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File: Ground Control Page 9.png (1.1 MB, 2101x1748)
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Last time ([Skirmish] Sketch Superheroes IV: ICE Defence) our heroic vigilantes and would be dispensers of JUSTICE descended into the depths below New Metroville, and encountered... something.

And then the Narrator had a cascading hardware fault and it was never found out quite what.

BUT WHAT TERRORS AWAIT OUR (ANTI?) HEROES TONIGHT?

https://www.youtube.com/watch?v=EiVUXCp8_jo

[Page 9 is results of last actions, villians go now, so take this time to check back in]
>>
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>>44430030
and since everyone is about to get squashed shortly, perhaps some new volunteers want to step up? Step up to save the world? Well, town. Well underground grotto.

It's not a glorious job but someone's gotta do it.
>>
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>>44430030
Clocking in.

[The Gambler]
>Plot Armor: 4
>Movement: 5
>Offense: 2
>Resistance: 0
>Prestige: 4
>Power Rating: 8
>Origin:
[Magical Gift]
>Archetype:
[Control/Techniques]
>Modifiers:
[Pact]-Lady Luck
[Explosion Prone Miscalibration]
[Paragon]
>Power Types:
[Luck]
[Change Fate]
>Stabilized Powers:
[A Roll of the Dice] - Straight up reduces or enhances the luck of another figure.
[A Twisted Fate] - Steal the Luck of others in an area and transfers it to another target
[Ghost Leg] - Target of the ability either has an easier time finding routes to places, or a harder time. Allows access to normally inaccessible places due to sheer luck, or denies access by the same token.[The Gambler]
>Plot Armor: 4
>Movement: 5
>Offense: 2
>Resistance: 0
>Prestige: 4
>Power Rating: 8
>Origin:
[Magical Gift]
>Archetype:
[Control/Techniques]
>Modifiers:
[Pact]-Lady Luck
[Explosion Prone Miscalibration]
[Paragon]
>Power Types:
[Luck]
[Change Fate]
>Stabilized Powers:
[A Roll of the Dice] - Straight up reduces or enhances the luck of another figure.
[A Twisted Fate] - Steal the Luck of others in an area and transfers it to another target
[Ghost Leg] - Target of the ability either has an easier time finding routes to places, or a harder time. Allows access to normally inaccessible places due to sheer luck, or denies access by the same token.
>>
>>44430059
There's even robots afoot! Aliens! Mutants! Monsters!

>>44430290
Gambler! Welcome back. You are still [1], your reaction speed must be as good as your luck.

For easy of my book-keeping, please add:
[Lucky Coin]: Pact-item; +Kismet to your items.
>>
>>44430369
+Kismet?
>>
>>44430369
[The Gambler]
>Plot Armor: 4
>Movement: 5
>Offense: 2
>Resistance: 0
>Prestige: 4
>Power Rating: 8
>Origin:
[Magical Gift]
>Archetype:
[Control/Techniques]
>Modifiers:
[Pact]-Lady Luck
[Explosion Prone Miscalibration]
[Paragon]
>Power Types:
[Luck]
[Change Fate]
>Stabilized Powers:
[A Roll of the Dice] - Straight up reduces or enhances the luck of another figure.
[A Twisted Fate] - Steal the Luck of others in an area and transfers it to another target
[Ghost Leg] - Target of the ability either has an easier time finding routes to places, or a harder time. Allows access to normally inaccessible places due to sheer luck, or denies access by the same token.
>Items
[Lucky Coin]: Pact-item; +Kismet

Added.
>>
Returning... to bring darkness to the enemy and to ally alike. One shall know the fear it can bring, the other shall know its comforting embrace.

SHADOW HUNTER shall rise again.


Name : Shadow Hunter
Origin : [Magical Gift]
Archetype : [Control]
Modifiers :
[Darker and Edgier]
[Explosion Prone Miscalibration]

Power types : [Phasing] [Shadows]

Signature moves:
[Sinkhole] - causes a group of enemies to phase into the ground and become stuck.
[Phase Shift*] - Turn insubstantial. Can walk through obstacles safely. Strengthened into a continuous effect.
[Shadow Play] : Creates solid objects from shadows.

Actions : 3
Plot Armor : 2
Movement : 7
Offense : 2
Resistance : 0
Prestige: 3
Power Rating : 8
>>
>>44430030
Last time on -"ICE DEFENCE"- our hero constructed a highly questionable device to disable remotely triggered explosives while his comrades fought with the power of desperation! After having identified a devious decoy generator disguised as a bomb our heroes continue their struggle to find out what else lurks in this crude cavern of crime!

["Just do it" Tom]
Plot Armor : 3/4
Movement : 5
Offense : 2
Resistance : 0
Prestige : 10
Power Rating : 8
>Origin :
+ [Heroic Spirit]
>Archetype:
+ [Gadgets]
>Modifier :
>Power Types:
+ [Hand sized things that go Boom]
+ [Larger things that go BOOM]
>Stabilized powers :

>Inventory
>>
>>44430682
Hiah Tom!

This reminds me, you've got a

[Kludged Walkie Detonater] - "Explosives Rule 3#: Pray"

Good luck!

>>44430662
Re: last time; [Stunned] heroes can talk to their hearts content. There's a long and noble tradition of pre battle speeches, post battle speeches and even mid battle speeches.
>>
File: Ground Control Page 10.png (1.59 MB, 2101x1843)
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>>44430748
Well, looks like tonight's heroes are a bit thin on the ground! But, Tom, Gambler and Shadow Hunter make a fine team.

Perhaps Essence Taker and Alpha Sniper will show up later? Or yet unknown reinforcements?
---

Meanwhile, ICE advances and unleashes a hail of fire.
They shortly regret it.

Bouncing bullets start dealing unfriendly fire. People drop left and right. Gambler is winged! And, leaping lecherous leeches, Essence Taker actually took damage from that bullet barrage!

But reinforcements from the other tunnel!
Reinforcements with... glowing eyes?
That can't be good.

But don't worry too much, because as the final generator gives a mounrful shudder the lights die out and the emergency batteries kick in on the lanterns; so it's not like you have to spend that much time staring at the twitching drooling mind-puppets! It's all dark in the caves now!

[Robots and Shadow Hunter exempt from Darkness Penalty]

What ever will you do, heroes?
>>
File: Alpha-Sniper.png (1.12 MB, 1920x1080)
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Rolled 4, 5, 1 = 10 (3d6)

>>44430936
>Name: Alpha-Sniper
>Plot Armor : 4
>Movement : 5
>Offense : 2
>Resistance : 3
>Prestige : 0
>Power Rating : 8

>Origin:
[Enhancement]
>Archetype:
[Techniques]
>Modifiers:
[Robot]
[Explosion Prone Miscalibration]
>Power Types:
[Sniping]
[Ignoring Asimov's Laws]
>Stabilized Powers:
[Ranger's Mark] - Mark a target for death, granting everyone +1 OFF against it for X amount of turns.
[Teleportation] - What it says on the tin, allows for A-S to teleport to different positions around the map.

