Heroes of Hopeville

SP:

Synapse, Fear, Patriot, Neckbeard, Desperado, Nashiru, and Alice gain 5SP. Paragon gains 3SP.

While Patriot caused a mass panic and killed men and women Desperado refers to as allies, he stayed in character and very efficiently dealt with a squadron designed to challenge the entire party proving once again that vehicle-scale and person-scale battles are completely different things.

Feat opportunities:

Nashiru:
Seeing the infiltrator Tunisra has driven the reality home that her people are aware she survived the journey through hyperspace. Given some time and practice with Tunisra's knife, Nashiru could gain an effective close-range backup.

Name: Unknown
Effect: +3 Melee Defense when using Carbon Nanotube Combat Knife
Cost: 2SP, 1 STR required

Patriot:
Having retrieved the Carbon Nanotube Combat Knife, Patriot has spent the past few hours examining it and trying to learn how to adapt its handgrip into a form a human can use. Unfortunately, he cannot find a way to do so without ruining the knife. However, his in-depth examination of the alien metallurgy has convinced him he can "harden" the armor of his tank somewhat.

Name: T-1 Alien Armor
Effect: T-1 gains 1/8 DR against "Tank-buster" classed weapons (Effect normally unavailable entirely).
Cost: 4SP, T-1 unavailable next mission.

Neckbeard:
Being shot and then sliced to hell makes Neckbeard think he needs to step up his evasion training.

Name: (Kinich, only you seem to be able to think up proper puns for Neckbeard's feats.)
Effect: +8 Defense instead of +5 when using the Defend action
Cost: 2SP, 8 DEX required

Next mission Saturday at 6, if you spend any SP please post so.
 
Took Misleading Mane (2 SP), Weird Beard upgrade 1 (2 SP), & +5 HP
 
SP Spent:
1 SP to gain 5HP
2 SP to gain the Power Surge Feat (Once per mission gain a +5 STR boost for 2 turns, requires an action to activate)
2 SP to upgrade the Phalanx of Justice Feat (Minimum DEX requirement reduced to 5 from 8)

DT
 
SP:

Spend 4 SP on the T-1 Alien Armor upgrade.
Bank 1.
 
Always check the "Reason:" line at the bottom of my OP for the most recent spending.

The whole point of making you post it in the thread is so the GM doesn't have to go back and check your char sheets every now and then to see these things, putting it in small letters at the bottom doesn't help matters at all. :p

DT
 
The whole point of making you post it in the thread is so the GM doesn't have to go back and check your char sheets every now and then to see these things, putting it in small letters at the bottom doesn't help matters at all. :p

DT

DT has the right of it. I don't want to have to go back on your character sheets five minutes before the mission to update my master list. Post your spending or it doesn't get added to the sheet I use in-mission.

PM conversation with Arya:

Nukeknockout said:
arya126 said:
HOJ Renovations:

First and foremost, heavy blast doors on the helipad and the garage to avoid people breaking in like I did, and heavy metal shutters for the windows when people are asleep at night/hall is under attack/nobody is there. Reinforce the doors as well. In general make it harder to break in by force.

Fix the mess of course.

1: Steel blast doors on helipad are not practical without moving the helipad under the parking lot. At present, it's right on top of the garage.

Steel blast doors on the garage exterior is fine. Time cost: Immediate

Metal shutters for the windows is fine. Time cost: Immediate

Door reinforcement is fine - preserve the aesthetic or turn it into a fortress? Time cost: Immediate

2: Of course.

Begin the secret (from the public) construction of an underground complex. Begin by adding extra floors of basements. The first one built is to include a master security room, completely surrounded by as tough metal as you can get, and only accessible to supers registered as being part of the HoJ (players). This is to connect to a massive security system installed throughout the building and any grounds it controls outside. Cameras are to be installed in every room (in the bathroom at such an angle that people have privacy), alarms placed on the doors/blast doors/windows, etc. The second main thing on the next floor down is a system of holding cells, no more than 5 or 6 I would think for the moment, that are secure enough to hold maximum security prisoners. If reds character works with me, make them psychic resistant too if possible if he would know how.

