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Hench4Life (Henchman Riot Quest)

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Villains. Everyone focuses on the grandiose schemes, bold personalities, and distinctive...
Intro and Villain Generation

We Just Write

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Villains. Everyone focuses on the grandiose schemes, bold personalities, and distinctive aesthetic sense. Hardly anyone thinks about the legions of support staff they need to be effective. That's where you come in!

You are the henchmen, the legion of skilled(quirky), loyal(maybe), underlings of a megalomaniac with a desire for conquest! You will lie, cheat, steal, fight, study and die at the whims of your master to get them there. Especially that last one.

After all, no-one ever said the henchman life was easy.

But it's definitely for you.

CREATE YOUR VILLAIN
Every villain is a bit different. Some are stronger, faster, smarter, or more charismatic than others. Given that, what's your villain like?

Villain Perks (Pick 3)
[] Combat Powerhouse (self-explanatory)
[] Recruiter (increased mookpower gain)
[] Pragmatic (Villainous Demands less unreasonable)
[] Discreet (Lower heat accumulation)
[] Corruptor (Chance of converting hero units)

Minion Perks (Pick 2)
[] Fancy Toys (Readily available Equipment, Vehicles, Etc.)
[] Power Ups (Minions gain access to magic, superpowers, bio-augments, or something of the sort)
[] Medical Plan (Reduced chance of character death and improved recovery)
[] On-The-Job Training (Reduced time for level-ups)
[] Easily Overlooked (Situational, Extremely Useful)

The villain's personality, name, backstory, and modus operandi will be generated based on their perks.

There is one last vote for the initial setup phase, and that's the general vibe of the setting. The top two options will be combined, but you only get one vote here.
[] Spy-Fi (Classic retrofuturism with a distinctly bond aesthetic)
[] Urban Fantasy (Magic and monsters lurking in the shadows of modern society)
[] Conspiracy Kitchen Sink (Ah yes, the Space Lizard Illuminati is up to Shenanigans today)
[] Superhero (Flashy powers and even flashier costumes)
[] Steampunk

Plan voting is FORBIDDEN. Planning and coordination however is heavily encouraged.

Game Mechanics
Timescale
Each game turn represents the events of two weeks.

ACTIONS
Each action is decided by a roll of 1d100 + modifiers. Actions come in four types (Combat, Espionage, Research, Operations), with each character having a skill rating in each action type, and with other bonuses generally only being applicable to a single action type.

Combat is the action type associated with violent conflict. This means more than just direct fighting skill, also featuring things like tactics and situational awareness.

Espionage is all about information, both acquiring information that the heroes would really prefer you did not have, and preventing them from learning things about you. It is also the action category used for diplomacy.

Research is for creating new items and techniques of use. Bear in mind that it is not about ensuring an adequate supply of such things once they're developed, it's strictly for initial R&D.

Operations is the logistics action type, and is absolutely critical for ensuring that the other three departments have what they need to operate effectively. Procurement, equipment manufacture, base construction, maintenance, shipping supplies, ALL of it is Operations. The lifeblood of ANY organization.

Each turn, every player gets one vote for what their character does. Each character participating in an action adds an amount to the roll based on their skill rating in that action type.
Lv. 0: +5
Lv. 1: +10
Lv. 2: +15
Lv. 3: +20
Lv. 4: +25
Your skill rating in an action type is increased by taking part in actions of that type, or by training.

Equipment modifiers work a bit differently. Broadly, a piece of equipment will add to a roll if:
1: Its function is actually applicable to the action at hand.
and
2: Enough of it is available for everyone involved in the action.

Equipment modifiers do somewhat stack based on number, but the bonus a piece of equipment after the first of its type can give is greatly reduced. They are a flat bonus based on the range of situations that the equipment makes easier and more survivable. This means having a wide variety of equipment applicable to a given situation will provide the best bonuses. Super-powers and augments are treated as equipment permanently attached to a specific character, that ignores point 2.

Mookpower
Evils organizations tend to get big, far bigger than the likely player count of this game. Mookpower represents these legions of un-named wrongdoers. Mookpower comes in four types corresponding to the action categories, with each point of mookpower adding +3 to rolls of their matching type. Within a category, mookpower will be evenly divided up between all characters taking actions within that category, the remainder going to the action with the most votes.