>Move 3 to get into position.
>Fire a [Explosive Rounds] shot to the enemy above, and normal shots to the enemy whose eye glows.
>Move 333 to get back into some cover.
>>
Rolled 5, 6, 5 = 16 (3d6)

The Gambler takes the time to help Shadowhunter [Recover], heloing the downed antihero to their feet. He then tosses his coin up into the air, and catches it, slapping it down on the back of his hand. It comes up on it's side "huh." he says, his [Roll of the Dice] giving Shadow Hunter a boost in his luck. He thing [Moves] 65 and holds close to the stalagmite between him and most of the fire.

"You know, you stupid fucks, if you have something -really- bad down here, how about you help us deal with it, and we can get you time off for good behavior? The choices, at the moment, at looking like it's 'die' or 'get arrested', because the topside area is covered with cops, and your bosses dropped a goddamn WARMECH into a civilian area! You do the math on how likely you're to get out of this unscathed unless you have some heroes talking you up on 'seeing the error of your ways'!"

[The Gambler]
>Plot Armor: 3/4
>Movement: 5
>Offense: 2
>Resistance: 0
>Prestige: 4
>Power Rating: 8
>Origin:
[Magical Gift]
>Archetype:
[Control/Techniques]
>Modifiers:
[Pact]-Lady Luck
[Explosion Prone Miscalibration]
[Paragon]
>Power Types:
[Luck]
[Change Fate]
>Stabilized Powers:
[A Roll of the Dice] - Straight up reduces or enhances the luck of another figure.
[A Twisted Fate] - Steal the Luck of others in an area and transfers it to another target
[Ghost Leg] - Target of the ability either has an easier time finding routes to places, or a harder time. Allows access to normally inaccessible places due to sheer luck, or denies access by the same token.
>Items
[Lucky Coin]: Pact-item; +Kismet
>>
>>44431231
>note: That dialogue was shouted at the ICE folks.
>>
>>44430030
Our heroes are in a dire situation, with no end in sight !

Will the the hour before dawn be the darkest, or will our heroes perish in this subterranean maze ?

... Wait, can you hear this ?
https://youtu.be/GHmuvtkJBDA

As the heroic music becomes clearer and clearer, impacts in the rock can be heard, and cracks start to appear on the the roof of the cavern ! Could it be !?

>bust through the roof

Kamen Rrrrrrrrrraider !
"Kept you waiting, huh ?"

Kamen Raider
Plot Armor : 4/4
Movement : 5
Offense : 2
Resistance : 0
Prestige : 9
Power Rating : 8
>Origin : [Heroic Spirit]
>Archetype : [Techniques]
>Modifier : [Nemesis]
>Stabilized powers :
Raider Kick (Power rating 14, damage +)
Dash (Power rating 14)
Mighty Throw (Power rating 14)
>Inventory
Blue Speed×2
>>
Rolled 1, 5, 3, 4, 5, 6 = 24 (6d6)

>>44431231
Well, time to show these shadows of men how to be a true Shadow among the dark.

I RISE ONCE MORE!

>Phase Shift* is active
>Move 444455
>Shadow PUNCH.
>Shadow PUNCH
>Sinkhole the pink things should they get near.
>>
Stats


Name : Shadow Hunter
Origin : [Magical Gift]
Archetype : [Control]
Modifiers :
[Darker and Edgier]
[Explosion Prone Miscalibration]

Power types : [Phasing] [Shadows]

Signature moves:
[Sinkhole] - causes a group of enemies to phase into the ground and become stuck.
[Phase Shift*] - Turn insubstantial. Can walk through obstacles safely. Strengthened into a continuous effect.
[Shadow Play] : Creates solid objects from shadows.

Actions : 3
Plot Armor : 2
Movement : 7
Offense : 2
Resistance : 0
Prestige: 3
Power Rating : 8
>>
>>44431199
For ease of book-keeping, please add:
[Longarm of the Law] B-mod, DisInt, Penetr, off+1 to your inventory - it's the rifle Alpha Sniper has been firing "normally" (which is really a modified [beatdown], hence b-mod)
>>
Consistent technical faults haunt the production.
>>
File: ground control page 11.png (1.7 MB, 2101x1843)
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>>44431723
Well this time is the time we usually start anyway, technically all is well!

but not for TOM who is thrown clear across a tunnel by a grenade going off, taking -2 PA damage!

Ouchies.

Shadow Hunter gets up with a vengeance and biffs and baffs and pows and wows, and two goons go down with a massive headache.

And a viking just... crashes through the roof, horn, debris, dust and all.

For surviving page 10, all heroes get +2 Prestige
>>
>>44432039
[The Gambler]
>Plot Armor: 4
>Movement: 5
>Offense: 2
>Resistance: 0
>Prestige: 0
>Power Rating: 8
>Origin:
[Magical Gift]
>Archetype:
[Control/Techniques]
>Modifiers:
[Pact]-Lady Luck
[Explosion Prone Miscalibration]
[Paragon]
>Power Types:
[Luck]
[Change Fate]
>Stabilized Powers:
[A Roll of the Dice*] - Straight up reduces or enhances the luck of another figure. Reduces chances of target causing collateral damage regardless of whether luck was reduced or enhanced.
[A Twisted Fate] - Steal the Luck of others in an area and transfers it to another target
[Ghost Leg] - Target of the ability either has an easier time finding routes to places, or a harder time. Allows access to normally inaccessible places due to sheer luck, or denies access by the same token.
>Items
[Lucky Coin]: Pact-item; +Kismet

>Buy Upgrade to [A Roll of the Dice] (6 Prestige)
>[A Roll of the Dice*] - Straight up reduces or enhances the luck of another figure. Reduces chances of target causing collateral damage regardless of whether luck was reduced or enhanced.
>>
File: Ground control page 12.png (1.98 MB, 2101x1843)
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the Gamblers fine words of daming indictment sways a single goon, who proceeds to nod, pray and then spray the shambling fellows coming up behind Shadow Hunter.

And... the air start shimmering. Something is trying to phase in?! And what's that out in the darkness - crawling and writing and snaking our way?

this... can't be good.

Essence Take takes -2 Move damage, and Karmen Raider gets boffed for 1 baton beat PA damage.

[Heroes]
>>
>>44432039
>>44432450
>Name: Alpha-Sniper
>Plot Armor : 4
>Movement : 5
>Offense : 2
>Resistance : 3
>Prestige : 2
>Power Rating : 8

>Origin:
[Enhancement]
>Archetype:
[Techniques]
>Modifiers:
[Robot]
[Explosion Prone Miscalibration]
>Power Types:
[Sniping]
[Ignoring Asimov's Laws]
>Stabilized Powers:
[Ranger's Mark] - Mark a target for death, granting everyone +1 OFF against it for X amount of turns.
[Teleportation] - What it says on the tin, allows for A-S to teleport to different positions around the map.
>Inventory:
[Longarm of the Law] (B-mod, DisInt, Penetr, off+1)

(Are the purple-blue barrels north-east of A-S explosive, or should he just shoot the explosives behind them?)
>>
File: punny.gif (1.04 MB, 500x280)
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Rolled 3, 4, 2 = 9 (3d6)

>>44432039
Shit sorry, was doing stuff.

