Heroes of Hopeville

I won't be able to make it, unfortunately. I am being forced to go to my brother's football game. :(
 
Bought one dose of HP and In the Zone

4SP, requires 8 AIM, grants a +4 to-hit on each subsequent attack if using ranged attacks targeted at the same enemy.
 
The Justice Guild received an arrow asking them to intercept a bank robbery which would take place at 3 PM, however they were attacked by a sniper and car bomb right outside their front door.

Synapse acquired the first warning of the attack, but failed to notify the Guild before bullets were flying by Desperado.

Neckbeard and Alice successfully breached the structure where the sniper was located, defeated his hired thugs, and took down the sniper.

Fear located and dealt with a car bomb positioned to kill the Guild after the sniper had pinned them down.

Shortly before the fight, the Guild met a new ally: Abram Kolonki or Browncoat. Browncoat distinguished himself well, scoring at least two hits upon the sniper and destroying the car bomb.

While all this was going on, a mysterious force possessed both Desperado and Nashiru, however Synapse was able to hold it at bay with only minor damage to Desperado.

Upon returning the sniper to the Hall of Justice, the Guild discovered that the sniper, self-identified as "Hex" used to work with Alice...and that he was Desperado's old war buddy, Sean MacLeary.

Furthermore, Hex belongs to an organization known as the Black Candle, which is known primarily for bombings with no clear method or purpose.

The Shuveni captive Tunisra was driven insane by Desperado's desperate questioning, and then he died of blood loss after Patriot attempted a more physical follow-up examination.

During the...questioning...Desperado retrieved a set of coordinates from Tunisra where he claimed to have killed Alexi. Perhaps these can be investigated after dealing with the bank robbery and smugglers.

Neckbeard fled the insanity at the Hall of Justice for a quick drink, and received a tip about some smugglers bringing drugs into Hopeville later that night. However, the bartender stressed that the smugglers were kids in way over their heads, not hardened criminals.

SP:

Synapse, Fear, Nashiru, Browncoat, Neckbeard, Desperado and Alice get 5SP each.

Paragon receives 2SP.

Patriot gives me a rather significant conundrum. On the one hand, he showed up and remained in-character, and thus should receive SP. On the other hand, he interfered with Desperado and Nashiru's backstories, placing four of their missions into limbo. Patriot would receive 3SP for showing up and being in-character, but his interference in Desperado and Nashiru's backstory quests reduces that to 1SP.

To be perfectly clear, Patriot's SP penalty is NOT because he tortured and killed a captive, or because he has killed before - the Hero Rule offers a bonus, but does not penalize for failure. Patriot's SP penalty is for placing player backstory missions into a limbo which I must resolve through somewhat convoluted methods.

It is one thing to go out on mission, rescue a family from a tough squad of thugs by killing them, and then rationalize the family must have been in on it and kill them too. This is a sin which the character will burn for in future missions, but the player will not be penalized for. It is something different to destroy fellow players' backstory missions, something which borders on trolling and for which players will burn for far more than their characters will.

Again, to be clear: Nashiru and Desperado becoming intimately involved in each other's backstories, or Fear and Synapse helping Alice learn who she was, are not the same thing as Patriot killing Nashiru's only link to her people's plans and one of Desperado's few links to his past. The former is interacting with and enjoying your fellow players' backstories, the latter is truncating them.

On a final SP note, if Desperado had not tortured Tunisra and Patriot had not tortured and killed Tunisra, the entire team would have received bonus SP.

Feat Opportunities:

Character: Desperado
Name: Steyr SSG-X1
Cost: 3SP
Effects: Upgrade Sniper Rifle to 22-30 damage (+ WIS MOD), Long Range, Vehicle-Killer, Tank-Buster
Description: Desperado could choose to learn the specifics of firing and maintaining Hex's weapon, the uncommon Steyr SSG-X1 13.2mm (.55 cal) Anti-materiel rifle. Honestly, the primary difficulty in usage from the Tac-50 .50 cal to the Steyr SSG-X1 is compensating for the SSG-X1's significantly increased recoil, different scope, and increased weapon weight. The problem is that the SSG-X1 is a special order weapon unused by any military and illegal in most civilized countries, so it will take some groundwork to establish a steady supply of ammunition and replacement parts.

Next mission Saturday at 5PM, if you spend SP please post so in the thread.
 