The exception is basic maintenance and operations; basic running and maintenance of facilities will auto-task a sufficient amount of mookpower for the players to not need to worry about it, assuming enough correctly typed mookpower exists.

Degrees of Success
Depending on how an action goes, there's a few different general categories of result.
Failure: Not only does the action not work, but something else goes wrong as collateral damage.
Minor Failure: The action doesn't work, but there's no major negative consequences... unless your boss takes notice.
Painful Success: Well, you technically achieved what you set out to do, but there were some consequences. This result occurs when you hit the DC for an action exactly, or just a few under.
Success: The action succeeds without much in the way of unexpected consequences, positive or negative.
Epic Success: The action not only succeeds, but it goes so well that there's some positive collateral effects as well!

VILLAINOUS DEMANDS
Each turn, your boss will demand the completion of 1-3 specific actions to further their plans. While they will punish failure in these tasks (unless you take the Pragmatic villain perk), they will punish insubordination even more harshly (regardless of perks). So best get cracking.
Villain

You are the henchmen of Morgane Denis, and she wants the world. She's ambitious, cunning, and most surprisingly she's smart enough to recognize her limitations. Styling herself as a revolutionary, shadowy mastermind, wealthy elite, or whatever else she may need to be as convenient, Morgane has displayed a talent for avoiding suspicion, amassing loyal followers, and most importantly not sabotaging herself.

In addition to those quite admirable qualities, Morgane has a major knack for culturing Spores, to a degree that seems almost inhuman compared to the yields anyone else can get. Not only has she used this to enhance herself quite significantly, but she also cultivates a considerable surplus for other purposes, such as enhancing her underlings or sale on the black market.
Minion Roster
Characters should be entered using the following template:

Player:
Name:
Profession:
Brief:

Name is obvious; what's your character called. Profession is what they did for a living before becoming a henchperson; their starting skill bonus will be generated based on it. Brief is for a short description of the character, and we do mean short.

Player: DIT_grue
Name: Steve Black
Profession: Tavernkeeper
Skills: Operations 1, Espionage 0 (1/3)
Brief: Better at listening to his customers than balancing the books, but it was a super demolishing the building that ended his prior career.

Player: hellbolo.
Name: maxim jagerkin.
Profession: security guard.
Skills: Combat 1, Operations 0 (1/3)
Brief: is a hat enthusiast, also has a tendency to start fights for fun if bored. Looks a bit monsterous, (look up girl genius jagerkin, and you'll get the gist.). Has a very fancy hat.

Player: Whitecap
Name: Michael Delaney
Profession: Street Hooligan
Skills: Combat 1, Operations 0 (1/3)
Brief: A big, bulky lad of Irish descent; Michael makes for an imposing figure with his crooked nose, missing teeth, and torn ear signaling his violent nature. Spends most of his free time drinking, betting on sports, and general rabblerousing. Hates the British with a passion and relishes any opportunity to do them dirty.

Player: Philospher
Name: Randal Herman
Profession: Preacher
Skills: Espionage 1, Operations 0 (1/3)
Brief: Randal has seen the disparity between humans increase and how science and power has become society's new god(s). He believes breaking the system will help fix the problems.

Player: LuckyShadowWolf
Name: Padraig "Paddy" O'Keen
Profession: Clock Smith
Skills: Research 1, Operations 0 (1/3)
Brief: A lucky Irishman who earned the interest and apprenticeship under an English Clock Smith. By the end of which he could work on clocks from Pocket watches to Turret Clocks. Due to the English's dim views of the Irish, he had made his way to Paris to find work before entering into the employ of a woman with high ambitions.

Player: Scott
Name: Damien Swift
Profession: accountant
Skills: Operations 1 (1/5)
Brief: Due to a complete inability to do a successful interview Damien took the henchmen job to pay for his student debt.

Player: Blackshard
Name: James York
Profession: Mathematician
Skills: Research 1, Operations 0 (1/3)
Brief: Having had little professional success in academia, James has decided to pursue a more lucrative (and shady) career in the field of clandestine research.

Player: Megaolix
Name: Jiminy Longarm
Profession: Conman
Skills: Espionage 1, Operations (1/3)
Brief: A street boy that lived long enough to pick up a few tricks, he's throwing his lot under the Boss for the potential rewards.

