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You are a Parahuman, an otherwise ordinary person who's been endowed with superpowers beyond human potential. These powers awakened during a Trigger, a traumatic event in your past that haunts to this day. The year is 2120, and you're in one of the many vast domed metropolises where most of humanity persists, sheltered from the polluted, irradiated, and mutant-infested wastelands outside.

Someone a hundred years ago might call your world Cyberpunk, but it's simply all you've ever known. The opportunities for a Parahuman are countless, and the dangers involved unfathomable. Whether you want to use your powers to enforce civil order, dish out your own justice, or further your own, selfish ends is up to you.

> What is your name, and are you a male or female?

Yes, this quest is using Worm's power system, both because I'm a shameless hack and because it's more or less perfect. If you couldn't tell, it's not set in the Wormverse, and aside from the powers system, the rest is OC I'm making up as I go along. Hopefully we can have some fun with it.
>>
>Name
Dick V. Bones

>Gender
Male
>>
>>2442415
>female
>Ratostrik
>>
>>2442415
Marie Antonine. Female.
>>
>>2442415
Seconding >>2442542 as the first relatively normal name so you can get started.
>>
>>2442415
>Zander B. Krupp
>Male
>>
>>2442554
this

I'd be ok with dick as a nickname or codename or whatever
>>
>>2442554

This. I think we should go for a Brute power.
>>
>>2442554
>>2442415
This is an acceptable setup
>>
>>2442554
Backing
>>
>>2442554
dank
>>
>>2442554

You are Zander B. Krupp, a male Parahuman in his early twenties. Describe Zander's personality in three stand-alone words, i.e, sadistic, honorable, inattentive, etc. This will influence your choice of powers.
>>
>>2442650
>Carefree
>Bored
>Sarcasric
>>
>>2442652
>Sarcastic*
>>
>>2442650
Intellectual, perceptive, adaptive
>>
>>2442650
>stupid
>sadistic
>suicidal
>>
>>2442650
>Inteligent
>carefree
>suicidal
>>
>>2442650

Bigoted
Pragmatic
Indulgent
>>
>>2442650
I̶n̶t̶e̶l̶l̶i̶g̶e̶n̶t̶,̶ ̶n̶i̶h̶i̶l̶i̶s̶t̶i̶c̶,̶ ̶a̶n̶d̶ ̶w̶i̶t̶h̶ ̶a̶ ̶w̶i̶c̶k̶e̶d̶ ̶s̶e̶n̶s̶e̶ ̶o̶f̶ ̶h̶u̶m̶o̶r̶.

>Pragmatic
>Self-deprecating
>Steadfast
>>
>>2442696
Backing this
>>
>>2442696
ill support this
>>
>>2442696
Supporting.
>>
>>2442696
>>2442650
If only for the meme
>>
>>2442696

You've often been described as dependable, with an ironclad will and a stubborn streak a mile wide, but quick to mock yourself, slow to anger, and cutthroat when you have to be.

What was your Trigger Event?

> You'd did it and there was no going back. Killed some gangbanger punk with your own two hands because he'd wasted your friend over the money in his wallet. At the time, you didn't know he was a member of the El Scorpios Muertos, and if you had, maybe things would've went differently.
> As it was, they found out where you lived, kidnapped you in the dead of night, and decided to make an example of you. The beatings, you could've handled, and while the baseball bats hurt, they didn't push you over the edge. But the soldering irons and red-hot tongs, those were too much and as they met your flesh, you panicked. Trigger.

> You never were one for common morals, but even you knew you'd went too far. Killed six men, women, and children in an armed robbery then fled with a bag of paper money, not three miles from the nearest police center. It was a miracle you'd gotten as far as you did, but you would've gotten further if it hadn't been for that damned road block. They didn't bother to ask questions, and it's not like you would've bothered to answer either way.
> The rental car was totalled and you came inches from dying in a hail of gunfire before escaping into an alleyway. You knew you were a goner, but you didn't expect the super. As your nine millimeter pinged off his skin like he was a tank on legs and he lifted a full dumpster over his head like it was cardboard, you ran like a man possessed. As it shattered into the wall beside you, he grabbed your shoulder and your heart stopped. Trigger.

> You've always loved a good laugh, but you could care less for clowns. The Southside Circus was an urban muth, a twisted loonie's dream come true, and when a letter in snail-mail said they were coming for you, you thought it was a joke, and to them, it was.
> They didn't bother with the torture and went straight for the chase. Arsoned your apartment, shot your car to high-hell, and once they got you, hanged you from a streetlight. While they shouted that you'd won the lottery and the noose tightened around your neck, a terror deeper and more profound than any other overtook you. Trigger.
>>
>>2442845
>You'd did it and there was no going back. Killed some gangbanger punk with your own two hands because he'd wasted your friend over the money in his wallet. At the time, you didn't know he was a member of the El Scorpios Muertos, and if you had, maybe things would've went differently.
>As it was, they found out where you lived, kidnapped you in the dead of night, and decided to make an example of you. The beatings, you could've handled, and while the baseball bats hurt, they didn't push you over the edge. But the soldering irons and red-hot tongs, those were too much and as they met your flesh, you panicked. Trigger.
Seems most fitting given our personality. The others seem more incidental and less tied to the characterization, though perhaps I'm just not seeing it yet.

No write-ins allowed, I'm assuming.
>>
>>2442845
> You'd did it and there was no going back. Killed some gangbanger punk with your own two hands because he'd wasted your friend over the money in his wallet. At the time, you didn't know he was a member of the El Scorpios Muertos, and if you had, maybe things would've went differently.
> As it was, they found out where you lived, kidnapped you in the dead of night, and decided to make an example of you. The beatings, you could've handled, and while the baseball bats hurt, they didn't push you over the edge. But the soldering irons and red-hot tongs, those were too much and as they met your flesh, you panicked. Trigger.
>>
>>2442845
> You've always loved a good laugh, but you could care less for clowns. The Southside Circus was an urban muth, a twisted loonie's dream come true, and when a letter in snail-mail said they were coming for you, you thought it was a joke, and to them, it was.
> They didn't bother with the torture and went straight for the chase. Arsoned your apartment, shot your car to high-hell, and once they got you, hanged you from a streetlight. While they shouted that you'd won the lottery and the noose tightened around your neck, a terror deeper and more profound than any other overtook you. Trigger.
>>
>>2442845
>> You've always loved a good laugh, but you could care less for clowns. The Southside Circus was an urban muth, a twisted loonie's dream come true, and when a letter in snail-mail said they were coming for you, you thought it was a joke, and to them, it was.
>> They didn't bother with the torture and went straight for the chase. Arsoned your apartment, shot your car to high-hell, and once they got you, hanged you from a streetlight. While they shouted that you'd won the lottery and the noose tightened around your neck, a terror deeper and more profound than any other overtook you. Trigger.
>>
>>2442868
Seconding. Fits the personality.
>>
>>2442845
>> You've always loved a good laugh, but you could care less for clowns. The Southside Circus was an urban muth, a twisted loonie's dream come true, and when a letter in snail-mail said they were coming for you, you thought it was a joke, and to them, it was.
>> They didn't bother with the torture and went straight for the chase. Arsoned your apartment, shot your car to high-hell, and once they got you, hanged you from a streetlight. While they shouted that you'd won the lottery and the noose tightened around your neck, a terror deeper and more profound than any other overtook you. Trigger.

A vendetta against clowns
sign me the hell up
>>
>>2443035
Supportan
>>
>>2442845
> You'd did it and there was no going back. Killed some gangbanger punk with your own two hands because he'd wasted your friend over the money in his wallet. At the time, you didn't know he was a member of the El Scorpios Muertos, and if you had, maybe things would've went differently.
> As it was, they found out where you lived, kidnapped you in the dead of night, and decided to make an example of you. The beatings, you could've handled, and while the baseball bats hurt, they didn't push you over the edge. But the soldering irons and red-hot tongs, those were too much and as they met your flesh, you panicked. Trigger.

All very Brute-y triggers.
>>
>>2442845
> You'd did it and there was no going back. Killed some gangbanger punk with your own two hands because he'd wasted your friend over the money in his wallet. At the time, you didn't know he was a member of the El Scorpios Muertos, and if you had, maybe things would've went differently.
> As it was, they found out where you lived, kidnapped you in the dead of night, and decided to make an example of you. The beatings, you could've handled, and while the baseball bats hurt, they didn't push you over the edge. But the soldering irons and red-hot tongs, those were too much and as they met your flesh, you panicked. Trigger.
>>
>>2442868
>>2443035
>>2443483
>>2443619
>>2443714
>>2443735

You Triggered under torture by the El Scorpios Muertos for killing one of their members in revenge for the cold-blooded murder of a close friend. You barely managed to escape in one piece, and while they've long forgotten what they did or why they did it, the memory of what they put you through hasn't left you.

How did your powers manifest?

> Brute
> Striker
> Changer
>>
>>2443841
> Changer
some wacky goofy body shapeshifting shit
>>
>>2443841
Striker
Hitting and shootan good.
>>
>>2443841
>> Changer
>>
>>2443841
> Striker
>>
>>2443841
> Striker
>>
>>2443841
Striker
>>
>>2443854
>>2443859
>>2443863
>>2443867

You're a Striker, your superpower extends to anything you're touching and causes a considerable effect on its targets, but you have to be at point-blank range to use it, which poses its own set of problems in the contemporary age of plasma, lasers, and gunpowder.

