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Villain in the Big City Quest #2

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Thread replies: 338
Thread images: 26

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Another night in New Angouleme, the city that never sleeps. The sound of the streets below and the light of the skyline outside, give a strong impression of liveliness well past the hours when decent folk turn in for a good night's rest. No better time then, for villainous activity! You wouldn't be the only one out tonight, doing so either, hopefully though you can pull this off without getting caught.

After an unfortunate accident which bestowed upon you strange powers, you became indebted to a villain and are serving as his sidekick of sorts for the time being. So far you've mostly just helped out with small things, little errands and chores here and there and felt more like a housekeeper than a dastardly individual. This is the first job which you've attempted on your own however, both as a means of building villainous independence, and to gain funds and other resources to possibly pay off the debt. Or at least for personal use.

>A modern day superhero setting, in a big city rife with activity, of both heroes and villains alike.
>>
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>>1403469

The job in question is to infiltrate the charity benefit of a firm downtown, in order to capture a specific hostage and use her to gain access to an area of the building, in order to steal something that is being developed. You're not entirely sure of the purpose since you are working with a villainous group, the Wild Bunch, but it sounds like something they need and has a lot of value. So having already gotten into the building and taken the hostage, you and two members of the Wild Bunch now stand outside the high security area of the building, the target object inside.

Standing by while the other two force the hostage to unlock and open the entrance to the area, you keep watch for any signs or sounds of trouble. From what you can tell, most of the guards employed in the building were busy with the charity benefit, but according to the hostage there are other security measures in place within the building. Specifically this department. Being that you didn't come all that prepared for the job and just have on your normal clothes, you're naturally a little cautious about things.

>How do you proceed?
>>
>Continuing directly from last time;

http://suptg.thisisnotatrueending.com/qstarchive/1354518/
>>
>>1403469
Ask her what the security measures are, and try to scope out the hallway.
>>
>>1403483
Supporting
>>
>>1403483
Are you trying to force information out of her or ask and hope she cooperates? Your approach will take a roll of a d20 depending on the choice.
>>
Rolled 18 (1d20)

>>1403502
Ask and hope she cooperates.
Start off nice, we can always turn mean.
>>
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>>1403507
>18

You ask the hostage about what sort of security measures are in place, trying to be nice despite the sinister position you are in towards her. She considers things though, and out of an interest in self-preservation she tries to tell you what she knows. Particularly since she doesn't want to be caught on the business end of what awaits you.

So after she has a chance to think, according to her there are obviously sensing systems to detect intruders. For security enforcement though, there are some turrets in place around the department, some sensory traps, and a few drones which will deploy. After telling you that though, she asks that she be let go, so that she might not end up in danger by being taken inside with you. It's a fair request, but one of the Wild Bunch members with you thinks it's a bad idea since she could go and raise more alarms or cause trouble, if she were set free. The both of them just want to do this, in and out as quick as possible, in under the span of ten minutes.
>>
>>1403532
Send her to the others if you can, if not she has to stay with us.
Have the wild bunch member go first, they have the most protection, and weaponry.
>>
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>>1403535
After having the hostage to unlock the entryway to the department, you and the team prepare to enter, with you preferring them to go first as they are better equipped and prepared than you are.

>A map of the department, with you represented as the purple arrow, allies as the blue arrow, the hostage in pink, and the goal as a green star.

Not shown, are any threats, which will reveal upon exploring. How do you proceed?
>>
>>1403565
Director's office, see if you can find anything on the computer.
>>
>>1403586
Just to clarify before going in, but are you attempting to move through this stealthily, or boldly?

Like if you encounter a locked door say, would you attempt to find some careful way through, or just quickly smash it down?
>>
>>1403600
Stealthy all the way. Best to have as few people as possible know we were here.
>>
>>1403600
All the people should be down stairs, so all we should be worried about are the automated defenses, which would detect us anyway.
>>
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>>1403673
>>1403676
It's true that most everyone is downstairs, but besides the automated defenses there's always a real risk of being noticed by someone with super senses.

Either way, for now at least you're able to enter into the department and go directly to the room of the director, who happens to be the hostage herself. Her computer is off though at the moment, but if you wanted to you could probably turn it on and try to force her to give you access.
>>
>>1403685
Lets get access, but watch her. She might try to trip an alarm or something.
And ask the others what we are after.
>>
>>1403690
You decide that it's worth it to get access to her computer, being the head of the department and all. Your teammates object, saying there isn't time for this, but you can at least ask them to wait just a little bit.

They're willing to agree, but after this demand that you all head directly for the intended room for the object. Otherwise if you push it for the time, then the police are going to end up arriving or worse, a hero. So you make the hostage fire up the computer and try to make her log in and whatnot. She refuses though, so you'll need to pressure her again if you want her to turn over full access.

In the meantime while the computer boots up, you ask the other two what the goal is here. They don't know much about it, but from the description and the picture they have, it's some sort of electronic card reader.
>>
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>>1403708
After the computer boots up, find any interesting data and download it, The fastest route, that bypasses most of the security, is labeled as the purple line. At the green lines, we need to breach the walls with the shotgun, possible breach at the pink line. Then we pass through the bathroom into the room that holds our objective.
>>
>>1403732
That could work, one of the team members is armed with a shotgun. You also think the male of the two, could just run and smash through the wall on his own, it looks like typical drywall here.

As for the computer though, you'll have to roll to convince the hostage to do, and give you want you want.
>>
Rolled 8 (1d20)

>>1403737
Rolling.
And if the turrets fire, then that would alert any heroes anyway.
>>
Rolled 9 (1d20)

>>1403743
>>
>>1403743
>>1403749
Unfortunately you are not able to persuade her to give you anything useful. She logs in but beyond that she won't help. You could try searching her computer for yourself, for anything good, but your teammates won't wait around for that and will go on with the job without you if you stay for this.
>>
>>1403755
Lets get on with the job.
Operation Wall-Be-Gone commence!
>>
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>>1403807
So giving up on the computer idea, you grab the hostage again and lead her out of her office, following after your teammates. They liked your idea about how to get to the goal so cross the hall and pass through the adjacent room. With the use of the shotgun and firing a few times, one of the team follows up by smashing through the wall. He recoils sharply back into the room the rest of you are in though, after being hit with a barrage of fire from some unseen (to you) turrets in the next room.

You all go for cover, while the hostage panics, and the team member whom was shot at tells you where the turrets are from what he saw. How to deal with them though, he's open to ideas.
>>
>>1403833
Damn, those students must be hell if turrets are needed in the class room.
Lets use the micrometeor on the turret furthest away, and have wild bunch #1 shoot the closest through the wall.
>>
>>1403849
You explain your plan to have the both of you, try and take out the turrets at the same time, roughly. He agrees, and readies for the maneuver. Make a d100 roll to gauge your success of this action, together.
>>
Rolled 53 (1d100)

>>1403855
Damn it.
Now good night.
>>
Rolled 17 (1d100)

>>1403855
>>
Rolled 40 (1d100)

>>1403858
>>
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>>1403858
>>1404003
>>1404062
>38 average

Well the plan sort of works. At the signal, the both of you lean into the room through the broken wall portion to attack the turrets. Your teammate destroys his easily enough, though for yours, you only manage to damage the thing and cause it to malfunction. Fortunately it is for long enough that the guy can also shoot that one as well.

Still, while you cleared this room, you're now out of uses for any equipment items. Anything further and you'll have to rely on your harness to do anything. Either way, the lot of you move into the next room, ready to breach the next wall.

>How do you proceed?
>>
>>1404519
Scope out the hallway first, we might be able to dash into the room. If it is too hazardous, go with breaching the wall.
>>
>>1404604
In checking out the hallway, you don't notice anything that looks like it might pose a threat. That's not to say there may not be defenses though which you weren't able to notice. Your teammates accept your judgement, for whichever direction you choose.
>>
>>1404618
Hallway theoretically has the most defences, lets not risk it. Breach the next wall, but don't rush through.
>>
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>>1404633
With use of his shotgun then, your teammate breaches the wall into the next room as you all follow after. The room itself is separated into two portions by an interior wall. The side you are all on after breaking through is safe, but on the other side is a turret which hasn't gone active yet, likely as it hasn't sensed you.

Your teammate is willing to try to take it out again, but of course you have the choice to act as you wish first.
>>
>>1404713
Take out the turret.
Then cautiously proceed into the next room.
>>
>>1404722
Like before, your teammate is able to quickly lean around the corner and shoot at the turret, two shots enough to damage it beyond operation. After that though it's smooth sailing, as the group passes through the next room, and finally into the particular development room you're all aiming for.

Even though it's nighttime and most of the building is closed down, this room is pretty cluttered with various work and projects about the place. Your teammates know what you're after, and roughly where to find it, but you'll have to look together to find it.