["Just do it" Tom]
Plot Armor : 1/4
Movement : 5
Offense : 2
Resistance : 0
Prestige : 12
Power Rating : 8
>Origin :
+ [Heroic Spirit]
>Archetype:
+ [Gadgets]
>Modifier :
>Power Types:
+ [Hand sized things that go Boom]
+ [Larger things that go BOOM]
>Stabilized powers :

>Inventory:
+ [Kludged Walkie Detonater] - "Explosives Rule 3#: Pray"

>Tom quickly slided towards the nearest bit of cover
>Patting himself down to make sure all bodyparts were still there Tom tried to gather himself(regen)

"This was not what I had in mind when I said heroes get laid a lot."
>>
>>44432196
Your wildly fluctuating ability to bend fates has been noted!
>>
>>44432609
Tremendously good question, noble robot.

Alienite Fusion Technology Batteries are highly volatile, powered as they are by a Forsaken Psychic Child.

unfortunately they don't so much "explode" as "implode with the keening despair of a broken soul". Tears a great bit gash in the world, but doesn't cause a whole lot of explosive output.

Perhaps aim for Diplomacy and ally with-- pfhaha. Aim for the explosives if you want things to go boom.
>>
>>44432450
The Gambler flips his lucky coin into the air [Moves]6, catches his coin and puts the [BEATDOWN] on the ICE thug 1 of him, then he [Moves]5, and puts the [BEATDOWN] on the ICE-Shield thug 5 of him. "ET? Get your head in the game girl!"

[The Gambler]
>Plot Armor: 4
>Movement: 5
>Offense: 2
>Resistance: 0
>Prestige: 0
>Power Rating: 8
>Origin:
[Magical Gift]
>Archetype:
[Control/Techniques]
>Modifiers:
[Pact]-Lady Luck
[Explosion Prone Miscalibration]
[Paragon]
>Power Types:
[Luck]
[Change Fate]
>Stabilized Powers:
[A Roll of the Dice*] - Straight up reduces or enhances the luck of another figure. Reduces chances of target causing collateral damage regardless of whether luck was reduced or enhanced.
[A Twisted Fate] - Steal the Luck of others in an area and transfers it to another target
[Ghost Leg] - Target of the ability either has an easier time finding routes to places, or a harder time. Allows access to normally inaccessible places due to sheer luck, or denies access by the same token.
>Items
[Lucky Coin]: Pact-item; +Kismet
>>
>>44432039
"Now that's just rude, hitting me as I do my cool entrance ! You'll regret this !"

>grab the offending ICE mercenary, and Mighty Throw him to his friends
Kamen Raider
Plot Armor : 4/4
Movement : 5
Offense : 2
Resistance : 0
Prestige : 9
Power Rating : 8
>Origin : [Heroic Spirit]
>Archetype : [Techniques]
>Modifier : [Nemesis]
>Stabilized powers :
Raider Kick (Power rating 14, damage +)
Dash (Power rating 14)
Mighty Throw (Power rating 14)
>Inventory
Blue Speed×2
>>
>>44432681
>is punching with the coin-catching hand, because it looks awesome.
>>
Rolled 1, 1, 2 = 4 (3d6)

>>44432695
And here's the dice I forgot
>>
Rolled 1, 6, 5 = 12 (3d6)

>>44432663
(Alright then, as well, is A-S only able to fire a single shot from his rifle every turn?)

>Taking aim, fire at the dangerous explosives behind the Alien Batteries with another round of [Explosive Rounds]
>Move 22223, and spend a action to continue moving 32.
>>
>>44432816
[Beatdown] is one action, so Alpha Sniper could FIRE TWICE.

He's a mean robotic killing machine without any programming about the sanciticty of human life!

>>44432716
Oh dear.
>>
>>44432816
"We're in an unstable set of tunnels! Let's not bring the place down unless we have too!"
>>
File: Meanwhile, Elsewhere.png (1.42 MB, 2148x2090)
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[MEANWHILE, ELSEWHERE]

"This is Greene, reporting live from Mr. Wu's Noodle And Chop Stick Emporium Downtown where only hours ago a gang of arsonists attempted to burn down the neighbourhood; their predations only stopped by the swift action of the Vigilantes"
[pause]
[off screen mutter]
"...Essential Baker, Shadow Punter, Karma Rainer, Iron Solstice and Alpha Snitcher along with public darling The Gambler!"

[Heroes gain +3 prestige because of PUBLIC RECOGNITION, Gambler gains +5 (total, that is) from PARAGON]

"And I'm here now with a survivor of the incident, a Mr. Iron Sky - any comments"
"My... spine."
"A damming indictment about juvenile delinquincy--"

"HANG ON! THIS JUST IN! We've JUST BEEN TOLD that a crack team of NMPD's finest is about to bust down the door to the hide-out of these Arsonists At Large, a so called Kraken Base!"

#Iron Sky: "No.. oh... oh god, cover your ears!"

[camera footage from chopper is low res and blurry]

"All-right boys, kick in the door and---"
"OPEN FIRE! SIGMA THREE-THREE!"
"It's an Ambush! We need reinforcements at this Cave of Craven Krakens!"

[kkkz]

"And... it looks like we just lost the feed. Mr. Iron Sky, any comments?"
"I wish I had a better health plan"
"Truly, our modern age is plagued with a lack of proper social security - back to you at the station, where we'll hear what the Man on the Street thinks of the lack of healthcare for arsonists..."
>>
Rolled 1, 4, 6, 5, 1, 2 = 19 (6d6)

Upgrading Sinkhole so it not only immobilizes but damages with 6 Prestige.

>Phase Shift* is activated
>move 33
>Sinkhole every single last one of those bugs
>Move 66


Name : Shadow Hunter
Origin : [Magical Gift]
Archetype : [Control]
Modifiers :
[Darker and Edgier]
[Explosion Prone Miscalibration]

Power types : [Phasing] [Shadows]

Signature moves:
[Sinkhole*] - causes a group of enemies to phase into the ground and become stuck. Causes damage while enemies are stuck.
[Phase Shift*] - Turn insubstantial. Can walk through obstacles safely. Strengthened into a continuous effect.
[Shadow Play] : Creates solid objects from shadows.

Actions : 3
Plot Armor : 2
Movement : 7
Offense : 2
Resistance : 0
Prestige: 8 -6
Power Rating : 8
>>
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[Technical issues are causing some pretty severe slow-downs. The narrator grumbles]

It's a strike!

Well, technically it's a spar!

A SPAAAAARRRRR--

Oh hai there mr. alien.

(Also Tom power slides a goon)
>>
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>>44433238
Alpha Sniper probably should not have done that.
Parts of thew world break - and so does his considerable ROBOTIC ARMOR, as he takes a stunning -1 PA damage from ALIENITE MANDIBLES.

Meanwhile, Parastic Creatures warp in - and proceed to eat brains.

#G-IRON ZEBRA: "Sandbags. My very best of friends".

And it looks like an [intreprid reporter] and a [camera crew] have arrived on the scene!

Heroes turn.
>>
Rolled 6, 5, 1, 2, 5, 3 = 22 (6d6)

Upgrading Sinkhole so it not only immobilizes but damages with 6 Prestige.