You were aware the instant you Triggered, and the half-second of lucidity gave you a momentary choice of three you made on instinct. Which did you choose?

> Acid
> Schock
> Entropy
>>
>>2443908
> Entropy
>>
>>2443908
> Entropy
>>
>>2443908
>Entropy
>>
>>2443908
> Schock
or
> Entropy

schock is electric?
>>
>>2443908
>> Schock
something not op thats eventually gonna kill the endbringers would be nice
>>
>>2443909
>>2443910
>>2443912
>>2443914

You have the power to induce entropy by touch, by rapidly destabilizing molecular bonds, reducing materials down to their base elemental components, most often earthy or metallic dust. While few materials are entirely immune, the power is most effective on organic substances, and generally speaking, the harder a material is, the longer it takes to disintegrate. At full capacity, you could reduce an unarmored human to ashes in little under five minutes, and given a hold of their throat, kill them in a tenth of that.

After crumbling and shattering your restraints, you panicked and attacked your torturers. Luckily for you, none of the three had their guns ready, and you were in a sound-proofed repurposed bathroom in a tenement apartment, not an actual base of the El Scorpios Muertos.

A few weeks after getting away, ensuring the cartel isn't on your tracks, and recovering from your wounds, you've decided to put your destructive ability to use.

What archetype do you fall under?

> Superhero: Also known as Capes, and Cronies in less reputable circles. They are Parahumans who use their powers to preserve the peace and fight crime in accordance with the letter of the law. If they can help it, they don't kill perps, try to make arrests, and keep collateral damage to an absolute minimum. In exchange for the difficulties involved, they are backed by the government and have a support network that would otherwise be absent.

> Vigilante: Either distrusting the government or the lukewarm methods of Capes, these are Parahumans that have taken the law into their own hands. They are beholden to no-one and they are free to use their powers to clean the streets in any way they see fit, but they're also alone, and more often than not, opposed by both sides of the law. They have a general reputation for excessive brutality, but they rarely encounter any repeat offenders.

> Villain: Most often ideologically motivated, greedy at the expense of the common man, or simply psychotic, they are Parahumans who disregard the law and societal morals entirely. Most are typically involved with one of the many crime syndicates and street gangs of the city, but many work alone. The common citizenry both hates and fears them, but a distressingly disproportionate number of Parahumans turn their powers to illegal ends, and were it not for the Capes and Vigilantes of the city, they could not be stopped.
>>
>>2444119
>Vigilante: Either distrusting the government or the lukewarm methods of Capes, these are Parahumans that have taken the law into their own hands. They are beholden to no-one and they are free to use their powers to clean the streets in any way they see fit, but they're also alone, and more often than not, opposed by both sides of the law. They have a general reputation for excessive brutality, but they rarely encounter any repeat offenders.
Again, seems the most fitting given our established character.
>>
>>2444119
>Vigilante: Either distrusting the government or the lukewarm methods of Capes, these are Parahumans that have taken the law into their own hands. They are beholden to no-one and they are free to use their powers to clean the streets in any way they see fit, but they're also alone, and more often than not, opposed by both sides of the law. They have a general reputation for excessive brutality, but they rarely encounter any repeat offenders.
>>
>>2444119
>> Vigilante: Either distrusting the government or the lukewarm methods of Capes, these are Parahumans that have taken the law into their own hands. They are beholden to no-one and they are free to use their powers to clean the streets in any way they see fit, but they're also alone, and more often than not, opposed by both sides of the law. They have a general reputation for excessive brutality, but they rarely encounter any repeat offenders.

always heros and villains but not this time
>>
>>2444119

> Vigilante: Either distrusting the government or the lukewarm methods of Capes, these are Parahumans that have taken the law into their own hands. They are beholden to no-one and they are free to use their powers to clean the streets in any way they see fit, but they're also alone, and more often than not, opposed by both sides of the law. They have a general reputation for excessive brutality, but they rarely encounter any repeat offenders.
>Excessive Brutality
>Dusting lads at a touch
Sounds about right, plus we don’t gotta be fags
>>
>>2444136
>>2444141
>>2444264
>>2444294

Vigilante it is by unanimous consensus, we'll continue this tomorrow afternoon.
>>
>>2444345
I hope you're not a disappointment. I've counted around two or three 'Cyberpunk' quests that sort of died. during my short time here.
>>
>>2444477
And how many dead worm quests? Maybe two wrongs make a right!
>>
>>2444477
>>2444640
you guys are dumb
>>
>>2444136
>>2444141
>>2444264
>>2444294

Vigilante. You look over both shoulders to make sure no-one's in the alleyway, then you form the word and say it aloud in a hushed whisper. Only a murmur, but the city has ears everywhere and you'd rather not be heard. Ever since your Trigger, you've been reeling, and after your factory boss heard the rumors and and laid you off to save his own skin, you've been directionless.

But now you've found a path to travel, and a reason to live past your own day-to-day survival. Justice, putting an end to crime in this city, and feeling the cartel crumble to dust in your own hands. The Capes, superpowered stooges of the Fed, are useful idiots or in the government's pocket, weak, corrupt, and part of the problem. At least the Villains and gangs are honest about their intentions. Something has to give, and you're going to make a change in this shithole of a city or you're going to die trying. You say the word. Vigilante.

> Choose One of the following Three

You check your pocket and feeling, make a warm smile, it's still there.

> Your 9mm Pistol
> $500 in cold-hard cash
>Your dead friend's empty wallet

You pull the mask over your face and reflect on the outfit you've chosen. You hope this'll work.

> Street Clothes: Subtle, comfortable, and best of all cheap. With these, you won't stand out in the crowd, and as an unlicensed enforcer of the law, secrecy is paramount.
> Sturdy Clothes: Thick leathers, padded sports gear, and thick goggles. A bit suspicious, but you've seen what the gangs can do firsthand, and you'd rather not bleed out in a gutter.
> Cape Clothes: Bright spandex and underwear on the outside, the whole nine yards. It doesn't do jack shit for subtlety or protection but with this, you'll get a reputation, and fast.

Sigh. Hopefully. Once you start dusting bogies, if you don't have a codename, the media'll coin one for you, and you'd rather not be subject to their poor tastes. You need a street name, something that says who you are, and strikes fear into the hearts of those who would do the good people of this city harm.

> What is your Street Name? (Write In)

Lastly, you consider your location, and without further ado, take off looking for trouble. You're in,

> Northside, in the richer part of town, where high-end Villains operate.
> Eastside, along the bustling industry and turf wars of the coast.
> Westside, in the crowded, crime-riddled, drug-abusing ghetto slums.
> Southside, in the half-abandoned half-polluted ruins of the old city.
>>
>>2444770
Nu u

>>2444820
>Your dead friend's empty wallet
I wonder if there's a photo inside.

> Sturdy Clothes: Thick leathers, padded sports gear, and thick goggles. A bit suspicious, but you've seen what the gangs can do firsthand, and you'd rather not bleed out in a gutter.
It can always be ditched for normal clothes if we have any

> What is your Street Name? (Write In)
I want to say Dusty on account of the powers turning people to dust, but I figured the media would choose that or something, dunno. Maybe they'd make a better one. Anyways maybe it's too cartoony. Dust? Agro?
>>
>>2444820
> Westside, in the crowded, crime-riddled, drug-abusing ghetto slums.
>>
>>2444820
>Empty wallet
>Sturdy clothes
>Ghast
>Eastside
>>
>>2444820
>Your dead friend's empty wallet
A memento to remember why we fight.

>Street Clothes: Subtle, comfortable, and best of all cheap. With these, you won't stand out in the crowd, and as an unlicensed enforcer of the law, secrecy is paramount.
Hard to pass up on Sturdy Clothes' protection, but the padding won't do jack shit if people start shooting at us from a distance. Inconspicuousness is probably our best defense. Better yet if the clothes are dark in color for stealth at night.

>Southside, in the half-abandoned half-polluted ruins of the old city.
I don't actually have any real preference here, except that we don't go Northside because that would be suicidal.

As for street name, pragmatism dictates that our chosen name be completely unrelated to our actual powers or mode of operation, so that our enemies can gain absolutely no advantage from knowing it. As long as that's the case, I'm fine with whatever, but to start off, I'll suggest:
>Nameless
>>
>>2444854
Changing my vote to support this anon to make matters faster
>>
>>2444820
>>Your dead friend's empty wallet
> Street Clothes: Subtle, comfortable, and best of all cheap. With these, you won't stand out in the crowd, and as an unlicensed enforcer of the law, secrecy is paramount.
>Karma
> Eastside, along the bustling industry and turf wars of the coast.

east to finish off the gangs
>>
Still waiting for a decision, if anyone wants to ask any questions about the setting, go ahead. Keep in mind, this isn't the Wormverse, we're just using the powers system.
>>
>>2444949
Are there gonna be cybernetics or are we just living in a dystopia with mutant powers?
>>
>>2444949
>everyone wants the wallet
>3 for street clothes, 1 for sturdy
>names: Dusty, Dust, Agro, Ghast, Nameless (or not choosing a name and letting the media pick one if they catch wind of us, 2 votes)
>changing my vote to east. 3 votes east, 1 vote south

We good to go?
>>
>>2444958
If I was unclear, the suggestion is to literally call ourselves 'Nameless'. That said I don't think it's an amazingly terrific name myself.

