Razade
A lot has changed in San Fransapporo and yet it stays the same. The Guardians West have healed. The long division brought about by the Authority has ended. Lightbringer has been dead for two years and those that sided with her have either returned to their former allegiances, diminished and humbled, or simply retired. The Weather Report, having lost Lan during the Storm King incident, has finally regained its feet. The new Finch ready to assert herself on the political stage. The Crow, an ancient member of the Report, has been reinstated, bringing the Courts to five and in so doing breaking the gridlock that so long crippled the organization. The Warlords too have changed. The Warrior, a longstanding figure in the villain organization, has finally passed away. It was a quiet affair, hidden for weeks, but information like that can't stay hidden for long. Many worry that without the old hand, the Warlords will devour one another. The Guardians are all but salivating at the prospect. The new Warrior however seems adamant to keep their Grandfather's Legacy alive. Turmoil abounds with the changes and yet these are not the most significant.

Karakuri Town had returned.

Few know the truth of the matter but two years ago something changed. The eternal storms that wracked the northern coasts of Bear Island grew more gentle, the seas calmer and the restless dead that prowled the dead ruins of the once promising city vanished. The aura of despair, the psychic tumult of its very presence was gone. Karakuri Town, that blighted place, was now just a broken city, a testament to the horrors that were inflicted upon it yet the trauma seemed to have healed. It took several months for the Guardians and the Monsoon to explore and assess just how safe Karakuri Town really was. Several more months figuring out what to do with the city now that it was safe. Arguments raged but in the end the Monsoon placed their cards on the table, and their money, and within two years the place had been leveled and rebuilt.

Karakuri Town has returned.

Oh sure, there's still a lot of work to. Still a lot of work to be done. The underground of Karakuri Town is still a ruins, there's still construction ongoing both to connect Karakuri Town to the Ways and if you'd give credence to any of the new residents there's still something off about the place. Not vengeful ghosts and horrifying demons off, but...something. But put those worries aside, Karakuri Town is back and opportunities abound, especially for you, you members of The Worst Generation.

     
   Chapter One: New Car Smell   
 The Cover of Issue One has the words The Worst Generation written in bold type font across the front of the comic, smaller letters scribble out "A new team" below. These words are presented over a long off shot of Karakuri Town rebuilt. High white walls guard its coastline and extend into the waters around Bear Island, forming a large artificial docking area. A rail line is under construction leading back to the shores of San Fransapporo. The city itself is similarly done up in white stone, a thriving city center with high rise buildings in the San Fran style with the rest of the quickly growing city arrayed out in a semicircle around it and the mountains its nestled under Large braziers with artifical flames act as street lights, traffic lights and lanterns hanging from store fronts make up the rest of the the city's night time glow.
 

It is early morning when the first page of the comic is revealed, a similar spread without the Issue title and other information of the cover image shown in the daytime. The newly made Ward of Karakuri Town is alive. New tramlines whirr with Ley Line energy, construction is ongoing in almost every sector of the town and the new Monsoon off-shore building looms large over Karakuri Town just as it does on the mainland. In its shadow is the newly built Guardians West Auxiliary and The Crow's new headquarters. Alongside these familiar sights however is another. Not a Pillar in their own right but a hero organization that has more than earned their place. The Inei Shrine of the Kusanagi is a replica of the Hikari shrine in miniature, its grounds not yet finished but done enough to be noticeable.

However as with all things, when growth and order is present there will be those who seek to spread chaos and to thwart improvement. Meta-Human crime has been at a minimum in Karakuri Town in its slow regrowth but as the town reasserts itself on its shoreline, and spreads out to its environs, it has been on the rise. An explosion rocks what will be a large market square, several of the still under construction buildings crumpling in a shower of debris and dust. From the rubble strides out Knight Prime, leader of the Monsoon Knights. A former minor villain team that ostensibly sided with the Monsoon after the first Knight Prime was deposed, it seems with the uncertain power landscape of the Warlords after the Warrior's death has emboldened even former minor villain groups to break away in some vain hope of cementing themselves as a rival to the Warlords.

 "Fan out and set up a parameter, I want this entire place on lockdown!"  barks Knight Prime as a cadre of Monsoon Knights spread out to follow his command. Civilians are quickly pulled into still standing buildings while others move to the building roofs. Many are armed with swords and shields, spears or other hand to hand weapons but the ones mounted on the roof are packing some serious heat. Large cannon batteries are quickly slapped into place, the skies hardly a safe avenue to move through with such firepower.

A few panels follow showing the team as they go about their day before being alerted of the ongoing villainy. Answer the following.
- What brought you to Karakuri Town today?
- What were you doing in Town before you got the alert
- How do you arrive on the scene?

When the team arrives, the streets are cleared and several police cars have posted outside the open market. Knight Prime is nowhere to be seen but his Knights sure are. They've set up a further parameter, the rubble seeming to have been made for a purpose. Large defensive walls surround the entry points, turning them into choke points. A police negotiator, easily pulled out of the assorted crowd by the words Negotiator on their jacket, stands off to one side clearly exasperated.