3: Underground complexes constructed adjacent to the police station tend not to remain secrets. Regardless, the first floor (With attached security system) can be constructed in the way you have described, however the security room must be manned at all times or the system becomes inoperable. Time cost: +1

Holding cell floor can be made to include five cells, suited largely for holding non-powered individuals with no exceptional skills. As your character has not been in direct communication with Synapse, has not seen Desperado or "Alpha and Omega" in combat, and his backstory does not include psi-powered characters I rule he is not aware of psi-powers and thus even if it were possible to psi-proof a location (It isn't, as far as science has been able to determine) it would not occur to Patriot to do so. Time cost: +2

Create a 'workshop' that can connect to both the garage and the helipad in order to provide ease of access for repairs and modifications of vehicles. Doubt that its possible with our available tech, but if possible create a low tech version of the mechanic helpers that you would see in the Iron Man movies in order to aid anybody in making repairs, and if advanced enough, make repairs by themselves without human assistance.

Have a tv screen and a built in mic installed in every room so that easy communication can be had across the whole building at the touch of a button. Can be helpful if the security room and whomever is in there detects a break in and wants to warn somebody in particular.

4: At present, turning the first floor rec room into a workshop and adding a staircase/elevator directly to the second-floor helipad would fulfill the first requirement. Time cost: Immediate

While robots are part of the setting, little helper drones aren't. Look up "Lost in Space(TV)" or "Wasteland(Video game)" or "Fallout(Video game, Fallout 3 in no way counts)" for the sort of robots which appear in this setting. Note the bots are huge, complicated, slow and blocky. It is possible to get a (singular) robot helper, but that would be a character attached to Patriot (Or a backup PC if Patriot dies), not an add-on to the HoJ.

A simple enough addition, although most of the supers have comms with each other. Time cost: Immediate

New Billionaire equipment for me personally (need to know if they require SP, and if so, how much)

Flashbangs

Gauntlet rockets (tiny rockets almost like grenades that can fire from a small launcher that can pop out of my gauntlets)

Flashbangs: You can carry two, or spend 2SP to carry infinite. I also note you could spend 2SP for your "Flasher" ability to have infinite uses - flashbangs and that ability have the same effect (-2 AIM) whereas Flasher doesn't provoke a DEX roll and thus cannot miss.

Gauntlet rockets: You can carry one, or spend 4SP to carry infinite. Effects: (10-16, -2 INT, AoE melee, short range)

Drone (airship smaller than my AS and able to be remote controlled from my suit including its weapons systems. cannot carry people. Equipped with heavy ordnance that can be dropped unguided, as well as a gas cannon that fires enlarged gas grenades. Standard gas is nonlethal and knocks out those that breathe it, but can be exchanged for a lethal gas that begins to kill you as soon as it can reach your pores and soak into your bloodstream, or when you breathe it in. Has infrared and night vision as well as stealth capabilities making it great for recon.)

No. I'm open to spending SP on sidekick characters, but flying killer drones aren't really something I want to deal with. Drones in and of themselves are fine, it's when you add any three of the phrases "Flying", "Killer", "Stealthed", "Remote control", or "Crowd control" that it becomes too much for a sidekick.

Messenger drones (paper airplanes made of a lightweight plastic or metal that can be contacted via my communicator in order to deliver messages (which will appear digitally as if a text on the wings) to people too far for a printout and that isn't patched into my communicator beforehand.)

Free and four if they're basically paper airplanes which can receive text messages. If they fit all of the traits associated with actual drones (Self-propelled, guided, limited decision-making abilities) then this is a sidekick character you can have one of for 4SP (Upgradeable, as with all equipment and feats).

Martial arts mastery feat cost?

Cost to find an elite promising rookie policeman (like robin started as) and make him a sidekick like person to me that can fly a spare vehicle, gather info, speak to important people for me, and generally be a sidekick.

Depends on what you want that feat to do. Fear got a bonus to unarmed damage/to-hit for a fairly decent price.

His exact powers and abilities would determine his SP cost, so you'd need to be more specific. At present, he sounds like a 6SP bearing in mind he won't necessarily share your morality and might not be great at fighting.

Obviously not expecting to buy all of this equipment at once, but I wish to know the general prices. Also, although the tank didn't see combat the AS did so I'm not sure if that helps you in regards to those high altitude drops for the tank and what it would cost for those boosters.

If we understand the tank cannot push itself above a meter and will lose altitude until it gets to that point, 4SP.

