroku. I'm not sure how much he turned out to look like a 14-year-old teenager, but it seems some of the images are quite similar to the description. Oroku Saki
 
Voting closed. Edit: Ok psych moves has 5 votes altogether and 3 votes for the unaltered, so original psych moves wins.
Scheduled vote count started by xamaplak on Apr 30, 2023 at 6:01 PM, finished with 33 posts and 7 votes.

  • [X] Psych Moves and ouchies
    [X] Attempt to kick open the door and make a getaway. Hard and risky, but few side-effects if successful.
    [x] Psych Moves
    -[x]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.
    -[x]If we're in a very busy part of the city, where police and heroes might be present, we call for help.
    -[x] If it looks like we're in the woods or somewhere where we won't be heard, we instead try to free ourselves.
    --[x] 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.
    ---[x]Use our free hands to escape from trunk, breaking our way free.
    [x] Psych Moves
 
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It's a pity, of course, that we didn't take advantage of such an opportunity, but we still don't miss it. We can recreate this event again, but where chance used to be crucial, now there will be a calculation.
We can start collecting information about the heroes to find the most suitable one for our needs. After that, make up his patrol route, personal characteristics and small facts that will help to ingratiate himself into trust.
After that, we come with all this information to our boss and ask him for permission to start the implementation operation.
I think this will interest the boss enough, especially considering that he does not lose anything if we fail, and if successful, he gets his agent of influence in the enemy camp.
For us, success means that we will be able to receive resources from both our syndicate and the hero system.
 
I don't think befriending/lying to the hero (if we ever saw one) would have been guaranteed or even likely. We have average charisma, and our quirk explicitly doesn't work to improve conversation ability at this point, so I doubt it would have helped. We might have just become more suspicious to a hero.
 
It's not that bad. Firstly, we will not choose an astute hero, secondly, we will study him in advance to get a bonus to communication, thirdly, well-made plans will give a transfer of an unsuccessful cube.
It seems to me that these factors are enough to take a risk.
The only serious problem in my opinion may be the situation if many people do not want to pursue the style of playing an undercover agent preferring something else. But unfortunately, it is now quite difficult to understand which way people want to go, so I'm laying out a plan hoping to get their opinion on this.
 
I feel that our kid might have a different goal, if he is mentally a little Shredder, his goal will be revenge against the terrorists who shamed him. "They put me in a trunk? I will show them!"

I think he will try to use his ability to make them suffer. Perhaps that involves a bit of undercover agent work, but I don't think that's his immediate goal.

Assuming he survives failing his supervillain master in the first place.
 
Well revenge is a pretty short-term goal I mean what type of villain do we want to be? For example, we can be a classic boss of a gang, bond-style villains, a double agent, and so on.
 
1d6:
1 - mountain path
2 - a mostly deserted highway
3 - a decaying slum, with a visibly grimy bar the only thing that looks open
4 -...is that Might Tower?
5 - a police car right behind you, with a shocked pair of officers in it
6 - a crowded shopping district
edit: not entirely cursed, whoopee
xamaplak threw 1 6-faced dice. Reason: What do your elf eyes see? Total: 5
5 5
 
You know something that always confused me about the police in MHA, is whether or not they're allowed to use their quirks in investigation purposes? I know heroes are trained to, but are police? Or do they have to go old school police training, hand to hand, guns, detective stuff etc?
 
It's probably even good that we didn't cooperate with them. They clearly have an aura of losers and it has already ruined several of our important throws, a longer stay with them could create even more problems.
 
II - Escaping From Cars for Fun and Profit
You take a deep breath, steady yourself, and think. Hands cuffed to your feet, stuck in the back of a car. Don't know where you're going, can't see out of the car, can't see inside the trunk, don't know how long the ride will last or what will happen when it's over.

Reasonably, you can't do much of anything while in the cuffs. You've never picked a lock before, and you've never been cuffed before. But you have, on one memorable occasion, gotten your finger stuck in the hole where a doorknob should be – you have no excuse, save that you thought it was a good idea at the time. After a good deal of laughing, your 'tutors' applied copious amounts of margarine, and you managed to get free. The same principle should – could – apply to handcuffs. You don't have access to margarine, butter, or oil of any kind.

