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File: lower city.jpg (611 KB, 1920x1225)
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Rolled 13 (1d100)

You have since made the trip out of the Skar and into the lower city. Here you have all your juicy targets. Smuggling shipments by the various criminal scum whom you plan to rob said shipments from for both profit and poetic justice. The data pad you have with you shows you places of interest and scouted locations for good ambush points.

Currently your held up in a particular good vantage point with some mutants who signed up to work with their 'favorite' abomination as in yours truly ever since that whole debacle with that experimental appearance changer from the Black Box. You still haven't gotten how that power works entirely but you gotta admit that abomination form was mighty helpful when you picked a fight with some super heroes previously.

You also have with you some gangsters who are unusually well equipped and actually trained so they are worth a damn. From the criminal organization you joined. Not bad benefits really you got some great super gear, a free additional power, and they helped bail your ass out of some trouble. You just wish you had some of those veteran clones or those blanked soldiers. Those guys were fucking great, but alas your stuck with some mutants and gangsters for this mission.

Well good news its unlikely a super villain will show up to make trouble with you but its not an outright possibility. So this is SUPPOSE to be an easy job. So you need to make up your mind on which shipments you wanna hit.

Choose one of the following
>Drugs
>Weaponry
>Slave
>illegal Tech
>Counterfeits
>Contraband
>Tariff Evasion Shipment
>>
Rolled 38 (1d100)

>>694499
>illegal Tech
Time to get the GOOD stuff!
>>
Rolled 19 (1d100)

>>674611
Last thread.
>>
Rolled 76 (1d100)

>>694499
>illegal Tech.
Priority target.
This shipment is most likely to have a super villain show up so we should make plans for escape paths, distractions, long combat and traps.
>>
Rolled 25 (1d100)

>>694499
>illegal Tech
More tech the better. Although drugs and contraband sound good for money as well.

The Tariff Evasion would probably piss off a corp to early for us.
>>
Rolled 98 (1d100)

>>694499
>illegal Tech
Come on dice daddy needs a black tech Nova cannon with dangle dice on them
>>
Rolled 44 (1d100)

>>694638
Tariff evasion is one of the most common reasons for smuggling its also the one most likely to have ordinary goods.

>>694639
You gotta roll better anon. Maybe if you got a 100 you'll have a chance.

As is though that roll and my rolls...looks like this job isn't going to be so simple after all.

You decide to hit the illegal tech shipment. You figure this one is the one most likely to have a super villain backup. You were right about that. As soon as you blew the vehicle out of the sky and took out the guards. Your minions were busy dragging the crates out of the smoking wrecks and looting the bodies.

That was when you heard a strange WHOOM sound. Followed by a screaming minion who was set on fire. When you looked over you found a lot of minions who were carrying crates were frozen solid. The rest who were looting bodies were set on fire. The ones who were elsewhere were twitching on the ground with their hairs on end as the electricity raced through them.

The guy responsible you found had a strange multicolored gun with tubes coming out of it reaching into the pack on his back. His coat which was once white was now a rainbow pattern. His mask meanwhile looked like a modified hybrid between a gas mask and a surgeon's mask.

"Hey now its not nice to steal shit that ain't yours," the super villain states as he raises his gun in your direction.

Shit this was suppose to be a normal job. As it turned out a super villain really did show up. Guess the info you got wasn't so reliable after all.

What do?
>Move out of the way
>Retreat Job is a dud
>Charge at him
>Blast him from afar
>Other?
>>
Rolled 21 (1d100)

>>694667
>Other?
Explosion jump to move out of the way of his shot, throw explosions while we're sailing in the air and be prepared to change our trajectory with an explosion,when we land big boom underground beneath him.
>>
>>694667
Hm this Villain can use all kinds of elements.

>Charge at him
So we pop the shield to block what our armor can't store. Using explosions to boost at top speed.

If we can't hurt him while the minions recover thinking we pull out.
>>
Rolled 25 (1d100)

>>694667
>Other?
Since he is being nice and standing still make a detonation about an and inch under the mask he is wearing.

We should say we like his gun too. If he moves detonate his arms... I wantvthat gun
>>
Rolled 22 (1d100)

>>694726
Whoops forgot to roll.
>>
Rolled 48 (1d100)

rolling again.
>>
Rolled 48 (1d100)

>>694726
Supporting.
>>
Rolled 71 (1d100)

>>694726
Vote
>>
Rolled 55 (1d100)

>>694727
Sure I'll change to this. Why we ain't just detonating his head I have no idea
>>
>>694747
Killing people gets us fucked.
>>
Rolled 57 (1d100)

>>694747
Code.

You break the rules you get kicked out and bad things happen.

Its also due to that is why he didn't just blatantly target you first. Its to show that he too is a team red kind of guy. Even if your villains there is still a limit to what you can do if you wanna keep your red team privileges.

Such privileges include but are not limited to revealing of identities, targeting of friends/family(business is often excluded due to how heavily its often involved), and ease for escaping(even if your in lockup there is a grace period given to you to escape. Before you get sent to the kind of hole where even a super would have a hell of a time breaking out of).

Basically its a mutual understanding of the supers and powers that be forming a de facto code you abide by if you want its benefits. Both heroes and villains gotta abide by it if they wanna keep those privileges it gives.

Put simply it keeps things 'civilized'.

>>694726
You decide to charge at him before he gets the chance to do whatever it is he is planning. What you get was a grenade to the face that went boom right before you were going to make him go boom.

You were equal parts impressed but pissed.

Especially once said grenade turned out to be a deep freeze model. Your armor only barely kept you from being frozen solid unlike your unfortunate looting minions. As is you can tell your slowed and he took the opportunity to move away and zapping you.

Getting frozen and zapped is quickly becoming one of your worse feels. As your equal parts nerves are both so cold as to work slow and are now acting haywire. In fact you can't tell if your body is shaking due to the cold or being electrocuted. Its quite the strange and oddly invigorating feeling.

Bastard doesn't even move that fast but goddamn does he have some good tricks and reflexes. You are quickly beginning to realize this guy is going to be quite the handful.

What do?
>Retreat
>Try to shake it off
>Charge at him again
>Blast from afar
>Other?
>>
>>694812
>Try to shake it off.
Use tiny explosions on our skin.
Then do this >>694685
>>
Rolled 82 (1d100)

>>694812
>Other?
I think going abominable might help here. Once done use explosions for cover and track him via his nice glowing gun before pummelling him with explosive and amped punches
>>
Rolled 46 (1d100)

>>694858
Vote
>>
Rolled 62 (1d100)

>>694858
I'll go for it.
>>
Rolled 56 (1d100)

>>694858
You decide to go abomination and had to eat a few more blasts. After that you dropped explosions to create debris clouds and cover that you promptly hid inside.

Unfortunately he wasn't dumb enough to stick around and after dropping a grenades he pulled out. Thus a stand still was achieved until someone else showed up to ruin it.

"Goddamn that took longer then expected...never thought they would of had mutants."

"About time you showed up. I was beginning to wonder what was taking you so long!"

FUCK. There was actually two of them? REALLY? What the hell did they have in that shipment?

"Bah fuck you too. You need any help?"

"Yeah this guy is a tough customer they sent an abomination."

"...Oh well guess certainly does explain the mutants then. But an abomination...yeah we definitely gonna need to team up. I am guessing you gotta plan as per usual?"

"Oh you know it baby."

"I ain't your baby asshole."

"How about bitch then?"

"That sounds about right."

"..."

"What?"

"Well...you kinda ruined it and you do get it right?"

"After these we'll see who wins in the arena."

"Oh come now you know that is so unfairly to your advantage. How about a game instead?"

"Really? You goddamn hypocrite how is a game not so unfairly to your own advantage?"

"...Fine. How about whoever lands the last blow wins?"

"Deal."

Oh goddamn it.

What do?
>RUN AWAY
>Try to find what was so valuable in that shipment
>Go after the elemental guy
>Go after the new one
>Other?
>>
Rolled 55 (1d100)

>>694989
>Try to find what was so valuable in that shipment
>>
Rolled 37 (1d100)

>>694989
>Try to find what was so valuable in that shipment
Find what was important and get out of there
>>
Rolled 11 (1d100)

>>694989
>Try to find what was so valuable in that shipment
Pop some more explosions to create dust/debris, and then activate our hybrid stealth/forcefield shield in Stealth mode while we search.

In fact, activate [Make it Rain] to cover our search.
>>
>>694989
>Try to find what was so valuable in that shipment.
Focus on dogging and analyzing both of them.
>>
Rolled 7 (1d100)

>>694989
... dam we need more experience fighting more that on. Doubt we have much bank to call in someone.

>Try to find what was so valuable in that shipment
If it's worth it we can call in back up viva the mask. Possibly get a hold of the other super in our group.
>>
Rolled 11 (1d100)

>>694996
You decide its time to see what the hell it is they are protecting in that shipment which is so valuable as to have two different supers protecting it. Problem is you gotta do that while said two supers are after your ass.

You expect this to be painful but hey at least its not a team of super heroes right?

...Right?

Or so you try to consul yourself when getting shot by said elemental blaster and getting punched/thrown around by the new bitch. Despite her small size she really knows how to throwdown. Being the first person you have faced that could use your abominable bulk against you.

Not cool man not cool. Your money is on her winning their bet. Still you were able to eventually get yourself thrown through the shipment container. While picking yourself up you tried desperately to locate the reason why they are there protecting it all.

Alas you didn't find anything. It all appeared to be the usual and expected illegal tech. Maybe it would of meant for a single super but that was a big maybe. It certainly wouldn't explain two.

Not to mention your really starting to take a beating now. Those two really know how to work together. All that highly unfortunately well timed blasts that just so happen to throw you off or otherwise deliberate you. Or her ability with the beatdown.

Tiss awfully painful even by your abomination standards and even you can see they are very good at it.

Owie.

What do?
>RUN AWAY
>Try to find what was so valuable in that shipment
>Go after the elemental guy
>Go after the new one
>Other?
>>
Rolled 88 (1d100)

>>695074
>Try to find what was so valuable in that shipment
One last try, we find it grab surviving goons and run
>>
>>695074
We really need more training if we're getting kicked around by everyone and their grandma.
>>
Rolled 13 (1d100)

>>695092
It's funny how we'll go from feeling big and bad to getting our asses whooped in such a short period of time, isn't it?

It's mainly because we're kind of a one-trick pony right now. We've got the abomination form but fuck if we know how to use it or even what it's good for really.

Anyway, I'll support this: >>695088
Grab the goods if we can, then duck and run. We may be a supervillain but we're not a dumb one.
>>
Rolled 43 (1d100)

>>695092
Super villains out of sheer necessity have a higher level of average skill then heroes. Heroes for their part are into teamwork(ganging up on).

Super villains generally take great pride in their skill. If you a particularly dim witted hero or brave villain you may consider challenging them to a duel.

It also helps that super villains have more to personally lose on average then heroes.

it ain't easy being a successful super villain. You got other villains to worry about, heroes, and the other powers that be. Fucking heroes meanwhile are rather prone to working with the establishment(given their fondness of said establishment's ability to make you rot in a cell).

So the super villains who make it are not to be trifled with. There is a reason why super heroes will commonly gang up on a super villain.
>>
Rolled 59 (1d100)

>>695074
>Other?
"Alright, alright. You two are quite the pair. I gotta know, what the hell would need 2 supers around for it? "

If they answer I want to call up our boss and see what they say. If it's worth it I want to keep fighting or at least get some back up.

>>695116
Being young will do that.

----

I want to improve our showmanship. Next time we transform I want to make it flashier. Like shock wave, dust comes in and then this build up of atmosphere. Then us roaring with an explosion.
>>
Rolled 59 (1d100)

>>695137
This is probably a better idea.

Dialogue doesn't require an action, so we should be able to do it without even dedicating a turn to it.
>>
Rolled 27 (1d100)

>>695137
"Afraid that is a secret, Why else do you think we disguised the shipment to seem like an ordinary one huh? Bad fucking luck for you I gotta say though. Most of the time you would be fine unless you run into something like this. hah."
>>
>>695193
Mask time

"Hey boss man (I don't think we go a name for the leader ) or base (we got ( Hax comms for a reason right?) I got a rainbow element guy and small judo girl protecting the target. Any thoughts about taking it? I could use some help with these to supers."
>>
Rolled 89 (1d100)

>>695206
Granted it doesn't need a roll.
>>
Rolled 2 (1d100)

>>695137
Vote
>>
Rolled 41 (1d100)

>>695206
"Wait two supers? REALLY? Well I can scrounge up the other super villain we got. Could also hire another super villain. How much back up do you need exactly? Its likely if they got two supers guarding it they will likely be willing to send more backup. Especially once they realize their plan to keep a low profile went up in smoke."