Make a d100 roll to help them if you like, otherwise it will take longer on their own.
>>
Rolled 52 (1d100)

>>1404799
Rolling.
Let the wild bunch leave first, we can distract anyone who comes for us.
>>
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>>1404856
>52

You commit to helping the team find the item you're all after. Indeed your efforts help quite a bit, and the electronic device is found in no time, affixed to some readout displays and under lock. It's no great effort though, to simply power down the array, and take the device safely.

During this time however, as the lot of you are focused on finding the item instead of keeping an eye on her, the hostage once she has the chance, rushes for a wall panel and triggers some sort of alarm. It isn't a loud ringing sort, but red warning lights begin to shine, washing the room in a pulsing red glow, and causing the area to go into lockdown of a sort. On the doors and windows, metal panels descend, including the side door which you used to get into this lab. That alone is worrisome, but you can't imagine that the process wouldn't also send out some sort of alarm, or at the very least attract attention of anyone listening.

>How do you proceed?
>>
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>>1404928
Like we used doors in the first place.
Knock out the lady, and proceed to gtfo.
Breach at green spots as needed.
>>
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>>1404959
You don't think you're able to safely knock her out at least, so just handcuff her to a table and leave her there. After that, you and your teammates proceed to breach your way through several more walls, till you're back at an earlier room. The problem you face though, as you noticed along the way, is that any doors you come across are also locked down. To return to the original lobby area for this department, you could again, easily smash through a wall. But to actually leave the department, you don't see a way you could with the equipment you have with you all.
>>
>>1405033
Nonsense, nothing can't be solved with the liberal application of bullets.
Do they have any rappelling gear?
And what floor are we on?
>>
>>1405743
They actually don't have any climbing gear or such. They mostly only brought arms, some general-purpose equipment but nothing fit for scaling heights.

As for the building, you are all on the 15th floor.
>>
>>1405932
Lets look for the stairs.
We might have to go for a different wing.
But the stairs should be clear to the ground floor.
>>
>>1405955
You look over the map that the Wild Bunch have of the building, but according to what you see, there aren't any stairs or elevators in this department. They're all towards the center of the building, the department is one of the corners.

That seems like an obvious fire hazard to you, but then this isn't a fire situation, just a security lockdown. As such it looks like you might be stuck in here for awhile. Not good either, because you've already run over the short time limit you had, before the police became aware of anything going on. You imagine they'll be pulling up to the building soon enough.

Unfortunate, for the team member who had to wait by the ground floor for the rest of you.
>>
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>>1405033
Breach at the green again, proceed to the core of the building where the stairs might be.
>>
>>1406078

The outermost wall of the department is reinforced, so the way you've been doing things so far, breaching with the shotgun won't work here. The exterior walls of this place, are the same way.
>>
>>1406131
Poo
Absolute shit.
Well, any ideas Wild Bunch?
>>
>>1406157
You're the one with powers, this is something they hope you can deal with or have some sort of ability to help out!

Whatever it is though, they hope it's quick.
>>
Shit,can we take all with us through the wormhole?
>>
>>1406245
Don't think so.
But final word goes to op.
Crap.
Just remembered, the wild bunch has seen our face, we need to get them out.
>>
>>1406245
That actually could work, yes, though it would be risky. If either of them lose contact with you they'll end up left behind in space.

Also it would take you all back to the lower service levels of the building, but the other two team members (in the state room and the lobby) would have to find their own ways to get down with you all.

But yes, you think it could work possibly.
>>
OK then guys,do you support? and maybe we can go back to save the other 2?
>>
>>1406280
If they have radios, tell them we are leaving post haste, Then lets strap everybody together, and do what >>1406245 said.
>>
>>1406295
>>1406291
If this is your plan, then make a roll!
>>
Rolled 7 (1d20)

>>1406301
Rolling to not die, and to not lose anybody.
>>
Rolled 60 (1d100)

>>1406301
ok then,here we go!
>>
>>1406310
d100s!
>>
Rolled 45 (1d100)

>>1406329
>>
Rolled 46 (1d100)

>>1406329
Shit
>>1406310
Forgot it was 100
Soo many quests open, so little brain power.
>>
>>1406341
>>1406329
>>1406349
>50 average

So you tell the team members with you to contact the others and tell them to get to the lower levels of the building as fast as they can because you'll be down there in no time.

Those two with you are a little confused but do what you ask, after which you instruct them on what to do and what's going to happen as you activate the wormhole grenade. You're a little worried yourself since you've never tried with more than one other person and even then that was in a panic situation. In your mind though there's no reason why this shouldn't work. Just to be safe though, you tell them to basically form a group hug between you and to tie yourselves together. It takes a couple minutes to get everything ready, but finally you're huddled together with your arms around each other, tied together along with the bags.

"Oh, you smell nice." says the one wearing a rabbit mask, as close as you all are now. Either way though you activate the grenade, which promptly creates a tear into open space, through which you're all promptly dragged through. A lot of screaming and panic from the both of them, followed by the quiet of the vacuum, and then sound again as you all are spat out into the maintenance staff room after that trip through space. The two team members are naturally a little disoriented and scared, but you try to get them back into things, trying to get up and untie yourselves. By the time the other two team members get down here, the two with you are ready to go, which is good because the ones catching up say you all have to hurry. The police are hot on their trail, and even a super hero had arrived as they were heading down.

>How do you proceed?
>>
>>1406380
Run, run as fast as you can.
>>
>>1406386
This sounds like a good plan.
>>
>>1406380
Better yet, let the wild bunch run ahead, and stall for time, at the sub way area.
We stall till a train is coming, and then we phase out toward it. The phase should last till the train is gone and then we run like hell.
>>
>>1406386
>>1406407
>>1406436
So you want to flee, and give them a chance to run ahead and get away, when you all reach the subway system again?

I'm not sure I understand your goal though, with the train.
>>
>>1406458
>>1406436
I didnt get the train thing either
>>
>>1406458
Let them flee ahead of us, we stall the hero and police at the entrance to the train tracks.
We wait till a train approaches, and then we activate trespass and act like we are going toward the train.
This should cause the hero and police to think we are on the train.
>>
>>1406470
And they will head towards the train's next stop. We will still be at the entrance to the tracks, and we just leave.
>>
>>1406470
>>1406474
So,you want to pull a diversion?
>>
>>1406484
Yes.
>>
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>>1406470
>>1406474
>>1406484
Alright, that could work.

So you flee with the Wild Bunch now all together, back down through the lower levels of the building, till you return to the subway access and are moving through the underground system.

The police are chasing after you, you can hear a ways back, but there is a chance that you might just be able to avoid them altogether down here in the confusion of all the service ways and utility tunnels.

Make a roll to see if you all can give them the slip!
>>
Rolled 58 (1d100)

>>1406523
Come on!
>>
Rolled 95 (1d100)

>>1406523
Slippery dice incoming.
>>
>>1406530
Super slippery.
>>
>>1406530
dayum
>>
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>>1406529
>>1406530
>77 average

Since you (or the team at least) know the way, your path through the subway system is deliberate. They have a map to work by, and though the lighting is dim to non-existent down here, you're all able to make the right turns in the right places and get back to where you need to.

Because of this, you're all able to elude the police chasing after you, however, not the super hero whom catches up to you all at a track tunnel access point. You wonder how it was that he found you, but you soon realize when he plants a foot on the floor, and the rocks, stones and bricks shift in alignment towards you all and knocks some of you off your feet.

"You're not getting away from me, not down here! Just give it up!" you hear him call. It's hard to see with the low light down here, but you're pretty sure it's Avalanche, a lower tier superhero but enough that you were familiar with him even before your accident and becoming a villain.

>How do you proceed?
>>
>>1406567
before doing anything,what are his powers?
>>
>>1406625
If we know of him, we should know his powers, or his base power anyway.
>>
>>1406567
and just to confirm,we only have one use of the harness in this situation,right?
>>
>>1406630
Didn't we upgrade the uses?
Or was that the time limit?
>>
I'm new and what's happening?
>>
>>1406625
>>1406629
Just because you know these people, doesn't mean you've studied them. You're only vaguely familiar with this guy, and from what you remember his powers have to do with shifting and controlling rock and earth. He did have some sort of limit though, making him not as great a threat as someone like Fracture. You're not sure what that limit is though.