Player: Sirrocco
Character: Igor Igorsson
Profession: Servant, minion, and general assistant in all things.
Skills: Operations 1 (0/3)
Background: A proud Igor from a proud lineage of Igors. Not particularly attractive, or large, or all that strong, but good with his hands, obedient, and very, very discreet. Igor has always known that he wanted to be a henchman when he grew up, and as soon as the opportunity offered, he jumped at the chance. His parents are quite pleased with this excellent start to his career. This particular Igor specializes in thinking of the little things that are beneath the notice of the Masters, and making sure that they do not become big things. Or... at least... that's what he always wanted to specialize in. His new Mistress has shown herself to be very good at being proactive about the little things all by herself, and he's still trying to find his footing after that revelation.

No henches have yet died.
Facilities and Equipment
MOOKPOWER
Combat: 5
Espionage: 2
Research: 1
Operations: 8



OPERATIONS
Paris
Protection Racket (Lv. 1)
+1 income per turn
Requires 1 combat and 1 operations mookpower to run.

Money Laundering (Lv. 1)
Cleans 2 income per turn
Requires 1 operations mookpower to run.
Can sell services to other criminals for a cut.


BASES
Paris
Paris Storefront
-Size: 8
-Discretion: 8/10
-Defensibility: 3/10
-Rooms: Front Operation (x2), Barracks, Workroom, Storeroom (x3), Infirmary


Equipment
-Spore Terrarium (1x) produces 4 Spore per turn.
-Crowbars and other Hand Tools (+1 to close combat, +5 to relevant Operations)

SPORE: 8

CASH: 5

Total Income: 3
Legit Income: 2
Cleaned Income: 1
Dirty Income: 0
World Status

The year is 1891, and twenty years have passed since the Spores were discovered. Requiring extremely precise conditions to grow, these alien fungi are very difficult to find in the wild, and their cultivation requires considerable attention. Yet the rewards are so very very worth it, as from the Spores can be produced a serum capable of inducing a wide variety of superhuman abilities when injected, needing only small booster shots every few months to maintain the alterations.

This was the subject of much scientific inquiry when first discovered, and it was only five years later that the mechanism of the Spores' action was discovered in the form of the Ghost World. Still largely unexplored and difficult to access, technology capable of interacting with this parallel realm has started cropping up in the hands of various groups in small numbers.

Yet despite the promise of these wonders, they have only driven the world further from peace. The rarity of Spores and Ghost World technology means that the only groups with remotely reliable access to either are the rich and powerful, or those desperate and determined enough to acquire power by any means necessary. Flamboyant super-powered criminals, revolutionaries, dictators, soldiers and vigilantes have started crawling out of the woodwork and threatening the stability of society, ushering in what many are already starting to call the Age of the Supervillain.
Intelligence: Paris
DOSSIERS
Pierre le Tonnerre
Hero, Public
Freelance
Lightning-based powers
Electric arc attacks
Teleportation highly probable
Flashy
Extent of powers uncertain
Chouette
Hero, Covert
Unknown Affiliation
Probable enhanced physique
Unknown stealth power
Operates at night
Generally lethal
Katu Odoltsua
Villain, Semi-Covert
Contract Killer
Powers Unknown
Marius Naël Bélanger
Hero Sponsor, Covert
Rich AF
Unknown number of heroes on payroll
Ready access to Spores
Possible access to Ghost World technology


RUMORS
-There's apparently small clanks spying on people. (STATUS: UNVERIFIED)
 
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MUAAHHAHA!
WE VOTE FOR SPY-FY AND ALL THE FUCKING HAM!
 
Can you elaborate about the Kitchen Conspiracy option?|L
C: So a Fantasy Kitchen Sink is when you get a whole bunch of different fantasy stuff and shove it into one setting to create a wonderful pit of insanity to explore. A Conspiracy Kitchen Sink is like that, but with nonsense conspiracy theories.

C EDIT: To be clear we're not using the antisemitic or really harmful ones. Only the ones that can be effectively lampooned by including them as a legit setting element.
 
we don't know how to format it correctly, so we vote for:

1, spy-fy.
2, fancy toys and medical plan!
and 3, combat powerhouse, recruiter, and pragmatic.
 