"The best I can do is offer you two super villains and additional minion support. This time though I'll send the good ones with some proper air support."

"Do you think its worth the risk? Be aware the longer this takes or if looks too bad it may just be better to pull out and cut our losses."
>>
Rolled 17 (1d100)

>>695210
Rolls help with persuasion during discussion. Technically they don't need a roll as a good message is still good with even a bad roll. But a good written message with a good roll is amazing.
>>
Rolled 47 (1d100)

>>695219
"I think we should at least try for it. Seeing that two supers are here."

Yet to make sure it's worth it.

>Try to find what was so valuable in that shipment
Lets make sure what it is one more time. If we can't ID it this time I say we pull out.

Pop a power grenade from the suit to slow the lady.
>>
Rolled 29 (1d100)

>>695283
>>695219
>>695074
>>695088

Are we doing actions or waiting on write? I suggest we do indeed send support we keep them busy savour back up can ambush these guys, have our base monitor channels and block calls for backup
>>
Rolled 48 (1d100)

>>695491
Not writing as not enough votes.

Actions are still to be decided.
>>
Rolled 72 (1d100)

>>695491
That would keep them from calling back up. We just need to be quick about it.
>>
Rolled 6 (1d100)

>>695548
Currently you have the advantage seeing how it turned out they haven't called for backup yet(mostly because they are underestimating you).
>>
Rolled 28 (1d100)

>>695651
Well i think we should tell the boss to send in the other super and minion support. Tell him we'll keep these two occupied but we're having no luck searching for what's so valuable, so the other super should help us but the minions ought to grab the shit and go.

In the meantime
> Other
Stalling tactics while taking as little damage as possible!
[Make it Rain!] Is a great distraction, and will fuck up the melee girl. In the dust and explosions we should try to get into explosive melee range with rainbow color girl, and try to damage her equipment or swipe some of her grenades.
>>
>>696399
I think it would be better if we can point out the loot when they get here. Taking to long from stalling and not knowing what to grab could be costly.
>>
Rolled 27 (1d100)

>>696742
I was imagining more of a blitz operation once we get support.

We and the other super gang up on these two to keep them busy, meanwhile the minions grab everything (including whatever is valuable) and run because they brought air support.

Bonus points if, between us and the other super, we can beat these two down and then get away ourselves.

Besides, do you really want to take more damage by trying unsuccessfully to search for loot while getting our ass kicked by two separate villains?
>>
>>695651
Strange normally it only takes this long for actions when war, massive losses, or big plots are afoot.
>>
Rolled 9 (1d100)

>>697351
Wait...do anons think one of those might be happening? I may be good but i ain't that good. It takes me awhile to cook things up properly. Generally the times it takes is a bit longer then for adjustments to the new game to be made.

After that and once everybody gets into the groove of things is generally when i would have figured out some of the basics for the plans that will start to go down.

Or waiting to be triggered.

if it ever happens you'll be amazed at how anons both somehow managed to dodge extremely hard to avoid targets and hit the insanely obscure/far away targets. like what the hell how do you even manage that much less at the same fucking time.
>>
Rolled 35 (1d100)

>>695294
>>695088
>>695116


>>697414
There's actually 3 votes for looking through the shipment.

Vote.
>>
Rolled 30 (1d100)

>>697543
oh what the hell I miss it when things were linked and rolled more. Much harder to miss things.

You decide to search through the shipment again. This time hopefully figuring out what was so valuable. It took some time but eventually you did indeed managed to find it. Or at least the place you think it is.

As it turns out there is spot full of crates which they just 'happened' to avoid striking by. They tried not to give it away but after awhile you noticed that they dared to hit near that spot. So your money is on that pile being where that priceless cargo is stashed in.

Alas getting close to it is rather difficult. They go out of their way to ensure you don't end up fighting over in that location.

Also that little chick is really kicking your ass.

This is almost as humiliating as that one turbo bitch super heroine. At least this time it involves an actual ass kicking and not a whole lot of hurt feelings. So...suppose that might be better?

Not to mention she really knows how to bust a move. You been having a hell of a time making her go boom.


What do?
>RUN AWAY
>Try to find what was so valuable in that shipment
>Go after the elemental guy
>Go after the new one
>Other?
>>
Rolled 19 (1d100)

>>697654
>>Other?
Aright boss, we got the loot found. Can we get some support?
>>
Rolled 54 (1d100)

>>697654
>Go after the new one
Draw here near the crates so gun guy can't shoot, then lock her down when she punches us by growing tentacles around her then start pummeling with explosive punches
>>
Rolled 66 (1d100)

>>697777
Supporting
>>
>>697713
>>697777
Supporting both of these, call the boss then do the strategy.
>>
Rolled 75 (1d100)

>>697826
I'm down for both.
>>
Rolled 59 (1d100)

>>697777
>>697713
I'll vote for both.
>>
Rolled 74 (1d100)

>>697713
"About time. We gotta move real quick otherwise the big boys will know the jig is up. I got some birds will appear soon. Make sure to mark the crates. Our guys will move in to extract it you and you both before pulling out."

"Of course we made sure to bring a nasty surprise and they'll have a super villain with them. If its still not enough I got some potential super villains hires who we can also employ."

>>697777
You decided to draw her near the crates. During the period of time where you were no longer being shot at is when you engaged her. Attempting to pin her down with tentacles and pummel with explosive punches. She is however quite the slippery one.

While you were both fighting is when you heard a strange whistling sound. Followed by a sudden view filled with light and static. Suddenly you were covered by clouds of smoke and you could see bright lights flashing inside it.

After that you got dragged and pulled towards somewhere. After a brief stint you broke out of the smoke to see some vertibirds preparing to lift off once more.

Also a bunch of minions scrambling towards them while carrying crates or shooting back. Hopefully this will work if it doesn't your really going to hate see what else they throw at you.

Sadly that what else comes sooner then you were expecting as homing balls of colored energy exploded out of the cloud of grey cloud surrounding the energy guy. Some of them blasted towards the vertibirds and the rest towards both you or the minions. They were much nastier then previous grenades.

When they went off one bird directly exploded. While the other started to spin out of control and minions bailed. The third however successfully managed to evade and started to swoop down.

What do?
>Grab a crate and JUMP
>Prepare to hold them off
>Call for additional reinforcements
>Run away on your own
>Other?
>>
>>697902
Wall of explosions then grab crates and run.
>>
>>697902
>Prepare to hold them off
>>
Rolled 39 (1d100)

>>697902
>Other?
Ok this is our chance they now have shields, make the biggest fuck off blast we can too force them too dive for cover or atleast be staggered, give our birds time too get out of there. Start using blasts to hurl shipping containers at them for cover but also a screen for our goons and birds. Grab crates lean out the back and keep blasting as we escape
>>
Rolled 96 (1d100)

>>697953
changing to this.
>>
Rolled 7 (1d100)

>>697951
Dice
>>
Rolled 87 (1d100)

>>697953
Lets hold them off!
>>
Rolled 60 (1d100)

>>697902
>>697953
Lets do it. Never know they may try to start catching all their stuff we are blowin around

Does anyone ever wonder what kind or level hero Detonator would be if he showed up with his gear in a postapoc civ? I just think it's fun thinking how power levels changed with time and events
>>
Rolled 53 (1d100)

>>697953
When you released the KABOOM you found yourself really missing that fancy cannon. It made the explosions so much better...alas it wasn't enough to stop them. The elemental guy apparently swapped out his gun to a missile launcher that is shooting those globes of pure FUCK YOU. He is since been firing them while hiding behind a shield.

You did hear cursing from the woman however.

"GODDAMN FIRST I CAN'T SEE ANYTHING AND NOW I GOT BLOWNUP. GODDMAN IT THIS WAS SUPPOSE TO BE A SIMPLE JOB!"

"...Good to see you used that shield I gave you."

"Why the fuck are so perfect-oh you saw this coming didn't you son of a bitch? Why didn't you say anything? Goddamn asshole."

"I didn't know for sure now hurry up and delay them some more. I brought out the big guns."

"Oh so should I get serious too?"

"...No. Your not smart enough to pull it off without damaging the goods."

"Well fuck you too buddy I am gonna do it anyway. Its time to RAGE."

With that the tiny figure suddenly vanished and for some reason you were flying. How the two were connected you only found out when you landed and discovered an indent on yourself.

Fuck. She is some goddamn speed freak...not to mention ow that really hurt. I mean...it even indented that special armor you got. FUCK this was new armor.

So did what came naturally. Grab crates, throw yet more explosives behind you all, and run. Very fast hopefully faster then crazy chick can find you. You somehow doubt you'll make it far...except for a funny thing happened.

She never showed up again.

That was also when you noticed some strange sounds that were definitely not from your explosion.

Then you remembered.

Oh yeah that other super villain was also suppose to show up...guess he just really saved your ass right about now. You are tempted to turn back but at the same time realize every second counts. Your not sure on both how long new guy will last and when their backup will arrive.

So you exploded away. Somehow getting caught by a passing bird and fly far far away.

That was when you looked back and noticed that well. It look like what would happen if you gave a school full of children a bunch of paint and permission to paint whatever they want on school property followed by a wizard vomiting rainbow colored magics all over it.

What the hell happened?

Best you can do is craters and fireworks. Not even remotely close to what...whatever the hell that is suppose to be.

So pondered this as after awhile and some even more dangerous flying ended up back at the Skar and later base.

What do?
>Fuck this your tired this has been an insanely long day go home
>Gotta know whats in the box...
>Lets do ANOTHER!
>Other?
>>
>>698111
>Gotta know whats in the box...
>>
Rolled 58 (1d100)

>>698111
>>Gotta know whats in the box...
If it's snack cakes. I say we enjoy the shit out of them and sleep.
>>
Rolled 100 (1d100)

>>698111
>>Other/Go too the Command Centre
"Hey's boss can we please open the box...I really really wanna know whats inside and if it was worth all this trouble"

>Open the boxs, all praise the mystery boxs
we got a few right...well all the marked pile atleast

Depending whats inside we'll go home and collapse into bed after dropping our armour at the shop too get fixed up.1
>>
>>698144
OH SHIT NIGGA ITS ON
>>
File: 1313112935361.jpg (35 KB, 525x481)
35 KB
35 KB JPG
>>698144
Huh. Well this will be cool.
>>
Rolled 29 (1d100)

>>698111

>Gotta know whats in the box...
>>
>>698144
Gonna have to change to this.
>>
Rolled 59 (1d100)

>>698144
...a 100 on box loot.

ON ALL THE BOXES.

...well fuck.

Now that is just...damn it.

Those minions also got good loot rolls...

AHH.
>>
>>698198
<3 we love you genie <3
Boss can be proud of us now
>>
Rolled 30 (1d100)

>>698144
"Fine fine we'll open the boxes, but not before they get scrubbed of trackers."

Okay so while that happened you went to drop off your armor. The quartermaster when you saw you come in again on that same day had a look on his face of 'oh please no'. You dissapointed him greatly as you crash your suit of armor upon his countertop.

"So...I need some repairs."

"Oh what the hell man. First you trash the cannon and now this armor...this...this you never bothered to discharge the super energy. You see this here how the FUCK did you get the armor cratered by a fucking foot? What the hell is up with all these marks? Would it have KILLED you to get serviced first before going on any more missions?

Fuck THIS ALL WAS PREVENTABLE AS THE CANNON YOU GODDAMN-"

You never heard the rest as you proceeded to run away. In equal parts fear of whatever he had behind that counter and desire to know WHATS IN THE BOX!

Or to be more precise~

LOOK AT ALL THESE LOOT CHESTS AHAHAH.

Best of all...was those few loot chests that were separated from the rest. Granted some of those boxes looked a little singed, wet, or well exploded/blasted. Yet those crates in that pile were in pristine condition.

You practically skipped like a magical girl and drooled at them like a greedy dragon as you headed over.