>>2444949
Tell us more about notable Parahumans in this city?

And perhaps about how people generally view Parahumans. What laws resolve around Parahumans? What stereotypes surround them? For instance, if someone learned that an acquaintance of theirs was actually a Parahuman, without knowing anything more, what's their first reaction likely to be?
>>
>>2444958
you forgot karma for names
>>
>>2444854
This is exactly what I would've chose
>>
Another thought occurs, we could name ourselves artilery in the hopes that people try and get in close to deal with us cause they think we're long range
>>
>>2444962
Sorry.

>>2444949
Tell us something about the gangs. The mega corporation of the dommed city. The other capes and mob bosses.

Tell us about our friends killers and their gang.
>>
>>2444953

There are cybernetics, and most are generally low-end on the future tech scale; mechanical limbs, hydraulic muscles, subdermal armor, thermal sensing eyes, built-in laser weapons, etc. High-end cybernetics, like mono-atomic blades, adamantine skeletal structure, and teleportation devices are rare, incredibly expensive, often illegal, and usually in the hands of Tinkers, the rich, and elite law enforcement personnel.

>>2444958

We're good to go, but I won't be able to update for a few hours, so you'll have plenty of time to decide on a street name.

>>2444961

That's a lot of questions anon, I like that, and I'll take to care to answer each to the best of my ability.

> Tell us more about notable Parahumans in this city?

This one's a doozy, there's tens of thousands operating in the metropolis, and hundreds are widely known. I'll make things easier by expositing on the greatest Superhero, Vigilante, and Villain, in the city respectively.

The greatest Fed-sanctioned Superhero is a man known only as Paragon, and is, as far as anyone knows, completely indestructible, strong as a hundred men, able to levitate at will, and emit bursts of scorching plasma from his hands. The greatest Vigilante goes by the call-sign Obscuro, and has never been recorded in action but the few witnesses to their deeds say they're like a ghost, a demon straight from hell, or a faceless but otherwise innocuous figure, depending on which side of the law they were on at the time. Their actual powerset and gender are unknown, and they're infamous for the collateral damage they tend to cause to electric infrastructure.

The title of greatest Villain is up for grabs, but one of the most promising contenders is Anathema, a high-ranking member of the Fifth Reich with the power to shift his form into an immense crimson demon with unimaginable strength, lightning-fast regeneration, and the secondary power to manifest pitch-black fire, wind, and lightning.

> What laws resolve around Parahumans?

Parahumans are technically held to the same legal standards as ordinary citizens, but in practice, it's much harder to enforce the law on superpowered individuals. They're required to enter a registry, and if they possess high threat powers, undergo constant surveillance and/or isolation. Vigilantism, like you're doing, is still highly illegal as it undermines federal authority, but Heroism, working for the government to act as a combination propaganda-piece and ultra-SWAT, is not only allowed, but encouraged.

> What stereotypes surround them?

Parahumans are considered untrustworthy to the highest degree, dangerous to themselves and everyone around them, and misguided idealists at best or sociopathic monsters at worst, until they've proven otherwise.



> [1/2]
>>
>>2445012

I deleted this because of a glaring typo.

>>2444961

> For instance, if someone learned that an acquaintance of theirs was actually a Parahuman, without knowing anything more, what's their first reaction likely to be?

That depends on the citizen involved, but they're highly likely to the Federal Parahuman Detective Agency, FPDA for short, that their friend has undergone a Trigger and possesses a potentially dangerous superpower, because not reporting a known Parahuman is a serious crime.


>>2444998

Of course. The three largest, most influencial gangs in the city are the El Scorpio Muertos, the Illicit Pharmacist's Association, (IPA), and the Fifth Reich. The El Scorpios Muertos is a conglomerate of several South American drug cartels and are famous for their brutal methodology, they're easily the largest gang but arguably have the least trained members, though a number of Parahumans are aligned with them. The Illicit Pharmacist's Association, (IPA), is a collective of drug dealers, drug manufacturers, and their employees, they are the smallest of the big three but they treat organized crime like a business, and are the most trained and equipped, with a larger of Parahumans than a gang of its size would normally have.

The Fifth Reich is, surprisingly, a militant Neo-Nazi gang composed of several thousand members hell-bent on putting an end to what they see as the Jewish influence on society, which translates to ultraviolence towards non-whites and those they deem degenerate. In terms of numbers and quality, they're between the El Scorpios Muertos and the Illicit Pharmacist's Association, (IPA), though they're easily the most motivated and have several hard-hitting Parahumans among them.

I'm to attend a meeting, so the exposition on the corporations will have to wait a few hours, sorry about that.

> [2/2]
>>
>>2444820
> Sturdy Clothes: Thick leathers, padded sports gear, and thick goggles. A bit suspicious, but you've seen what the gangs can do firsthand, and you'd rather not bleed out in a gutter.

> Southside, in the half-abandoned half-polluted ruins of the old city.
>>
>>2444820
>>2445180
> Your 9mm Pistol
>>
File: Spoiler Image (2.38 MB, 1440x2560)
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2.38 MB PNG
>>2445015

>tfw I forgot the spoiler.
>>
>>2445015

> tfw not only did I forget the spoilers, but I also filled the post with typos and grammatical errors.

I'm going to wait another hour or two for votes, then I'll update.
>>
>>2444820
>Your dead friend's empty wallet
What kind of nerd needs actual practical items when you have dusting powers

> Sturdy Clothes: Thick leathers, padded sports gear, and thick goggles. A bit suspicious, but you've seen what the gangs can do firsthand, and you'd rather not bleed out in a gutter.
Perfect vig getup

>Street Name
Let the news or the victims sort it out in my opinion

> Eastside, along the bustling industry and turf wars of the coast.
Seems perfect for a brand-new independent super

Also, stop seeming prepared and interesting. Gives me too much hope for this godforsaken board.
>>
Oh, how about Decay for a nice edgy name.
>>
>>2446172
This one
>>
>>2444820
>Your dead friend's empty wallet
> Sturdy Clothes: Thick leathers, padded sports gear, and thick goggles. A bit suspicious, but you've seen what the gangs can do firsthand, and you'd rather not bleed out in a gutter.

> What is your Street Name? (DustBunny)

> Southside, in the half-abandoned half-polluted ruins of the old city.
>>
File: 1491207301045.jpg (281 KB, 1280x3239)
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281 KB JPG
Finally, a fucking Worm Quest. I hope this doesn't die like the last one around New Year's did.
Also OP please read these two quests when you can, you might get some ideas and clues on how to make this quest of yours better or strengthen it.
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=capes%20of%20rain%20city%20quest
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Rural%20Worm%20Quest

Just to stay on-topic, here's Best Boy.
>>
>>2444820
>Your dead friend's empty wallet
> Street Clothes: Subtle, comfortable, and best of all cheap. With these, you won't stand out in the crowd, and as an unlicensed enforcer of the law, secrecy is paramount.
>Let the public and news sort out a name
>Eastside, along the bustling industry and turf wars of the coast.
>>
>>2445326
you back yet?

looks like we're going with
>Wallet
>Sturdy Clothes
>not choosing a name
>East side
>>
>>2446379

Still here, have to finish writing an essay, so it'll be a little while longer.

>>2446343

Thank you for the reccomendations, I'll be sure to peruse these when I can. Although this isn't set in the Wormverse, I'm sure I can glean a wealth of unwritten advice from the archives.
>>
>>2444836
>>2444837
>>2444842
>>2444854
>>2444865
>>2444876
>>2445180
>>2445184
>>2446172
>>2446257
>>2446281
>>2446363
>>2446379

> Your dead friend's empty wallet, almost unanimous
> Sturdy Clothes outfit, by one vote
> Street Name, currently undecided
> Eastside, by three votes

Nice, expect an update as soon as I'm free to type it.
>>
>>2444820

You stretch to limber up and get ready for a bit of cardio. It's not like you own a car to get around, and if you did, you wouldn't want some civvies' phone camera taking a pic of the license plate. It's raining some, but your ensemble's more than enough for a little water. An old leather jacket, leather pants, hockey pads, both elbow and knee, a pair of thick boots, and some shatter-resistant goggles to shield the eyes, along with a black ski mask to conceal your identity.

Your hand drifts into your pocket and you're reassured by the touch of the wallet. Danny's wallet, with a photo of his geeky, freckled, ginger-fuck face. He was the best man you've ever known, a better man than you in every single way, and those thugs took his life for no fucking reason. You don't want that happening to anyone else, and you know for a damned fact that Danny wouldn't either. These Eastside streets are riddled with crime and you've got a life's work ahead of you. Best get started.

> [Roll 1d20 for encounter, first roll only]

> Zander B. Krupp
> Vigilante with no name
> Status:
> HP: 10/10
> AT: 2

> Traits:
> Pragmatic
> Steadfast
> Self-Deprecating

> Powers:
> Entropic Touch, 2d10 HP damage per turn, degrades AT at half rate.