Also, would it be possible to get a large property and a moderately large sized house in a more rural area outside the actual city, but not too far from it? It would also have a large underground facility as I am planning (or desiring) at the HoJ, and be full with security systems (weaponized here) holding cells, hangar for my shuttles and stuff, garage for my tank(s) living quarters aboveground, a hidden below ground complex that I have yet to devise a purpose for although it would deal with super activities.

Granted because billionaire, but this would primarily be an RP location. Any specific restrictions I have mentioned for the HoJ security systems, security cells, and workshop apply here.

And for the hell of it, general SP price range to train a group of commandos like an XCOM squad? Curious since it seems we might have alien invasion on our hands soon enough. Obviously wouldn't be available to trail me around, but maybe as like a package deal with the shuttle they go where it goes and can do a raid or help the HoJ.

Depends on their exact powers and abilities, and what you want them for. In their present form, they sound less like sidekick characters and more like a way to get out of having to choose between missions when two are offered. If you actually want them as sidekick characters, you can spend SP (Most likely a lot) on that, and we can come up with a reasonable restriction on numbers to travel with you.

Also, I would like permission to post this convo in the thread. Your HoJ renovations absolutely will not happen without the tacit approval of several other players, and there's a lot of good ideas floating around here.

Critical portion for everyone is the proposed HoJ renovations - yay or nay?
 
Blast doors, holding cells, and workshop seem fine. If we can't make a security system capable of functioning while we are out, then it seems to me we're basically handing the first guy to walk in after we leave a fortress, so No on the security system until somebody can come up with one that works reliably at all times when there aren't a bunch of superheroes on hand.
DT
 
Also as a note I grabbed the one gauntlet rocket for now. Will upgrade to infinite later probably.
 
Not sure this is really necessary, especially the security system, as we don't keep much of value in the HoJ, and if villains *really* need to get in, they'll do it anyway through plot armor. But it's your money, so I don't see the need for a vote.

And having a non-Justicer run the security is a bad idea.
 
The need for a vote is that we are all supers of the HoJ and so if there is significant disagreement, it shouldn't be done.

However if you don't want a non-super running the security system, one of the supers will have to volunteer to be there all the time. I personally think we should vet the police across the street and ask the chief for 3 or 4 to rotate monitoring duties, 3 or 4 we find trustworthy that is.
 
You're all forgetting that not every player is present for every mission; I don't see why we can't say that any PCs not helping with the current mission are manning the security system.
 
However if you don't want a non-super running the security system, one of the supers will have to volunteer to be there all the time. I personally think we should vet the police across the street and ask the chief for 3 or 4 to rotate monitoring duties, 3 or 4 we find trustworthy that is.

Assuming that the other renovations are sufficient to prevent anybody just walking in off the street, then we can act on the assumption that anybody attempting to enter the Hall of Justice will have undergone significant preparation. In that case, a single group of police officers, even with a security system in place, is unlikely to be sufficient to prevent entry. I would rather not see us construct a huge and complex security system that is more likely to be turned against us than it is to defend against attacks.

Edit:
You're all forgetting that not every player is present for every mission; I don't see why we can't say that any PCs not helping with the current mission are manning the security system.

If we can get away with this then it would be the ideal answer, but given that nobody was there last mission to prevent anybody walking in the door, I doubt we can do so.

DT
 
5 SP:
+ Body Armor (3 SP): 1/10 DR to bullets and explosives.
+ Alien Hunter (2 SP): Gives a +3 to hit chance versus correctly identified aliens.
 
Nashiru:
Seeing the infiltrator Tunisra has driven the reality home that her people are aware she survived the journey through hyperspace. Given some time and practice with Tunisra's knife, Nashiru could gain an effective close-range backup.

Name: Unknown
Effect: +3 Melee Defense when using Carbon Nanotube Combat Knife
Cost: 2SP, 1 STR required

Doesn't Arya have the knife? :p
 
Doesn't Arya have the knife? :p

Yes, but since I have explicitly stated it can only be used in combat by a Shuveni (Something to do with the ergonomics of the handgrip) even he should give it up next mission for the one character who can use it :p
 
Added something.
 
Wont make it, football game saturday night. Only saturday game of the season so it will be the only one I miss aside from Homecoming most likely.
 
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