"So whats so special about those crates," you asked staring at them.

"Why don't you open them and find out," states the boss as he gives the go ahead. After that you dived in...alas he kept you from opening the main pile.

The rest of the crates revealed tons of illegal techs, restricted techs, magitech, and even super tech. Were scattered throughout.

HOLY SHIT.

After that came the the main pile...which were stuffed full of SUPER and MAD tech only goodies. Unlike the previous boxes where only the super tech could be found carefully hidden among the rest of it. Somehow however the person the boss brought could tell the part. As for the MAD tech the boss himself made sure to move those crates aside and that no one looked too closely.

Finally it came down to two gleaming...BLACK BOXES. That somehow sparkled despite absorbing all the light. Its like they sparkled of darkness...one of the boxes was clearly much larger then the other. While the smaller one was made in such a way as to be easily missed especially with the big distraction.

So you the smaller one first. Inside was a strange device that contained what appeared to be a hybrid between a brain and an eye. As the box collapsed as it opened the eye suddenly start to focus on you. You could feel yourself getting dragged into its gaze as you could of sworn you heard a shrill scream.

It sounded like the scream of something that was dying or being brought back to life. Like something that was broken yet being made whole. Somehow it dragged you inside...somehow it saw directly into you.

You could see astonishing things through its eye. You could hear it whisper amazing secrets into your mind.

"YOU SEE?"
>>
Rolled 68 (1d100)

>>698278
"I SEE!"

I see...enlightening EXPLOSIONS. That was more then just seeing like how you felt about your own explosions and to a lesser degree others...but this.

This was the first time you could FEEL that exploding sensation go on inside your mind...it was utterly amazing. That explosive enlightenment was so much...too much despite your ability with EXPLOSIONS even you had a hard time understanding.

You could see EXPLOSIONS...EXPLOSIONS in such ways you never knew possible. With such power that would make yours look like nothing at all...explosions so big...so mighty with such power that could destroy or even create more then just a single mere universe. Explosions in such way that changed matter into energy. Ways of exploding. Means of exploding. Ways to manipulate explosions. The countless kinds of explosions...the seemingly endless secrets behind the explosion.

Explosions?

EXPLOSIONS!

Finally when you thought you could take no more...that there was nothing more grand then explosions it showed you something else. Something more...that of imploding. The opposite and counterpart to EXPLOSIONS. From energy into matter. Power of implosions. So small...so tiny. Ways of the implosion. Means of the implosion. Manipulating the implosion. Blackholes. Of strange vortexes. Something else too...so much more. Yet...there is something else out there. Something about the opposite of the big bang. Yet something more then just that.

Imploding?

IMPLODING!

"I SEE."

That was the strange brainy eye suddenly broke contact as it reacted to something. You could hear it say a fifth word before the box was once more closed.

"ITS-"

Then nothing...nothing at all. It took you a little bit to get back into your mind. Now though your head really hurt...and at the edge of it. You could sense something was there that wasn't there previously. Of places, things, and crannies you never knew about.

That was when you were aware the boss was shaking your shoulder and cursing as he once more closed the box.

"CRAZY FUCKERS had a goddamn MAD Enlightenment device...no wonder they went through all that trouble to move it the way they did. Your lucky I noticed Detonator otherwise you really would of been a goner. Those things...take a bit of time to wind up properly. You get to the person in time and they'll...mostly recover. Its best you forget about what it was trying to show you."

"But all it was showing me was EXPLOSIONS...and Implosions."

"Like I said kid. Forget it. Its how they get you...that desire to know more. That curiosity. Don't go down that hole kid. Don't follow that route it so desperately showed you."

"It...was amazing though."

"It always is, but those things...there are just some things we just ain't suppose to know."

"So guess that was what it was all about then?"

"No...not entirely. That other big black box? Full of BLACK tier restricted tech. Including a very special super tech device hidden in the pile."

"So that's it then..."
>>
Rolled 53 (1d100)

>>698356
"No...I found hidden with that mad device. By all rights it should of been impossible to notice, unfortunately for them...I got experiences," says the boss as he opens revealing a strange glittering device with a strange super signiture on it. "All of that detonator...was to move THIS. All of that was just disguise and hide...this baby right here."

"What is it?"

"Expert," with that word the guy the boss brought approached. Revealing a super villain outfit and mask. He however started to heavily hyperventilate and his hands shook badly as he picked up the device, but not before injecting himself with something that studied his nerves.

"..."

The super villain was silent for a long period of time...as he rubbed the strange signature that seemed oddly familiar to you. Eventually he brought out another device that scanned the device and suddenly sent up an alert when it went over the signature. That was it stopped whirring and suddenly a voice chirped out of it.

"Signature recognized. Super Genius Doctor Kiri specialty Cures. Current Status DECEASED. Device status...matching no open data base including Doctor Kiri's. Connection found to rumored project of Doctor Kiri's rumored secret project codenamed LIVE. Failsafe that activated with Doctor Kiri's death during the workplace accident only partially worked. Many of Doctor Kiri's works were released for free by the failsafe. Most of which were suppressed by the Megacorps. However what was included with the failsafe was info with some of Kiri's projects including the hidden ones."

"This device is in the same partial file that contained the LIVE top secret project. Rumored to be able to cure anything. Both its appearance and signiture match.This device was verified as incomplete and destroyed during the accident that took Doctor Kiri's life."

"...Updating information. Release to Net?"

That was when you realized there was some liquid dripping from the a grate on the lower part of the villain's mask.

"So...the good doctor actually managed to complete the life's work...so the conspiracy theories are true on this one. The corps was behind the so called accident and destruction of the device after all...I guess they failed that last part though. I am going to release this. Its out there somewhere...and people need to know."

"I don't think so," says the boss as all the minions raised up their weapons at the super villain. "You do this...do you have any IDEA how many lives will be lost? The megacorps aren't about to let this go...ever. They think they succeeded and got the job done. Let it stay that way."

"What about Doctor Kiri would want huh? How about all The LIVES lost because of the good doctor's death? This device...is PROOF."

"You idiot did you even know Doctor Kiri? I DID. The doctor had an agreement with the Megas that so long as the doctor never actually made that device and allowed them to create the cures the doctor could work unmolested."

"Well look what happened?"
>>
Rolled 47 (1d100)

>>698493
"You think that letting them know they failed is going to help? You think that all the people will forgive? The Corps will forgive? THIS THREATENS THEM AS A WHOLE. The fucking corporate council ITSELF will be forced move and for what? We only got a single goddamn piece of it of the device. You think the megas wont get their hands one the rest? You think that so long as they get their hands on one and destroy what then huh?"

"..."

"Doctor Kiri was a super genius who didn't take sides and helped a lot of people. Had a ton of friends."

"So what we do nothing? How long do you think its going to take before the corps find out? Or some of Kiri's friends? Kiri had a TON of fucking friends many of whom she saved their lives or the lives of their loved ones. They wont ever let this go when they find out for a fact it was the corps behind it."

"Yeah corps PLURAL. With that many their council will move and a ton of people will die. If you even know the tiniest thing about Doctor Kiri she wasn't about killing but saving lives."

"What about the lives of those lost because Doctor Kiri died too soon? How about the lives lost because of all those lost cures? How about the lives that device could make? If you really knew Doctor Kiri you would of known that the good doctor wouldn't have been able to ignore that...and the corps caught wind. Yet now we have a piece. A piece of Doctor Kiri's dream. The Doctor's ultimate legacy is languishing..."

"Who says the device was finished? How about the fact that none of us can survive this kind of goddamned heat. That device will unleash the kind of goddamned clusterfuck that even a megacorp wont be able to survive. Yeah they'll probably find out eventually but you know what? I LIKE staying alive. I FOUGHT WAY TOO GODDAMN HARD FOR YOUR TO BE WHAT FINALLY GETS ME KILLED," with that the Boss raises his own weapon.

"You know when I let it out...I ain't going to live either way," says the super villain turned super hero.

"You do and I"ll see to it your afterlife is a very hellish place!"

What do?
>Talk one of them down
>Talk them both down
>Take the bosses side
>Take the super villain turned super hero's side
>Other?

...I never should of brought up that whole dodging and hitting hidden plots. Fucking jinxed myself so goddamn hard. Thank you overly elaborate setting for saving my ass...again.
>>
Rolled 56 (1d100)

>>698544
>Take the bosses side
Finger to the guys head, put it down man, tensions are high and you were freaking out before this. Back down. Like it or not we're in this together now
>>
Rolled 48 (1d100)

>>698544
>Talk them both down
Shouldn't we actually check the actual data? I mean it could be part of some corp plot since villians were handling it. Maybe they were to 'deliver' it to an another Corp or something.
>>
Rolled 35 (1d100)

>>698544
>>Talk them both down
So we take down some corps then. We can be smart about this. We have a flag many could get behind, do we not?

There's no need to rush this. We have to play the long con if we wish to take the corps down. They been at this longer than any of us.

So how about it? I think y'all can agree all would benefit from doing this right. Not rushed, not with out good planning and definitely not with out building up.
>>
Rolled 92 (1d100)

>>698544
I can't believe I forgot the option-
>Fuck this and leave

I swear i wasn't trying to railroad you into choosing.

>>698597
>>698604
The DC isn't going to be low especially with no words included.
>>
Rolled 21 (1d100)

>>698604
>>698544

Yeah I'll switch too this. This can be the long game, really long. We can do more alive with this, releasing it allows for a media blackout and targets on us
>>
Rolled 74 (1d100)

>>698544
>>698616
fuck AND I forgot the goddamn theme music

>>698493
>>698544
I wrote it listening to this. It was awesome.

Music is amazing when writing or playing games.

https://www.youtube.com/watch?v=qJoRra-K0jI
>>
Rolled 43 (1d100)

>>698640
Any this is a big decision so I suggest talking things out and figuring out what your going to say.

Right now isn't 'quite' the time for plans but I know anons will reach that with a few more threads still.

Depending on what you choose you may very well go up against the Megacorps and they are some of the biggest players around!

run for your lives from the PLOTS.
>>
Rolled 57 (1d100)

>>698604
Vote
>>
>>698640
Great taste in music. I'm quite fond of space ambience myself. "stars of the lid" is quite a nice compilation if you feel like checking it out
>>
>>698544
> none of us can sirvive the heat
"Excuse me guys but I can handle heat pretty well, you know with the blowing myself up and all.."
>>
Rolled 67 (1d100)

>>698674
But Genie your plots are so fun, also ruining them is sometimes easier from the inside
>>
Rolled 25 (1d100)

>>698703
Heh.

My first thought when reading that was "Are they talking about a explosion. We got this".

>>698674
I'm not sure what to talk about, but I am kind still mad at that one kool-aid drinking guy. So I kinda what to fight the corps.

We could take one side, but why not get good and evil to take on a greater evil. After all this awakened hero was once a villain. We can make something work for this big problem.

Villains can make great profit and the Heroes can help a lot of people. We can be underhanded. The heroes can get the people on their side. We need the boons of both sides to even have a chance in our life time to take those corps on.

Will that's my thoughts, at the moment.
>>
Rolled 56 (1d100)

>>698544
>Talk them both down.
"If I'm understanding this right this thing will cause chaos even if we bury it, it was being delivered to somebody and they will definitely want to find whoever took it, and releasing this to the world will cause a war so big there might be nobody left alive to use it."
"If chaos is inevitable, it isn't a matter of hiding it or revealing it, but when to reveal it to the world and start the destruction."
"So the real question is, what can we do to prepare for the chaos and come out on top?"
>>
>>698744
Not quite following you there, I say we start hitting these plot points. Let's find the other parts of this life machine, put it together and keep it for ourselves. A little bit of mind wiping technology and we can not only kill and loot other gangs, we can reprogram them, bring them to life and pow new employees. This machine turns body's into loot.

Also should say an old gangster boss is knocking on deaths door (like old man blam and his condition where he could die at the roll of an event 1) or any dead VIP that can afford it we can fix that.. Of course for a very hefty price and a very serious non disclosure agreement. Not to mention it would enable us to heroically sacrifice anybody we want and just bring them back. We should really want this thing to ourselves.