> Inventory:
> $50
> Pocket Knife, 1d2 HP damage per strike, 10% chance to crit.
> Sturdy Clothes, +2 AT
>>
Rolled 11 (1d20)

>>2446570
let's clean the streets of scum.
>>
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Rolled 19 (1d20)

>>2446570
Let us cleanse these tarnished streets, as Bloodborne notes would put it
>>
Rolled 7 (1d20)

>>2446570
Were gonna get punched in the face.
>>
No crit chance on entropic touch?
>>
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398 KB JPG
>>2446587

> 11: 1d2 street thugs.
> Rolled 1

You jog through the streets and sidewalks for almost half the night and are starting to expect there's nothing to find, when you spot him. Either a tanned white, or a light-skinned latino, he's wearing a tattered yellow jacket, faded black pants, and ratty yellow sneakers, the gang colors of the El Scorpios Muertos. The gangster hasn't noticed you yet, he's too preoccupied with smoking a pipe, might be full of weed, might be something stronger.

As he exhales a plume of near-black smoke, you spot the nine millimeter pistol holstered on his belt and go on edge. Disintegrating touch or no, a bullet'll kill you all the same, you think so. You're going to have to be careful with this, luckily his back's turned toward you and he's leaning on the building's corner. If you could sneak thirty-odd feet and get the drop on him, it'd be over. If not... You don't want to think about that.

> [What's the plan?]

> Zander B. Krupp
> Vigilante with no name
> Status:
> HP: 10/10
> AT: 2

> Traits:
> Pragmatic
> Steadfast
> Self-Deprecating

> Powers:
> Entropic Touch, 2d10 HP damage per turn, degrades AT at half rate.

> Inventory:
> $50
> Pocket Knife, 1d2 HP damage per strike, 10% chance to crit.
> Sturdy Clothes, +2 AT
>>
>>2446621

If you play your cards right, eventually, maybe. You've had it since last week, this is only the first tier.
>>
>>2446650
Grab him by the side of his head and slam him headfirst into the building corner. He collapses to the ground Then get right on him and choke him while using Entropic Touch.
>>
>>2446650
walk up to him and offer to job to wack some shmuch.
offer him the $50 and a handshake promising to pay the rest of the bounty once he's killed the target.
Proceed to grip the shaken hand to turn it to dust, then use the other hand to grab his other wrist so he cant reach for his gun.
>>
>>2446650
Disintegrate your way through the building and grab him from behind.
>>
>>2446650
>walk away
He's doing nothing wrong. How about we look for someone committing a crime with a victim rather than becoming a thug ourselves.
>>
>>2446664
>>2446673
>>2446650
I will go with either of these plans, the loud one if the touch is noisy when in use and the sneaky one if the touch is quiet in use.
>>
>>2446683
Dude, he's gotta be a criminal. He has the colors, the gun, the weed, it's all there.
>>
>>2446683
if we go up and talk to him, we might get a good idea.

>>2446685
what's wrong with walking up to him to dust him?
>>
>>2446698
I don’t trust him when some guy in pretty sus clothes approaches him. Especially since it’s undetermined what he’s smoking (although I doubt he has some wild space drugs in a shitty pipe).
>>
Do you want to go with,

>>2446664

Maximum ultraviolence,

>>2446672

Handshake disintegrate,

>>2446673

Walk Around Corner,

>>2446683

Or Be The Better Man?
>>
>>2446683
I guess i'll go with this.
Do we know our boy was a banger to yet?
>>
>>2446731
I like mine because we can hold off on killing him until we confirm evil, but I don't like just walking away from an armed dude in gang colors.
>>
>>2446739
I doubt that gun is licensed or registered. That might be a clue. if we pay him to kill someone, then we'll know he will deserve it if he accepts.
>>
nah nah, not him, the guy whos wallet we kept
>>
>>2446650
>sneak up to him slowly from behind, grab the pistol first, and... take it for yourself. It wouldn't hurt to have some range.
>Then, convert his freaking head to dust
>>
>>2446731
Fuck it, ULTRAVIOLENCE
>>
Is there something seriously wrong with my idea that I'm not seeing? I thought it was fairly clever.
>>
>>2446683
Supporting this.

Picking fights with people who we don't yet know have done any wrong is not how you go about justice. Sure, he's wearing gang colors, but branding all gangers as heinous villains deserving of death is like branding all Parahumans as inhuman, insane monsters.
>>
>>2446731
>Maximum ultraviolence,
>>
>>2446791
Weeeeellllllllllll

I don't know any humans who can disintegrate any material on contact.

You could also make the argument that the stress of a trigger event irrevocably alters the mind of anyone affected.

So in a manner of speaking, all parahumans are insane and inhuman.
>>
>>2446804
That's just semantics and blatantly skipping over the related analogy.
>>
What if we just follow him for a bit until he does something? Seems to me that it would satisfy both parties.
>>
>>2446753
>>2446758
>>2446740
>>2446795

Maximum Ultraviolence it is, by one vote.
To compromise, I'll combine the handshake and test plan with the Maximum Ultraviolence.


> Give me three 1d20's to determine success, none higher than the DC is failure, one higher is slight failure, two is success, and three is a great success.
>>
Rolled 13 (1d20)

>>2446973
I can accept a compromise
>>
Rolled 14 (1d20)

>>2446973
tastes like revenge
>>
Rolled 16 (1d20)

>>2446973
>>
>>2446994
>>2447006
>>2447032

> Three successes, roll 2d10 for damage, first roll only.
>>
Rolled 7, 9 = 16 (2d10)

>>2447040
>>
Rolled 7, 6 = 13 (2d10)

>>2447040
>>
>>2447043
Utterly annihilated, RIP shitty ganger
>>
>>2447046
RIP innocent vaper just trying to fit in. There will be rallies at the prt offices because of this. Another good man slain by over zealous mutants.
>>
>>2446973
>>2447043

An armed man in gang colors, out this time of night, smoking dope out of a pipe? If he's not a gangbanger you're a Shaker. It'd be so easy to grab him by the shoulder, squeeze, and dust the poor bastard but, what if he isn't? What if he's not a real member, or only in it because he has to be? If you killed an innocent in cold blood, you'd be no better than the scum on the streets.

But he's an armed man in gang colors with a smoke pipe out at eleven p.m., you can't just leave him there! What if he's on break from mugging, or waiting to do a hit? You can't take that chance, but you can't kill someone who's done nothing wrong. You need some kind of test, a way to be sure he's the same sort of human garbage you're hunting. There's fifty dollars in your wallet, maybe...

You walk out from behind the building and whistle. He turns around, lips curling into a snarl before you whip out the five tens and he changes his tune. You look over both shoulders to be sure no-one's in earshot and say in a hushed tone, "You're wearing gang colors an hour before midnight. You looking for some honest work?"

He nods and talks, his voice is high and a bit dry, maybe from the pipe. "Sure thing my man, whadya need?" The enthusiasm's a concern, one strike. You keep talking, "I'm a dealer, and I need someone whacked. Been muscling in on my turf, hustling product to my customers, I want him gone. You up for that?"

His grin widens and your heart sinks, two strikes. "Abso-fuckin'-lutely my man, I hope you're paying more than fifty dollars?" You nod, "Upfront, you get ten percent. Bring me his wallet and what's left of his right hand, and you get five hundred." His energetic smile fills you with disdain, this man's willing to murder a man and mutilate his corpse for five hundred dollars? A life in cold blood for barely two week's minimum wage? That's three strikes, and that's all you need to hear.

You continue, somehow managing to keep the rage out of your voice. "Meet me down by Boyle's Street at the docks, I'll be wearing an orange parka and a yellow belt, can't miss me." The thug's eyebrows scrunch up, "Who was it'chu needed whacked again?" Improvising, you pull out Danny's photo and pass it to the man's hand. He gives it a close look, then nods and passes it back to you. "Looks like a fuckin' pussy, I can handle that, easy." Now to put your plan into motion, "Nice, let's shake on it."

You put your right hand forward and he grabs it with his. You release the force inside of you, and the smile on his face vanishes without a trace. His entire right forearm is vaporized in an instant, a split-second later both of your hands are around his throat, the dust goes up through his jaw and into his brain, and before you know it, you're holding a clump of ashes. You let go, and his headless, one-armed corpse falls to the ground.

> [1/2]
>>
>>2447367

He didn't scream and he's barely even bleeding. You guess your power disintegrates nerve endings as much as anything else. Fuck. You've just killed a man. He deserved it, but still, he's dead and there's nothing anyone can do for him. And you killed him, held him in his hands until his skull was nothing but ashes. Damn, that's heavy.

> [This is the first time you've killed a man, not in self-defense.]
> [How do you feel about what you've just done?]

> Horrified: How could you do that? There's almost nothing left, and you killed him!
> Enthusiastic: Fuck you feel so alive! That was great! You need to do this more often!
> Vengeful: Danny's still dead and there's nothing you can do for that, but the gang that killed him's one man smaller.
> Apathetic: He was a ganster, it would've happened sooner or later, all you did was make it quicker.
> Righteous: One less thief is robbing decent people, this is a step in the right direction.