So you have to think outside the box. When you have a tight shoe, how do you fit your foot in, assuming it doesn't have laces? Leverage, and also – socks. Your socks aren't particularly fancy, they're not marketed as 'frictionless', but they do make it easier to slip into tight shoes.

It takes some wiggling, and you elbow yourself in the gut, but you eventually manage to get a shoe off, and then pull your sock off. It takes some more wiggling to get the sock onto your right hand, and then you slip it under the cuffs. (Automatically successful, roll for how easy it is, dexterity: 5+1=6, 19+1=20). It takes some pulling, and it's made more awkward because both your hands are cuffed, but eventually your dominant hand is free, although it does ache a bit. You've heard of some people dislocating their thumbs to get free of cuffs, though, so this is infinitely preferable. Getting your left hand free is easy – you've done it before, and you already have one hand free.

You still have cuffs on your feet, but there's little that you can do about that for now, and they won't stop you from running if you have to. After replacing your sock and shoe – because you might have to run – you look for lines. Some are thicker, some thinner – more force, less force. You notice that there's symmetry – exactly the same distribution of lines at either end of the trunk. You give the one on the left a light kick experimentally, and then give it a heavier one. You kick at it a few more times, hurting your leg in the process, but eventually (First kick - 2+5=7, second kick 1+5=6 okay maybe we are cursed) you hurt your leg even more. Youch.

Instead, you follow another line, the line is relatively thick – it'd be possible to break whatever's there, but difficult. You reach out with your hand, and feel – a handle. Ideally, this is an emergency release for the trunk. You're not sure what else it could be. But you do know that if you pull this handle, there will be no alternative – you'll have to get to safety, or deal with the consequences. You pull the handle, and (DC: 7, result: 2+5 = 7) the trunk creaks open.

You allow yourself a quick look before booking it, and you see: (roll is a few posts up) a police car. You make eye contact with the shocked-looking officer behind the wheel. (How do they react: 1d20 +10(training, experience)= 4+10=14) The driver keeps his siren off, his partner operates the radio and motions for you to stay put for now. You note that the officer behind the wheel has a mutation – an ant-eater's nose – and decide that as they're not working with your assailants, and that you don't want to deal with jumping out of a moving vehicle, you'll stay put for now.

(Luck roll, DC:15 – roll: welp) Luckily, despite driving with an open trunk and being tailed by the police, the Creature Rejection Clansmen don't notice anything wrong, and dutifully stop at a red light. You exit the car, and then you

[] go into the police car – the officers within are gesturing at you frantically.
[] start running. You're in a town, no skyscrapers so not a city, and not a town you recognize, but it's better than a stretch of open road.
[] Write-in (subject to veto)


AN:
I keep expecting an update to be long, and then it ends up being short... The cuffs - left hand was cuffed to right foot, right hand cuffed to left foot.

To clear up something about the rolls - I rolled 100d20s on orokos and I got over 1000, which is fairly balanced, so that + the Lucky d20 means that I'll stick with orokos for now. Kicking out the tail light – most modern cars can't have the tail light kicked out like that, sadly. Getting 2 high rolls would have made it, but. Yeah. However: by law, in America at least, all new cars have to have an emergency release built into the trunk. Now, this is Japan, but it's Japan ~200 years in the future, with a rebuilt society partially based on the post-Quirk system first used in, I believe, Rhode Island. Definitely somewhere in the US. So in Japan 200 years in the future, with a large American influence? They have the in-built release. There was a dice roll for it, but the only failure scenario was a nat 1. Which almost happened, and is why I then tested orokos with 100d20s. Figuring out whether or not something was wrong with orokos took more time than actually writing the update lmao.

Voting -- if you want to go legit, now's quite possible the best time. Going with the police is guaranteed safety, and you absolutely haven't committed a big enough crime/accrued a large enough villainous rep to be treated with anything other than kiddie gloves. If chosen there'll be more votes in the next update. How much to disclose, etc. There's a chance of failure if you try to run, but it's not guaranteed. If you succeed at running away, there will be a search out for you no matter what.
 
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