>Phase Shift* is activated
>move 22
>Sinkhole* every single last one of those bugs
>Move 6666

Name : Shadow Hunter
Origin : [Magical Gift]
Archetype : [Control]
Modifiers :
[Darker and Edgier]
[Explosion Prone Miscalibration]

Power types : [Phasing] [Shadows]

Signature moves:
[Sinkhole*] - causes a group of enemies to phase into the ground and become stuck. Causes damage while enemies are stuck.
[Phase Shift*] - Turn insubstantial. Can walk through obstacles safely. Strengthened into a continuous effect.
[Shadow Play] : Creates solid objects from shadows.

Actions : 3
Plot Armor : 2
Movement : 7
Offense : 2
Resistance : 0
Prestige: 8 -6
Power Rating : 8
>>
>>44433597
"Miss! Gotta ask you to keep back!" The Gambler shouts down the cooridor, "It's not safe down here, keep well back please while we clean up in here!"

The Gambler uses one action to help ET [Recover] in her currently dazed state, then [Moves]2331 and puts the [BEATDOWN] on the parasitic Alien horror. "You alright? Look, I know you got your orders, but we either pull together or we're all going to die down here mate, take a risk, we're a better bet than the gribblies right?"

[The Gambler]
>Plot Armor: 4
>Movement: 5
>Offense: 2
>Resistance: 0
>Prestige: 5
>Power Rating: 8
>Origin:
[Magical Gift]
>Archetype:
[Control/Techniques]
>Modifiers:
[Pact]-Lady Luck
[Explosion Prone Miscalibration]
[Paragon]
>Power Types:
[Luck]
[Change Fate]
>Stabilized Powers:
[A Roll of the Dice*] - Straight up reduces or enhances the luck of another figure. Reduces chances of target causing collateral damage regardless of whether luck was reduced or enhanced.
[A Twisted Fate] - Steal the Luck of others in an area and transfers it to another target
[Ghost Leg] - Target of the ability either has an easier time finding routes to places, or a harder time. Allows access to normally inaccessible places due to sheer luck, or denies access by the same token.
>Items
[Lucky Coin]: Pact-item; +Kismet
>>
Rolled 6, 5, 1 = 12 (3d6)

>>44433597
"Oy ! Jellyfish ! Stop eating this dude's brains, he might be rude, be he can still learn, dammit !"

>walk over the jellyfish alien 63
>grab it by the tentacle, and Mighty Throw it in the explosive crates southeast of my position

Kamen Raider
Plot Armor : 3/4
Movement : 5
Offense : 2
Resistance : 0
Prestige : 14
Power Rating : 8
>Origin : [Heroic Spirit]
>Archetype : [Techniques]
>Modifier : [Nemesis]
>Stabilized powers :
Raider Kick (Power rating 14, damage +)
Dash (Power rating 14)
Mighty Throw (Power rating 14)
>Inventory
Blue Speed×2
>>
Rolled 4, 3, 6 = 13 (3d6)

>>44433597
>Name: Alpha-Sniper
>Plot Armor : 3
>Movement : 5
>Offense : 2
>Resistance : 3
>Prestige : 2
>Power Rating : 8

>Origin:
[Enhancement]
>Archetype:
[Techniques]
>Modifiers:
[Robot]
[Explosion Prone Miscalibration]
>Power Types:
[Sniping]
[Ignoring Asimov's Laws]
>Stabilized Powers:
[Ranger's Mark] - Mark a target for death, granting everyone +1 OFF against it for X amount of turns.
[Teleportation] - What it says on the tin, allows for A-S to teleport to different positions around the map.
>Inventory:
[Longarm of the Law] (B-mod, DisInt, Penetr, off+1)

Alien Parasites, why does it have to be Alien Parasites?

>Move 4554 to make distance between himself and the parasite.
>Fire a normal shot against the parasite on top of the pile of explosives.
>Meanwhile, fire a [Explosive Round] against the strange, jellyfishy creature at his other side.
>>
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"this is Greene, reporting LIVE, embedded inside an on-going alien invasion of New Metroville -- And look, here, here's a hero!

You! Sir! Mr. Bomb-master! How do you feel about our soon to be alien overlords? will this affect Mayor Werenhoff's re-election campaign?!"
>The Reporter interviews Tom
>Tom loses -2 movement!
>>
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>>44434078
Oh no, it looks like [Intrepid Reporters] have arrived on the Scene.

this is a bit of a complication.

In front of a camera, doing HEROIC THINGS give you Prestige
*Beatdown goons!
*Be a good example!
*Strike poses
*quip oneliners
*Arrest people non-lethally
*Preserve Justice and Uphold A Family Friendly Image!
and other such goody two shoes nonsense.

This Prestige is absolutely free, and associated with being in the Spotlight.

Unfortunately, at the same time, if you commit too much CARNAGE, DESTRUCTION, MAYHEM or UNPLEASANTRY the Public's Threat Perception go up - which might mean other vigilantes come in to handle the situation. Or the police. Or the national guard. Or the Public Defense Lawyers.

This is a chaotic combination - but not all bad, since they're on your side...

... unless you do terrible things and get too much Infamy. Then you might be branded [A Public Menace] and the police starts going after you too! Ouch. The Viewers At Home and the Man on the Street ain't nothing to mess with!
---

Some archetypes / origins recieve less bonuses or more severe reactions (like mutants, aliens and robots!). Others (like a darling Paragon) get a little bonus...

And the brooding anti-heroes? Well, everyone knows they're bad eggs full of violence and darkness. No one is shocked when they do Terrible Things.

(You can also give interviews, which costs 5 movement and 1 action at rng 2-3 hexes. You can move towards the reporter, but that's all the movement you get while assuring the public you are In Control Of The Situation)
>>
Rolled 4, 6, 6 = 16 (3d6)

>>44433597
>Title: Essence Taker
>Plot Armor: 3/4
>Movement: 5 -1 (Darkness)
>Offense: 2 +1(or 2?)
>Resistance: 1 (+1?)
>Prestige: 3
>Power Rating: 8

>Origin:
[Magical Gift] + [Physicality/Control]
>Modifiers:
[Mutant]+[Magnetic]
>Power Types:
[Matter Manipulation]
>Stabilized Powers:
>[Matter Melding]
Meld with/Mold any matter you physically touch.
>[Matter Absorption]
Gain Mass/Proportional Strength the more material there is available. (Takes more time and matter as it progresses, Instant/seconds, a minute/turn, a few minutes/turns)
*Skin-tight Mold: +1 to Offense = A few pounds extra
>*Currently using Heavy Armor: +2 to Offense +1 Resistance Weight, Increase in weight =1 Ton
*Golem: +3 to Offense +1 Resistance Weight Increase: Several Tons(varies)

Essence Taker had been put into a kind of daze upon reaching proximity of the crystals, and.. for much of the fire fight, had been just taking time touching, examining and staring into their glowing, probably radioactive crystalline structure.