> [After coming to terms with yourself, the matter of the remains remains.]
> [Do you want to take the dead man's wallet and pistol?]

> Yes, it's unsavory, but you need them more than what's left of him.
> No, you're not some grave-robber, you have standards.

> [Do you want to disintegrate the body, or leave it where it lay?]

> Dust it, you can't afford to be discovered this early in your career.
> Leave it, to serve as a warning to the El Scorpios Muertos.

> Zander B. Krupp
> Vigilante with no name
> Status:
> HP: 10/10
> AT: 2

> Traits:
> Pragmatic
> Steadfast
> Self-Deprecating

> Powers:
> Entropic Touch, 2d10 HP damage per turn, degrades AT at half rate.

> Inventory:
> $50
> Pocket Knife, 1d2 HP damage per strike, 10% chance to crit.
> Sturdy Clothes, +2 AT

> [2/2]
>>
>>2447371
> Vengeful: Danny's still dead and there's nothing you can do for that, but the gang that killed him's one man smaller.
> Yes, it's unsavory, but you need them more than what's left of him.
> Dust it, you can't afford to be discovered this early in your career.
>>
>>2447371
>Righteous: One less thief is robbing decent people, this is a step in the right direction.
Would also be somewhat fine with vengeful.

>Write in:
>Take any cash; dust the wallet, the pistol and whatever else is left - those could potentially be traced back to him.

>Dust it, you can't afford to be discovered this early in your career.
Pragmatism and shit.
>>
>>2447389
We can just dissolve the serial number from the pistol so I it's completely untraceable.
>>
>>2447371
> Vengeful: Danny's still dead and there's nothing you can do for that, but the gang that killed him's one man smaller.
> Yes, it's unsavory, but you need them more than what's left of him.
> Dust it, you can't afford to be discovered this early in your career.
>>
>>2447389
If we invest in a Hoover, we could easily become the best hitman in the world. How do you catch a murderer when the victim and evidence literally vanish into thin air?
>>
>>2447371
>Mix of horrified and righteous
>Loot corpse
>Dust body
>>
>>2447401
Do we have that much fine control? I suppose I would be more agreeable to looting the body if that were an option, though fingerprints and so forth might still be a concern. Not to mention getting caught with a gun with its serial number filed off would raise its own problems.
>>
>>2447371

> Vengeful: Danny's still dead and there's nothing you can do for that, but the gang that killed him's one man smaller.

> Yes, it's unsavory, but you need them more than what's left of him.

> Dust it, you can't afford to be discovered this early in your career.
>>
>>2447427
Strikers usually do have a lot of power and control to make up for only having a touch range.
>>
RP really has fallen into a deplorable state. Fucking yahoo.
>>
>>2447414

If you had a Hoover, you could definitely vacuum the dust to dispose of the evidence, the morals of doing so are questionable, but you certainly could.

>>2447401
>>2447427

Your power does an obscene amount of damage, but is balanced by a lack of precision beyond a vague push in a particular direction. That aspect can be improved with time, and as it is, it can be released in small increments to get the same result, but it'd be difficult to remove something as fine as a serial number without damaging the pistol's machinery in the process.
>>
>>2447371
> Righteous: One less thief is robbing decent people, this is a step in the right direction.
We’ve done nothing wrong, I swear

> The gun but not the wallet
We could use a pistol and it’s better than leaving it for some rando. The wallet is a step too far though, we’re not some fucking mugger.

> Dust it, you can't afford to be discovered this early in your career.
S00N
>>
>>2447371
Backing >>2447389
>>
>>2447380
>>2447389
>>2447407
>>2447416
>>2447440
>>2447494

A gangster's dead, and that's one less walking the streets. Your friend's dead and there's no bringing him back, but you'll make a difference for his sake, so his death wasn't in vain. You've got fifty dollars to your name, and beside your hands, no arms to speak of. The thought of digging through his pockets for loose change sickens you, but you need this man's wallet and pistol more than he ever did. Five minutes later, you're eleven dollars richer and have a nine millimeter pistol with a thirteen round magazine holstered on your belt.

Devastating as it is, your touch attack only extends to what you can reach, and the pistol provides range you'd otherwise lack. You turn to leave, then look back to the corpse. The media ignores a hundred Para-related fatalities a day and you'd probably be fine leaving it, but however slim the odds, you can't take the risk of discovery this early on. The dusting only takes a few minutes, and despite your previous moral compunction, you enjoy it much more than you think is healthy. When you're finished, the only thing left is a splatter of blood and scattered ashes on the concrete.

Removing a few chunks of cement the size of someone's head would raise more questions than it solved. It's suspicious as all hell, but it's not like there's only one bloodstain in this city and unless there's a storefront camera nearby, there's no evidence you were involved. You're sure you'll be fine.

> [Do you want to continue your patrol or call it a night?]

> Keep going, one criminal is a good start, but it isn't enough.
> Go home, it's getting late and you're feeling a bit uneasy.

> Zander B. Krupp
> Vigilante with no name
> Status:
> HP: 10/10
> AT: 2

> Traits:
> Pragmatic
> Steadfast
> Self-Deprecating

> Powers:
> Entropic Touch, 2d10 HP damage per turn, degrades AT at half rate.

> Inventory:
> $50
> Pocket Knife, 1d2 HP damage per strike, 10% chance to crit.
> Sturdy Clothes, +2 AT
>>
>>2447565
>> Keep going, one criminal is a good start, but it isn't enough.
>>
>>2447565
> Keep going, one criminal is a good start, but it isn't enough.
>>
>>2447565
> Keep going, one criminal is a good start, but it isn't enough
>>
>>2447565
>Go home, it's getting late and you're feeling a bit uneasy.
We just destroyed that guy's corpse for the express purpose of not attracting attention to ourselves. We ought to take it slow until we're comfortable using our power. We're not going to make any practical difference tonight unless we take out enough guys to draw the wrong eyes on us, so we may as well cut it here.
>>
>>2447565
> Keep going, one criminal is a good start, but it isn't enough.
Did he have a credit card?
>>
>>2447565
>Keep going
>>
>>2447571
>>2447580
>>2447583
>>2447600

> [Roll 1d20 for encounter, first roll only]

He does not, most gangsters do their business in cash if they can help it, as the corps and government can trace credit transactions back to their purchasers, and if need be, disable them entirely with ease.
>>
Rolled 19 (1d20)

>>2447607
>>
>>2447613
Shit sorry for namefagging, forgot I still had that name from posting in another thread. Does that roll count, or...
>>
>>2447613
Litty
>>2447616
I doubt he is a hardliner mate
>>
>>2447619
I really wish names wouldn't keep between threads.
>>
>>2447613

> 19: crime in progress, 1d4+1 street thugs, 1 in 5 chance of Parahuman involvement
> Rolled 3+1, 4 street thugs
> Rolled 2, no Parahuman

Another two hours dodging traffic and stalking the alleyways later, you're about to head home when you hear a gunshot and loud, cruel laughter two blocks away. You're on the scene in less than a minute and what you see turns your stomach. Four men, two with bats, one with a gat, and one with a sideways pistol are busy pillaging a small toy store.

You're roughly eighty feet away in a dark alley opposite their side of the street. They haven't noticed you, they're too busy vandalizing the property to pay attention, and you hear screams coming from inside the building. The burglars aren't wearing any gang colors you recognize, only blue bandannas and gray hoodies. You're not a trained marksman and you doubt you could hit them from here, but you could try. They're distracted enough sneaking closer would be easy, but you don't know what you'll do once you get close. It's dangerous but you can't stand by and watch, you have to do something, there's children in there.

> [What's the plan?]

> Zander B. Krupp
> Vigilante with no name
> Status:
> HP: 10/10
> AT: 2

> Traits:
> Pragmatic
> Steadfast
> Self-Deprecating

> Powers:
> Entropic Touch, 2d10 HP damage per turn, degrades AT at half rate.

> Inventory:
> $61
> 9mm Pistol, (13), 1d4 HP damage per hit, 5% chance to crit.
> Pocket Knife, 1d2 HP damage per strike, 10% chance to crit.
> Sturdy Clothes, +2 AT
>>
>>2447680
Sneak up behind one of the two (three?) Or the closest armed thug and silently turn their throat to ash. Repeat and target the thugs with guns first before working on the bat welders.

This fine with you guys?
>>
>>2447698
Supporting.
>>
>>2447698
>>2447680
Sounds perfect
>>
Guys I have an idea. Get rusty metal and aluminum to make thermite by Turing it to dust?
>>
>>2447698
>>2447708
>>2447730

> Roll three 1d20's to determine success using the previous system.
>>
Rolled 14 (1d20)

>>2447747
They see me rolling
>>
Rolled 1 (1d20)

>>2447747
>>
Rolled 19 (1d20)

>>2447747
They hatin
>>
Rolled 1 (1d20)

>>2447747
is there some kind of taboo for a player rolling more than once for the sake of speeding things up?