[X] Recruiter (increased mookpower gain)
[X] Pragmatic (Villainous Demands less unreasonable)
[X] Corruptor (Chance of converting hero units)



[X] Power Ups (Minions gain access to magic, superpowers, bio-augments, or something of the sort)
[X] Medical Plan (Reduced chance of character death and improved recovery)

[X] Urban Fantasy (Magic and monsters lurking in the shadows of modern society)
 
WV: MEIN GOTT! NOT THE HETERODYNES!/sarcasm
MWHAHAHAHA! For Science!|D



Villain Perks (Pick 3)
[X] Recruiter (increased mookpower gain)
[X] Pragmatic (Villainous Demands less unreasonable)
[X] Discreet (Lower heat accumulation)

Minion Perks (Pick 2)
[X] Power Ups (Minions gain access to magic, superpowers, bio-augments, or something of the sort)
[X] Medical Plan (Reduced chance of character death and improved recovery)

Setting:
[X] Steampunk
 
C: Hellbolo, y'all still need to actually post a correctly formatted votepost.

C: Ahuizotl, we'll handle villain generation once the perks are in.
 
ah, okay. hehe. sorry.

Villain Perks
[X] Combat Powerhouse
[X] Recruiter
[X] Pragmatic

Minion Perks
[X] Fancy Toys
[X] Medical Plan

Setting Vibe
[X] Spy-Fi.


WV: ALLL THE HAAAMMM! *although, we guess we could also do that with steampunk, BUT NO JAGERKIN BLAKE!.... (Mainly because we plan to have a character that is a jagerkin in all but name.)*
also, what is plan voting?
 
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Villain Perks (Pick 3)
[X] Recruiter (increased mookpower gain)
[X] Pragmatic (Villainous Demands less unreasonable)
[X] Discreet (Lower heat accumulation)

I'm envisioning a classic 'Dr. Klaw' or 'Shredder' style guy. The 'Cobra Commando' type of villain. Loads of mooks and sinister schemes, rather than out and out face-punching the goodies.

Minion Perks (Pick 2)
[X] Medical Plan (Reduced chance of character death and improved recovery)
[X] Easily Overlooked (Situational, Extremely Useful)

Easily overlooked is, by far and without a doubt, the most useful perk we could ever possibly have. It's pretty much mandatory for anyone that wants to make a full career out of the Henching profession, instead of temping, where your employer gives you a swift, or sadly less-than-swift retirement package and sends you off to live on a farm, with all the space to run free you want along with all the other Henchamn they've 'retired'.

That's most useful for us personally. The Medical Plan is so we have dental. Have you seen the premiums? We can't afford our own health insurance with getting out teeth knocked out by the good guys. We really need this, guys.

There is one last vote for the initial setup phase, and that's the general vibe of the setting. The top two options will be combined, but you only get one vote here.
[X] Superhero (Flashy powers and even flashier costumes)

I'm hoping conspiracy is the one combined, but really if you're gonna Hench for someone, it's gotta be a supers setting in my mind. If there ain't supers involved, then you aren't a proper Henchman, you're just a mook or a goon.
 
[X] Combat Powerhouse (self-explanatory)
[X] Pragmatic (Villainous Demands less unreasonable)
[X] Corruptor (Chance of converting hero units)

Man, all this minion shit seems like a lot of work. Let's just leave it to the boss to do shit. They can corrupt other elitist shitbags, fight said shitbags, and leave me the fuck alone to catch the game. Seems pretty sweet to me.

[X] Power Ups (Minions gain access to magic, superpowers, bio-augments, or something of the sort)
[X] Easily Overlooked (Situational, Extremely Useful)

Listen, the boss and his personal goon squad's got this and somebody has to patrol. It's a team effort. I'll be over here chilling by the water cooler with this nifty injector. Shit kicks like a mule but gets you fucked up. Also turns you into a snake but fuck man, worth it.

[X] Superhero (Flashy powers and even flashier costumes)

Yo, I heard it's the boss's sweat in these things. That can't be right, right? fuckin a
 
[x] Recruiter (increased mookpower gain)
[x] Pragmatic (Villainous Demands less unreasonable)
[x] Discreet (Lower heat accumulation)

[x] On-The-Job Training (Reduced time for level-ups)
[x] Easily Overlooked (Situational, Extremely Useful)

[x] Steampunk
 
[X] Combat Powerhouse (self-explanatory)
[X] Recruiter (increased mookpower gain)
[X] Pragmatic (Villainous Demands less unreasonable)

[X] Power Ups (Minions gain access to magic, superpowers, bio-augments, or something of the sort)
[X] Medical Plan (Reduced chance of character death and improved recovery)