>>1406630
Unless the power is upgraded, you have one use of each power per recharge hour. So not one total use, but you can use any of the harness abilities each, once an hour (excluding upgraded ones). I'll repost the powerlist you currently have for reference;

>Harness (1 use per hour)
- Redshift, decelerates you and lessens external effects
- Blueshift, accelerates you and heightens external effects
- Gravity Reject, for a short time negates the effect of gravity upon you
- Subspace Trespass(+), by turning off your safety harness for a moment, you can slip through realspace
- Quantum Fluctuation, by maintaining physical contact with something you can cause an energy leak, to the point of suspending the target in stasis
- Troubleshoot, a hard reset which returns you to the state of the previous hour

+ means upgraded, in this case one extra use per hour.
>>
>>1406640
We're stalling a low level hero, we're low level ourselves.
>>
>>1406644
Alright, what about our powers and/or suit?
I'm currently reading the first thread now.
>>
>>1406648
We're dressed in normal clothes, we wear a harness to stabilize us in normal space, we have no items and our powers are listed here.>>1406642
>>
>>1406648
Also please tell me we're not THICC.
>>
>>1406642
So we can only use one,right? because i was thinking of combining Gravity Reject and Quantum Fluctuation to sneak behind him and put him in stasis.
>>
>>1406658
Yup, and our low exercise rolls are gonna keep us there.
Auburn hair.
Freckles, Glasses and possibly braces.
>>
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>>1406658
>Also please tell me we're not THICC.
>>
>>1406660
No you can use every power on that list (except the upgraded one) one per recharge hour. So in total, you could use 7 powers, one of them used twice.
>>
>>1406660
That sounds good, but are there police with him?
>>
>>1406664
>>1406666
God dammit I'm tired of THICC.
Some of the pics aren't even THICC at all, they're just fat and the people posting them are delusional, lying to themselves to justify their shit taste.
>>
>>1406676
It's a written quest, so you can imagine things however you want!

>>1406675
No, he's alone.
>>
>>1406676
I imagine a little thickness, but no rolls.
>>1406679
Excellent, lets Put him in stasis.
>>
>>1406676
not the right time to discuss that

>>1406675
>>1406679

Then lets use the gravity thing to get on the celling like spiderman,and drop over him to put him on stasis?
>>
>>1406684
Gravity reject, jump to the ceiling, then wait for the hero and ambush him. Finally put him in stasis.
Sounds good?
>>
>>1406686
I just hope gravity reject last long enough
>>
>>1406684
>>1406686
>>1406690
Rolls for all of these!
>>
Rolled 69 (1d100)

>>1406701
Super slippery rollerino
>>
Rolled 14 (1d100)

>>1406701
Spiderwoman powers go!
>>
>>1406704
>>1406705
welp,69 clause?

>>1406676
are you here? can you roll?
>>
Rolled 84 (1d100)

>>1406701
Here you go
>>
>>1406713
bretty gud, thanks!
>>
>>1406704
>>1406705
>>1406713
>55 average

One thing I forgot to ask, but are you involving the Wild Bunch in this or just telling them to get out of here?
>>
>>1406725
Telling them to get out of here, they saw our face.
>>
>>1406729
This
>>
>>1406729
Right then, you tell them to clear off. One of them pleads for you to come with, saying she doesn't want to abandon you, but the others convince her to go. So they take to running off down the subway tunnel, as Avalanche moves to stop them but you try and run between him and them and stand in the way.

"And what are you going to do? You look like some punk kid, at least they had guns."

He doesn't take you very seriously, and in a huff you activate your Gravity Reject ability. For a short time you are unaffected by any gravity, as you push off the ground with your feet and drift up to the ceiling and land against it facing upside down. Avalanche seems a little impressed, but rather than coming after you he punches the wall next to him, and again all the rock and brick of the wall shifts and aligns in a path up the wall and along the ceiling, all the way up to you. When it does reach you, you're struck by the hit which knocks you over, landing you on your back (while on the ceiling). You're not really hurt, but it doesn't look like he's just going to walk underneath for you to land on him.

>How do you proceed?
>>
>>1406755
Redshift!
>>
>>1406759
No, actually use Blueshift!
>>
>>1406755
Lets launch ourself at him.
>>
>>1406759
>>1406762
>>1406764
You got to roll for doing these things!
>>
Rolled 28 (1d100)

>>1406794
Right,i have to remember that...
>>
Rolled 70 (1d100)

>>1406764
Rollington
Launch ourself at him then blueshift on the way to him.
>>
>>1406798
goddammit...

>>1406803
actually,blueshift first.
>>
>>1406798
>>1406803
>49 average

Deciding to take the fight to him, you activate a Blueshift on yourself, as your harness whirs up and hums. It's a quick process as everything around you, really your field of vision, darkens in hue by shifting one color lower on the visible spectrum. You've never done this before though, so it's a very strange and disorienting thing to suddenly see. Particularly when it also appears like everything is moving just a little slower, or you're moving just a little faster.

Either way you right yourself, and push off of the ceiling, to jump at Avalanche. A good thing too, as your gravity nullification will run out soon. The problem you find though is that while blueshifting makes you a little faster in all ways, it doesn't increase your velocity while drifting through the air. As such, you fly through the air more or less at a normally slow rate, more than enough time for Avalanche to react to you and move out of the way, as well as deliver a stony hit to your gut as you approach the ground. With a pained yelp you hit the ground in a tumble and slam against the wall, cringing from the impact. You do notice Avalanche looking a little surprised and perhaps even worried, seeming like he didn't intend to hit you that hard. All part of the Blueshift power though, everything is increased, including external effects upon you.

Either way though you're back on the ground, something solid to work against and benefit from the power of being sped up in all ways.

>How do you proceed?
>>
>>1406845
Lets get creative here,use Subspace Trespass to go through him and catch him from behind
>>
Rolled 66 (1d100)

>>1406845
Act too injured and lure him in closer, then grapple him and stasis him.
>>
>>1406855
That is possible but would take some very precise timing.

>>1406856
Could also work.
>>
Rolled 10 (1d100)

>>1406855
Oh,here is the roll
>>
>>1406865
fuck,they are getting even worse!
>>
Rolled 28 (1d100)

>>1406845
>>
>>1406856
Since this is the higher roll, will go with this. Do you want to end the blueshift though while trying this?
>>
>>1406892
Yes please.
>>
>>1406856
>>1406908
>66

So you end the blueshift early, making it look like it ran out due to the hit you suffered. You try to act injured which isn't hard since you are actually hurt quite a bit, and get him to approach.

Your ploy does work in a sense, in that he comes closer, but he doesn't seem to be the sort of hero who would worry about your wellbeing so much. Instead he approaches and plants his knee on your back to keep you down, some initial difficulty when you yelp because the first try he knees you right in the harness. After that though he's holding you down pretty well on the ground, and trying to grab for your hands to bring them both behind your back, likely in an attempt to hold him.

It's a difficult position for you since you're not strong enough to push back against him. You could maybe try flailing about and maybe slipping free, but he seems to know what he's doing.

>How do you proceed?
>>
>>1406942
Okayn,now is the time to use redshift and slip free,maybe even try to grapple him
>>
>>1406942
Flail around, while hollering they broke "IT".
The containment field.
If he lets up, latch onto him and THEN put him into stasis.

If you can't dazzle them with brilliance, befuddle them with bullshit.
>>
Rolled 9 (1d100)

>>1406959
rollan
>>
Rolled 70 (1d100)

>>1406962
Dice
FriggiNg DicEs
>>
>>1406963
come the fuck on..
>>
Rolled 26 (1d100)

>>1406942
>>
>>1406959
Redshift makes you slower, if anything you'd have a harder time getting free.

>>1406965
>70

After the knee against the harness, you think it's as good a chance as any to start screaming about the containment field he broke by hitting you. He doesn't seem to think much of it at first but when you start flailing around and screaming more he considers it a little more seriously perhaps. Enough at least to get off of you. He takes a few steps back though cautiously, as if expecting you to explode or something. You could try and lunge at him, but you'd have to be quick about it and accurate, to catch him.
>>
Rolled 45 (1d100)

>>1407012
LUNGE
Let the dice swing free.
>>
>>1407014
Well shit.
Bad dice.
>>
Rolled 29 (1d100)

>>1407014
Support roll!
>>
>>1407012
since the redshift lessens external effects, i guessed it would help us to stand up since he had his knee on our harness

>>1407014
>>1407026
welp,time to save the day?
>>
>>1407026
>>
Rolled 20 (1d100)

>>
Rolled 68 (1d100)

>>1407034
Shit, i forgot my roll
>>
>>1407014
>>1407020
>>1407026
>>1407033
>>1407034
ABORT!!
ABORT!!
>>
>>1407014
>>1407026
>>1407041
>>1407044
>41 average

It seems your ruse didn't work, as when you think you have the chance, you cease spasming about and try to lunge for him. You're quick, but he's not a super hero for nothing! You only just miss him, as he jumps back in surprise, and then stamps his foot down to deliver another stone hit to your torso. This one doesn't hurt as much since you're not blueshifted, but it still floors you as you groan in pain, regretting your attempt to ruse him.

"Nice try, you you had me thinking there was something wrong with you there for a second."

Moving back to you again, he repeats the process, and grabbing both your hands behind your back and holding them in place, he pulls you up hard causing you yelp in pain from the suddenness of it. You struggle against him of course but he shoves you from behind to get you to stop.

Cursing your misfortune of running afoul of a hero, you try to think of what to do, frustrated with yourself and how well things had been going. During this time, he sounds like he's trying to talk into something like a radio, but he too is annoyed and doesn't appear to have any reception down here.