>>2447753
Oh no...
>>
>>2447758
Oh thank God I was slow to post
>>
>>2447753
>>2447758
I'm glad its first three only, holy shit
>>
Given the system, am I correct in assuming there are no crits?
>>
>>2447761
I know right? I would had felt shitty
>>
>>2447765
> Give me three 1d20's to determine success, none higher than the DC is failure, one higher is slight failure, two is success, and three is a great success.
I think?
>>
>>2447749
>>2447753
>>2447755

> A crit fail counts as two rolls beneath the DC, and with two rolls above the DC of 12, the result is a slight failure.
>>
>>2447771
Fuck you check these quads
>>
>>2447771
Wait we still failed the check?
>>
>>2447773
>off by 4
So hard to predict /qst/ post speeds sonetimes, RIP

>>2447777
NICE!
>>
>>2447771
So a crit failure automatically causes at least a slight failure, presumably unless we roll a 20 as well. Would a crit success then automatically lead to at least a success?

>>2447773
>he skipped leg day
>>
>>2447765
>>2447769

> If one roll is a twenty and the other two exceed the DC for four successes, it counts as a crit success. The inverse is true if one roll is a one and the other two fail the DC for four failures, then it counts as a crit failure.
>>
>>2447773

> Slight Failure

>>2447780

> A 1 is always a slight failure, unless a 20 is rolled, in which case they cancel out and the result depends on the other rolls.
>>
>>2447795
Ah, I see
>>
>>2447698

At least this time there isn't any moral ambiguity. What kind of sick fuck would rob a toy store? You're not sure you want to know, and you're going to put a stop end to this before anyone else gets hurt. The closest vandal has a gat, slang for a ghetto-rigged SMG, in one hand and a bulging trash bag in the other. You slide out from the alleyways and into the almost-empty streets, running as quietly as you can to reach them.

You're almost fifteen feet away when they turn around, laughing. At the sight of your pistol and makeshift armor, their eyes widen and they stand in momentary indecision. Miraculously, the rest haven't noticed you, but you'll have to think fast if you want to leave this fight in one piece. You could try to draw and shoot, charge and grab, or run away.

> [What do you do?]

> Zander B. Krupp
> Vigilante with no name
> Status:
> HP: 10/10
> AT: 2

> Traits:
> Pragmatic
> Steadfast
> Self-Deprecating

> Powers:
> Entropic Touch, 2d10 HP damage per turn, degrades AT at half rate.

> Inventory:
> $61
> 9mm Pistol, (13), 1d4 HP damage per hit, 5% chance to crit.
> Pocket Knife, 1d2 HP damage per strike, 10% chance to crit.
> Sturdy Clothes, +2 AT
>>
>>2447819
>charge and grab
>>
>>2447819
>Charge and grab
I’ll take our odds
>>
>>2447819
Charge in. Do the unexpected. Force him to panic and take him out before he can land a shot on us.
>>
>>2447825
>>2447830
>>2447831

> Roll three 1d20's to determine success
>>
Rolled 10 (1d20)

>>2447838
inb4 nat 1
>>
Rolled 4 (1d20)

>>2447838
>>
>>2447838
>>
Rolled 18 (1d20)

>>2447848
>>2447838
whoops
>>
>>2447843
>>2447845
>>2447853
Another slight failure...
>>
>>2447858
18 is pretty high, where is the DC listed?
>>
>>2447862
it's not bo3, it's total of 3, so
>>2447843
>>2447845
are below, and my roll is above
>>
>>2447864
ah, gotcha.
>>
>>2447864
DC could be 10
>>
>>2447936
sure, i'm just clarifying rules
>>
>>2447744
Our power turns things into their elemental forms, so doing this would remove the oxygen from the rusty iron (iron oxide) and aluminum oxide and we would just get iron and aluminum dust. Wouldn't we then need to let it rust again?
>>
>>2447843
>>2447845
>>2447853

> DC: 12, one success
> Slight Failure

> Roll 2d3 for HP damage, -2 for your Armor Threshold, (AT)
> Roll 2d10 for Entropic Touch damage
>>
>>2447843
>>2447845
>>2447853

Hit post before I finished, both are first roll only.
>>
Rolled 3, 7 = 10 (2d10)

>>2448076
>>
Rolled 1, 3 = 4 (2d3)

>>2448076
Wonder what happens if we just straight up die here in this fight.
>>
>>2448083
Seems like a kill

>>2448096
And only one damage! So that’s basically an elbow to the jaw, right?
>>
File: Bill Cutting.png (100 KB, 260x171)
100 KB
100 KB PNG
>>2448117
>this is a kill
>>
>>2448117
4 - 2 = 2 damage

I'd imagine it more as a bullet that skims us. Don't think anyone is gonna be eager to punch us after seeing our power, except Paragon and similar parahumans.
>>
>>2448083
>>2448096

There's no time to think, only act. Adrenaline fills your veins as your feet race across the pavement. A second later the thug drops the sack and hefts his gat to spray lead but in his panic, he fires from the hip. Almost all the shots fail to hit, though two strike, they're muffled by the leather jacket, and only graze your side. The thug is less lucky.

Your hands seize his throat and filled with righteous rage, you lift him above the pavement before your powers turn his neck, lower skull, and upper chest to dust, killing him in an instant. The remains fall the ground and you wince, feeling of your side. The injury isn't serious, but you'll need to have a look at it, assuming you're alive after tonight.

The gat spray removes any hope of surprise and the gangsters stop looting to look.

> Rolled 17 for gangster morale

When they see what you've done to the man's body, they're furious and both bat wielders move to attack while the thug with the pistol moves to take cover. Both of the club-swinging thugs will reach you in a few seconds, and you have time to react.

> [What do you do?]

> Grab the gat, point, and spray and pray
> Draw your stolen pistol, aim, and open fire
> Charge and try to hit them before they crack your skull

> Zander B. Krupp
> Vigilante with no name
> Status:
> HP: 10/10
> AT: 2

> Traits:
> Pragmatic
> Steadfast
> Self-Deprecating

> Powers:
> Entropic Touch, 2d10 HP damage per turn, degrades AT at half rate.

> Inventory:
> $61
> 9mm Pistol, (13), 1d4 HP damage per hit, 5% chance to crit.
> Pocket Knife, 1d2 HP damage per strike, 10% chance to crit.
> Sturdy Clothes, +2 AT
>>
>>2448236
> Charge and try to hit them before they crack your skull
Aren't we wearing a helmet? If they make any vertical over head strikes we could use the heavy padded leather on the forearms to parry the bat to the side then make quick work of him neck.

I wonder if forcing the disintegration count as practice.
>>
>>2448236
>Write in
>Dodge past them and go for the thug with the pistol.
>>
>>2448236
>> Charge and try to hit them before they crack your skull
Also can we suggest nicknames now or do we have to wait for a later prompt? Since Thanatos would be a really fitting name.
>>
>>2448236
this >>2448270
>>
>>2448236
>Grab gat, spray and pray

Didn't work for him but it'll work for us.
>>
>>2448270
>>2448274

To shoot, or grab?
>>
>>2448322
Are they mutually exclusive? If so, I would say to shoot, in accordance with Zander's pragmatism.

I really want to say grab for style points, but practically speaking, shooting has a greater chance of preventing us from getting shot as we charge him.

Realistically speaking, I don't see why we couldn't shoot as we close in, and then grab him if we get into arm's reach and somehow neither of us are dead yet. It's not like a pistol prevents use of both hands.
>>
>>2448270
Voting this
>>2448339
>>
>>2448339

No, you can attempt both, but you receive a penalty to the shooting as he's behind cover, and you'll have to outrun both of the bat wielders or take damage. Are you sure you want to?
>>
>>2448362
I'm still going to say yes. As much as the panic alarms are going off in my brain just like whenever my DM asks 'Are you sure?', I can't imagine the damage we're likely to take from dodging a swing from each of the bat-wielders and breaking for the pistol-user to be greater than what we're likely to take from engaging the two with bats and hoping that the one with the pistol doesn't hit us while we're doing so.

Besides, having the grab as a fallback for the case that we don't tag him with the pistol means that even if we fail to hit, our shots act as suppressive fire to prevent us from getting shot in return.
>>
>>2448394
That's assuming we somehow manage to dodge two swings, rather than get whacked, crumple in pain, and get whacked/shot to death.
>>
>>2448407
As I said, I can't imagine us being more likely to crumple from taking the swings in the brief window they have to hit us (during which, I might add, we would be focused on dodging for our life) than from eating shots from the pistol user while we're occupied.