If I read right I'm pretty sure the boss wants to keep this hush hush as well so I guess I'm siding with him. We may need to kill the pussy that wants to use it for the greater good though, he seems like a snitch and the less people that know the better
>>
>>698892
I don't think this is a thing we can profit from, it's something very powerful people want hidden and gone and rumors of someone using it will have them banging on our door, we can't even find the other parts without getting into major trouble.
>>
>>698892
I believe that the device we have is just a piece of fall back plan to let out all the shit corps made under the doc's work. All the cures that wouldn't make the corp profit and the like.

As for the following, I'm just trying the get more people to help take on the corps. If heroes help we get more angles to work with. Like getting the people who the heroes protect to not worry as make when we take on the corps. With the people not as worried about villains fighting. We can have less eyes and ears on our actions. So on and so on.
>>
Rolled 20 (1d100)

I say we kill this white knight and keep it too ourselves. We however must stay low for a while as it was us who stole it and we stick out quite a bit, so we need too lay low.

I say we pop off this guy cos he only has to break once and he spills everything.
>>
Rolled 94 (1d100)

An additional thing we could do is take a tiny, tiny bit of this info and put it in some heroes path...let their sense of Justice do the rest.
>>
I'd also suggest while we are laying low we make use of that time and train our powers specifically too create new moves or combos. A personal suggestion is learn a few more abomination tricks along the way, but we shall see...
>>
Rolled 32 (1d100)

>>698544

>Talk both of them down
First snap our fingers and create a small version of the most beautiful looking explosion the eye showed us at our fingertips for effect and to guarantee everyone's attention (I suggest one that contains a hyperintellgient shade of blue, but we might not be able to pull that off).

"Both of you need to /calm the fuck down/."

To the supervillain-come-hero: "Look man, we get it. You're sick and this cure business is all very personal to you, so personal that you've decided to convert over from villainy on the spot. That's perfectly fine and understandable, but listen here now...there are BETTER ways to release that info than just uploading it onto the fucking net right here right now.

I'm not even going to get into the fact that doing that means my boss and his minions would promptly put enough bulletholes into you that it'd cure your wheezing (though this is a point which you should strongly consider) I'm just saying that I'm surprised you think that you can, off the fucking cuff like this, shout loud enough fast enough that you've found this Dr. Kiri's cure-for-everything that was attempted to be buried by the Corporate Council, for anyone who can do anything about it in a real way to hear about it before you're killed and the information suppressed.

You.
Need.
A.
Better.
Plan.

Fortunately, just the man to help with a plan of that sort is right in front of you. He's got the right connections for it, but isn't so well known as to be being monitored yet.

This laying aside the fact that you can't even be 100% sure that the device is complete or that that REALLY is a piece of it and not something your little box thinks might have a tenuous connection to it."

To the Boss: "Now Boss you don't really seem to have all that many moral objections to this, you just don't want to be the one responsible to stirring this into the shit pot because of the heat it'd bring down on you/us.

Accordingly, you'd be perfectly willing to help this fine fellow you recruited come up with a plan to disseminate this information effectively to the parties that need to know. In fact, you might even have some enemies that you'd like to feel the Corporate Council's Wrath...enemies that would be excellent candidates for 'having found a component of Dr. Kiri's cure-all device and letting the universe know. Loudly.'

I would wager, in fact, that you could even figure out a way to make it all extremely popular for yourself, given a little bit of time instead of [look back at the supervillain now] just releasing that shit all willy nilly right this goddamn second."
>>
Rolled 97 (1d100)

>>700751


To both again: "So I think you can both see that this situation only goes to shit and gets a lot of people, including the parties who are all right here right now, hurt or killed unless we work together on it...Right? You might still disagree, but in that case I'd like to point out that we really probably only have so much time before whoever was expecting this device (though they may not know what it is) starts looking for it, so we really need to settle our differences and start working on a real solution NOW or hurry up and blow one anothers' brains out already."
>>
>>700759
>>700751

If we succeed then afterwards mutter under our breath: "Knew that we shouldn't 'just forget what the Eye told us' about defusing explosive situations."
>>
Rolled 56 (1d100)

>>698689
I just don't understand why all the good music I find tends to involve anime pics. I swear its not on purpose.

>>698712
Then vote for a politicking game. I don't like including a lot of plots in other games. I just do enough to make it more vivid and to give the anons who dig for a clues a fun time researching.

>>698744
You go after the corps on the whole there is a reason why the Genie only used parts and never the corporate council itself. It would be the politicking grand game on a massive scale. You would not only be dealing with the corps as a whole but even their higher authority the Corporate Council.

A mere remnant was shown to be easily capable of fucking over the players massively. This would be a Pre Fall Mega meaning Genie would have to take the gloves off.

Throw in the corporate council means the Genie would actually have to sit down and plan a lot/go all out.

You don't want that anons. Your not ready for that. Not in an easy mode that is suppose to be a cape game. A Cape game is the easiest your going to find for Genieverse and that is because of in setting facts that make it so.

If you had wanted a politcking game i would of preferred a heads up. So I could of known if you wanted a game of thrones fantasy politcking or sci fi grand opera politicking.

I can do either one but I need a heads up. The reason why such a big plot item dropped is mostly due to the fact I was forced to call upon something on such short notice.

>>698892
The corps want it gone simply because treatments are far more profitable then cures.

They are a bunch of bastards like that.

>>699391
Team combos or special moves are another thing to consider. Especially by a villain team.

Also remember the havoc that the Boss unleashed by using a bunch of minions?

>>700751
>>700759
>>700780
See?

This is why I delayed things and suggested taking your time. Well done anon and the previous discussion was also good stuff worth considering.

This shit is important in a Genie game. Its what makes awesome things happen.
>>
Rolled 84 (1d100)

>>700751
>>700759
>>700780
See this? So well written even with the not so great rolls and a very high challenge check...you still managed to pull it off!

"hah and here I was worried you were one of those kind of supers who only thought with his powers. Yeah fine originally I figured when the corps succeeded then those avenues wouldn't be open but now...well I lets say some of those are not as cut off as I had once thought."

The other super villain meanwhile remained silent before speaking. "You know the right people?"

"I helped out Doctor Kiri when Doctor Kiri was working on some MAD Cures. I was able to get some treatment for some of my guys...also she was the one responsible for DE-infesting me. Anyway the people I know are affiliated with the good doctor...and are people who helped with that project. I can't think of anyone else to unload this device to."

"We do need to work fast though. The corps aren't that incompetent. I personally think they were in fact sabotaged from the inside..."

"Bullshit," speaks up the other super villain. "The corps are nothing but a bunch of soulless bastards who care only for their precious profit."

"...yes and no. The corps are made of people who yes work for profit, but not all of them are morally bankrupt. Considering the good doctors work somehow survived...my money is on them and that AI of Kiri's who now operates the labs."

"What does the AI have to do with this?"

"You think that AI knew nothing after all or could so easily be hacked? It was made as a collaborative project by a bunch of super geniuses who deal in AI as a gift. That AI is masterpiece and Doctor Kiri knew the Corps would only abide by their agreement for so long. As Doctor Kiri was costing them too much money...so in truth both knew the other was going to ignore it the agreement eventually. Unfortunately for the good Doctor no one expected the corps to put aside their grudges and to work together."

"You know an awfully lot for a gang boss..."

"If you actually try you'll be amazed at the kind of information that is available these days. Or you know , how to keep your mouth shut, and keep your ears to the ground you'll be amazed at what you can find."

"...Somehow I doubt your a mere gang boss."

"I get that a lot. Its the truth though. I just know some things, keep interesting friends, and know how to use people."

"You make it sound so simple. Anyway fine I'll be willing to work together with you all."

"I thought you were going to go hero?"

"I am just a villain with a conscience we aren't that hideously rare you know.

"Not that surprising actually. Anyway I need to make some calls. Hey Detonator you did a fucking fantastic job this day. With these earnings you will be having that power upgrade being made sooner then available. Despite the risen difficulty of acquiring after realizing your real power. Also your equipment will be having a real big upgrade. With some of the super tech available in this batch it wont be hard to trade
>>
Rolled 26 (1d100)

>>700938
"For some proper super tech upgrades. The rest of the hardware in there will go a long way for producing some truly elite minions...and provide the cash necessary to help make those arrangements."

"What about me?"

"Well your new so your out of a luck."

"..."

"Nah I am just fucking with you head over to the labs and garage there is some stuff you may appreciate as a super genius."

"Uh sir," speaks up a minion as they slowly lower their arms and start organizing the goods. "Does this mean...your going to wake them up?"

"...Yeah wake em up, also I want you to start activating ALL the minions."

"..."

"What?"

"...You sure that is a good idea?"

"Well we are going to need them. Don't worry I'll make sure to play nice with the megacorps with some jobs, also deliver the MAD device to these coordinates. That should be enough for us to bribe the Psycho Puz to our banner. Meanwhile I will poke around for a proper MAD scientist who will be interested."

"We are going to have to liquadate an awful lot of the haul sir..."

"Don't worry about the base. Many of those minions...well they wont be taking up much room. Best we take advantage and hit real hard. Get some real ground and a stronghold set up for whoever previously owned that tech we just robbed. No doubt they will soon be gunning real hard for us."

"...Shouldn't we take it slow then sir?"

"What do you think its going to that obvious to tell. You underestimate me. They'll figure it out eventually but not before I made some arrangements first. Granted I doubt it will be enough but it will be something at least. Anyway Detonator you should rest and come by the command center some other time. There is a room I think you might be interested in."

What do?
>Go home and crash
>See if you can just crash here at base
>MOAR MISSIONS
>Go somewhere on base
>Explore outside base
>Other?
>>
Rolled 43 (1d100)

>>701007

I'm suddenly struck by the urge to be a bro-tier supervillain with the minions.

>See if you can just crash here at base
Probably safer than our house, to be honest. Also saves us having to fight our way back in.

"Think there'll be any room to spare in the barracks with you waking up all these new minions? I couldn't have pulled it off without your guys' support, and if the barracks is good enough for them it's more than good enough for me."

"Also getting here's a pain-in-the-ass and whoever sent or was supposed to receive that shipment has probably already painted a target on my house."
>>
Rolled 51 (1d100)

>>701041
Vote
>>
Rolled 32 (1d100)

>>701007

>>701041
>See if you can just crash here at base
What he said. Also keep our ear too the ground in base see of word is spreading of the device...don't wanna leak after all.

Once we're up Head to the Command Centre
>>
>>701041
"Well there are bunks available in the barracks. As for all those new minions...not all of them sleep. Also sleeping in shifts. Beds are generally shared."

You ended up following the minions back to their barracks. Which as they said included long rows of bunk beds. There was also a canteen and shower area. Including a rec room where minions who were off sometimes hanged out. The beds unexpectedly were quite comfortable or you were just that tired. Honestly kind of hard to tell at this point.

Sometime later your not sure how long you ended up waking up to the still seemingly full sleeping quarters. Some faces you have noticed had changed and your not sure how long you were out. Luckily you had breakfast(?) in the canteen. The food wasn't that bad and it was more a buffet option that had lunch, breakfast, and dinner options available. So after getting something to eat you headed out.

What do?
>Go to the labs
>Check out the store
>Go see the doc
>Visit the salvage yard
>report to Command Center
>See what is at the barracks
>Go explore outside
>Train Old Powers
>Train New powers
>Other?
>>
Rolled 49 (1d100)

>>701221
>Train New powers
Let experiment with our Abomination form, see if we can do any transformations into more than tentacles, Im talking maws with teeth to grip things are maybe more refined limbs so we can use them for more. Can we transform our Abomination Skin into a tougher form for protection? We're stuck with this so lets get it down.

Once done we should begin work on "Super Moves" because right now we are kinda lacking
>>
Rolled 78 (1d100)

>>701275
>>701221
Supporting
>>
Rolled 6 (1d100)

>>701275
I'll support it. We might consider tracking down one of the other super villains, or that Dark Doc for advice on what to train specifically.

With regards to the abomination form it might not be a bad idea to go out into the Skar a bit and try to find some mutants to help us train it. They're sure to have techniques and such that take advantage of those natural proclivities.
>>
Rolled 21 (1d100)

>>701275
You spend time figuring out your new abominable transformations. As for creating new parts that you figured out. Just use explosive energy at specific part and wallah. Problem is it both took you awhile to figure this out and the sad fact is you have yet to figure out what it turns into exactly. You never know what you may get. Maybe some maws, eyes, tendrils, crippled limbs, wings, scale, or all kinds of weirdness.