>How do you proceed?
>>
>>1407091
Subspace Trespass to free ourselves
>>
Rolled 10 (1d100)

>>1407091
Once we get walking, activate Subspace Trespass, hopefully we can finally escape.
Good night yall.
>>
Rolled 55 (1d100)

>>1407102
damm rolls. gn
>>
>>1407101
>>1407102
>>1407105
Any preference towards a direction?
>>
>>1407148
behind that guy if possible
>>
>>1407173
Well he'll be walking/escorting you from behind. Are you still trying to beat him in a fight though, or just escape altogether. The former, you could try phasing through him and grabbing him, the latter you could just pick a direction and dive, and pass through walls and floors and whatever else to escape.
>>
>>1407183
I wanna beat him
>>
>>1407102
>>1407105
>33 average

In the hopes of still prevailing over him, you figure to try one of your remaining powers. Activating the trespass ability, with him walking behind you he can hear and see the harness whirring up and moves to shove you against a wall. It hurts but shortly after you phase out and to his eyes, disappear right before him.

You've got about ten seconds where you can partially attempt to maneuver yourself through subspace, and hope that you come out in a good location. What do you want to do when you come back, assuming you're in a good spot, or in a bad spot?
>>
>>1407223
well,this might be the last chance to try and get avalanche from behind, if that doesnt work i guess the only thing that is left is use the last trespass to escape
>>
>>1407254
So your goal is to wind up behind him when you reappear? While in subspace, kind of drift backwards a bit and hope that's enough? Make a roll for the attempt!
>>
Rolled 44 (1d100)

>>1407261
This is my last chance of redemption...
>>
>>1407266
and i failed miserably...
>>
>>1407266
>44

While adrift in subspace, you try to reorient yourself appropriate to where Avalanche is, in the hopes of getting the jump on him and possibly winning the fight.

You're not too confident in your ability though, and sure enough when you start to materialize back into realspace, you are indeed behind him but facing the completely wrong direction and off to the left some. He notices just as soon as you do, and shoulder checks you hard into the wall, not looking a bit frustrated with your antics.

The blow forces you into the wall with a hard impact, and you feel winded from it. An even worse feeling when, once again he grabs ahold of you and this time goes as far as tying your arms together with the sleeves of your hoodie. You feel humiliated and want to scream at the unfairness, but he's just plain stronger than you, and quick thinking in reaction to the different tricks you try to use against him.

>How do you proceed?
>>
>>1407291
welp...
stall all i can...
and hard reset...
>>
>>1407296
Do you want to trigger that now? It will completely remove you from the location altogether, and take you back home.
>>
>>1407300
I wanna wait all i can to use it,just to make sure that the wild bunch doesnt get caught.
>>
>>1407304
How long are you going to wait then? Avalanche is going to escort you back to the police, by the sound of things.
>>
>>1407306
Disappear just in the faces of the police
>>
>>1407316
And you're seeking to use a hard reset to do that, correct? Just making sure since it's such a significant transition.
>>
>>1407328
yep
>>
File: grime.jpg (318KB, 1920x1080px) Image search: [Google]
grime.jpg
318KB, 1920x1080px
>>1407331
Righto, will pick up from there tomorrow then. It's pretty late so I'm signing off.

>Thanks for playing
>>
>>1407342
thanks for running!
>>
>>1407342
On a scale of 1-10 how hot is he?
>>
>>1407316
We should use our lass trespass first, use it and just run away.
Flee from the overpowered Avalanche.
>>
The news will be starting soon...
>>
>>1408453
Change mine to
Welp, lets "faint" and make him carry us.
When he carries us, it increases body contact, enabling us to stasis him faster.
Then we can escape.
>>
>>1407296
>>1407316
Looking back over the previous thread, there's a problem I realized in that, the hard reset isn't a power which you can use at will. It's something the harness does automatically every twelve hours. So the time away from it doing that is not so long, maybe two or three hours at the most, but it would be happening likely when you've been caught and are in a jail cell.

So it's possible, and would work at getting you out, but it's not something you can choose to use at this moment. Just something the harness automatically does.

>>1408433
It's not so easy to see since he's got an outfit on, but he seems like a 7 maybe. Tall, fit, strong eyes and good hair.

>>1408483
>>1408453
So is the decision to escape with the remaining use of Trespass, or play dead?
>>
Rolled 95 (1d100)

>>1408524
Play dead, then stasis, then trespass away.
>>
>>1408554
Yay
>>
>>1408554
>95

So while being escorted and shoved along, you decide to try and play up your injuries, maybe to catch the guy off guard. You start slowing down and feign trouble standing, complaining and finally going limp and collapsing on the ground.

Avalanche is none to pleased by any of this, but after trying his communication device a few more times to no avail, he finally accepts to moving you himself. Getting down, he moves his arms under you to pick you up, and proceeds to carry you along through the tunnels. So far you're just playing dead in his arms, but in springing your action is there anything in particular you want to do? You've got the jump on him basically, so you're free to do or say what you want, generally unhindered.
>>
>>1408574
Just stasis him, anything else would be asking for trouble.
>>
>>1408579
Deciding not to take any chances, you simply continue to play dead in his arms, but subtly activate the Fluctuation power. He sounds alarmed by the whirring of the harness, but not enough to drop or throw you, instead lifting you up closer to see if there's something wrong. Although the amount of physical contact between you and him is not as great as it could be, it's still enough that the energy leak you cause for him happens fairly quickly. Before he fully realizes what is going or or has time to react properly, it's already too late, and he begins to stiffen up and cease to even breathe.

Opening an eye just to check, you feel relief as you see him with a darkened sheen across his person, with the occasional shimmering effect dancing across him. Moving yourself now, you struggle to climb out of his arms locked in a position to carry you, and finally managed to fall to the floor. An unpleasant drop, but you're free now.

>How do you proceed?
>>
>>1408592
Um
Gtfo the opposite way he's carrying us?
>>
>>1408659
You can definitely just get the heck out of here. You're faced with a small problem though, in that unlike the Wild Bunch you don't have a map of this area of the subway system so you don't know where you're supposed to be going.

You could try just running around, but you might end up getting lost, or even running into the police. If you have any ideas on where to go or how to get out, it would be a good chance to figure something out.
>>
Rolled 57 (1d100)

>>1408690
Do we have lipstick or anything like that?
>>
>>1408692
Nvm that roll
Force of habit
>>
>>1408692
>>1408693
Maybe not lipstick but you've got things on you, or things that you could pick up, that you could use as a marker if that was your idea.
>>
>>1408711
I was gonna suggest putting some on and kissing him before leaving
But now i don't know if it'll stay
Just start running and see if we get out
>>
Rolled 95 (1d100)

>>1408715
Forgot to roll
>>
>>1408719
>95

Well with that kind of natural navigation sense, you can get out however you like. Is there a particular preference you have, of a place you want to end up?
>>
>>1408724
A fair walking distance from our place
>>
>>1408729
Where you live? Your home is well outside the city, in the suburbs. You can get there, by actually taking the subway but that's a long time and a long way. I meant more in the sense, where do you want to pop out of the tunnels down here, while escaping?
>>
>>1408730
Um
...

I dunno
>>
>>1408730
Near a pay phone or somewhere we can ditch our mask.
>>
>>1408800
>>1408978
That's fine then sure.

So you wander around through the tunnels of the subway system, trying to keep to the light and follow any signs you can. You think to have ended up in the maintenance areas, when you start to see more signs of frequent use. Eventually you come to an electrical room with a fire door, though you don't particularly care at this point and just unchain and push it open, sounding an alarm. Looking up and out, you can see that it opens to a set of stairs that puts into an alleyway.

So out you run, and make your way out of the alley where you finally see city streets again and people around. In good sense, you took your bandana off, and even managed to find an old pay phone still in operation at the side of a convenience store. Don't see many of those around these days.

>How do you proceed?
>>
>>1409190
Call for pickup, walk to extraction zone, go home.
>>
>>1409200
This
>>
>>1409200
You could have just used your cell phone for that. Either way, you call and ask to be picked up, and from the sound of things Jessica will be able to drive over and fetch you.

As usual it will probably take her around 45 minutes or more to reach you though, and then the same time back more or less. If you wanted, you could just take public transport home, which would be shorter for everyone. Your choice though.
>>
>>1409246
Have her bring a change of clothes too.
We're sick and tired of the subway system.
>>
>>1409251
Public transport is for losers, and you just managed a decent job. Jessica will be on her way over, and bringing spare clothes as you ask for.

You've got a good while to spend then here in town, anything you want to do in particular?
>>
>>1409274
Not look like we were just fighting in the subway system?
Maby look for a place to get a bite to eat.
>>
>>1409274
Can we check our dating website profile while we wait?
And buy a smoothy front the convenience store while we wait
And maybe some chocolate too

To, you know
celebrate !
>>
>>1409277
This sounds good.
>>
>>1409277
>>1409276
After having finished the job to the best of your abilities, it seems that the best choice to make, is to end up putting on even more weight by getting a bunch of junk food. Something proper to eat, but also a smoothie and a bunch of chocolate. On the way out of purchasing, you see on the TV behind the register, scenes of some sort of crime having taken place at a charity benefit in one of the highrises here downtown. You try not to laugh at seeing your own efforts, if only for a short moment on TV, before focus is changed to more high profile matters. Like the actions of bigger and badder villains, and heroes.