Even without delving into the mechanics of flat damage reduction mitigating more from multiple smaller sources of damage, padded clothes will logically protect more from baseball bats than pistol rounds.
>>
Have you all decided on a plan?
>>
>>2448495
I vote duck out of line of sight of with the people with guns so we can take on the bat wielders unchallenged.
>>
Because if we go for any other idea than we are going to get ganked.
>>
>>2448236
> Charge and try to hit them before they crack your skull
I would say just puch thiw the bats by useing our dusting skills to turn the part of thr bats that will hit us into sawdust and hit them in the head
>>
>>2448590
There is a problem with your plan. Our entropy power is still relatively new, so dusting things almost instantly is beyond us at the moment. If we were to do that that, we would still suffer from getting hit from the bat.
>>
>>2448495
Supporting >>2448525
>>
>>2448495
i can go with this >>2448525
>>
>>2448495
Backing >>2448525
>>
>>2448525
>>2448641
>>2448647
>>2448663

> Roll three 1d20's to determine success
>>
>>2448525
What's our response if the bat wielders insist on forcing us to fight them into the open? Or if the pistol thug realizes he can just stand in the open and shoot us while we're distracted as long as he more than lunging distance from the melee?
>>
Rolled 14 (1d20)

>>2448721
>>
Rolled 16 (1d20)

>>2448721
>>
Rolled 7 (1d20)

>>2448721
I wonder how my luck is today
>>
>>2448725
improvise.
>>
Rolled 5 (1d20)

>>2448721
>>
>>2448726
>>2448727
>>2448731

> Two successes, Slight Success

> Roll 1d4 for HP damage, -2 from AT, first roll only.
> Roll 2d10 for Entropic Touch damage, first roll only.
>>
Rolled 4 (1d4)

>>2448889
>>
Rolled 9, 3 = 12 (2d10)

>>2448889
>>
Rolled 16, 5 = 21 (2d20)

>>2448889
>>
Rolled 2 (1d4)

>>2448889
>>
>>2448898
>>2448907

You're no Brute or Blaster, you can't be charging an armed gunman in cover! The nearest alleyway's thirty-odd feet off, you'll run there, vaporize the bat swingers and go on from there. Without missing a beat you go into a full-sprint sideways and after a moment's pause the thugs follow. You're two-thirds of the way there when you hear a gunshot and shout as searing pain pierces your side. Your sprint is broken into a stumble and you fall into the shadows.

A second later, a gloved hand grabs your shoulder and yanks you around. On impulse, you release, and spin to see one of the gangsters crumbling to dust, arm, clothes, and all. The only thing left are his sneakers and pants and you barely have time to stand before a baseball bat is swung to strike your skull!

> [Roll 1d20 to dodge, first roll only.]
> [Roll 1d20 to strike, first roll only.]
> Zander B. Krupp
> Vigilante with no name
> Status:
> HP: 6/10
> AT: 2

> Traits:
> Pragmatic
> Steadfast
> Self-Deprecating

> Powers:
> Entropic Touch, 2d10 HP damage per turn, degrades AT at half rate.

> Inventory:
> $61
> 9mm Pistol, (13), 1d4 HP damage per hit, 5% chance to crit.
> Pocket Knife, 1d2 HP damage per strike, 10% chance to crit.
> Sturdy Clothes, +2 AT
>>
Rolled 9 (1d20)

>>2448937
dodge
>>
>>2448939
fuck
>>
Rolled 16 (1d20)

>>2448937
>>
Rolled 10 (1d20)

So >>2448939 means we get hit but we're still okay, and >>2448944 means he's dead, cool.
>>
Rolled 14 (1d20)

>>2448937
>>
>>2448939
>>2448944

> Roll 1d4 for HP damage, -1 for AT, and the blunt weapon's ability to ignore half their target's AT.
> Roll 2d10 for Entropic Touch damage.
>>
Rolled 1 (1d4)

>>2449002
>>
Rolled 2, 2 = 4 (2d10)

>>2449002
>>
>>2449006
this is good

>>2449008
not so good
>>
>>2449006
>>2449008

Whew lad.
>>
File: 1496896639586.jpg (2 KB, 96x125)
2 KB
2 KB JPG
>>2449016
Oops?
>>
>>2449006
>>2449008

You dive to the side but the thug's hands are quick, and he slams the bat into your side with a backhand swing. However quick his hands are, your leather jacket's thicker, and aside from pressure, the impact on your gut is negligible. Judging by the look on his face, he didn't expect you to grab his forearm, and judging by his screams of terror, he wasn't expecting his whole right arm to burst into ashes. He's quick on his feet too, five feet away by the time you swipe, ten by the time a second's passed.

> Rolled 5-4: 1 for the thug's morale check

By the time he's out of the alley, he's in an all-out sprint for his life and hollering at the top of his lungs, "PARA! PARA! HE'S A FUCKING PARA, BURNT MY FUCKING ARM TO FUCKING ASHES, FUCKING RUN, RUN THE FUCK AWAY, RUN! AAAAAGH!" The pistol wielding thug rounds the corner, sees the maimed man running and turns to see you're covered in ashes, with an empty pair of pants and sneakers at your feet. The thug stumbles back, pointing his pistol at you and curses. "S-stay the fuck back, f-fuck, this shit ain't fuckin' worth it!"

The thug throws it onto the sidewalk and books it the same way as his buddy. They've almost gotten halfway away when you realize the fight's over, your pistol's still full, and their backs are open, clear targets.

> [Do you shoot, or let them go?]

> Shoot, selfish scum like these have no place in society.
> Let them go, they'll tell what they've seen and discourage further crime.

> Zander B. Krupp
> Vigilante with no name
> Status:
> HP: 6/10
> AT: 2

> Traits:
> Pragmatic
> Steadfast
> Self-Deprecating

> Powers:
> Entropic Touch, 2d10 HP damage per turn, degrades AT at half rate.

> Inventory:
> $61
> 9mm Pistol, (13), 1d4 HP damage per hit, 5% chance to crit.
> Pocket Knife, 1d2 HP damage per strike, 10% chance to crit.
> Sturdy Clothes, +2 AT
>>
>>2449045
> Shoot, selfish scum like these have no place in society.
shoot them before they can inform their other mook friends.
pretty sure we have all the time in the world before any cops appear (ha!). which is never.

so after the shooting and the looking, I guess we should give the store owner some of the cash we find. as collateral damage.
>>
>>2449045
>Let them go, they'll tell what they've seen and discourage further crime.
>>
>>2449045
>> Let them go, they'll tell what they've seen and discourage further crime.
Fear. Let them cause it for us. A spectacle of fearsome acts will go a long way.
>>
>>2449059
>>2449060
I can't fault your logic. Though, maybe less witnesses would be a good idea so they can't blab to others about our powers.

Thermite when
>>
>>2449065
I'm honestly down with either. Either way we've started this maximum violence ball rollin.
>>
>>2449045
> Shoot, selfish scum like these have no place in society.
The fear of us should come slowly as they realize more and more of them are disappearing without a trace. Fear of the unknown is way more powerful than fear of a power they've seen.
>>
>>2449045
>> Let them go, they'll tell what they've seen and discourage further crime.
>>
>>2449068
A head on a pike works too.
>>
>>2449071
ow the edge
>>
>>2449077
Eh, I was mostly just pointing out that something pretty gruesome is pretty good for fear, like evidence of what our power does. Heads and pikes is kinda gnarly though I agree.
>>
>>2449045
>> Shoot, selfish scum like these have no place in society.

jesus fuck, lots of updates today
>>
Rolled 2 (1d2)

>>2449058
>>2449068
>>2449094
>>2449059
>>2449060
>>2449070

> Three votes to shoot, three to let go; flipping a coin.
> 1: Shoot
> 2: Let them go
>>
>>2449114
awe man. i don't know about you guys but i think this might bite us in the future.

can we still get to looting before the co-....oh yeah, never ,ind. it's a ghetto.
>>
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98 KB
98 KB JPG
>>2449114
Eh, these things happen. At least our power apparently cleanly erases nerves along with flesh and everything else, so this ensures victims never have phantom pains or other issues.

Cool. Also pic related.
>>
>>2449125
>>2449130

> Roll three 1d20's to determine success.
>>
Rolled 17 (1d20)

>>2449171
>>
Rolled 16 (1d20)

>>2449171
im scared
>>
Rolled 2 (1d20)

>>2449171
>>
>>2449125
>>2449130

Whoops, bit sleep-deprived, ignore this >>2449171 post
>>
>>2449173
>>2449174
>>2449175

Damn, that's a lot of posts in one minute, sorry to scare you anon.
>>
>>2449181
i was scared of failure
>>
Rolled 16 (1d20)

>>2449171

>>2449200
Y would you be worryed about that? You only do it wvery day
>>
>>2449059
>>2449060
>>2449070

A split second decision, you decide to let them go, one's crippled and the other will like never rob again. Albeit, the loss of an arm isn't anything science can't fix, but you're sure he won't be so eager to profit off of the needless suffering of helpless innocents again. After they fade into the urban murk, you keep vigil a minute more to be sure they won't double back.

Once you're certain of your safety, you get to work. The pistol the gangster threw away in his haste, you pocket, the half-spent gat and a spare mag, you slip into a deep pocket in the leather jacket, and the baseball bat one-arm ditched, you pick up and hold yourself. You're robbing corpses, but it's for a good cause and you're a Striker, you need all the firepower you can get. You hesitate with the wallets, but decide to take them anyway, you need the money more than any opportunist bums out this time of night.

From the dead thugs, you count out a whopping total of twenty-nine dollars, plus the sack, which is full of stolen children's toys, (seriously?), and scattered ones, fives, tens, and two or three hundreds. All belong to the store owner, and to them they'll go, along with twenty of the dollars you've looted, to help cover the damages. Once you're through plundering the scene, you dust off the ashes the old-fashioned way and move to the storefront.

It's been totalled. There's shattered glass everywhere, the see-through no-electric handle door's been forced off its hinges, a few lights have been shot out, and the shelves are a ruin, the merchandise that wasn't stolen's been trodden underfoot and smashed, or in the case of more than a few plushies, knifed and gutted. Worst of all, eight children and three adults, all women, are huddled in a corner while a crying old man in a corny bright-colored uniform tries to stop a dying man's bleeding with a ruined teddy bear. Fucking monsters.