>[Matter Absorption] From the time spent absorbing the large mass of crystals and spending a rather.. unfortunate amount of time during a super fight just looking at rocks, E.T. gains the next form of her ability(?), the metallic structure of the shell moved over her body while the crystals grew over her limbs, stylish!
"Thanks for the help, Gambler.. I was uh... convenient excuse?"
>Turn around and Move 334, stop the guard from slaughtering his poor, mind controlled comrade with deadly bullets and.... Jesus, the fuck has she missed while she was staring at rocks? Seriously, there are ALIEN PARASITES NOW?!
>>
[Also, i'm back... I missed a lot .w.]
>>
File: Ground Control Page 16.png (1.98 MB, 2101x1843)
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#G-IRON ZEBRA pretty much just... ceases to exist. A stray arterial spray streaks across Shadow Hunter's cheek - then phases out the other side.

And a pair of horrid alien mandibles cleave right through Essence Taker for a whole 1 PA damage; just as she finishes metabolizing the ALIENITE CRYSTALS

the same crystals that gang of mini-leeches just sucked dry of energy...

also Alpha-Sniper's [explosive prone miscalibration] triggers and a secondary stack of bombs go off - which wipes out a handy hidden alien. Score one for luck.

Or high explosives.

[Heroes]
>>
Rolled 3, 6, 4 = 13 (3d6)

>>44434564
The gambler's eyes narrow at what has just happened, and thinking quickly, he uses [A Roll of the Dice] on himself, before rushing 545] and uses [BEATDOWN] on the southern alien thing.

"ET! Get the other one!"

[The Gambler]
>Plot Armor: 4
>Movement: 5
>Offense: 2
>Resistance: 0
>Prestige: 5
>Power Rating: 8
>Origin:
[Magical Gift]
>Archetype:
[Control/Techniques]
>Modifiers:
[Pact]-Lady Luck
[Explosion Prone Miscalibration]
[Paragon]
>Power Types:
[Luck]
[Change Fate]
>Stabilized Powers:
[A Roll of the Dice*] - Straight up reduces or enhances the luck of another figure. Reduces chances of target causing collateral damage regardless of whether luck was reduced or enhanced.
[A Twisted Fate] - Steal the Luck of others in an area and transfers it to another target
[Ghost Leg] - Target of the ability either has an easier time finding routes to places, or a harder time. Allows access to normally inaccessible places due to sheer luck, or denies access by the same token.
>Items
[Lucky Coin]: Pact-item; +Kismet
>>
"I can't believe my own eyes! Tell me you're getting this on camera! It's unbelievable, it cannot be true-

what? no! not the aliens, whatever, look, crystals!

Mayor Werenhoff promised there were no crystals in the entire New Metroville underground! This will rile up the Crystallists something fierce, it's a government conspiracy! It's a cover-up of crystaline propertions, but we're about to blast it wide open!

Get the tape!

YOU!

Essential Baker! Do you think this stunning scoop revelation will influence the coming election cycle? And how do you manage your work life balance of devouring metal objects, beating up alien horrors from other worlds and looking that good while wearing other people's metal? Any tips for the viewers at home?!"
>>
Rolled 5, 2, 3 = 10 (3d6)

>>44434564
>Name: Alpha-Sniper
>Plot Armor : 3
>Movement : 5
>Offense : 2
>Resistance : 3
>Prestige : 5
>Power Rating : 8

>Origin:
[Enhancement]
>Archetype:
[Techniques]
>Modifiers:
[Robot]
[Explosion Prone Miscalibration]
>Power Types:
[Sniping]
[Ignoring Asimov's Laws]
>Stabilized Powers:
[Ranger's Mark] - Mark a target for death, granting everyone +1 OFF against it for X amount of turns.
[Teleportation] - What it says on the tin, allows for A-S to teleport to different positions around the map.
>Inventory:
[Ranged Justice] (B-mod, DisInt, Penetr, off+1)

Let that blast teach those chitin-necked bugs not to mess with Justice. Now to move down that cleared hall.

>Move 23344 down the exploded passage.
>Move 45656 to take some cover behind the sandbags, keeping his eye on the leeches westward.
>Infact... Fire a [Explosive Round] at the swarm of leeches, just in case.
>>
Rolled 6, 4, 5 = 15 (3d6)

>>44434078
["Just do it" Tom]
Plot Armor : 1/4
Movement : 5
Offense : 2
Resistance : 0
Prestige : 15
Power Rating : 8
>Origin :
+ [Heroic Spirit]
>Archetype:
+ [Gadgets]
>Modifier :
>Power Types:
+ [Hand sized things that go Boom]
+ [Larger things that go BOOM]
>Stabilized powers :

>Inventory:
+ [Kludged Walkie Detonater] - "Explosives Rule 3#: Pray"

>Tom is still almost dying but tries not to let her notice

"Now listen here Becky.", Tom said putting an arm around the reporter, "I may just be a simple bomb maker slash superhero, but as a citizen of earth it is my duty to uphold our great planet's sovereignty. Earth is number 1! Whoooo!"
>>
>>44434941
Would you like to take an action as well? Go right ahead.
>>
>>44434996
It's my duty as a INVESTIGATE REPORTER to never let such things slip through the cracks; you see --

Now, about the allegations your bomb making abilities are purely the result of illegal LASIK surgery augmenting your optical nerves: what do you have to say to your detractors?
>>
>Title: Essence Taker
>Plot Armor: 2/4
>Movement: 5 -1
>Offense: 2 +2 (Heavy Form)
>Resistance: 1+1 (Heavy Form)
>Prestige: 3
>Power Rating: 8

>Origin:
[Magical Gift] + [Physicality/Control]
>Modifiers:
[Mutant]+[Magnetic] [Heavy Form=KnockbackResistance]
>Power Types:
[Matter Manipulation]
>Stabilized Powers:
>[Matter Melding]
Meld with/Mold any matter you physically touch.
>[Matter Absorption]
Gain Mass/Proportional Strength the more material there is available. (Takes more time and matter as it progresses, Instant/seconds, a minute/turn, a few minutes/turns)
*Skin-tight Mold: +1 to Offense = A few pounds extra
>*Currently using Heavy Armor: +2 to Offense +1 Resistance Weight, Increase in weight =1 Ton
*Golem: +3 to Offense +1 Resistance Weight Increase: Several Tons(varies)

>Stomp the shit out of the alien who just took a bite out of her. [SMASH!] Apparently crystals are these things favorite treat?! Motherfuck-Ow!
>Get Interviewed?! Civilian in danger! Woozy from damage.. Fuck, is that a camera?!
"Woah woah ma'am, what are you doing down here? It's dangerous!" wave the chunk of missing crystal on her arm around for emphasis, not bothering to correct her on the name. IF things went bad, let 'Essential Baker' take the blame, yeah? "Uhm..i'm just as surprised as you ma'am, these creature seem to like eating it!" she continued, "Err... I keep a healthy diet full of iron, protein and Calcium? The aliens thing is a little new and... Genetics, I guess."
>Sudden IDEA! [SPRINT] Move around the corner 3322
"You know who'd have an AMAZING thing to tell your viewers~?" she shouted, running past The Gambler and slapping him on the back, "This guy!" she said... disappearing around the corner and likely... trampling an ICE soldier.

Sorry not sorry. Fuck cameras. She looked like a metal, crystal behemoth with tits. Any clothing she was wearing has LONG sense died to the hail of bullets, sudden crystal growths, mass increasing her muscles and bulk!
>>
Rolled 5, 2, 4 = 11 (3d6)

>>44434564
>move 3333
>grab the broken generator, and throw it at the alien purple insect thingies
"This interview thing looks pretty fun."