After heading outside then, you mingle along with the crowds of people, and eventually can find an exterior sill of a set of windows on the ground floor on a building, along the sidewalk. You're not the only one with the same idea, so you're sitting next to some other people talking about this and that.

In the meantime you check your dating profile, and find that you got a few messages. This is nice to see, and while most of them seem to be bots, there's about 3-4 guys who seem real and interested.
>>
>>1409308
Check the guys' profiles.
>>
>>1409308
Check the guuuuuuys
Any Girls perhaps?
>>
>>1409313
>>1409315
No girls, otherwise you'd have specified that in your profile. The guys all seem nice though, one is an ambulance worker who seems pretty busy, another is an older guy looking to meet someone special after a previous relationship, one seems like a guy definitely not fit for a dating site in the sense that he's too funny and cool, and the last is just a normal traditional guy who seems very upstanding and genuine.

They all express various interests, from wanting to chat, to seeking to go out together, or go do something together.
>>
>>1409458
Hmm, check if our Jessica near yet? Then play some games on the phone till she arrives.
>>
>>1409458
What are their ages exactly? And what i ours?
>>
>>1409467
She'll be another twenty minutes from the sound of things, there's some traffic due to a spider problem at one of the intersections by the bridge she took to reach downtown.

You can play phone games, but you've got a little while if there was anything else you wanted to do. Nothing wrong with keeping a low profile though.

>>1409473
Their ages in order are 23, 32, 28, and 25.

You, Emily, are 20.
>>
>>1409493
What are their scores on the 1-10 scale?
>>
>>1409500
Based on their dating profiles, and the pictures included? It feels wrong to judge them like this, but by your first impression, 6, 7, 8, 7, in order.
>>
>>1409506
HMMMM
What is each one looking for?
>>
>>1409510
Different things each of them. Guy one wants to try dating and his work schedule necessitates a site. Guy two just wants to try meeting someone nice after being out of the dating game for so long. Guy three apparently wants to rock your world and blow your mind, you're not sure how much of that is innuendo. Guy four wants a serious relationship with a respectable and family-minded woman of similar interests and openness to faith.
>>
>>1409536
Is guy 4 a villain of some sort?
Otherwise 1 or 2 would be best.
>>
>>1409565
You have no idea about any of these people. Guy four just seems like a good, traditional, religious guy looking for a serious partner. Why on a dating site, well maybe he has a profile on some of those religious dating sites too.

Whatever the case it's your choice, if you even actually want to pursue this effort.
>>
>>1409586
Don't pursue it now, just waiting for our Jessica, And ask her if she wants to change her name.
>>
>>1409536
The fourth one sounded promising but I'm not sure now
Three sound nice if he's looking for something serious
>>1409565
2 is too old for us imo and one sounds too busy to maintain a relationship
What say Ye anon?
>>
>>1409592
Well eventually she arrives, giving you a call when she gets close, allowing you to cross the street to a better place for her to pick you up. You greet one another as she excitedly asks how your day was, and the job now too that she learned about you doing?

Along the way you also bring up something that's been on your mind, about her changing her name. She considers it, but thinks not. She thinks of herself as Jessica, and even so, anyone is always going to know she's a Jessica anyway so what's the point?
>>
>>1409603
Lets go home and get some rest.
>>
>>1409683
Deciding to just forget about it for now, you settle in for the drive back home, and end up falling asleep even to the soft sound of the radio and the din of the city behind.

---

Eventually Jessica stirs you awake again, saying you're back home now, parked by the store. She knows you're tired, but you first need to recalibrate your harness, then you can go to sleep properly in your bed. She'll even help you all the way, and offers to support you inside.
>>
>>1409735
Accept the help, and let her know she is special to us, and then promptly fall asleep.
>>
>>1409751
You accept her help, as she helps you out of the car and into the store. It's a bothersome process to have to calibrate the harness, needing to go downstairs to do so. You're greeted by all the robots in the place belonging to the Machinist though, similarly curious about your day and happy to see you. Some even made you some gifts and such.

Joel is also there, though he's more interested in the job you did, and also says he's figured out something you could use, which may help with your powers.

>Level up~!

Your success on the job, has earned you experience as well as the reward of Research towards a new power or gadget, and also the chance to either Learn a new power or gadget, or Improve one you already have.
>>
>>1409819
Upgrade list please
>>
>>1409846
If you just want to upgrade then you can upgrade any of the powers you already know;

>Harness (1 use per hour)
- Redshift, decelerates you and lessens external effects
- Blueshift, accelerates you and heightens external effects
- Gravity Reject, for a short time negates the effect of gravity upon you
- Subspace Trespass(+), by turning off your safety harness for a moment, you can slip through realspace
- Quantum Fluctuation, by maintaining physical contact with something you can cause an energy leak, to the point of suspending the target in stasis
- Troubleshoot, a hard reset which returns you to the state of the previous hour

>Gadgets
- Superfluid canisters (small), when applied to something it renders it cold and frictionless
- Wormhole grenades(+), when thrown and activated, will drag you through space to the location
- Cosmic Shunt grenade, similar to the Wormhole, it will force freestanding objects to an external location
- Micrometeors, a tiny thrown meteor which with subspace propulsion, increases in speed and force over distance
- Inertial Reverb canister (small), when applied to something it renders it inert to kinetic loss

+ indicates already upgraded once.
>>
>>1409878
>- Quantum Fluctuation, by maintaining physical contact with something you can cause an energy leak, to the point of suspending the target in stasis
Lets see if Joel can get to go faster.
>>
>>1409892
This sounds good
>>
>>1409892
>>1409897
The process already only takes like 10 seconds already, you want it faster than that?
>>
>>1410009
I thought it took longer, meh.
Can we try to make dark matter appendages?
Like extra hands or something?
>>
>>1410019
Not any that could be controlled. If you want extra arms though, there are ways of getting them that are unrelated to your powers. You could just go and do that whenever you wanted.
>>
>>1410027
All right, if we can't control the dark matter appendage, lets figure out how to shoot a dark matter projectile, that way we will always have a means of attack.
>>
>>1410039
Not only is that something very advanced for you, needing a lot of research and prerequisite powers, but it would also be very dangerous.

If you just want something you can shoot or have a means of attack, that's what the Cosmic powers are for. The micrometeors, things like that thrown which are useful for attack.
>>
>>1410046
Lets try to upgrade subspace trespass, so we can see what the hell we're doing.
>>
>>1410815
We had awareness upgrade or something right?
>>
>>1411139
No, we could twice it twice in one hour instead of once.
>>
>>1411139
>>1410815
>>1411148
These were the available upgrades to Trespass, if you wanted to do that;

>Increased duration, a longer amount of time you can safely spend in subspace
>Increased uses, more uses of the power per recharge hour of your harness
>Realspace interaction, some properties of realspace will still apply to you while in subspace if you wish, like gravity
>Realspace awareness, while trespassing you can remain aware of realspace like still being able to see
>Dark energy drag, while trespassing you accumulate dark energy and upon entering realspace again you trigger an energy burst
>Afterimage, although you will slip through subspace there will be left a visual representation of you in realspace which can be detected but not interact or be interacted with in any way
>>
>>1411148
I meant
We had the option to upgrade the awareness thing
>>
>>1411152
Awareness
>>
>>1411246
So you want the awareness upgrade then, final choice?
>>
>>1411624
Yes, no more fumbling a sneak attack, or hoping we got our timing right.
>>
>>1411632
RIghto, you accept that upgrade, and after the calibrations are complete you go through the rest of your routine for bed. Maybe you could have washed or something, but just the basics for now since you're tired.

You drift off to sleep in your bed in no time, and have strange dreams.

---

You awaken the next day to your phone's alarm that you forgot to turn off. It's not so bad though since you tend to set it late. You can hear some commotion in the kitchen from your room, but otherwise you're free to act as you please. Looking outside you can see it's an overcast day, but not rainy.
>>
>>1411659
Go and find out what the commotion is about.
>>
>>1411679
You get up out of bed, fighting to untangle your harness from the bedsheets. Opening the door and looking out though, you find the source of the noise is just Jessica doing the dishes. She notices you and wishes you a good morning, though comes to realize why you're awake, and profusely apologizes thinking she woke you up with her chores.
>>
>>1411772
No worries, it was my alarm waking me up.
Is there any breakfast left?
Then try to exercise, again.
>>
>>1411775
She actually hadn't made breakfast, she was just doing the washing up from things Joel left around the building, he tends to carry cups and plates around with him and leave them around when he's done with them.

