Heroes of Hopeville

I am kinda a late joiner, but...

Okay. Here we go...

Finances For SP purposes, you need to pick either level two or three. You can make up your own name for that level of wealth if you want, and this offer retroactively extends to the other players.

Stats:
STR: 4
DEX: 4
INT: 6
WIS: 6
CHA: 1
AIM: 9 for gun-related activities, otherwise 1. Unfortunately, this is not possible. You can take a feat which causes this effect, but AIM is 0-10, it in and of itself does not vary based on the task.

Feats:
Burning Soviet Past: For as long as INT is above or equal to 5, you can convert and throw any handheld object (Table lamps, pistols, even bottles of MILK), and have it act like a Molotov cocktail. It cost 2 action points instead of just 1. Brilliant feat idea, exactly the sort of creativity I was trying to encourage. INT requirement is 6, SP cost is 5.
The Motherland's Dakka: For the current and next two turns, using the AK-47 in either automatic or single shot costs just half of a action point. Effect does not stack onto itself. Inventive idea, but ridiculously imbalanced in present format. Ruled as: Once per combat, as a free action, gain two additional actions which can only be used to fire the AK-47. Those actions dissipate if not used on the turn they are acquired. Costs 6SP.

Equipment:
Brown long coat, which is heavily padded to ignore weak blunt damage. 4SP for 1/10 chance of ignoring blunt damage attacks, 2SP with wealth 6 or higher. 0SP for no armoring effect.
Dark gray combat boots.
Dark gray combat trouser.
Dark gray gas mask, with a orange visor. Ruled as requiring wealth level 5 or 2SP. Protects against inhaled gas and items used against the eyes.
Dark gray ushanka.
Stylized AK-47, with the wooden parts painted red and a yellow hammer-and-sickle painted on the side. Firing while automatic counts as firing three times, but the AIM is divided in third for the damage calculation (So when firing while automatic, it will make the aiming calculation under AIM being 3, instead of 9) Difference between weapons which fire rapidly and weapons which fire slowly is already factored in. Compatibility alteration for existing system: Single shot mode has greater effective range, higher guaranteed damage in exchange for 1/3rd potential damage. Ruled as acceptable for wealth 3.
A satchel for holding magazines, vodka and junk.

Bio is detailed, excellent. Will work it into the plot.

SP: 29/40

Mission 1 results:

Yesterday, the infamous super-criminal Streak robbed a bank. Our heroes, the Justice Guild, intervened and prevented the thieves from escaping with the money. As usual, Streak herself escaped custody.

During the fight, an alien vessel crashed into the combat zone, bringing an extraterrestrial to Earth and initiating first contact, a fact which was quickly covered up by the HPD. A woman was injured by the crash landing, she is currently recovering in Gerani Tower.

This is Crystal Carson, signing off from Action 11.

SP totals: 5SP for the entire team minus Browncoat and Patriot.

Feat opportunity: None.
 
Enrico Dandolo couldn't explain the sudden burst of colors he experienced for the first time in his life. He couldn't explain the feeling of joy either.

He didn't need to.
 
Updated Browncoat's character sheet, as well as adding in a part about him getting a bonus for speaking in Russian, because, well, he is Russian.
 
Sorry I couldn't make it Sunday. When is the next mission?
 
Next mission at 6-7PM Eastern this evening, August 15th, one after is tentatively Saturday at around the same time.
 
Then the next mission is Saturday, August 17th, at 6-7PM Eastern.
 
Irrelevant given recent events.
 
Riot at Stonegate Prison! Foiled by Justice Guild after large scale violence.

All save five prison guards, and numerous prisoners were killed by gunshot, laceration, or blunt force trauma during the riot. Investigations as to the instigator of the riot are underway.

Justice Guild slacking?

During the Stonegate Prison riot, two criminals escaped. The self-styled "Rocketeer", Carlota Gonzolez, was blasted out of Stonegate by a helicopter gunship. A group of as yet unidentified men wearing red-trimmed black riot armor were confirmed by security cameras as being responsible for liberating Rocketeer from her cell and escorting her to the waiting helicopter. A skirmish between Fear and these guards resulted in Fear's defeat. Surprisingly, in a first for her, "Rocketeer" escaped without killing anyone as the helicopter bombed the prison with massive flash-bang warheads instead of explosives. While a police helicopter chased after her, "Rocketeer"s vehicle evaded our boys in blue.