Kamen Raider
Plot Armor : 3/4
Movement : 5
Offense : 2
Resistance : 0
Prestige : 14
Power Rating : 8
>Origin : [Heroic Spirit]
>Archetype : [Techniques]
>Modifier : [Nemesis]
>Stabilized powers :
Raider Kick (Power rating 14, damage +)
Dash (Power rating 14)
Mighty Throw (Power rating 14)
>Inventory
Blue Speed×2
>>
>>44434996
Use the opportunity to regain some plot armor.

>>44435021
"Becky listen, of course you know that as a person of public interest an experienced hero such as myself could never openly refer to such spicy accusations. However I assure you that the soup of alien perpetrators will be just as hot once this badboy comes into play.", Tom bragged flaunting his absolutely improvised Detonator.
>>
Rolled 3, 5, 2, 2, 6, 4 = 22 (6d6)

"Too many bugs. My greatest fear is chasing me! Oh soon I shall devolve and become BUG MAN once more. "

Shadow Hunter Poses.

"NEVER I AM THE SHADOW HUNTER. I FEAR NOTHING FOR THE VERY SHADOWS FEAR ME!"


>Phase Shift* is activated
>move 3
>Shadow PUNCH
>Shadow PUNCH
>Shadow PUNCH
>Move 111111


"Though maintaining a healthy distance isn't due to fear, but practicality."

Name : Shadow Hunter
Origin : [Magical Gift]
Archetype : [Control]
Modifiers :
[Darker and Edgier]
[Explosion Prone Miscalibration]

Power types : [Phasing] [Shadows]

Signature moves:
[Sinkhole*] - causes a group of enemies to phase into the ground and become stuck. Causes damage while enemies are stuck.
[Phase Shift*] - Turn insubstantial. Can walk through obstacles safely. Strengthened into a continuous effect.
[Shadow Play] : Creates solid objects from shadows.

Actions : 3
Plot Armor : 2
Movement : 7
Offense : 2
Resistance : 0
Prestige: 2
Power Rating : 8
>>
>>44435021
>Silently congratulate self for not making a total boor of self on live television! Could she have made some good PR? Probably, but she... didn't do good in front of cameras.
>>
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>>44435227
Every single thing that can explode detonates violently.

Just... everything.

Greene losses her unflappable intrepid-ness and stands, slackjawed, staring.

THREAT PERCEPTION Ticks up to 1. The public is concerned. Well, kind of. I mean - Gambler is here, right? He's got this down pat.

Also Karmen Raider needs to AIM MORE.
>>
>>44435227
A dread secret brought to life on LIVE TV? This is what televison was made for, folks.

[Shadow Hunter gains +2 Prestige, and a flurry of message board posts with phasing bug costume designs]
>>
>>44435337
Alpha-Sniper gets pummeled by a Psychic Barrage, node-chained through several of the Jellyfish!

And it looks like that other one is trying to [Phase In] reinforcements. Good thing you got rid of all those crystals!

[heroes]
>>
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What're you talking about, the reception is perfectly clear!
>>
Rolled 2, 2, 1 = 5 (3d6)

>>44435586
The Gambler, knowing the can't afford more collatoral, tosses [A Roll of the Dice] onto A-S, "Try to keep things clean buddy!" He then turns on his heel, and charges the nearest monster. [Moving]555, and delivering a [BEATDOWN] "Today is not the lucky day for those who try to harm -my- town buddy!"

[The Gambler]
>Plot Armor: 4
>Movement: 5
>Offense: 2
>Resistance: 0
>Prestige: 5
>Power Rating: 8
>Origin:
[Magical Gift]
>Archetype:
[Control/Techniques]
>Modifiers:
[Pact]-Lady Luck
[Explosion Prone Miscalibration]
[Paragon]
>Power Types:
[Luck]
[Change Fate]
>Stabilized Powers:
[A Roll of the Dice*] - Straight up reduces or enhances the luck of another figure. Reduces chances of target causing collateral damage regardless of whether luck was reduced or enhanced.
[A Twisted Fate] - Steal the Luck of others in an area and transfers it to another target
[Ghost Leg] - Target of the ability either has an easier time finding routes to places, or a harder time. Allows access to normally inaccessible places due to sheer luck, or denies access by the same token.
>Items
[Lucky Coin]: Pact-item; +Kismet
>>
Rolled 2, 3, 6 = 11 (3d6)

>>44435554
>>44435586
>Name: Alpha-Sniper
>Plot Armor : 3
>Movement : 5
>Offense : 2
>Resistance : 3
>Prestige : 5
>Power Rating : 8

>Origin:
[Enhancement]
>Archetype:
[Techniques]
>Modifiers:
[Robot]
[Explosion Prone Miscalibration]
>Power Types:
[Sniping]
[Ignoring Asimov's Laws]
>Stabilized Powers:
[Ranger's Mark] - Mark a target for death, granting everyone +1 OFF against it for X amount of turns.
[Teleportation] - What it says on the tin, allows for A-S to teleport to different positions around the map.
>Inventory:
[Ranged Justice] (B-mod, DisInt, Penetr, off+1)

While Alpha-Sniper get pummelled by the Psychic Jellyfishes, himself being a rouge robot protect both his mind and matter from serious harm, preparing shots against the ayys.

>Fire a plasma shot against the crate of explosives behind the Ayys, to blow them sky high.
>Before the explosions go off, [Teleport] behind the Jellyfish, into what appears to be their secret base of sorts.
>>
Rolled 3, 2, 5 = 10 (3d6)

>>44435586
>move 433
>tear off a chunk of the wall, to use it as a crude club

Kamen Raider
Plot Armor : 3/4
Movement : 5
Offense : 2
Resistance : 0
Prestige : 15
Power Rating : 8
>Origin : [Heroic Spirit]
>Archetype : [Techniques]
>Modifier : [Nemesis]
>Stabilized powers :
Raider Kick (Power rating 14, damage +)
Dash (Power rating 14)
Mighty Throw (Power rating 14)
>Inventory
Blue Speed×2
>>
Rolled 1, 5, 3 = 9 (3d6)

>>44435554
["Just do it" Tom]
Plot Armor : 4/4 (ima assume it regened by now)
Movement : 5
Offense : 2
Resistance : 0
Prestige : 15
Power Rating : 8
>Origin :
+ [Heroic Spirit]
>Archetype:
+ [Gadgets]
>Modifier :
>Power Types:
+ [Hand sized things that go Boom]
+ [Larger things that go BOOM]
>Stabilized powers :

>Inventory:
+ [Kludged Walkie Detonater] - "Explosives Rule 3#: Pray"

>With a sigh Tom let go of the Reporter

"Shit exploded, I'm needed."

