Heroes of Hopeville

4 SP on Healing Factor, which grants me 15 HP and clears debuffs at the cost of an action, 8 WIS minimum. If the sun is out, there is no WIS limit and I get 25 HP.

1 SP spent on upgrading WIS to 10.
 
Mission at 6PM today.

+1SP for all characters due to a well-fought battle between Patriot and Paragon. Paragon won. As usual, post your expenditures in the thread or it doesn't count.
 
This thread isn't dead? I hope not...

Not dead. I'm just holding off on posting the last mission results and SP totals until I know when the next mission will be.

PM me if you'd like to join - we can work most character concepts and backstories into this game.
 
Late posting this.

Mission results:

Upon returning from Borneo, the Justice Guild was attacked by Rocketeer and some mercenaries. Following a short fight devoid of civilian casualties, wherein Paragon smashed a UAZ and its crew easily. Rocketeer was apprehended by concerted effort from Paragon, Fear, Nashiru, and Desperado.

In the fight, Rocketeer's mercenaries destroyed the FearJet....and then surrendered, despite having Alice, Neckbeard, and Synapse at a significant tactical disadvantage.

The Guild then stole a black notebook from Rocketeer's unconscious body, which turned out to be a record of her contracts.

(All): For the past few years, Rocketeer's primary employer has been an organization referred to as "The Order", in such assignments as seemingly random chaos and direct assassinations.
(All): One of Rocketeer's past assignments, from the Mayor, was to kidnap the Mayor.
(All): Today, Rocketeer was paid by the Soviet Union to destroy the FearJet, given a contract by Black Candle to kill Fear, and a contract by an organization referred to as "Uncle Sam" to lure the Justice Guild to a specific pier in the harbor.
(All): The Mercenaries belonged to an organization called "Kronos Security Subsidies", which is a very large and influential security company based in Alaska.
(Fear): It is up to you whether you want to replace the FearJet as it was, or substitute a different vehicle for it.
(Fear): It occurs to you you haven't spoken to the resident captured Black Candle operative.
(Fear): You idly wonder why only one US fighter was involved in the Borneo bombing. Where were its escorts? And why would the US dare nuke a Soviet naval squadron?
(Alice): Wasn't KSS the company Hex claimed was a front for Black Candle?
(Synapse): Isn't The Order the same organization you were attempting to investigate in the mind of that assassin? The same Order you found information about in Rocketeer's mind?
(Desperado): It occurs to you you haven't spoken to Sean in a while.
(Desperado): It occurs to you that the NATO intercept of last mission was ridiculously well-timed - almost as if someone had plotted the FearJet's exact time to failure and had fighters standing by for its descent from high altitude.
(Paragon): You cannot help but confront the reality that you killed four people yesterday.
(Paragon): Your time is up. The Justice League are here, in Hopeville...but where?
(Nashiru): You think the alien navi-computer can be used to interface with the Collective's flight intel....if you managed to get close enough.
(Nashiru): Inexperienced as you are in matters of superweapons, you would think the Soviets would have had fighters patrolling "Borneo" since apparently "NATO" did as well.
(Neckbeard): It occurs to you that you still haven't heard from Ambassador Soytseyva about your father. And you haven't heard from your mother at all. Perhaps you should go to Haiti and make sure they're all right.

SP rewards:

5SP each for Fear, Neckbeard, Desperado, Alice, Synapse, Paragon, and Nashiru

GM note: It is recommended to gather feats which improve to-hit chance and overall defensive qualities - It is a rare elite trooper who does not have some basic knowledge of not being hit. It is also recommended to upgrade existing feats as well as gather new ones - as the organizations which wish for your end dial in on your powers, the squads they send become better trained and equipped.

Next mission Saturday, November 2nd, at 6PM EST.
 
11 SP:

8SP spent on immunity from level one to level three psychics.

3 SP stored for later.
 
Changing spending:

4 SP on invulnerability for one turn per mission. [MIN 8 STR]

2 SP spent on lowering Super Strength requirement to 5 STR.

5 SP saved.
 
Center of Attention, Part 2 (7SP: Alice gains +4 to-hit and +4 damage against opponents who attempt to attack her. Minimum CHA 8)

Then also getting 15 additional HP with 3 SP
 
SP Spent:
6 SP to gain the Speed Demon Feat (Once per mission Fear can take one additional action in a turn, so long as DEX remains above 8)

DT
 
6 SP spent to bring AIM to 13
 
2 on 14 WIS.
 
As I am visiting with my sister until Tuesday, all Heroes of Hopeville-related activities are suspended.

I will post the last mission SP totals and significant events, as well as a very special interview with everyone's favorite reporter, on Wednesday.

I can reschedule Paragon and Alice's solos Tuesday evening, possibly doing one or the other that night.

Nothing is wrong. Carry on with your lives, and all hail the Mayor.
 
Last mission, Desperado investigated the "XCOM" base located beneath one of the city's strip clubs. Upon finding out the base really belonged to "The Order" Desperado was taken captive by Streak and her Amazonian henchwomen. Despite their efforts, he was able to summon the rest of the Justice Guild.