Still at least you made some progress. Now to figure out how to make it change into things that you wanted.

What do?
>Go to the labs
>Check out the store
>Go see the doc
>Visit the salvage yard
>report to Command Center
>See what is at the barracks
>Go explore outside
>Train Old Powers
>Train New powers
>Other?
>>
Rolled 64 (1d100)

>>702061

>Train Old Powers
Consult with...I dunno, someone who would know (maybe the other supervillain who has magic and psi talents) about trying to add secondary effects to our explosions. Radiation. healing, or gravity would all be nice effects, but we'll take what we can get.

Shoot, maybe even ask the mad genius supervillain.

"Hey man, we didn't realize you'd be a coworker or else we might've been a little bit softer with our words earlier. At least you didn't leave there perforated though, so no hard feelings right?"
>>
Rolled 44 (1d100)

>>702137
>>702061
This. Talking with others may help. Why not develop a new move

>Explosive Tunnel
By combining the concept of our chain explosive skill we could create a spiraling tunnel of explosions which can for us act as a speed boost but also would deal as a method of attack as any foes caught in it would become trapped within the vortex and dragged along for the ride being exploded off the tunnels interior over and over.

Once we get someone to talk too add some gravity manipulation effects and we can decrease gravity within the tunnel causing even more insanity.
>>
Rolled 47 (1d100)

>>702271
Maybe we should just simply train explosive parkour/speed boosting? We've got a passive ability along those lines already, we'd just need to boost it.
>>
Rolled 2 (1d100)

>>702304
>>702061
I'm down to work on mobility.

>Train Old Powers
>>
>>702304
This, we need to get better with using our explosions in unexpected ways.
Also we need to learn martial arts so we don't suck at close combat.
>>
Rolled 86 (1d100)

>>702503
Forgot roll
>>
Rolled 16 (1d100)

>>702304
You decide to work on explosive parkour and using EXPLOSIONS to further enhance your own speed. THROUGH EXPLOSIONS.
Yes they must be capitalized because explosions are EXPLOSIONS.

Also because your not sure how to not make things explode which is sad yet funny. On the plus side you are really good at making things explode.

Which is why its a good thing your immune to said explosions and can use it enhance your speed. Problem is making sure to time the explosion right and make sure its not too big or too small.

Which takes a lot of work trying to work out. Speed is simple but the precise control that parkour demands is not.

Doesn't help you tend to explode the training equipment into bits mostly by accident. A few times though you did it just to let off steam because of how much you were sucking at it.

but hey at least you made some progress.


What do?
>Go to the labs
>Check out the store
>Go see the doc
>Visit the salvage yard
>report to Command Center
>See what is at the barracks
>Go explore outside
>Train Old Powers
>Train New powers
>Other?
>>
Rolled 63 (1d100)

>>702563
>report to Command Center
Go check in with boss and then back too training. He wanted us too check in after all. We should be laying low for a while after all given the heat that may be coming.
>>
Rolled 34 (1d100)

>>702563
>>702585
He might give us our new gear too. Wonder what thinks of us? Wise investment?
>>
Rolled 91 (1d100)

>>702585
On words and don't forget to grab a power bar or something for an after work out snack.
>>
Rolled 12 (1d100)

>>702585
Sounds good.

In the vein of laying low, might be nice to check out the barracks (and other parts of the facilities) afterwards.
>>
So after this I'm thinking we go find a MOM from the mutants. We are an abomination after all and they could see if we could get some mutations.
>>
Rolled 88 (1d100)

>>702585
"I would suggest training in the Skar. Plenty of things to kill but I would advice taking some guys with you when you do that. Otherwise yeah its pretty hot for you out there both in the lower and upper city. You certainly do know how to leave one hell of a first impression."

"Personally I would suggest some mutants and whatever else takes your fancy. Got some fresh newish minions who are available for service and no missions. You need to lay low for awhile."

What do?
>Go to the labs
>Check out the store
>Go see the doc
>Visit the salvage yard
>report to Command Center
>See what is at the barracks
>Go explore outside
>Train Old Powers
>Train New powers
>Other?
>>702635
"Your equipment is in route. Had to make it special order so it delayed the order."
>>
Rolled 65 (1d100)

>>702898
>Go explore outside
I say we get the mutants and since we can be an abomination we move around in that. Use the rep gain for mutation factions and help some mutants out.

Getting us experience and probably more allies.
>>
Rolled 7 (1d100)

>>702898
>See what is at the barracks
Might be something mildly interesting. If there's anyone just killing time for the moment, we could propose going out for some killing in the Skar after lunch or whatever.
>>
>>702898
>Go explore outside
Mutant hunting lets find a way to become a great Abomination, get our shape shifting down so we can work with our explosions
>>
Rolled 57 (1d100)

>>702962
>>702898
dice
>>
Rolled 19 (1d100)

>>702949
I assume Genie slumbers, but in case he's waiting for consensus I'll just change to support this. As long as we're grabbing some support before we head out, we don't need to make visiting the barracks a separate action.
>>
Rolled 43 (1d100)

>>703388
Yeah.

----

Cool thing with these mutants is they could possibly mutate to have explosion powers of their own. Literally giving us a explosion crew to roll with. We just need some absorption power to be fueled by explosions. Then our crew could fuel us as they attack.
>>
>>703388
>>703012
>>702957
Y'all forgot boss asked us to come to the command center so he can show us "something"
>>
Rolled 1 (1d100)

>>703428
It was in the last action to go to the command center to check with the boss.

>>702585
"He wanted us too check in after all. "

The boss just didn't show us for some reason. I just assumed it was the gear that was taking longer. Yet we can just ask while we are at the base.

>>702898
"Before we head out boss. What room did you want to show us?"
>>
Rolled 73 (1d100)

>>703428
Didn't forget. Boss said he'd show us a room "some other time." We went there just now, he recommended training in the Skar; presumably the time to show it to us is not now. Maybe after our new stuff arrives.

Of course, could be we just need to bring it up with him, now that you mention it.
>>
>>703470
Hello darkness my old friend. Giving me a 1 again.

Upside I believe this counts as just talking.
>>
Rolled 56 (1d100)

>>703482
I think it'd count as a mere chat...aka we get blown off because he's on the phone and the door shut in our face for been too loud
>>
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Rolled 77 (1d100)

Just how I imagine Detonator looks like in gear. Kinda working on a "relaxed abomination form"
>>
Rolled 65 (1d100)

>>702898

"Hey Boss, before I got this gig I ran as a courier in a company that carries a neutral stance on deliveries. Got a pretty good sense of who was doing what in the city while I did it, just from my own runs and lunchroom gossip despite not having a lot of experience. If you haven't got a contact in there you might consider sending in a trusted minion just to tap it for info, do it soon enough and you might even be able to see who's bulking up to come after us.

'Course you probably already thought of that, sorry to bother you Boss."

>Go explore outside
Look for some mutants who would be willing to train/teach us in how to maximize killy/fightyness in our Abomination form, even if it would take a few favors first.

Also put on our integrated reactor armor and take that Flak/Autocannon too.

Make sure we're actually IN abomination form as we go looking and take along a squad of minions like the Boss suggested. Preferably mutant minions who might be able to guide us.
>>
Rolled 21 (1d100)

>>704741
Alternately I'd be down for practicing to spawn little assistant horrifying eldritch abominations in battle that use sonic attacks.

I meant to post a webm to emphasize my point, unfortunately it's too large so we'll have to see if I remember how to cross-board link.

>>>/wsg/1328348
>>
>>704741
I believe our gear is in need of repairs still. Plus upgrades because we will just break it again.
>>
Rolled 43 (1d100)

>>704960
Actually we haven't used the set of power armor I mentioned at all, or that particular gun. Which is a real shame because they both sound pretty darn cool.
>>
Rolled 39 (1d100)

>>704741
>>702949
>>702962
>Go explore outside
>>
Rolled 40 (1d100)

>>705275
So has anyone though of how good we'd be at corporate espionage of machinery and installations if we could master our face-dancing/shapeshifting better?
>>
>>704985
I am pretty sure we had only one power armor and it has a foot print in it. Unless I confussed things when quickly reading the threads to make the notes.
>>
>>705377
You indeed have.

>>670624
>>670678
Radiation Power Armor, self contained reactor and weapon attachment points. Drakon magitech cannon. Draza reinforced SMG. Autocannon/flak cannon. Ancient Magic Melee Weapon.

Then there's the stuff we gained last thread listed here.
>>675954
>>
>>705377
... I may have. Yet I believe those were sign on bonuses that we turned down. We wanted more time to think about it and never ask for them when we joined up.

So unless we did get them it is just the buster, super smash, mask and amped power armor.
>>
>>705417
Nah, those were bonuses given to us /just/ for helping to bail our Boss' ass out. We even carried all that shit back to our house.
>>
>>705429
Citation here: >>670901
"...and sometime later you got yourself back home. Now however with a heavy box of some rather high end tech."
>>
>>705429
Genie kinda messed up the wording to me.

>"So you left nothing bothering to ask for any cash or drugs that he offered to you. You did however give him some contact info, but as someone who entered the super game as you did."

I guess I just auto filled in my head 'left with nothing'. I couldn't really ask for clarification in the dead thread. I should have sooner, but by the time I was done it was 4 am.

>>705462
I took that for the 4 other pieces. Anyways when Genie gets on they can answer for sure.
>>
Rolled 76 (1d100)

>>702949
Mutants are great in how ungodly tough they are despite not being anything special. You throw in their mutations to boot and they are a nasty bunch to deal with.

Also why the boss man made sure to play nice with a few mutant factions. Those mutants can make some superb minions.

You also realize this and know that they would in fact actually respond well to your mutant transformation. So you decided to go abomination and go on a walk.

You noticed some new structures on your way out. Mostly in the form of an armory, a garage, the hax comms you requested, and an unknown structure you can't identify from here.

>>704741
"Well I certainly got enough manpower to spare. I throw some more of them in that direction."

So you headed out with a single mutant squad. According to them your best bet is going to find another mutant abomination. All the mutants know who has one of them so its not like they are hard to find.

>>705308
Face dancers aren't that rare. They been around for a long long time. IF you wanna know more about corporate espionage then ask the boss. He regularly takes jobs from them to such a degree he knows them better then he knows other criminal organizations.

>>705508
You do indeed have all that stuff. Its only some of that is legit super gear however and that stuff is in bad need of a very big tune up.

Which direction do you wish to go?
>Mutant Warrens
>The Wasteland
>Mutant Lair
>Dumping Ground
>Just wander around
>Other?
>>
Rolled 61 (1d100)

>>705541
>The Wasteland
Well if we're going to go mutant, and we've got a mutant squad with us, then we may as well head for the place where we'll find the baddest ass to train with/under.
>>
Rolled 90 (1d100)

>>705595
>>705541
Mutant Tentacle Sensei
>>
Rolled 81 (1d100)

>>705541
>Just wander around
So times the best just want to be left alone chilling in the wilds. So let us find an abomination to train us.
>>
Rolled 69 (1d100)

>>705651
I was actually rather torn myself. The Skar itself might be a more fertile ground for finding the ultimate badass abomination willing to pass on its skills, seeing as it was never properly purged after the war and abominations tend not to age.
>>
Rolled 45 (1d100)

>>705595
I vote Wasteland
>>
Rolled 64 (1d100)

While we're waiting does anyone have any idea's as too what our default shape shifted form should be, obviously it's likly a mimic of our original form but what do people see that as?

Personally I like the idea of a lightly tanned guy with short back and sides chestnut colored hair and Gleaming Blue eyes, Maybe a small cut scar going across our temple and cutting our ear slightly, a memento to some event in the past.
>>
Rolled 92 (1d100)

>>705595
You decide to go to the wasteland. A holdover of the old wars that crippled these lands forever and they weren't valuable enough to warrant terraforming. So they stayed dead and hostile hating everything that cannot endure itself.

There is a haven of mutants and monsters. The place you hope to find a proper abomination to learn under. If the stories are even remotely true that place is crawling with them. So you headed out of the skar and into the wastes. Alas once you left the skar you stopped running into things. Good or bad. The place is pretty empty if you get passed all the hazards.