>Double time it to get a better look inside the secret alium base
>If in range Tom would toss an impact triggered high voltage grenade at one of the aliens, preferably not one of the ones his comrades were in combat with, if everything went according to plan they would be disabled, or their nervo system fried, either way there would be some stuff left to investigate
>>
Rolled 3, 1, 5 = 9 (3d6)

>Title: Essence Taker
>Plot Armor: 2/4
>Movement: 5 -1
>Offense: 2 +2 (Heavy Form)
>Resistance: 1+1 (Heavy Form)
>Prestige: 8-5 (3)
>Power Rating: 8
>Inventory: [Nothing]
>Origin:
[Magical Gift] + [Physicality/Control]
>Modifiers:
[Mutant]+[Magnetic] [Heavy Form=KnockbackResistance]
>Power Types:
[Matter Manipulation]
>Stabilized Powers:
>[Matter Melding]
Meld with/Mold any matter you physically touch.
>[Matter Absorption]
Gain Mass/Proportional Strength the more material there is available.
>*Currently using Heavy Armor: +2 to Offense +1 Resistance Weight, Increase in weight =1 Ton
________

>>44435586

>Move 66, leaning against a wall.
>[Recovery] Take a moment to get your breath back and regen 2+ Plot Armor!
>Feel a sudden surge of changes within self. Undergo new Mutation (Gain New Ability using 5 Prestige. [Material Echoes] (Using her powers of Matter Manipulation, extend area of awareness to cover a large area for a short time and relay that information to everyone else.)
>[Material Echoes] Feel/Hear/Notice/Ping EVERYTHING in the caves for a few moments... Woah...

"Feel... kinda.. queasy.. those crystals are kinda like junkfood.." she grumbles, all this fighting going on around her and she can't pull it together long enough to knock some heads? "Blegh.."
>>
File: Ground Control 19.png (2.69 MB, 2101x1843)
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Rolled 5, 6, 6 = 17 (3d6)

With a mighty swing the Gambler pulverizes one of the JELLIES, while something *very* odd happens to Alpha Sniper's plasma shot.

The aliens are reeling, their psychic choir destablized through consistent barrages of justice (and violence) but mostly justice!

When suddenly, out of the blue - surprise TOM with a HIGH VOLTAGE GRENADE.

Three alien Jellies, still trying to cool down from being exposed to superheated plasma shiver and twitch and flop to the ground.

Meanwhile, a Goon is quite surprised-

"Alpha-Sniper, a quick comment on--- where'd he go?"

Inside the ALIEN SHIP
also he's on fire
why is Alpha Sniper on fire?
My devious diabolical designs, the aliens have [Phase Shielding] on their tech!

Alpha Sniper burns for 1 PA.
>>
>>44436242
Did ET not see anything?
>>
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>>44436455
Essence Taker sees /everything/
>>
>>44436502
But this? Even if Essence Taker sees everything, she's not going to get the drop on the scoop of the century!
>>
>>44436560
"MS. GREENE! I THOUGHT I ASKED YOU TO STAY BACK! WE CAN'T KEEP YOU SAFE IF YOU GET TOO FAR AHEAD OF US!"
>>
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>>44436560
"And this just in, this is Greene reporting LIVE from inside the ALIENITE MOTHERSHIP!

Mayor Werenhoff's anti crystal campaign is so many broken election promises now, this place is brimming with crystals! The entire New Metroville underground is actually just a cover for a giant---"
>>
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>>44436596
??: "That is quite enough of that.

This entire charade has gone on too long, and has cost my associates entirely too many good men.

As of right now, following the MNPD's unsuccessfull assault on Kraken Base I am declaring this entire situation Sigma Five and activating the Projected Subliminal Induction Transmitter.

Please, remain calm while the PSI Transmitter makes you forget any of this ever happened.

Some loss of childhood memories might occur."
>>
File: Ground Control Page 21.png (2.49 MB, 2101x1843)
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>>44436636
While that's going on - Essence Taker sees everything.

Everything.

Eveerrrryythiiiiinnggggg

including the faulty wiring on Fusion Core normalizer B272; which is badly kludged into a wonky console by ICE personel (who don't exactly have a good grasp of alien tech)

that's probably what's causing that one teleporter bad to have a discordant humming noise instead of a low key vibrational undertone - which can only mean that that teleporter pad is badly in sync with reality.

best not use that.

That other one has a much, much more pleasant sound.
>>
>>44436871
>DIALOGUE!
For everyone on the superhero side of things, E.T. lets everyone know of the wonky set up in the south west portion of the area where there hasn't been many explosions.
>Suggest a Tech savvy person to check out the alien tech plugged into a console?
>Warn any foolhardy folks who might like to go running forward about the wonky humming on the left most teleporter on the south EAST most portion of the area.
>Suggest they take the nicer sounding one!
>Oh... and the reporter and camera person (unless she was lugging around a camera by herself) just disappeared through said teleporter... someone should PROBABLY LOOK INTO THAT.
What with saving civilians and what not.
___
On a side note.
The fucking colors man... the sounds... she could see EVERYTHIIII- Oh... it's over. It was like coming down from the best high of her life, the colors and sounds seemed so much duller and quiet compared to being ONE WITH THE MAP for a few seconds.
>>
>>44437037
"TOM! Get to that thing now! You're our smartest tech dude! EVERYONE ELSE! INTO THE FARSIDE TELEPORTER! MOVE!"
>>
>>44436871
>Name: Alpha-Sniper
>Plot Armor : 2
>Movement : 5
>Offense : 2
>Resistance : 3
>Prestige : 5
>Power Rating : 8

>Origin:
[Enhancement]
>Archetype:
[Techniques]
>Modifiers:
[Robot]
[Explosion Prone Miscalibration]
>Power Types:
[Sniping]
[Ignoring Asimov's Laws]
>Stabilized Powers:
[Ranger's Mark] - Mark a target for death, granting everyone +1 OFF against it for X amount of turns.
[Teleportation] - What it says on the tin, allows for A-S to teleport to different positions around the map.
>Inventory:
[Ranged Justice] (B-mod, DisInt, Penetr, off+1)

Alpha-Sniper's circuits fizzled as he regains his focus. Why did civilians have to go through that teleporter?

>Move 44444, and interact with the teleporter to get deeper into the whole alien craft.
>Since he hasn't used his action yet, he [Overwatch], which is more or less a count-as [Beatdown] for any threats on the other side of the 'porter.
>>
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>>44436871
"Are we still rolling?"
"What?!"
"Come on, this is the Hit Story of a Life Time! Who the hell can just block our transmission-- yes?

Hello?

no I don't know why I sitill have mobile reception here; what do you want?

The Mayor is WHAT?!"

It seems we're once again faced with a choice, heroes!

ICE has activated their PSI Trasmitter in an attempt to scrub the knowledge of their existence from the minds of the Public, but we're quite shielded this far underground.

Reporter Greene is currently trying to broadcast live from inside an Alienite Nesting Vesssel; there could be hundres - thousands - of those things in there just waiting to burst forth from pods.

but Mayor Werenhoff is also holding an EMERGENCY PRESS CONFERENCE to deal with the accusations of him being bankrolled by a secretive paramiltiary organization who wishes to exploit New Metroville's Crystal Undergrowth for their own nefarious ends!

Do we Rescue Greene (and defeat an entire spaceships worth of aliens) (A) or do we Attend A Press Conference (and stop a nefarious mind control scheme) (B)?
>>
>>44437137
"We can't abandon the innocent. I'm always gonna be a little picture man. The mind control won't matter if we nip this in the bud and we get the live footage... I mean fuck, we have -live footage- of that stupid transmission he made... We go save the reporter. Then we deal with this. But if others want to go elsewhere, I will of course back them up."
>>
>>44437137
(Honesty, why not both at the same time? That would be more complex for the Narrator to keep track of, but we can't let either side fail!)