You raise your voice ever-so-slightly and say in a gentle tone, "It's safe, they're gone now." The old man looks up and his eyes widen at the sight of your weapons and gear. His creaky voice trembles with fear and you interrupt to reassure him, "It's alright, I'm not one of them." You drop the sack on the ground and toss a wallet filled with twenty bucks next to the ruined mess of a man.

"Inside the sack's what all they took, and in the wallet's twenty dollars I found on the bodies. I know it's not much, but..." Tears flow down the old man's face as he cries, the man in front of his knees is dead. "I'm sorry I couldn't save everyone, I came as fast as I could."

> [1/2]
>>
>>2449334

He shakes his head, stands, and points a finger, "Listen here young man, you did what you could, and you don't apologize for that. Understand?" Greatful the goggles are hiding your eyes, you give a shaky nod. "U-understood." He looks at the body, the citizens, and back at you. "Listen here, I know you're a Para-man and a Vigilante, but I don't care. You saved their lives and mine; you ever need anything, place to stay, food to eat, you come back here and I'll do what I can, no charge. Understand?"

"Y-yes sir." The store owner gives a sad smile. "Good. In a minute, I'm going to have to call the cops and an ambulance, I suggest you scram. I sell toy to kids and keep up with all the Para-men, you're new. You got a callsign you want me to give to the papers young man, or you want some fat cat in a suit to botch it?"

> [How do you respond?]

> Zander B. Krupp
> Vigilante with no name
> Status:
> HP: 6/10
> AT: 2

> Traits:
> Pragmatic
> Steadfast
> Self-Deprecating

> Powers:
> Entropic Touch, 2d10 HP damage per turn, degrades AT at half rate.

> Inventory:
> $70
> 9mm Pistol, (13), 1d4 HP damage per hit, 5% chance to crit.
> 9mm Pistol, (13), 1d4 HP damage per hit, 5% chance to crit.
> Gat SMG, (16), 1d3 HP damage per hit, 60% chance to fire again on a hit, then 40%, and 20%
> 1x SMG magazine, (30)
> Pocket Knife, 1d2 HP damage per strike, 10% chance to crit.
> Sturdy Clothes, +2 AT

> [2/2]
>>
>>2449334

> *likely never rob again
> *needless suffering of helpless innocents in the future

>>2449339

> *toys
>>
>>2449339
>Dust
>>
>>2449339
Thanatos
>>
>>2449339
>"They can call me whatever they want; they're not why I'm doing this."
>>
>>2449339
>>2449383
In Greek mythology, Thanatos (/ˈθænətɒs/; Greek: Θάνατος, pronounced in Ancient Greek: [tʰánatos] "Death", from θνῄσkω thnēskō "to die, be dying") was the personification of death. He was a minor figure in Greek mythology, often referred to but rarely appearing in person.

I like this, when we get more powerful it will apply more
>>
>>2449461
I like this over Dust. at least, hopefully people won't be about to piece together the power instantly.
>>
>>2449339
>Retribution.

that or wrath
>>
>>2449339
>Dust
I prefer it and I don't know enough about the character to know if they would prefer something more ostentatious.

As a point of interest phantom pains aren't from malfunctioning nerves but malfunctioning parts of brains. Like an electrical circuit that works fine when grounded but when not the small fluctuations in current no longer get dampened or overshadowed.
>>
>>2449560
That gives the cops an MO

>>2449586
That's pretty specific for a name. Not saying it's bad, just if we're trying to stay hidden naming ourselves after the personification of death instead of our power makes more sense

We're trying not to be traceable by our power or motive, so Thanatos is good because it only describes what we're capable of in vague terms. There are many ways to die.
It seems more in-character
>>
>>2449589
Yeah but is a pretty small window where people would know about us by name but not have matched us up with scenes with a distinctive MO (which there already is one). Worm quests often as the shadow running argument but it barely ever works because it takes discipline and planning. Like you need actual alibis.
>>
>>2449339
after we give them a name to go by (*cough cough* Thanatos) we should sneak back home and make sure no one spots us as we travel. that might mean going through more alley ways and possibly encountering a thug or two. or maybe not? anyways now would be a good time to lick our wounds and figure out what $70 can net us.

...how can these thugs be so broke? yes it's a ghetto but this is beyond broke.
>>
What do you guys think. Are we gonna be the Punisher but with super powers?
>>
>>2449601
The Punisher wasn't an attention whore.
>>
>>2449339
>Thanatos
>>
>>2449339
Fuck it. Going with Thanatos.
>>
>>2449598
How bout some medical attention huh? Maybe we'd be wise to invest in a medkit and supplies for our house, for if we need to go less public or visible. Tay-Tay had a doctor courtesy of Coil, doubt we'd be able to find one here in this setting that won't also take any opportunity to attempt "new medical techniques" on a whim.
>>
>>2449339
Dust.
>>
>>2449461

I'll pitch my vote toward Thanatos, because Dust is generic as fuck and an obvious clue to our powers, whereas Thanatos is much more mysterious and besides that, it's thematic as hell.
>>
I vote for the name "Guy who can atomize materials on contact"
>>
Thanatos

>1 post by this IDs for dust.
>>
Rolled 76 (1d100)

>>2449339
Dust bunny
>>
Isn't Dust super obvious?
>>
>>2449888
Dustman
>>
>>2449889
This. Snappy, and an appropriate triple entendre for someone who 'takes out trash' in every sense of the phrase.
>>
>>2449339

> Thanatos
>>
>>2449383
>>2449461
>>2449511
>>2449598
>>2449659
>>2449712
>>2449749
>>2449763
>>2449933

You pause for a minute, then decide a street name on the spot. "Call me Thanatos, old man." He raises an eyebrow, then nods after a moment's consideration. "After the Greek god of death? You're not the first super to name himself after one of the Greek gods, but as far as I know, you're the first to choose him in particular. Thanatos... Spooky, ominous, associated with death but not evil, that's a good name for a Vigilante. My name's Hank, aka, only old man soft-headed enough to run an old-fashioned toy store in the ghetto. I'll be sure to let 'em know, now get outta here before the popo shows up."

You give a curt wave and spin to leave. As you're walking through what's left of the door, a child's voice cries out and you pause, "Thank you mister super-man!" A few seconds later, you take a deep breathe to steel your nerves and say, "Anyone could've done it, I was only here when it had to be." Then you sprint into an alleyway and as you meld with the shadows, you feel like a real superhero for the first time.

> [You've decided your Street Name, and with your acts of vigilantism, soon, you'll begin to make a name for yourself.]
> [Evildoers of this city will come to fear the name Thanatos, and in time, they will return to the dust from whence they came, so you swear.]
> [But first, you've gotta get home and take a shower.]

> [END THREAD ONE]

> Zander B. Krupp
> Thanatos, the Vigilante
> Reputation: +2 [Unknown]
> Status:
> HP: 6/10
> AT: 2

> Traits:
> Pragmatic
> Steadfast
> Self-Deprecating

> Powers:
> Entropic Touch, 2d10 HP damage per turn, degrades AT at half rate.

> Inventory:
> $70
> 9mm Pistol, (13), 1d4 HP damage per hit, 5% chance to crit.
> 9mm Pistol, (13), 1d4 HP damage per hit, 5% chance to crit.
> Gat SMG, (16), 1d3 HP damage per hit, 60% chance to fire again on a hit, then 40%, and 20%
> 1x SMG magazine, (30)
> Baseball Bat, 1d4 HP damage per strike, ignore half of the target's AT.
> Pocket Knife, 1d2 HP damage per strike, 10% chance to crit.
> Sturdy Clothes, +2 AT
>>
>>2449888
Aren't you super oblivious? >>2449594
>>
>>2449974
Good stuff OP
>>
>>2449974
Thanks for running Chitter!
>>
>>2449974
You don't need to end the thread, they can be on here for weeks. Heck, you are still on page 1.
>>
>>2449974
>"Thank you mister super-man!"
Aaaaaawee. So when is the next thread?
>>
>>2450014
>>2450016

> Archive of Thread One
> http://suptg.thisisnotatrueending.com/qstarchive/2442415/

>>2450026

I know, but I'd prefer to have many 300 post three-day sessions than a handful of thousand post two-week sessions. I feel short threads go better with the feel of a street-scale super-quest than longer threads, just a matter of taste.

>>2450059

Soon, sometime today for certain. Maybe in half an hour, maybe in four or five, but definitely sometime today.
>>
>>2450096
Looks like it wasn't half an hour

:^^^^^^^^^^^^^^^^^^^^)
>>
>>2450175

Here ya go!

>>2450509
>>
>>2446343
ive spent all day reading the James Case quest and god damn it thanks for linking these
>>
>>2450606

Jim Mac is brilliant, I hope my quest reaches that quality in the future, but we have very different writing styles, and while that's not neccesaarily a bad thing, it's certainly something that sets our quests apart, beside the setting of course. Saging so I don't bump a finished thread to the top of the board.
>>
Make a twitter Chitter so if I miss a live I wont be bitter.




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