Even your abomination skin and eyes feel the tingle. You wouldn't wanna imagine what it would do to ordinary humans. Even the mutants are feeling it much less yourself.

After awhile you finally see something of interest in the distance you see-

>A field of bones
>A derelict base
>A crashed spaceship
>Abandoned Facility
>Other?
>>
Rolled 67 (1d100)

>>706434
>>Other?
What appears too be a gaping maw in the ground, it seems made of flesh erupting from the earth, spirals of teeth descending into it's depths like a stairway. Warm air periodically emanates from whatever await below...
>>
Rolled 66 (1d100)

>>706434
>A creepy ruin of a colossal old cathedral , in its centre a broken open trap door with old stone steps leading below
>>
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Rolled 82 (1d100)

>>706565
>>706646
I do not consider these options to be mutually exclusive.
>>
Rolled 66 (1d100)

>>706646
>Old Church
>66
>Post ends in a 6
>Devil/Cuthulu abomination?

ok for the sake of argument and simplicity. Changing to this
>>706434
>A crashed spaceship
>>
Rolled 14 (1d100)

>>706670
are you suggesting we...

See an old ruined Cathedral which at it's heart contains a great toothy maw leading down a spiral staircase of teeth?
>>
Rolled 14 (1d100)

>>706821
That was precisely what I was suggesting, however...

>>706811
>>706646
The dice are summoning something. I'll swing my vote to it.
>>
Rolled 46 (1d100)

>>706434
___________________
>>706811
>>706646
>>706565
Ok so we're agreed, the combo option...the dice hunger.

_____________
I hereby support this option and no more switching
>>
Rolled 13 (1d100)

>>706911
Sounds good to me. Goodness this is going to be some unholy shit. Like an important place of worship with a holy guardian that got corrupted by the brood and then left to its own devices for a century or three...and now it's going to pass on its tricks to us, in whom it sees a kindred spirit.

So long as we can survive its tests first.
>>
>>706565 67
>>706646 66
>>706811 66
>>706821 14
>>706858 14
>>706982 13
What interesting dice.
>>
Rolled 78 (1d100)

>>707023
And here I go forgetting mine.
>>
Rolled 88 (1d100)

>>706646
So we be visting the church of the old ones then?
>>
Rolled 35 (1d100)

>>707052
I dunno, but I feel a compulsive need to keep rolling so that Genie's headache gets bigger.
>>
Rolled 85 (1d100)

>>706565
>>706646
Well like that totally ain't a horrifying combination.

Anyway >>706821
Yes that is what you see.

A normal person would of run away screaming.

A cautious one would of not gone down.

You are however neither.

The mutants weren't happy but they still followed you down that staircase.

As you climbed down the stairs you eventually noticed two peculiarities. Number 1 you don't know what happened to everyone else around you.

And number 2 the stairs are seeming without limit.

Finally before it could fully sink that was of course when the walls began to melt and the teeth began to gnash as a voice appeared. A voice...that was oddly extremely nice and harmonious sounding. It was a truly beautiful voice.

Which made it that much worse when you turned to face where it came from.

"HOLY MOTHER OF-"

"Hey now no swearing in this holy house also I am nobody's mother. I just turned 199 I am a still young beautiful flower untouched and unsoiled."

You kept screaming yet somehow there was no longer any sounds coming from you. It was like if someone had the great of idea of seeing what would happen if you combined an eldritch monster,a perfect angel, devil and abomination combo in 66 different combinations done and multiplied by at least 60 times.

Fucking hell you thought you were scary looking but goddamn she makes you look like a goddamn super model from heaven who is an angel of a goddess of beauty and voice.

"Well aren't you a pretty one...been awhile since someone since someone with your rugged good looks have come to see pretty adorable me~"

You thought you couldn't scream or find this any more terrifying before but you were wrong. So horribly wrong.

You finally realized why you couldn't hear your voice.

Turns out you sorta broke the sound barrier with your screams. You only just noticed when you heard it break after screaming even louder.

"Oh such a nice voice too...a good voice for screams and songs," the (female?) abomination sings along.

YOU TAKE IT BACK. NO MORE PLEASE NO MORE!

What do?
>Run as fast as you can screaming up the stairs
>Run as fast as you can screaming down the stairs
>Charge into wall opposite of abomination
>Run past other abomination in the new channel in the wall
>Other?

>>707072
Nah this headache ain't for me anon! Its for you guys so please go ahead and ENJOY(while screaming in terror that somehow manages to keep increasing against all the odds).
>>
Rolled 65 (1d100)

>>707080
Ah before I forget roll 1d100 to not faint.

Roll another 1d100 to resist voice.

roll another 1d100 to endure looking.(or you know look away and run away screaming like you should in which case this roll isn't needed).

Its nice on the rare occasion such rolls give the players headaches instead of me!
>>
Rolled 95 (1d100)

>>707080
>Other?
While still screaming supersonically
"SONGS SOUND NICE! MUCH NICER THAN SCREAMS!

WE ACTUALLY CAME LOOKING FOR ANOTHER ABOMINATION! WE NEED HELP!

HOW DO YOU DO, MISS OR MISTER..?"
>>
>>707123
The other D100s
>>
Rolled 38, 7 = 45 (2d100)

>>707129
"WE'RE SORRY MISTERISSUS, THE GODS OF LUCK SEEM TO BE TOYING WITH US THIS DAY!"
>>
Rolled 36 (1d100)

>>707118
Rolls!
>>
>>707118
You think this is a headache? No, thus far this just seems like fun!

We even just so happened to encounter another abomination instead of any other thing we might've encountered, so we're thus far on track.
>>
Rolled 41, 22 = 63 (2d100)

>>707118
>>Run as fast as you can screaming down the stairs
>>
Rolled 57, 78 = 135 (2d100)

>>707118
Down we go
>>
Rolled 37 (1d100)

This is annoying for me because I have all the morbid curiosity but at the same time, we already looked into the MAD Enlightenment Device, this may tip us over the edge...hope not though
>>
Rolled 39, 39, 3 = 81 (3d100)

>>707118
>Other?
(Fear boner?)

So you alone here? I was looking for one such as yourself. Perhaps you could use a little company.
>>
Rolled 6 (1d100)

>>707118
I never know how to feel when the other anons actually ask for something unspeakably horrible.
>>
Rolled 88, 20, 10 = 118 (3d100)

>>707306
Too horrifying not to vote for.
>>
Rolled 27 (1d100)

Oh right, my vote.
>>707254
This.
>>
How dare we run from this Beauty (like escape as possible). Truly she will show us wonders (horrors be on the realm we can even fathom).
>>
Rolled 56 (1d100)

>>707470
That's why I picked down. Trying to go back up the stairs would be an escape attempt, this is just playing hard to get.
>>
Rolled 25 (1d100)

>>707254
>>707489
Alright you changed my mind. Playing hard to get it is.
>>
Rolled 19 (1d100)

>>707489
I'll go for it.
>>
Rolled 4 (1d100)

>>707536
I'm just hoping what we find down there is more of her. If it's something else we're probably going to want to run back up to her for safety.
>>
Rolled 47 (1d100)

>>707254
You just barely fought back against the fainting darkness that attempted to consume you. You proceeded to charge down stairs screaming all the while. You really hope those minions you brought are better off...

Then you heard their screams.

Guess not.

Well at least their sacrifice will not be in vain as you proceed to run away even harder then before. You do hope though that your making progress.

But that voice...then you heard the singing.

Against your will you found your feet slow down as the enchanting harmony of that thing's voice started to worm its way into your mind. Finally though you made to shake it off for now as you ran away even faster then before.

You kept running so far without warning you ran into a door. Nearby there is some kind of sparkling alter covered in blood and bone. You can see a few other passages way too. One seems to go downwards. While the other heads into an unknown direction.

What do?
>Door of mysteries
>Deeper down
>Investigate the alter
>Go down the side passage
>Other?
>>
Rolled 73 (1d100)

>>707674
>>Investigate the alter
Only a quick peak. for the love of god don't steal from her.

>Door of mysteries
MYSTERY DOOR
>>
Rolled 84 (1d100)

>>707674
A mysterious altar, you say? Well we can investigate it but don't take anything from it.

The head to the MYstery Door, or if we hear her coming head for the Mystery Door.
>>
Rolled 15 (1d100)

>>707674
>Go down the side passage
Seems...least dangerous out of several insanely dangerous options
>>
Rolled 3 (1d100)

>>707674
>Door of mysteries
Is there even a choice
>>
>>707767
If we wanted safe we wouldn't have walked into a fleshy church in the middle of a gods-forsaken wasteland.
>>
Rolled 77 (1d100)

>>707674
>>Investigate the alter
I wish to know more.
>>
Rolled 60 (1d100)

>>708001
You know what? Yeah. Anything that sparkles is good, or at least begging to be touched.
>>
Rolled 100 (1d100)

>>708001
>>707764
>>707758

>Investigate the Altar consensus
>>
Rolled 36 (1d100)

>>708518
I love it, I hope it applies to the mystery door too.
>>
Rolled 87 (1d100)

>>708518
welp we can just smooch a god damn old god i'm sure that'll fix it. Nice roll
>>
Rolled 34 (1d100)

>>708518
Oh Geeeenieee, if you take too long someone might roll another 100
>>
I think it's best we stop rolling as we have an equal chance of fumbling. For now we await Genie and maybe get polishing the lamp
>>
Rolled 83 (1d100)

>>710689
Well this called 1 says that we're going to find helpful shit both in the fountain and behind the mystery door.
>>
Rolled 5 (1d100)

>>708518
Honestly you felt there was something off about this alter. Yes more then what was obviously wrong about it. Problem is you never studied this sorta thing. So you relied upon sheer dumb luck to figure it out.

That 'something' you weren't quite sure what the hell it was. You just know it sure as shit didn't come from the mad eye or anything like that. So you did something very stupid and started touching things as you took a closer a look.

After a short while you found something mostly in the form of a stabbing pain and passing out. Problem was when you awoke you found yourself...somehow stronger. The alter itself had changed and you realized you were in a different location then before.

It would appear the alter was much bigger and your in a towering room with massive windows that showed strange scenes.

Gained Abominable Blessing Trait.

What do?
>See if you can go back.
>Start going down the hall
>Go go the other way down the hall
>Investigate the Hall
>Other?
>>
Rolled 30 (1d100)

>>711493
>Start going down the hall

Neat. I say we go down the hall to try and figure out where we are now. Alternatively, take a closer look at the windows? It sounds like they aren't all showing the same 'outside'...
everythingwentbetterthanexpected.jpg
>>
Rolled 65 (1d100)

>>711493
>Investigate the Hall
Take a look at the windows or what's on the other side of them? Maybe whistle, anyone home?
>>
Rolled 1 (1d100)

>>711729
>>711650

>Investigate the hall, particular the windows.
>>
Rolled 22 (1d100)

>>712119
Man, the crits are liking me in this thread.
>>
Rolled 84 (1d100)

>>712119
All in all not the worst thing to get a 1 on though, I think.
>>
>>712119
Well it was coming sooner or later, Detonator gotta keep his cool and not go MAD
>>
Rolled 26 (1d100)

>>712119
>>712124
>>712155
This is funny to me.

>>712212
Yep
>>
Rolled 95 (1d100)

>>712119
Welp someone is about to have a very bad trip.

Maximum Sanity Damage ensured.

>>712212
Fortunately you got some resistances but none that are great.

You decide to look at the windows. The images start to change...they started to lure you in. Suddenly you felt a similar sensation from the EYE but...much much worse. Unlike with the AI it was not friendly.

Also unlike the AI there was no one there to snap you out of it.

Your not sure how long you were being tormented and driven insane. All you know is it was too long. Far too long...

The windows reached out and absorbed you. There was nothing you could do about it as your body was frozen...there in the an unknown space.

Eventually you were finally released mostly because whatever it 'was' finally got bored of tormenting you. When you looked around you noticed were outside the cathedral and once more in the wastes...

Oddly enough it felt like the two forces that then both blessed you and cursed you appeared to be the same...or at least quite close in origin.

What do?
>Go back inside
>Run away home
>Continue to wander the wastes
>Other?
>>
Rolled 78 (1d100)

>>712345
>Other?
Do we have any sort of timekeeping device? If so, check it. I'd want to also ask someone what time it is, but we're sort of in a barren wasteland.