She'll gladly make you breakfast though if you want it, and indeed she starts getting together the things she needs. For exercise though, make a roll to see how you do!
>>
Rolled 35 (1d100)

>>1411852
Rollerink a dink.
Lose some friggin weight.
>>
Rolled 77 (1d100)

>>1411862
Support Roll
>>
>>1411862
>>1411912
>56 average

So you sit down to breakfast and talk with Jessica over it about this and that, your plans for the day. After eating though you intend to workout, and head to the exercise room. Hoping to do better than yesterday, you take to the treadmill and get a good run in actually.

You could certainly do better but it's a huge improvement from yesterday, and if you keep this up you'll start getting fitter in time. After a long time exercising though you're pretty worn out, and sweating up a storm. Getting washed, clean and dressed for the day seems obvious, but what else are you looking to do?
>>
>>1411928
Explore the city, and make some friends(male).
>>
>>1411930
That's a rather broad action, New Angouleme is a huge metropolitan city. If you want you can just go and get lost in it, but having an idea of where to go might be better.
>>
>>1411964
Lets go and take a walk in the park, and then head to a library.
>>
>>1411968
The big one, Center Park in the middle of downtown? Yeah that's possible, and a popular enough place to be, you'll certainly be able to meet people if you like. Just got to watch out for any dangers in the park.

How do you want to get there though? And do you want to bring anything with you?
>>
Rolled 58 (1d100)

>>1411982
Public transport. A bandanna, a wormhole grenade, and a shunt grenade, just in case.
Walking around the park should also help us lose weight.
>>
File: center park.jpg (651KB, 1920x1080px) Image search: [Google]
center park.jpg
651KB, 1920x1080px
>>1411985
>58

So after going through the rest of your morning routine like getting washed and dressed, and recalibrating your harness before you go, you gather some items and head on out. About a fifteen minute walk to the nearest subway station, several stops and a station transfer later, and you're at the stop for the park itself.

Exiting the station here and heading up and out, you're witness to the welcoming sight of Center Park. The green trees and grasses, ponds and pavilions, pathways and even the zoo not so far away. It would only be better if the sun was out and shining, but it's still a decent enough day at any rate. A strange disparity you always feel, hearing the birds sing and seeing bugs fly around the trees here, while just beyond are the busy streets and highrises stretching far above. You even get a clear glimpse of the bottom half of the Pinnacle, the rest in the clouds.

So how would you like to spend your time here then? Just walking around? Maybe seek to get in on a pickup sports game? Check out the lake? There's all sorts of things you can do in Center Park, and few limitations. Just don't damage any of the plant life, be wary of the ball fields, and stay away from the denser areas of trees and the cemetery by the old church. Oh, and don't go swimming, but that's kind of obvious even in a normal park.
>>
>>1412019
Lets watch the pickup games, we already had our exercise today.
Then around lunch time, we'll go look for food.
>>
>>1412027
Any preference towards a particular sport?
>>
>>1412046
Boxing, nah lets go watch some baseball.
And we'll try to get a salad for lunch.
Blechk
>>
>>1412048
Baseball it is then, as you make your way over to the nearest field, about halfway through the park and a good walk at that. Not exactly a pickup game, but there's a little league game on, so you're fine to find a spot among the stands and watch for awhile.

Make a roll!
>>
Rolled 55 (1d100)

>>1412051
Hmm, if the roll is low, do we get koed from a fly ball?
>>
>>1412053
No nothing like that. While there though and watching, you enjoy yourself and get into the game even if it is just for kids. You end up drawing the attention of a guy near you though, who greets you and asks if you're a relative of any of the players? He seems interested in getting to know you at least, over a shared reason for being there.
>>
>>1412087
Does HE have a kid there? Hmm?
Lets just talk and enjoy the game.
>>
>>1412092
He's an older brother actually. You just get to talking though between watching the game, generally a nice time had. Once the game ends, after all the celebrations and whatnot, one of the players runs over looking for her brother. The share a nice moment with a hug, and she asks if he was watching, if he saw how well she did, things like that.

She still has some team duties to see to before they can leave, but he says they were going to get something to eat after, if you wanted to come with them.
>>
>>1412110
Don't want to intrude on a family outing, but maby we'll see each other again.

Now to get a funky salad.
No dressing, it's all fat.
>>
Rolled 14 (1d100)

>>1412112
Rolling for willpower to stay on diet!
>>
>>1412117
Haha!
I'm okay with this
>>
>>1412112
>>1412117
Well you were already of a mind to get a salad anyway so it's not something you need to roll for. It's expensive though, everything in Center Park is. Still, it's been a nice day so far, and is about mid-afternoon by now, once you've eaten. You had an idea of visiting a library, whichever was nearby, but of the choice is yours and of course you could always spend more time in the park if you like. Now that you've got powers, you're less afraid of other villains here, than you used to be.
>>
>>1412130
Library, lets try to determine what we can do with the dark matter.

Lets try to raise our int! YAY
Studying blows, but not in a good way
>>
>>1412144
The library it is then, as you head back to the station in the park, and then catch a ride over to midtown where the main public library is. A fancy old building that you spent some time in while still a college student. Maybe if ever you go back to classes, you'll frequent again.

For now though you head inside, fairly busy due to the weather today. Do you want to try to find the books you're interested in on your own though or with help?
>>
>>1412158
Card catalog, Particle Physics. Look up the number and then find the books.
>>
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>>1412163
Make a roll, both to see how you do on finding any such books, and how well you can comprehend them!

Also a pic, I forgot to include with the previous post.
>>
Rolled 87 (1d100)

>>1412181
I'll make a roll on whether they have the books or not, the card catalog and the dewey system would take us straight there though.
Harumph
>>
>>1412186
>87

Indeed they do have almost all of the books! Ah but now, if you can understand anything of what's written. It's both dense, and largely beyond anything you've ever studied, or what your academic focus in college was.
>>
>>1412193
Poop, lets go home and ask Joel for help, maby he would like a protege. And we can learn about how this shit works, and what we can eventually do with it.
>>
>>1412199
That's a good idea, you can check out the books... and never return them, that seems villainous.

So you exit the library with your heavy physics books in hand, it being about late afternoon or such. Have you anything else you're interested in while downtown? Probably not too far though, you're carrying a lot.
>>
>>1412203
Go home, and become more villainous.
>>
>>1412209
Just a roll then for public transport, as usual. Unless you want to call for a ride, though that'll also take a roll.
>>
Rolled 56 (1d100)

>>1412209
Subway system a go go.
>>
>>1412222
>56

Easy enough, and no problems faced. You head back to the nearest station, and catch a ride home. You fall asleep along the way but remain unbothered, finally waking up before your stop.

A difficult walk home with all the books, but when you push open the door to the store with your foot, and stumble over to the register puffing and panting as you slam the books down, Joel sitting there asks how your day went then? Looks busy. He hopes not too busy, since he's gotten a job plan now, with the information obtained from your own first job that you stole for him.

He asks if you'd be interested of course, and that there will probably another villain along for the job too if things go as planned.
>>
>>1412226
Ask if we can get a partner to work with, and later ask about teaching us about the harness.
Good night people.
>>
>>1412229
A partner as in full-time, or for this job? And he can certainly teach you about the harness, or at least try to. He's patient at least, about that so you don't have to worry about annoying him, too much.

Whether or not you're interested in the job he has planned, he also remembers that something arrived for you, special delivery so to speak. A package to his knowledge, sent by the Wild Bunch. He's not sure what's in it, but even suspecting your job with them went well, he still advises caution with it. Or anything received from villains for that matter.
>>
>>1412232
Stasis it, then open it near the outside trash bin. If it is a bomb, the stasis would slow the detonation reaction, giving you time to chunk it in the bin and run.
A full time partner if possible.
And now good night!
>>
>>1412238
If you want a full time partner, you're able to choose from the villains he knows or is in contact with. You'd likely be able to approach one about being partners in crime;

>Gorge, ability to eat anything
>Transpara, invisibility power
>Death Stare, killing look
>Joao, no powers but a very good burglar and infiltrator
>Sadie, not much a villain but has a very powerful ability to morph

If you aren't interested in these folks, you can always just try to find some other villain on your own too.

In the meantime you also focus on the package, and deciding to be safer than sorry you cause an energy leak in it, in case there's a bomb or something. Carrying it outside and opening it gingerly, you find a duffle bag totally stuffed with stacks of cash. You're not sure how much is in here, but you've never seen so much money at once together. You're a little in disbelief even, wondering if it's not fake or this isn't a trick or something. You did manage to pull off a dangerous heist with the Wild Bunch, but you didn't expect some sort of reward, let alone as sizeable as this.
>>
>>1413822
>>Sadie, not much a villain but has a very powerful ability to morph
Ability is op, op.
>>
>>1414008
Sure, you can try to partner with that villain if you like. Joel can get into contact with her and introduce you, or even let you contact her, your choice. When would you be wanting to meet though?
>>
>>1414118
After the current mission, but before the next.
>>
>>1414133
Well then, you've got a potential contact, a bag full of money, and Joel's idea for a job. It's also evening though, so your choice what to do for the rest of the night. He says for the job, he'll want to run the plan by you but depending on your interest/involvement it could take place tomorrow.
>>
>>1414203
Give Jessica some cash, not a lot, to let her know she is appreciated.