The Justice Guild arrived and defeated the Order's forces in direct battle, retrieving Desperado and incapacitating nine Order members and six hired toughs. Two of those order members, both young women wearing black robes, died of cerebral hemorrhaging. An additional Order member died of a broken neck. Chief Dundee is personally investigating which Justice Guild member overstepped their mandate.

During the battle, a psionic wave exploded thirteen civilians and six police officers on the surface. Clean-up is ongoing.

Streak managed to escape into a hidden subway tunnel, collapsing her route behind her and trapping Fear and Alice inside the tunnel. After a short fight with Streak and her remaining henchwomen, Fear journeyed through the tunnels for a time, eventually coming across Crystal Carson painting a mural in the tunnels. She directed him to an exit in the downtown district.

_END SUMMARY_

_BEGIN INTERVIEW_

"So the Justice Guild rescued you four from - If I'm reading this right - a group of women in an underground base?" -CC

"Yeah! This weird guy with a really long beard busted us out." -Martin Thatcher

"I think I started crying. It had been so long since I'd seen the game. Serpents forever!" -Hugh Evilson

"So they stopped you from seeing the game. And that was your biggest concern." -CC

"Well, no. They made us wash things, and mend clothes, and take baths, and they wouldn't let us drink at ALL. Plus, I couldn't help but think about my shotgun. I'm sure it got lonely." -Gordon Freeman

"It was kind of sad, really. Those girls tried really hard to intimidate us - they made up this guy called 'Larry' and said their psychics killed him by using him as a volleyball! Haha! As if women could do that!" -MT

"Yeah! And we even got to have lots of loving times!" -Francis Hidalgo

"But as fun as laying those girls was, I missed my ovaltine. They made me bathe in water! Those silly girls." -HE

"I take it the Order, as they call themselves, are no threat at all?" -CC

"Of course not! They're just women. We could have left at any time!" -MT

"I'm sure you could have." -CC

All:
Fear: You have marked an unfinished subway tunnel in the below regions, as you believe it has a secret door.
Fear: You are forced to consider that Streak may be stronger than you think.
Alice: You are lost in the subway tunnels! Your solo will determine how and when you find the Guild again.
Synapse: You realize that just because the MP cannot detect you specifically does not mean it is not very dangerous.
Synapse: You're pretty sure that the next time the Guild incapacitates psychics, the MP will show up again.
Desperado: You have located Steve Ravusson! He is convalescing in Hopeville Medical.
Desperado: An individual known as "Koroleva Suka", whom the Order was tracking, is staying in Hopeville.
Desperado: One experienced XCOM operative dead is a coincidence. Two experienced XCOM operatives missing, one dead, is a conspiracy.
Desperado: Streak was kind enough to outline the Order's goals to you in her monologue. The Order, simply, aims to create a space where humanity will continue to exist despite the coming alien invasion and the nuclear posturing of the superpowers and at the same time achieve revenge against all men for eons of injustice.
Desperado: The leader of the Order is called "Titan", but you have no further information on this individual.
Nashiru: Yesterday's kill weighs on your mind. It was so easy...but her life was worth something. Right?
Neckbeard: It is clear to you that the Order's methods are evil. The question is whether their goals justify it.

Mission SP:

Fear, Alice, Synapse, Desperado, Nashiru, and Neckbeard each earn 5SP!
 
Upgraded Super Reflexes (25 SP): Neckbeard now gains an additional Action per turn (for a total of +2 Actions per turn), so long as DEX doesn't fall below 8.
 
Alice has turned up near the docks! According to her, she eluded Streak and eventually found her own way out of the tunnels.

Result of Alice solo: All characters +1 SP

Paragon flew off to confront the Justice League while the Guild was rescuing Desperado! She has not been heard from since.

Result of Paragon solo: All characters +1SP

"Now at six, reports of a battle between supers near the warehouse district." -CC

*cuts to woman* "It was a man and a woman! I didn't see much of it because I was running away, but they were flying everywhere! It was so scary!"

*cuts to small boy* "They were like whoom and then zoom and smash and then the guy tossed this huge truck at the girl! It was so awesome! Mom didn't like it, though.."

*cuts to boarded up door* "I seen it all! They kept throwing each other into buildings! The woman even threw a shark at the poor man! I was just fetching my spare triple-barrel shotgun, then those damn alien varmints done tore up the city! They was gone when I came back, though."

*Cuts to man in dark suit wearing dark sunglasses* "You are mistaken. There was no violence in the warehouse district. Merely an industrial accident."

"Yeah, that sounds plausible. After all, plenty of industries depend on two supers beating each other up." -CC

"Such as the boxing coalition." -DS

"Such as boxing. Doesn't soccer as well?" -CC

"No. Soccer involving supers is patently ridiculous. Why would you even think that?" -DS

"If boxing involves supers, then it is plausible soccer does as well." -CC

"Look. There was no violence in the warehouse district. Now go buy yourself something pretty." -DS

*Cuts to studio* "It appears early reports are mistaken. There were no supers fighting in the warehouse district." -CC

Next mission Saturday at 6.
 
Upgraded the Baseball Bat (2 SP); it is now effective against targets with HP.
 
SP Spent:
1 SP to gain 5HP
6 SP to upgrade the Speed Demon Feat (Can now be used twice per mission)

DT
 
17 SP

+4 on Fragile
-2 on +1 INT (14)

Total: 19
 
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