Regardless, maybe we should remember this place, but seek out something else in the wastes. So I guess
>Continue to wander the wastes
After attempting to determine what time it is, unless it's been long enough that we really need to head back.
>>
Rolled 92 (1d100)

>>712345
>Run away home
Walk home, yell back too that thing inside we'll see it around. Go home too see boss and doc
>>
Rolled 70 (1d100)

>>712345
Dam girl why you gotta play like that.

If our mutants aren't with us I vote going back in. If we leave this place my be gone. I rather not risk losing crew members like that.
>>
Rolled 93 (1d100)

>>712480
They're long gone, anon. Long gone.

>>712412
This ought to be interesting.
>>
Rolled 9 (1d100)

>>712480
They dead anon, or worse
>>
Rolled 91 (1d100)

>>712412
>>712496
We've had enough sanity shredding for one day, so I'll support this. I'd rather end the expedition on some sort of small victory, but that's risky.
>94?
>>
>>712550
Close anon wrong direction
>>
Rolled 71 (1d100)

>>712568
We should go for a flush. We did just take a big gamble in there.
>>
>>712822
Hence the doc and boss visit
>>
Rolled 86 (1d100)

>>712496
>>712521
I gotta believe.

They were to loyal for followers.
>>
Rolled 100 (1d100)

>>712412
You yelled back to the cathedral that you'll be back. Thankfully nothing responded.

After that you began the long trek back. Upon your return you noticed the base has once more undergone expansions and you see an odd variety of minions running around. You also noticed a few of the minions seemed to look twice upon your return.

When you went to see the boss he spat out his drink in surprise.

"Holy shit you any idea how long you been gone? MONTHS. We all thought you died. Especially when a couple of those mutants returned and told their harrowing tale."

"I uh..go take some time off to decompress. You definitely look like you need it. I can't believe you decided to go to the wastes. Didn't realize you were that dum-er brave enough to go there."

What do?
>Go to the labs
>Check out the store
>Go see the doc
>Visit the salvage yard
>report to Command Center
>See what is at the barracks
>Go explore outside
>Train Old Powers
>Train New powers
>Other?
>>
Rolled 51 (1d100)

>>712982
Well up side our time gone means new jobs we can do and some guys made it out. Yet first I would like to get a check up from the doctor and test our blessing.

After words, if we can get our new gear, we should train in its' use and this time learn how to maintain it.
>>
Rolled 89 (1d100)

>>712982
>Go see the doc
When you get back from being both blessed and tormented by something beyond the scope of mortals, you want to get tested.
>>
Rolled 59 (1d100)

>>713065
>>712982
This let's get oked for duty then report back too the boss and the command centre, find out what we missed
>>
Rolled 100 (1d100)

>>713045
>>713065
"You told us we needed to lay low for a while, Boss. Figured there was no better place to lay low."

Also vote for the doc.
>>
Rolled 25 (1d100)

>>713663
Damn I'm running hot tonight.
>>
>>713663
Jesus the crits in this thread.
>>
Rolled 89 (1d100)

>>713663

I wonder how long until the Boss figures out that when he tells us to go do something, we really /really/ do that thing.

"Go make a scene so we can gather info on the super response."

"Go help blow up that mutant warren."

"Steal some illegal shit."

"Go lay low."
>>
>>713883
We power everything, power running, power lifting, power sleeping, you name it we do the extreme
>>
Rolled 40 (1d100)

>>713663
"Hm...that is uh a very very good point. Fine I will rescind the order for no missions. Also your gear has since been upgraded and I am sure your going to really like this," with that the boss handed you a strange potion. "This was a real pain in the ass to find and it will further boost your powers."

"Oh yeah that reminds me since you been gone I recruited a few additional supers. They are all rather green like yourself but hey."

What do?
>Go to the labs
>Check out the store
>Go see the doc
>Visit the salvage yard
>report to Command Center
>See what is at the barracks
>Go explore outside
>Train Old Powers
>Train New powers
>Other?

>>713883
He is slowly figuring it out.
>>
Rolled 65 (1d100)

>>714038
>>Go see the doc
So I met this 199 year old lady in a church....

Then down the potion I guess.
>>
Rolled 20 (1d100)

>>714111
Vote

We'll also want to meet the new supers sooner rather than later.
>>
>>714213
Fair. Let us just not skip out on training with the gear.
>>
Rolled 64 (1d100)

>>714111
>>714038
Trips have spoke down the potion for the boost and go see the doctor for a check up.
>>
Rolled 34 (1d100)

>>714111
"Well...uh you certainly took some uh sanity damage. When we get around to get a proper psycho surgeon we'll be able to repair some of the damage. Not of all though those kinds of injuries are difficult to deal with even for them. So...how about staying away from the lady huh?"

"Sounds like she would be terrible for your health."

After that you downed the potion.

Super Power Upgrade+ Acquired. Your abilities have been permanently enhanced.


What do?
>Go to the labs
>Check out the store
>Go see the doc
>Visit the salvage yard
>report to Command Center
>See what is at the barracks
>Go explore outside
>Train Old Powers
>Train New powers
>Other?
>>
>>714462
>Check out the store
Aquire our new gear and then go train in it, ask how often we should return for matinance so we don't kill it. May need a few new boys on the way.

>6 get
>>
Rolled 95 (1d100)

>>714500
>>714462
Sigh, here the dice and said 6
>>
Rolled 2 (1d100)

>>714462
I think that can be said of many crazy ladies.

Nice, more power.

>>714500
Lets gear up and get use to it.

Then I think we should maybe train with the other supers. Learn how to fight other supers better in non abomination mod.
>>
Rolled 38 (1d100)

>>714500
>>714564
Agreed.
>>
Rolled 29 (1d100)

>>714500
The store by the way is the armory. Its just the boss had decided to sort of combine the two into a single unit. The store manager upon seeing you coming groaned before bringing out your new equipment. He muttered something about how this time you shouldn't be able to so easily break the new gear. Beyond that he has the following wares available.

"It would be best you return between missions so it can get repaired properly. Given how hard your on your own gear this is especially true for you. You can do something else during the down time. Wait your an abomination right?

I think the boss has some stuff in the mutant warrens you may like. Its a mutagenic pool it should help adapt to your abomination form and help train your shapeshifting powers. Personally we use it for whenever people wanna go mutant. Handy to have not sure why they would wanna lose their humanity but hey I like to think of it has them being the fleshy equivalents to those weird transhumanity bastards."

"Boss also finished building a proper training facility. It was quite expensive to build but its finished. Gotta be careful when you go inside though I have no idea how it managed to have so many strange quirks. We have been using it as an elite boot camp to train top quality minions and more importantly our supers."

"Which reminds me, this here is the slate to the new supers the boss as put together."

Supers of the Group
Detonator aka Explosive enthusiastic abomination.
Lord Loco aka Madman joyed shortly after you left and stuck around ever since. Nobody knows why the boss lets him stick around for so long.
Octo Squid aka Mister sneaky got into a real bad scrap once and went cyborg also the reason why he joined up with us.
Sir Fusion a Psi Magi. Longest standing of current villains before Detonators return.
Doctor Headman is only just a head. No really. Despite being nothing but a head he has a lot of heart.

>>714564
Problem with your other forms is they are weak as fuck. Only thing you had going for you was your special ability and outside your explosion absorbing physique it was all perfectly normal. Abomination is insanely fast, strong, and tough but its extremely obvious/ugly.

Abomination form basically purchased you an awesome martial type body aka a bruiser brickhouse type deal. Both heroes and villains like that exist despite their not having anything special besides that they are REALLY hard to take down and they hit REALLY hard. Not to mention their speed is more often then not that bad as they can take advantage of their insane strength to utilize burst speeds, even if their agility ability is otherwise lacking.

Another nice thing is their lack of reliance on anything besides their own body. Makes them VERY cheap to play/use. Also the reason why boss recruited most of them. Apparently besides a few of them he recruited one sneaky guy.

>Weapons
>Armor
>Goods
>Equipment
>Specialty Items(stuff like psi, magic, ect)
>Other?
>>
Rolled 86 (1d100)

>>716116
After that is an entire group of the psychical type supers commonly seen as the martial group. Boss went out of his way to acquire an entire group of them for some reason. They are the following.

Big Beef.
An insanely strong super human who is somehow even tougher then he is strong. His only 'weakness' is his lack of speed which he compensates partially by using his strength for speed bursts. Also a notorious grudge holding to such a degree is often mistaken for a huge dwarf. It is best not to point this fact out. Boss recruited him by being new and offering to help him attain his revenge.

Fast becoming especially hated by. Every. Single. Government, annoying faiths, criminal organization and corps. Oddly well liked by the people for his willingness to 'stick it to the man'.

The Troll.

Named such due to insane regeneration ability which makes up for a lack of toughness. Is also quite strong and fast while surprisingly skilled.. The Troll has since developed a tactic of basically being a suicide unit but refusing to die afterwards. Weaknesses are currently unknown but supposedly the boss knows what it is. Of the group Troll is most balanced in ability.

Masher 'the monster'
What the Masher lacks in agility and toughness more then makes up with sheer power. the masher is an unfortunate super whose ability wildly warped his body and is sometimes mistaken for a mutant. Is considered a freak even by super standards but his blows are known to punch right through even the tougher of armor. A single hit of his has even been known to shatter shields.

If you can get passed his twisted appearance he is actually a pretty sensitive soul. Which while makes him suffer even more due to his appearances is also why he is 'fantastic' at controlling his power. his precision in super power usage is incredible.

Sincerity aka 'the Smiling Slasher'
Commonly stated to be a maniac and butcher of a swordsman. Contrary to popular belief the slasher is actually a woman. Not many people know that and even less know that the butchering is by accident. Even especially tough supers and fast recovering supers both fear the Slasher due to just how much bite her blows possess.

Outside of skill slasher isn't particularly strong, tough, or fast. She compensates by being just that good.

Pervert Speedo.

Has a simple dream of being invisible for maximum perving. His dream was granted to him by boss. Much to his woe however the group is most lacking in female membership...also always wearing a speedo with panty mask.

no one actually knows his real name anymore as pretty much all the female heroines(and super villains) really hate the guy and called him out on being a pervert so much everyone. Besides that is a bit of a joker who loves fucking with people through a mixture of speed and invisibility. Unfortunately for him his invisibility is not an actual power of his.

What do?
>Armory
>Barracks
>Clinic
>Garage
>report to Command Center
>explore
>train
>Other?
>>
Rolled 71 (1d100)

>>716116
>>716167
>train
Get a feel for our new gear, make sure we haven't lost it, combat-wise, after our extended plzno session.
>>
Rolled 76 (1d100)

>>716116
You saying that our normal body is weak makes me want to train it more. Unless we wish to go abomination mod all the time. It would be good to be able to take a hit or two.

Then we can be a proper boss fight with stages.

>>716167
>Train
We need to get use the gear and know how use it better. Our explosions take finesse and we should carry that over to the gear as well. Then we can make bigger explosions.

Then we test our abominable blessing. Get to know its' effects on us.
>>
Rolled 60 (1d100)

>>716368
Forgot since we are at the store.

>Goods
Sports drink and a power bar. Help keep our strength when training.
>>
Rolled 62 (1d100)

>>716368
Your already a boss tier bad guy anon.

Think about you even got a Ultimate Form!

Also you make things explode like big time.

Abominable Blessing simply put is an upgrade for your abomination form(fucking crit). Its insanely hard to upgrade an abomination. Even if you asked boss he would tell you to go fuck yourself.

It was incredibly impressive that he managed to find something to upgrade an SS Class power. That is like...insane.

With that substance you got and what you learned from the EYE. You were able to barely upgrade your power into an SS class.

Be aware that there is at best only a few stages above your own. Also be aware that all stages above S don't officially exist.

The weakest abomination is still considered at a minimum an A class. Yours wasn't weak as it came from a Black site. That right there puts it at least an S class(if not even higher). You throw in the Abominable blessing and it got upgraded AGAIN.

Your biggest weakness is your inexperience and lack of finesse aka control. This is somehow even more true for abomination form which is a new power for you(you were already familiar with your first power you just threw EVERYTHING into BIGGER and BETTER EXPLOSIONS maxing out your Power rating).