Tell Joel we would rather do the heist tomorrow, but we would like to know the details now.
>>
>>1414224
How much do you want to give her? You don't know how much you've got here in the bag.

Either way, you say you're interested in the job Joel has in mind for tomorrow, but would like to know the details. His plan is to stage an attack on the corporate building of one of the major banks in the city, in order to steal a supercomputer they have bought recently. There are of course other places such a thing could be stolen from, but with the data you obtained from your own first job, he knows the security measures of the building.

With the help of another villain, the job will take place in two parts where, an outward attack on the building will be staged in order to distract people, meanwhile the actual heist will be going on inside. The way out will need a big transport truck since the device to be stolen is so large and heavy, so that's the weakest link of the plan, but otherwise it's pretty solid to his reasoning.
>>
>>1414294
500 Dolleridoos.

An actual supercomputer?!?
Cool.
Lets see the layout, so we can start scheming before we get there. We also need to get some better clothes that might hold more devices, and won't look so dorky.
We also need the plan for the other villain, so we can time our tactics and mask any noises we make.
>>
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>>1414361
You can count out 500 pretty easily since the money is in hundreds. Jessica is rather taken aback by your offer, thinking she really shouldn't accept it, like it isn't allowed for her. You insist though and she tries not to cry in happiness and thanks you dearly with a hug and dearly asks for a way to make it up to you?

As for Joel's plan, he has a layout of the important areas of the building, both the ground floor and then the sub-level where the supercomputer is. As this job is complicated, it will be taking place across these two floors.

For your own clothes, what did you have in mind? You've been getting by pretty well actually with just casual clothes, but you can change anytime you like. The other villain will be de Klerk, a very competent and well-armed mercenary sort. He'll be providing the sort of shock and awe that you'll need on the ground floor to draw attention once your efforts are noticed. He's quite capable on his own though, and has both a means of getting in and getting out. You can work with him however you like, but he won't be escaping with you all, at least by Joel's plan, on his own. He has his own VTOL aircraft for his methods.

>The ground floor
>>
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>>1414428
The sub floor with the target
>>
>>1414436
Hmm, where in the subfloor is the supercomputer?
And where is the subfloor access lift, and where is the subfloor access on the first blueprint?
Once the access is located, the plan should be quickly formed.
>>
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>>1414448
For the ground floor, the stairs and elevator down are shown with a dark orange star and a light orange star, respectively.
>>
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>>1414597
And here's the sub level with the same stairs and elevator, and the supercomputer shown in green. It's worth noting that the center corridor, leads to a loading bay access point, which from an alley goes to the streets. It is from here that Joel plans to bring the moving truck, and leave from.
>>
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>>1414597
We enter the floor, already wearing maintenance clothing of the company. Following along the purple line to the lower level.
>>
>>1414649
If anybody asks us what we're doing there, we reply that due to the "super" event outside, We've been dispatched to ensure continual smooth operation of the delicate supercomputer.
We then inform them that time is of the essence, and we need to move quickly to the computer to Make adjustments.
>>
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>>1414610
We, again, follow the purple line to the loading dock where we open the doors. We collect a cart and follow the blue line to the next objective. At the green line, we breach the wall and gain entrance to the computer room. Once the supercomputer is loaded onto the cart, we move back to the loading dock and load the computer.
>>
>>1414649
>>1414684
That could work, the only concern is where you're getting maintenance uniforms from the building, and how you're getting access to the doors?
>>
>>1414732
Access to which doors?
And the collection of random workers, before the operation is a necessity.
>>
>>1414759
The external staff entrance on the ground floor, to get into the building in the first place.

For the workers, you mean like watch and wait, and kidnap some for their uniforms?
>>
>>1414857
Yes to the kidnap of the workers, and they should have a means of entry.
>>
>>1414864
That should be possible then if you can manage it, and prepare for such a thing. If this is going to take place tomorrow then, have you anything else to occupy your evening with?
>>
>>1414913
No, lets get some sleep in preparation for tomorrow.
>>
>>1414918
Alright then, you turn in for a relatively early night, sleeping with your money in your arms.

Come the next morning, you awaken on your own, and find it's pretty early so you've got a full day ahead of you. This time in fact, you find you woke up before Jessica even.
>>
Rolled 75 (1d100)

>>1414998
Stretch, and find an appropriate outfit to wear.
Dice for stretching.
>>
>>1415019
>75

You stretch sufficiently well, though it's not like something you could do badly. By your consideration though, what is something appropriate to wear?
>>
>>1415096
Something that won't restrict movement, while offering extra storage for contraptions.
>>
>>1415214
Cargo pants and a hoodie? That's about the best you've got in the way of allowing extra storage for clothes. You can always take a bigger backpack as well.
>>
>>1415235
Tights under the cargo shorts to hide skintone.
Bandanna and sunglasses to mask facial features, should finish the outfit.
>>
>>1415262
That can work yeah, still good mobility (better than your jeans in fact) but still the extra storage. It takes you a little bit to pick out the outfit, but you think you've got it good. After your morning routine of washing and dressing, you'll be ready to go for the job later today.

So besides the usual of getting something to eat and getting ready to go for the day, have you any other interests to see to? Jessica will be up before long, and Joel later.
>>
Rolled 89 (1d100)

>>1415287
Cook everybody breakfast.
>>
>>1415391
>89

Well what do you know, you're actually a pretty good cook! You don't normally do this so it takes some effort to find all the supplies you'll need, but eventually you manage to whip up a pretty hearty breakfast for you and Joel. Jessica can't eat so you don't make her any, to not be cruel.

By the time you're making the breakfast after your morning routine of getting washed and dressed, Jessica is already awake, and when she sees what you did, she goes and wakes Joel up as well. He's a little tired but grateful at your effort, and over breakfast asks what your plan for the day is? If you're both on the same page about the job, then he'll be preparing as well, since it will be going on a little after noon, after you've had the chance to calibrate your harness and are ready to go.
>>
>>1415431
Lets take the extra time to gather the necessary supplies. Several wormhole grenades, several shunt grenades, some small plastic explosives to breach walls, and a pistol or two.

Later ask Joel if the micrometeor technology can be adapted to bullets.
>>
>>1415466
Hell, bring a combat knife too.
>>
>>1415466
Well depending on what backpack you take, will determine how many items you can take. With your current clothes, you have;

>Cargo shorts = 4 slots
>Hoodie = 2 slots

A small backpack will give 6 slots, a medium backpack 9 slots, a large backpack 12 slots. Each slot is basically 1 gadget you can bring, with one slots already being occupied with just some general equipment/gear you might bring on a job, like the knife in this case.

As for the micrometeor power, it can as far as he is able, only work on stellar bodies. Basically it's some cosmic object (a micrometeor in this case) being miniaturized by the dark matter effects from you. Maybe if you did something like, either find a way to take objects into subspace with you or go into subspace and make objects there, he could apply the technology to them. Though, if you throw the micrometeor right, it can be much better than a bullet.
>>
>>1415485
3 shunt and 3 wormhole grenades, small backpack with 4 micrometeors and a gun with an extra magazine. The gun is for intimidation and taking out light targets, use the micrometeors on the heaver or more fortified objects. The knife is mainly for intimidation, people are less likely to scream for help if they see a knife instead of a gun.
>>
>>1415505
All of those things are possible, even if you have to ask the Machinist for connections to get them for you. Particularly the gun. What kind would you want though, something smaller and possibly concealable? It's worth noting, that you have no gun training yourself, so wielding it for intimidation is one thing, but actually using it and you may cause more harm than good.
>>
>>1415516
Like on turrents, not live people. Small semi-automatic pistol, and an extra magazine.

Just remember trigger discipline, align the sights and don't jerk the gun when you pull the trigger.
>>
>>1415527
>Like on turrents, not live people.

The harm could come to you even, not just others. But either way you ask for a a small pistol with a spare magazine. Joel says de Klerk is a walking armory basically, so when you all meet up he can give you a gun like you want.

Beyond that, after he too goes through his morning ritual, he'll work on getting you the gadgets you wanted for the job, and making his own preparations. You've probably got about three hours then, at which point you'll have to recalibrate your harness, and then one hour more, to prepare or do whatever you want to, before Joel says you'll be heading out to meet de Klerk.
>>
>>1415542
Study the blueprints, and tell Jessica if shit hits the fan, she can have our money.
>>
>>1415555
Not your family or friends, how villainous!

Well then you spend the remaining few hours looking over the blueprints, going over the plan to better understand it yourself, and getting yourself in the mindset for what will be your biggest job yet.