(As well, what happened at the Kraken Base? Did Iron Justice defend the LAW?)
>>
[My hardware issues re-surfaced half-way through doing this End-of-Map special, so it might not have been entirely obviously what was going on!

[Kraken Base] had time to activate their [Psi Transmitter] because you were all dealing with [The Actual Alien Menace] - That's the choice from last time! - So now there's another one [Alien Menace... II: Slime Buggallo] or [Press Conference Blues]

That 17 on the end-of-map event roll just gets a Reporter inside the mothership with you, which does mean more prestige and slightly more complications in there!]

[Sorry if it seemed like I was being a dick and going "hah, no, you lose". heroes don't get defeated by the villain's master plan! They just suffer a set-back!]
>>
"I'm feeling kind of winded.. lugging around this much weight usually isn't THAT bad, but these crystals are NOT a girls best friend..."
"I suggest we go into the ship, I'm not a fan of the press but we can't just LEAVE her in there. Mind Control or not, we have ALIENS in there doing nasty things!"
>>
>>44437262
>>44437267
(As well, time to say who goes where: Iron Justice will be at the [Press Conference Blues], while Alpha-Sniper is dealing with problems within the mothership in [Alien Menace... II: Slime Buggallo].)
>>
>>44437262
The fate of IRON JUSTICE is a question many readers are interested in finding out about!

What really happened at Kraken Base? What does Sigma Three Three even mean? Just how many explosions does ICE actually have, and where do they keep getting the stuff?

but perhaps there's a way to find out.
>>
[Could we not use the ICE console plugged into alien tech to at least illuminate part of things?]
>>
"Uh"

"P-please don't arrest me. Or sink me into the ground. Or plasma my face of. Or eat me. Or--werh.

P-please don't hurt me.

You saved my life! The PSI Transmitter isn't a-actually that dangerous; we've used it a dozen times. Hell, I used to get slightly more spare time by blitzing my supervisor to forget my coffee break so I could have another one.

My point is, it's just a wave - the worst part is all the subliminal programming. They'll probably rile the police up really bad to stop any Metas out there.

But this here alien ship, we grabbed out a console? Like? And uh, messed with their phase tech.

If you're willing to get a bit fritzy, there might be a way to stop this entire thing from evening happening.

I / could/ send you into the past using that there console. It'd be a bit bad on the quantum interference level and chronodisplacement isn't exactly my m-major, but...

you could go back in time to see what happened at Kraken Base?"
>>
>>44437489
"See, or -participate- in? Because, one of the things dating a goddess teaches you? Time travel is -never- the fucking answer. It always creates more problems than it solves."
>>
>>44437489
Looks like there's a third choice here, team!

Bust some alien skulls, save an embedded reporter? [A: Fun in Phase Space]

Question the Mayor on his campaign promises?
[B: Crystal Campaign]

Or [Option C], the Chrono-Displacement Problem?
---

Let's debate among the team for now! Whatever we go with, I'm sure justice prevails.

And hey.

At least we've gotten ourselves a free noodleshack with only minor craters in the bargain!

[Participating Heroes gain +7 Prestige for Finishing the Map]

[goodnight]
>>
>>44437590
>A
"Again, we have to do the right thing. We came here to solve this issue, not to let it fall apart. Further, we leave, this guy dies. Time travel -sucks-. It never fixes anything, it only makes it more complicated."
>>
>Title: Essence Taker
>Plot Armor: 2/4
>Movement: 5 -1
>Offense: 2 +2 (Heavy Form)
>Resistance: 1+1 (Heavy Form)
>Prestige: 3 +7 (woo)
>Power Rating: 8
>Inventory: [Nothing]
>Origin:
[Magical Gift] + [Physicality/Control]
>Modifiers:
[Mutant]+[Magnetic] [Heavy Form=KnockbackResistance]
>Power Types:
[Matter Manipulation]
>Stabilized Powers:
>[Matter Melding]
Meld with/Mold any matter you physically touch.
> [Material Echoes]
Using her powers of Matter Manipulation, extend area of awareness to cover a large area for a short time and relay that information to everyone else. (Echolocation/Radar/Daredevil Senses)
>[Matter Absorption]
>*Currently using Heavy Armor: +2 to Offense +1 Resistance Weight, Increase in weight =1 Ton
Gain Mass/Proportional Strength the more material there is available. (Takes more time and matter as it progresses, Instant/seconds, a minute/turn, a few minutes/turns)
*Skin-tight Mold: +1 to Offense = A few pounds extra
*Golem: +3 to Offense +1 Resistance Weight Increase: Several Tons(varies)
_____________
>>44437489

"I suggest we pull any useful information onto a portable drive for evidence and save the reporter. Aside from the positive press, the mind control wave is minor from what this guy says." she points out. "Time travel seems like it would just ruin things worse... or make US the sole reason it happened in the first place. I forget how it works. We take this guy with us, or tie him up for later while we deal with the problem with the aliens."

>A
(I vote to take the guy with us, having a non hostile ICE member means free minion/lore/information/clearance for ICE type junk)
>>
>(I vote to take the guy with us, having a non hostile ICE member means free minion/lore/information/clearance for ICE type junk)
Seconding, no matter what we end up going to do.

>Buy Upgrade for [A Twisted Fate] and [Ghost Leg]

Final Stats:

[The Gambler]
>Plot Armor: 4
>Movement: 5
>Offense: 2
>Resistance: 0
>Prestige: 0
>Power Rating: 8
>Origin:
[Magical Gift]
>Archetype:
[Control/Techniques]
>Modifiers:
[Pact]-Lady Luck
[Explosion Prone Miscalibration]
[Paragon]
>Power Types:
[Luck]
[Change Fate]
>Stabilized Powers:
[A Roll of the Dice*] - Straight up reduces or enhances the luck of another figure. Reduces chances of target causing collateral damage regardless of whether luck was reduced or enhanced.
[A Twisted Fate*] - Steal the Luck of others in an area and transfers it to another target. More Empowered, has a greater buff/debuff effect.
[Ghost Leg*] - Target of the ability either has an easier time finding routes to places, or a harder time. Allows access to normally inaccessible places due to sheer luck, or denies access by the same token. Positively effecting The Gambler at all times.
>Items
[Lucky Coin]: Pact-item; +Kismet
>>
Ooo Phase Space. I pick

>A

I can teach everyone how to use the Shadow Realm as an alternate way to travel!

Just don't look directly at the Shadow Moon

Or the strange creatures that linger in the corners of your eyes

Or me. Really, really don't look at me in the Shadow Realm.
>>
Stabilizing a new power

[Shadow Walk] Walk from one shadow to another. Can take passengers. Additional people lowers the success rate. Warning! Becoming trapped in the Shadow Realm can be hazardous to your health.
>>
>>44438484
Actually never mind, I'm 1 prestige short. It will have to wait. On the next episode of BUGMAN. Same Bug Channel. Same Bug Time.

"Oh god its back. "

Shadow Hunter AWAY!



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