[X] Conspiracy Kitchen Sink (Ah yes, the Space Lizard Illuminati is up to Shenanigans today)
 
Villain Perks (Pick 3)
[X] Recruiter (increased mookpower gain)
[X] Pragmatic (Villainous Demands less unreasonable)
[X] Discreet (Lower heat accumulation)

Minion Perks (Pick 2)
[X] Power Ups (Minions gain access to magic, superpowers, bio-augments, or something of the sort)
[X] Medical Plan (Reduced chance of character death and improved recovery)

Setting:
[X] Conspiracy Kitchen Sink (Ah yes, the Space Lizard Illuminati is up to Shenanigans today)
 
T: Closing the vote now. Going to try and update the Quest every weekend if possible.
 
Villain Generation Tally
Vote Tally : Hench4Life (Henchman Riot Quest) | Questionable Questing [Posts: 11-21]
##### NetTally 3.1.4
[X] Pragmatic (Villainous Demands less unreasonable)
No. of Votes: 7
[X] Ahuizotl
[X] Dalek in a hat
[x] DIT_grue
[X] meloa789
[X] Philospher
[X] Vanbers
[X] Whitecap

[X] Recruiter (increased mookpower gain)
No. of Votes: 6
[X] Ahuizotl
[X] Dalek in a hat
[x] DIT_grue
[X] meloa789
[X] Philospher
[X] Vanbers

[X] Medical Plan (Reduced chance of character death and improved recovery)
No. of Votes: 5
[X] Ahuizotl
[X] Dalek in a hat
[X] meloa789
[X] Philospher
[X] Vanbers

[X] Power Ups (Minions gain access to magic, superpowers, bio-augments, or something of the sort)
No. of Votes: 5
[X] Ahuizotl
[X] Dalek in a hat
[X] meloa789
[X] Philospher
[X] Whitecap

[X] Discreet (Lower heat accumulation)
No. of Votes: 4
[X] Dalek in a hat
[x] DIT_grue
[X] Philospher
[X] Vanbers

[X] Easily Overlooked (Situational, Extremely Useful)
No. of Votes: 3
[X] Vanbers
[x] DIT_grue
[X] Whitecap

[X] Combat Powerhouse (self-explanatory)
No. of Votes: 2
[X] Whitecap
[X] meloa789
[X] Conspiracy Kitchen Sink (Ah yes, the Space Lizard Illuminati is up to Shenanigans today)

No. of Votes: 2
[X] meloa789
[X] Philospher

[X] Corruptor (Chance of converting hero units)
No. of Votes: 2
[X] Ahuizotl
[X] Whitecap

[X] Steampunk
No. of Votes: 2
[X] Dalek in a hat
[x] DIT_grue

[X] Superhero (Flashy powers and even flashier costumes)
No. of Votes: 2
[X] Vanbers
[X] Whitecap

[X] Combat Powerhouse
No. of Votes: 1
[X] hellbolo

[X] Fancy Toys
No. of Votes: 1
[X] hellbolo

[X] Medical Plan
No. of Votes: 1
[X] hellbolo

[X] On-The-Job Training (Reduced time for level-ups)
No. of Votes: 1
[x] DIT_grue

[X] Pragmatic
No. of Votes: 1
[X] hellbolo

[X] Recruiter
No. of Votes: 1
[X] hellbolo

[X] Spy-Fi.
No. of Votes: 1
[X] hellbolo

[X] Urban Fantasy (Magic and monsters lurking in the shadows of modern society)
No. of Votes: 1
[X] Ahuizotl

Total No. of Voters: 8

WINNING VILLAIN PERKS
-Pragmatic
-Recruiter
-Discreet

WINNING MINION PERKS
-Medical Plan
-Power Ups

SETTING MASHER
-Superhero
-Steampunk

Please Hold, Generating Villain...
 
Not the exact votes I wanted to win, but very close overall.

Superhero/Steampunk is an... odd mashup, but one I can see working quite well.

It seems our nefarious overlord might be a sort of minion master, that focuses on improving his minions. As a side effect, letting them have excellent medical care. Given the Villain Traits and Mook Traits, maybe they 'sponsor' weak villains (mooks) to distract heroes from their real goals, or the like.

Steampunk Guild of Calamitous Intent vibes, sort of. Heck, I'd join.