You go through the calibration process in the basement of the store as usual, where you see Joel busy at work and before you head back upstairs he gives you the gadgets you requested for the job. You've got the last hour left then. Besides the gadgets, is there any other items or equipment you want to bring, just to specify them in case you need them? Otherwise you'll be heading out with the Machinist to meet the other villain and set about the job.
>>
>>1415576
Lets eat a light lunch before we leave, don't want to be light headed during the operation.
>>
>>1415586
Yeah that's easy enough. Jessica even makes it for you, something light, and wishes you luck before take your leave with the Machinist, who is all decked out in his villain attire and has with him more than a few robots for the job, carrying with them many more, a veritable horde.

And the job will commence tomorrow. Signing off for now, thanks for playing.
>>
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>>1415586
So, you exit the store with the Machinist, wondering how you're going to get around town. Being prepared for the job though, you see he's already gotten the moving van parked down the back alleyway. Lifting the back door up, all the robots pile in, the larger ones helping the smaller ones up and with every"one" inside the Machinist pulls the door shut again. Apart from his villain attire now, none would be the wiser that you're up to criminal activities, and for that he has one remaining robot hovering nearby which on command projects a normal appearance on him while concealing itself. In this way you feel a little left out, lacking something similar but then you're mostly just in casual clothes so it's not as big a concern for you.

Taking the passenger seat then, the Machinist drives the moving truck farther north to the more industrial side of the suburbs, about a thirty minute drive. Eventually after checking the directions and doubling back a few times, he finds a particular warehouse looking pretty rundown. To be fair the area itself is pretty rundown but in a weird contradiction, more than a few portions are gentrified with some odd restaurants and hangout locations, even renovated residential buildings or the occasional club.

Pulling the moving truck around the back of this particular building though, the Machinist says he'll be meeting de Klerk inside but you don't have to come if you don't want. He's a bit more dangerous of a villain than the Wild Bunch, and you don't have much a reputation yet.
>>
>>1416736
Go with the boss, but remember your place. No talking while they are talking, no touching merchandise, and no wandering around.
After they are done, ask your boss about getting a pistol from de Klerk, you don't want to piss him accidentally, or otherwise.
>>
>>1416889
Piss him off, Damn it.
Gotta reread the text before I post it.
>>
>>1416889
>>1416891
You decide to tag along then, as you exit the truck together and head inside the place via a backdoor. It's pretty dim inside but right off the back you're somewhat violently accosted by a humanoid robot, looking military-grade and quite capable of ruining your day. You're obviously scared at first but you come to find it's just checking your for any obvious weapons, same with the Machinist.

Further in you hear someone telling the robot to tone it down, and your attention is drawn to a pretty rugged looking aircraft, but impressive nonetheless. Less like a plane and more a boat with wings more like, standing beside is some guy in military gear running diagnostics. The source of the voice though is a fellow sitting by and preparing various weapons and arms lined up. He's got a battle hardened appearance if ever you saw one, but the most noticeable thing about him is the exosuit he's got on. It looks very state of the art and clean (though is quite bulky) which is largely in contrast with the rest of him, or indeed his outfit here. Like they have the dirty mercenary look down pat, but this device is fresh-sprung out of some advanced science lab.

Either way you follow after the Machinist as he and the power-suited fellow greet one another, learning that he's de Klerk. They discuss the plan as it's understood, and how you fit into things. You think to introduce yourself and shake his hand but he just holds up his hand with the exosuit over it, a good indicator that it would probably not be a good idea. After that you just try to keep quiet, until after some tens of minutes more, the Machinist brings up you wanting a gun. de Klerk livens up at this, and gestures for you to come with him, as he peruses through several bags and lifting one up, rolls it open on a table. Available are a huge variety and selection of handguns that he offers you to choose from to your liking. At least you think he does, it's hard to understand his heavy Dutch accent.

While given the chance to choose, you also hear the Machinist bring up that, for the purpose of reaching the job you can choose to go with de Klerk if you like. Either the truck or the VTOL, your choice.
>>
>>1417222
Take the truck, easier to escape if something goes wrong, and neither would you be plummeting to the ground. Make sure everybody has their radios set to the appropriate frequency, might be a little annoying, but you rather everybody be annoyed than someone forgetting.
>>
>>1417222
Good bye Emily and company.
>>
>>1417792
In the end you decide on the truck, and while you try to decide on what gun to take, you also bring up the topic of communications. The Machinist had his own communication channel with you and his robots, while de Klerk had his own channel with his team, but it seems like a sensible enough idea to have some way for everyone to communicate.

So as you finally chose the gun you want, and the guy calibrating the VTOL gives you a quick rundown of the gun, how to use it and some spare mags, the Machinist and de Klerk work on establishing a common communication channel.

Finally, things seem ready to go, and with everyone on the same page and timetables set you leave with the Machinist for the moving van while de Klerk and his team pack everything up, ready to go. You've now got probably a half an hour, to an hour drive ahead of you over to downtown and the building in question. Anything you want to do on the way over while riding in the van, or any last preparations or ideas?
>>
>>1418797
Calm yourself, focus on the now, And when you arrive, act as confidant as possible. If you act like you are supposed to be there, people will think you are supposed to be there.
>>
>>1418848
>>
>>1418797

Ask if there's anything special we should know about the job.
>>
>>1422306
Oh dang, forgot to ask about the security.
>>
>>1418848
>>1422180
>>1422306
>>1422326
You just try to keep calm and focus on the job at hand, getting yourself into the villainous mindset. Along the way while waiting in traffic, you figure to ask more about the building itself. Particularly security, for obvious reasons. The Machinist is aware of the security in place but it's a corporate building rather than an actual bank, so even in a city of supers, it won't be that much. He expects the usual suite of cameras and other surveillance, but also probably a few lock down procedures and security guards. The main concern though will of course be the police and any possible heroes to show up, since the building is right in downtown.

Eventually though after a long drive, the Machinist finally gets the truck into position along an adjacent street, ready to drive into position at the lower loading level of the building. Something you didn't expect though, that he turns over control of the truck to a robot. You suppose there's nothing wrong with that, you just didn't expect it. Together now you wait outside the truck, as he scopes out the building. de Klerk is on standby too, waiting for a signal to go.

The question now is, the Machinist asks you, how to get outfits of staff members for this building? If indeed you really are going by that infiltration plan you had. He's willing to go along with it, if you can pull it off or have any good ideas.
>>
Rolled 73 (1d100)

>>1422641
Hmm, call to the emergency services and complain of a gas smell, when they arrive capture them and confiscate their uniforms. Then enter the premises under the guise of looking for a "supposed" gas leak. Act bored and annoyed, and if any questions are raised, just inform them that the sooner you check, the sooner you'll be out of their hair.
Rolling.
>>
>>1422652
>73

That's a pretty good plan actually and could work. The only question is how you want to capture/detain the workers, and when, as in at what point along their route from arrival to entering the building? From what you understand, the immediate exterior of the building is surveillance-d.
>>
>>1422666
In a near by alley, claim to know where the leak is. When they follow you, subdue them.
Don't step fully into the light to keep the fact that you are masked, and turn around quickly and proceed before they can ask you questions.
Would work the best if they were lured into an abandoned basement or building.

Good night satan >>1422666
>>
>>1422672
Oh so you're saying call them to a different location of your choosing, not the target building? That's very clever, and can work sure. Just make a roll then to see how well you do at taking them down.
>>
Rolled 22 (1d100)

>>1422683
>>
Rolled 2 (1d100)

>>1425972
Rolling for help.
>>
>>1426239
And I fubared it.
Snafu.
>>
Rolled 82 (1d100)

>>1426239
ROLLING
>>
>>1425972
>>1426239
>>1426258
So after calling in something like a gas leak in a nearby building and waiting awhile for a city utilities team to show up, together with the Machinist you manage to ambush the team, subdue them and steal their belongings. One was a normal worker and the other was a robot worker. Still, you have two roughly-fitting uniforms and IDs, other gear and the like.

There's some concern about what to do with them. Otherwise though you'd probably be able to gain access to the building like this. The only concern is, with these uniforms on, your identities won't be hidden. Like you could conceal your face the normal way, but then it would invalidate the purpose of the uniform. Either way, yes you can probably get in wearing these clothes and some good excuse, but you'll be on camera.

>How do you proceed?
>>
>>1428189
Can we have the Machinist hack the surveillance system before we enter?
>>
>>1431239
Seconding this, and have a small robot cover your eyes. Claim the robot is a sensory device to help you with your job.
>>
>>1431239
>>1431337
Before you enter, not really. At least not without a good amount of preparation time beforehand. He's not really a hacker sort, he'd be sending in a small infiltrating robot to do it.

The eye device can work though, but you might not be able to see.
>>
>>1431417
It'll just be there to obscure the faces.
>>
>>1431425
Alright that can work. Since the thread is at page 10 though, I think progressing with the job might be better saved for next time. So look forward to the next thread, the start of which will be the continuation of this job.
Thread posts: 338
Thread images: 26


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I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


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