There was a reason why you could get pounded on by a team of super heroes and barely notice(if you hadn't noticed that wasn't on purpose especially for your armor which wasn't able to keep up with your abomination toughness at the time).

Strength wise your also the strongest super villain available to your boss. Problem is he is getting a massive headache trying to figure out how he is going to let you learn how to control your powers properly. As your so strong you have the opposite problem(its also why he sunk such a huge amount of resources into that training yard you wouldn't believe the kind of base upgrades he turned down for fucker is heavily upgraded and is finally approaching BLACK tier.

It doesn't help that despite your great power your a newbie. One that he knows if others realize just how strong you truly are aren't about to do nothing about it. Alas he also doesn't want you realize your true power because then you aren't likely to wanna stick around.
>>
Rolled 25 (1d100)

>>703981
Hello new starter pic. My only problem with is those two white dots and skin showing. Boss is a pro skin is not to be insane in his particularly important assets for identifying purposes(also scant DNA evidence from any flaked cells).

He would of given you a gene mod to destroy any tissue that should well...fall out of you so to speak but your abomination form took care of that problem.

Pricey mod but wildly popular in certain circles for obvious reasons.

The two dots though are rivets right? Rivets and stuff like that are a TERRIBLE idea for armor. Bad things happen even to takes who got that sorta thing.

It is however very popular for artists who don't understand why that is and thinks it looks cool. If its just commercial or something its not a problem, but not a tank or armor meant for fighting then it is.

Somewhat similar line of reason for why mechs aren't that common or why bots aren't all humanoid looking.
>>
Rolled 35 (1d100)

>>716647
When I did it I envisioned them as lights, of which there are a few on the armour which grow brighter the more they have absorbed. As for the flesh, will fix when I'm home over the weekend
>>
Rolled 84 (1d100)

>>716368
I think that the best way for training finesse with explosions is practicing explosion-boosted parkour speedruns.

It comes with the added benefit of boosting our agility/maneuverability, but I really can't think of any better way to train our fine explosive control. If we can manipulate explosions to make us do a sick triple-flip in the air and then stop ourselves going SPLAT on the ground after a 3 story fall then creating a simple shaped charge will be a piece of cake.

That aside the exercise both physically and of our powers will be relaxing and hopefully help us move past our harrowing experience.

Voting to practice explosive parkour.
>>
>>716167
Explosive parkor jumping around double jumping, rocket jumps, partial abominable transformation to swing on things, Superman landing etc
>>
Rolled 99 (1d100)

>>717420
>>716167
And here's my dice.

We should tagteam with perv because we can be a tentacle monster and keep dealing with magical girls
>>
Rolled 96 (1d100)

>>717394
Ah my bad I mistook them for rivets.

Rivets on armor very bad.

>>717420
Partial abomination transformation is going to be extremely difficult with you currently.

Through all your power into explosions sucks. I on the plus side you can make a lotta big explosions on the downside everything else.
>>
Rolled 14 (1d100)

>>717827
Yeah looking at it now I could have done them better....will fix once I'm home and make this g's a little better...and no skin showing naturally
>>
Rolled 79 (1d100)

>>717409
>>717429
So y'all are doing explosive parkour training then. It would help control so I will change from the training in gear use for the moment.

But can we master our gear next? It would suck to over load our weapon again.

-----

Also here's the link to the last thread. http://suptg.thisisnotatrueending.com/qstarchive/674611/

I will have the links for past threads in the notes as well.

https://docs.google.com/document/d/1hcuTc9eh5J3jO8sCYQebtcg72x8HBACIUi7SI0Yxy6A/edit#
>>
Rolled 9 (1d100)

>>717879
I'm totally down for mastering our gear next, however...can we please master explosive parkour first? Not flit back and forth between things like we as players tend to do, but actually finish gitting gud at the one thing before we switch to another.
>>
Rolled 69 (1d100)

>>718075
I like to treat training like school. You pick your courses to study. Learn something of each pick every school day. Giving time for it to settle in and not rush through. Keep from burning out and give time to test what we picked up.
>>
Rolled 6 (1d100)

>>718075
Alright, I'll give my support to explosive parkour.
It's a prerequisite to actual flying, which would be awesome.
>>
Rolled 53 (1d100)

>>718107
That's a good way of looking at it, if Genie'll let us split our time training in a day then I'd support it.
>>
Rolled 48 (1d100)

>>717827
What's so bad about rivets?
>>
Rolled 35 (1d100)

>>718211
I'm not familiar with armor but I would assume the same reason why welding is better than rivets for ships: if it gets hit with a lot of force, the rivets can pop out.

At least, I'd guess that's one of the reasons.
>>
>>718231
The thing about ships was a specific thing from WW2 that made America's rivet shortage actually work to our advantage, but I assume it applies generally.
>>
Rolled 14 (1d100)

>>718240
>>718231
I was under the impression that riveting was preferable for ships because the slight amount of flex they offered allowed distributed dissipation of force. Also back in the day our metallurgy and welding technologies were not really all that good so welded ships would tend to rip in half.

Of course with futuristic manufacturing technologies you could create networked rivets that would counter the 'popping out' problem and deal with tension force weakness while maintaining their shear force strength.

I mainly want to see what /k/ and /tg/ have told Genie about why rivets are bad.
>>
Rolled 96 (1d100)

>>718287
The specific thing I was referring to was regarding relatively small troop transports, so I guess the "ripping in half" thing wasn't such an issue. At least not compared to literally falling apart when rivets pop from a torpedo strike.

Of course I learned that from a fucking high school history book as opposed to a source actually related to engineering, which I don't know dick about.
>>
Rolled 80 (1d100)

>>717869
Ah my mistake I thought it was rivets.

Other then that it was AWESOME.

>>718287
Bad things happen when rivets are put under enough stress.

Its for that same reason that Rivet guns are a popular weaponized tool for the same reason they don't do good in outer armor funnily enough. They have a smaller cousin the nail gun is also commonly weaponized.

Especially in areas of revolt, war, or where guns are restricted. You will see a lot more weaponized tools running around.

You also got fancy flamethrowers that powerful enough to snipe with.

As for futuristic technologies...well for rivets and defense it was common to double interject layered armor. Which is basically two slabs of material heavily interlaced with a network of materials between them sealing them together and reinforcing at the same time. So yeah somewhat related to the rivet network trick. Its rather obvious though as the reinforcement tends to show up a bit in both surfaces. It was also vulnerable to acid attack that would eat its way into the space between plates vastly causing them to fall apart from within.

It was a cheap common trick for armoring as it would greatly increase strength even with common materials.

You also had self repairing armor that could more easily return to its original shape and much tougher/more flexible then what you have today.
>>
Rolled 36 (1d100)

>>717879
>>717429
>>717409
Explosive parkour consensus bump.

I hope we use the Eye's tricks of implosions and explosions, and we make sure to develop some flair too. Also no reason we shouldn't practice in our armor.
>>
Rolled 23 (1d100)

>>721555
Leaving me out of the consensus again?
>>718108
>>
Rolled 66 (1d100)

>>717879
>>718075
>>717409
Have another dice
>>
Rolled 35 (1d100)

>>721781
For real though just imagine how cool explosive-boosted parkour would look. Especially if we can color our explosions/implosions a little bit.
>>
Rolled 36 (1d100)

>>721853
So what do people think of the following?

Every week or so make a sojourn back to the ruined cathedral in our abomination form carrying something sweet for that other abomination. Start out with a single rose inside a stasis chamber to keep it safe from the ravages of the wasteland. Leave it right at the top of the stairs. Then a few weeks later, a bouquet of roses. Slowly escalate the gifts, all of a romantical bent. A beautiful gold necklace that shows obvious care in craftsmanship rather than simply being expensive, a first edition book of some classic love story, etc. After a little while hide notes tucked into the gifts somewhere or another with a chain message on them.

"From
The
Rugged
Fellow
Who
Got
Away
To
The
Sweet
Missus(?)
We'll
Call
for
your
sweet
voice
one
day.
Love,
Detonator."

As the final gift after quite some time of build up we put a pocket teleporter unit that can only be activated from our side in the chamber, and then stop communication aside from the occasional flower or something to let her know we're alive.

BAM, we just got ourselves Fallbringer-tier backup that LOVES us which we can teleport in if we ever get in super deep shit. Only catch being that after she/it bails us out we'll probably have to bite down on our sanity and fuck her/it.
>>
>>722268
We will need to work on madness protection first. We got a scar that will be with us forever. Lets no burn up under our passions.
>>
Rolled 26 (1d100)

>>722648
We're the one who got away, we now have a fall bringing yandere chasing us beneath the earth, from time to time suddenly exploding out the ground

If 100 make it so
>>
May as well get this out of the way.

http://suptg.thisisnotatrueending.com/qstarchive/694499/

Link for the thread save.
>>
>>721853
I could care less about parkour to be honest, now lest say we had a pair of chains, power ropes or some shit. We can already blow anything we are touching so why not extend our reach with a whip like weapon also if held behind us we could use it like a jet pack right?
>>
Rolled 89 (1d100)

>>724766
Okay, I think we need to add an explanation of how our main power works to the gdoc.

Basically, practicing explosion-assisted jumps is how we can eventually gain a level of precision control to fly using explosions, like a jet pack or whatever.

We already can use explosions at a distance, it's just a little harder and has a bit of a delay.

And if we wanted melee reach, we should work on control over our abomination form to grow some long combat tentacles.
>>
>>724797
If we fly with explosions it would be like Junkrat in Overwatch.

https://www.youtube.com/watch?v=-x9150FGklM
>>
Rolled 19 (1d100)

>>724766
Do you mean extending our reach by exploding the chains? Because rapid explosions only applies to our physical self or a line of explosions extending from our physical self.

Parkour is mainly for finesse training, though it ought to help flying. Really I don't see flying being practical given our powers, it'd be too much of a constant drain for too little reward.

>>725064
I dig the video though.

>>724797
I also dig training the abomination form for melee. Both explosion-assisted and otherwise.
>>
Rolled 65 (1d100)

>>725223
One thing we ought to try practicing is infusing a time-delay explosion into objects. Grenades out of anything. Even better if we just infuse them with energy and then can set them off with just a little spark.

"I prepared explosive runes today."
>>
>>721853
You can hence DJ BAD MUSIC asked noted your 'fireworks'. You can even change how they look more then just color.

>>722268
>>722268
...man I was REALLY hoping that the nightmare would not be someone's yandere fetish...much less so many anons.

Tell me dare you try a Genie Yandere Edition?

Just to warn you Genie has actual irl experiences with those kinds of ladies so it is NOT like your precious anime.

>>722648
Good luck with that. ONLY NOMADS have been known to have that.
>>
Rolled 27 (1d100)

>>728024
It doesn't have to be full protection. Improving our resistance to madness would still do us some good. Seeing that we have some I hope we can do that much.

---

Are NOMADs born or is there a chance to become one?
>>
Rolled 51 (1d100)

>>728024
Damn it trip fell off.

>>728090
Not known they haven't really found any evidence for or against it really. Most NO Mads are those exposed but immune. The rest and much rarer case is those who were MAD but went sane again.

NOMAD is actually the bandit post apoc bastardizing of the name. Which is No MAD.

For those with resistance against it...well the magi and psions both have ways to protect themselves. The dim and unaware also get bonuses to resisting it.

Super geniuses on the other hand eat a massive penalty to resisting MAD which is why they tend to avoid it like the plague. That and how tempting it is for them...

The oldest means to protect against MAD belong to the Magi. Psions are also especially vulnerable to it and went through a lotta trouble to find some ways to protect themselves.

Both Psions and super geniuses are both incredibly weak against MAD. Its why you see so much of it among them.
>>
Rolled 58 (1d100)

>>728141
Is it time for a new thread?
>>
>>728235
yeah.

>>728141
Come to think of it I should of seen it coming. I knew anons liked scary/evil waifus I just didn't see the yandere coming.

I mean come on there should be a limit to that sorta thing...admittedly its much safer doing it on here rather then irl with the Genie who has experiences and may in fact be a woman.

Or not.

Still though you anons need to work on your fucking tastes. That shit can literally get you killed if you like that type of woman. Or worse.

Trust me it can get a lot worse.
>>
Rolled 26 (1d100)

>>728350
New thread
>>
>>728328
That's the fun of quest. You get to try things that are high risk.



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