A second criminal, entered only in records as "Maximum Security Female #2" also escaped after defeating the Justice Guild. The method by which this was accomplished is unknown.

These two instances show us that our heroes are not as all-powerful as we might hope to believe...


Judge, Jury, and Executioner?

As shown by my footage taken during the Stonegate riot, a hero known as Desperado shot several prisoners attempting to escape. While this example seems clear cut, it is the opinion of this reporter that we should keep an eye on the privileges of these superheroes.

Hopeville under investigation!

As of 10:00 yesterday evening, the day of the Stonegate riot, the Union of Nations deployed a special watch force to Hopeville. This news station has received a signed order from Castro himself not to report further on these watchers.

This is Crystal Carson, signing off.


Mission SP!

Desperado, Synapse, Nashiru, Alice, Lyrebird, and Fear all gain 5SP

Feat opportunities:

Lyrebird:
Upon hearing Fear's descriptions of Streak's style of fighting, Lyrebird thinks she can adapt some of her enemy's techniques to her use. If she is going to do so, now, while Streak's style of fighting is fresh in Fear's mind, is the time to do it.

Name: Immobilizing Strike
Cost: 5SP
Effects: Unknown

Alice:
Alice seems to remember having to deal with locked doors before, but its all very fuzzy. A long session with a therapist and some scented candles could draw the memories forth and maybe result in some useful skills, but the memory will fade if it is not acted upon.

Name: Unknown
Cost: 3SP
Effects: Unknown

Synapse:
Encountering this powerful Psi-entity has scared the living bejesus out of Synapse. Acting out of this state of fear could allow Synapse to learn to shield herself from psychic detection, but what scares Synapse the most is how hard it is to hold on to the knowledge that the "other" presence even exists...

Name: Psi Stealth
Cost: 3SP
Effects: Become impossible to detect using variations on psychic sense

Next mission either Tuesday at 6:00 Eastern US time (11PM UK time) or Saturday at 6 Eastern 11 UK

Also, I'd appreciate it if everyone who updates their character sheet posts in the thread again.
 
SP Spent:
1 SP to gain 5HP
1 SP to gain 1 additional WIS point
1 SP to gain 1 additional CHA point
2 SP to gain the Deep Breath Feat (Removes debuffs from a single stat at the cost of one action)

DT
 
Chat said:
Nukeknockout: HoH mission in thirty.
Nukeknockout: Or so. Something like that amount of time.

Just Saying. ;)
DT
 
Hero admitted to hospital!

The Guild member known as Neckbeard was recently admitted to the Hopeville Tri-hospital for a bullet wound. Doctors are being tight-lipped about his secret identity. Is this a sign that the Justice Guild cannot protect us?

Hall of Justice refurbished!

By order of the Mayor, the Hall of Justice has been refurbished. In the words of the mayor at the ribbon cutting ceremony, "Those gay homosexual inner city gangs won't want to hang around here no more!"

5SP each for Synapse, Fear, Neckbeard, Desperado and Paragon.

Next mission Saturday at 6 EST.

Please post with your character updates if you spend your SP
 
SP Spent:
5 SP to gain the Phalanx of Justice feat (+6 to melee evasion, so long as DEX remains above 8)

No spiders as of yet though. ;)

DT
 
I took Weird Beard & Beardness Protection Program (4 SP each) & +2 CHA
 
Schizophrenic Speech (1 SP) and Psychic Analysis (2 SP) obtained. Banking the rest.
 
Character updated with armor (DR 1/7, 3 SP). Yay!
 
Buying two skills:

"Disabling Shot" 8 AIM, 4SP, inflicts normal damage, disarms foe, twice per mission.
"Third Wind" STR 5, 5SP, 6-8hp, no limit to usage, counts as Second Winding

Plus a HP
 
Putting it here too:
+1 AIM, +1 WIS, +5 HP, + Snap Shot (3 SP, Allows the sniper rifle to be fired after moving at a -2 AIM penalty. Requires 8 AIM).
 
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