Took Weird Beard upgrades 2 & 3 (2 SP each), and +1 CHA
 
It was not my intention to kill the alien. That should be noted. I merely remained IC and tortured the captive as my character would; I was also not aware of the full extent to which the captive's survival related to their backstories, and for not fully grasping the situation and interfering where I might not have had direct business, I apologize. I was under the impression he was insane and my interrogation was a last ditch attempt for information; not an intent to kill them or get any other chars to hate me.

Thought I should explain my rationale a bit.

As such, with 2 SP (1 was banked) I wish to upgrade my gauntlet rockets to infinite instead of limited to 1 as nuke has said it is possible to do.
 
SP Spent:
1 SP to upgrade the Deep Breath Feat (Each use now heals 2-3 HP)
4 SP to gain the Danger Close Feat (When Fear has successfully hit an opponent, then any attempt by them to move out of melee range allows him to take single move action of pursuit as a free action, so long as DEX remains above 8)

DT
 
It was not my intention to kill the alien. That should be noted. I merely remained IC and tortured the captive as my character would; I was also not aware of the full extent to which the captive's survival related to their backstories, and for not fully grasping the situation and interfering where I might not have had direct business, I apologize. I was under the impression he was insane and my interrogation was a last ditch attempt for information; not an intent to kill them or get any other chars to hate me.

Thought I should explain my rationale a bit.

As such, with 2 SP (1 was banked) I wish to upgrade my gauntlet rockets to infinite instead of limited to 1 as nuke has said it is possible to do.

Apology accepted, but the SP penalty stands. I will attempt to be more clear in the future, and I did appreciate you staying in character.

And yes, you can upgrade your rockets to infinite like I said you could :p
 
Spending!

1 SP = 1 INT
1 SP = 5 HP
3 SP = Psych-Breaker (New feat, see sheet for details)
 
It was not my intention to kill the alien. That should be noted. I merely remained IC and tortured the captive as my character would; I was also not aware of the full extent to which the captive's survival related to their backstories, and for not fully grasping the situation and interfering where I might not have had direct business, I apologize. I was under the impression he was insane and my interrogation was a last ditch attempt for information; not an intent to kill them or get any other chars to hate me.

Thought I should explain my rationale a bit.

As such, with 2 SP (1 was banked) I wish to upgrade my gauntlet rockets to infinite instead of limited to 1 as nuke has said it is possible to do.

Just a tip: asking for a sitrep so you could have assumed IC info is a wise idea. Asking for permission is nice too.
 
Took Ground Pound, which lets me stun and hurt everyone within 5 meters and Heavy Lifting, which forces all enemies to perform a STR check in order to keep their weapon.
 
Took Ground Pound, which lets me stun and hurt everyone within 5 meters and Heavy Lifting, which forces all enemies to perform a STR check in order to keep their weapon.

One. Not "All". It's a targeted ability based on your line of sight, like Desperado's Psi-Panic.
 
Just a tip: asking for a sitrep so you could have assumed IC info is a wise idea. Asking for permission is nice too.

I asked for a Sitrep multiple times if I remember correctly. The most I got was that the alien had been driven insane by you in an earlier interrogation and that we had a car bomber and a sniper in custody after an attack. The car bomber was said to be useless and the sniper under interrogation, so I went to the alien.

Also, IC my guy doesn't ask permission. Especially when he considers the prisoner to be a prisoner of HoJ since he was housed in the building, and my char is part of the HoJ, and therefore has every right to interrogated him. Like nuke said I stayed IC, and I grossly underestimated the effect of my actions OOC.
 
Based on a casual observation from SamSniped and complete lack of shame when it comes to stealing good ideas, Damage Resistance is officially rebalanced.

Former system: 1/10 DR costs 6SP, each step of improvement costs 2-3 SP until max at 1/7. This is a difficult system.

New system: 1/10 DR costs 6SP, 2/10 DR costs 12SP, 3/10 DR costs 10SP. 3/10 is the new maximum threshold for DR.

Compensation plan: All characters with 1/7 DR (15%) will have it replaced with 2/10 (20%) DR, free of charge.
 
New system: 1/10 DR costs 6SP, 2/10 DR costs 12SP, 3/10 DR costs 10SP. 3/10 is the new maximum threshold for DR.

Is there any particular logic behind 3/10 being cheaper than 2/10?

DT
 
Is there any particular logic behind 3/10 being cheaper than 2/10?

DT

The logic of total costs - 3/10 DR actually costs 28 SP because you have to buy the previous levels first.
 
Okay? Of like the fifteenth time, this one in thread, if your player killing insane people without consulting anyoneis IC, why is he a hero and allowed in a government run institution?
 
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