Curious to see where this goes!
 
Turn 1, Get Cracking!
THE WORLD

The year is 1891, and twenty years have passed since the Spores were discovered. Requiring extremely precise conditions to grow, these alien fungi are very difficult to find in the wild, and their cultivation requires considerable attention. Yet the rewards are so very very worth it, as from the Spores can be produced a serum capable of inducing a wide variety of superhuman abilities when injected, needing only small booster shots every few months to maintain the alterations.

This was the subject of much scientific inquiry when first discovered, and it was only five years later that the mechanism of the Spores' action was discovered in the form of the Ghost World. Still largely unexplored and difficult to access, technology capable of interacting with this parallel realm has started cropping up in the hands of various groups in small numbers.

Yet despite the promise of these wonders, they have only driven the world further from peace. The rarity of Spores and Ghost World technology means that the only groups with remotely reliable access to either are the rich and powerful, or those desperate and determined enough to acquire power by any means necessary. Flamboyant super-powered criminals, revolutionaries, dictators, soldiers and vigilantes have started crawling out of the woodwork and threatening the stability of society, ushering in what many are already starting to call the Age of the Supervillain.

YOUR BOSS

You are the henchmen of Morgane Denis, and she wants the world. She's ambitious, cunning, and most surprisingly she's smart enough to recognize her limitations. Styling herself as a revolutionary, shadowy mastermind, wealthy elite, or whatever else she may need to be as convenient, Morgane has displayed a talent for avoiding suspicion, amassing loyal followers, and most importantly not sabotaging herself.

In addition to those quite admirable qualities, Morgane has a major knack for culturing Spores, to a degree that seems almost inhuman compared to the yields anyone else can get. Not only has she used this to enhance herself quite significantly, but she also cultivates a considerable surplus for other purposes, such as enhancing her underlings or sale on the black market.

Still, she's only in the barest beginnings of setting up her operation...

The Current Situation

You have just arrived in Paris, France, seat of one of the largest empires in the world. A perfect prospect for someone who wants to take that empire, then the world, for herself. That said, Morgane has very few resources at the moment (aside from her portable Spore terrarium), so she's having to start small. As such, she issues her first set of orders.

VILLAINOUS DEMANDS
-[OPERATIONS] Acquire a base of operations!
-[OPERATIONS] Secure an income stream!
-[ESPIONAGE] Collect information on the local heroes!

[Character Creation has now been unlocked! Check the OP for details.]

ACTIONS

Combat
[] Go Looking For Trouble
-[] Where?
[] Perform a Heist
-[] Specify Target
[] Assault a Target
-[] Specify
[] Defend a Base
-[] ERROR: NO BASES
[] Rapid Response
[] Training (ERROR: NO BASES)
[] Write-In

Espionage
[] Training (ERROR: NO BASES)
[] Write-In

Research
[] Training (ERROR: NO BASES)
[] Write-In

Operations
[] Training (ERROR: NO BASES)
[] Write-In
 
Player: hellbolo.
Name: maxim jagerkin.
Profession: security guard.
Brief: is a hat enthusiast, also has a tendency to start fights for fun if bored. Looks a bit monsterous, (look up girl genius jagerkin, and you'll get the gist.). Has a very fancy hat.
 
C: A quick clarification: you can create a character and vote to do something in the same turn.
 
Ou, ja! Zis zhall ve fun!
Operations:
[X] write in: go find a base!
[X] write in: put a fancy hat on the boss's head. (scratched out due to new info}
Ve zhall go vind a baze fur ze bozs! Und put a fanzy hat un they head.... Later.
 
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Player: Whitecap
Name: Michael Delaney
Profession: Street Hooligan
Brief: A big, bulky lad of Irish descent; Michael makes for an imposing figure with his crooked nose, missing teeth, and torn ear signaling his violent nature. Spends most of his free time drinking, betting on sports, and general rabblerousing. Hates the British with a passion and relishes any opportunity to do them dirty.

Operations:
[X] Go threaten and intimidate local shop-keeps for protection money. Burn down a British-owned shop to set an example and strong-arm the rest on board.
 
Player: Philospher
Name: Randal Herman
Profession: Preacher
Brief: Randal has seen the disparity between humans increase and how science and power has become society's new god(s). He believes breaking the system will help fix the problems.

[X] write in: Search for an abandoned church that can be used for a base.
 

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