 Mission Start 
- Keep collateral to a minimum
- Find out why the Knights have taken this move
- Save civilians
SkipperChips
   Livewire   
 Conditions: 
 Potential: 0/5 

The next panel cuts to the interior of a nearby clothing store, a high-end affair full of elegant fabrics and neon colors. Its interior is all cold marble, shining metals, and dark fabrics, the very model of an overly-fancy and overly-expensive clothing store. Our next panel, however, zooms in on the one spot of color in the otherwise very drab store -  Livewire , flipping through a rack of pants with a disgruntled look on her face.  " Blech,  why'd I even come out here? This is all like, Dad clothes."  Just as she picks up another pair to look at, the entire building starts to rattle as a loud rumble rolls through. A cutaway panel shows the source of the mini earthquake - a plume of smoke and fire slowly rising into the sky.

An explosion.

Livewire slowly pushes herself up to a sitting position, grimacing and rubbing the back of her head. Around her, employees and patrons alike scatter in confusion, ducking into back rooms or fleeing out the front door. Her eyes widen in surprise at the sight of the black cloud. As she gets to her feet, though, another cutaway panel shows her mouth in a smirking grin. Explosions weren't exactly common this time of day, so this could only mean one thing: it was hero time. She strides confidently towards the doors, waving to the people still in the store as she does.  "Don't worry, guys! The situation is under control! Your friendly neighborhood lightning bolt'll have it cleaned up in a flash!"  The next panel shows two different Livewires. One is giving a cocky salute with her hand on her hip, and the other looks like a blur of lightning running straight up the side of the building across the street, with a crackling trail connecting back to the first.

The next panel shows Livewire skidding to a halt on a rooftop overlooking the market, grinning down at the Monsoon Knights down below.  "Hey, metalheads! Hope you're ready to get your butts kicked. And you better hope that that armor isn't conductive, 'cause I think you'll find me quite  electrifying. "  She stretches both hands up to the sky, and in each one grows a long, spear-like bolt of lightning. With a flourish, she grabs both of them like drumsticks and starts spinning them in her fingers, tapping her foot in an unsteady rhythm. Hopefully the rest of the group would get here soon. She could  totally  take them on herself, but it- you know- it was nice to have someone watching her back. Even though she  definitely  wouldn't need it. No way.
Comissar
    Firebrand    
  Conditions: 
 Potential:  0/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.
 


Stephanie stifles a yawn as she ambles through the shorefront. The panels show a wide angle shot of her framed against the newly forming Karakuri Town. Stephanie has her hands folded behind the back of her head as she walks, a newly opened branch of Yacht Topic standing beside a few other currently empty store fronts in the middle ground, and Karakuri Town's under construction skyline complete with cranes in simple silhouette against the morning sky. A second panel shows the same scene, this time the explosion kicking up smoke, dust, and a flock of startled birds in the background, Stephanie half-turned with her hands still behind her head to look in the direction of the explosion.

The panels flip around, now showing Stephanie's surprised expression being replaced with one of excited anticipation. Breaking into a run, she starts to make her way toward the scene of the commotion. Her planned visit to her pottery class could wait, there were crimes to stop!

The next series of shots show her racing through the streets, dodging through evacuating crowds before arriving at the police cordon. Slowing to a walk, Firebrand lets out a low whistle at the sight of the rubble embankments and the impromptu fortifications. Approaching the harried looking police negotiator she casually asks " Looks bad, need some help? Name's Firebrand. " She glances at the officer's jacket, then returns to scanning the fortifications with a frown on her face, " Are we talking a hostage situation..? "

 
 Spoiler: OoC 
Rolled a 10 for an Assess for Firebrand. I'll be asking;

What here is in the greatest danger? and Who here is most vulnerable to me?

Firebrand will be asking the former question directly to the officer, and is scanning the fortifications to try and determine the latter for herself.
 
D.Credibility
   Sloth    the Royal
   Conditions :  
    Potential:    0/5 
 
 Spoiler: Labels 
  Labels:  
Freak +1
Danger +1
Savior 0
Superior +2
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 


Sloth's panels start with the scene of a messy room, focused on a large, luxurious bed. The blankets are heaped high. The sun is barely peaking through some blackout curtains in the back of the scene. There is a phone on the floor, chirping a lazy, wafting notification alert. The next frame, an arm is reaching from the mass of blankets towards the phone.

Sloth sits up in bed, hair a mess, overly large sleeping shirt askew, peering blearly at the screen, which displays one notification...from Diane Reese:
 hey!! im in karakuri center 2day doin sum shoppin
u wanna get lunch??? 

It wasn't an unheard of event, though unusual. Even still, Sloth rarely responded to these texts.  In the past, they had met almost at random by bumping into each other, or by Diane tracking down who she believed to be her errant sibling. Sloth had, in a moment of...confusing sentiment, given Diane their phone number, but at their request, she had avoided blowing it up with constant messages.

Last thing Sloth needed was Pride happening to intercept those messages. Or worse, Envy. Sloth generally got along well with their siblings, but no one got along with Envy.

But still, it wasn't  that  unusual for Diane to request lunch or even dinner meetings, just to catch up, to make sure Sloth--well, to make sure  Logan  was alright and well-cared for. Sloth...generally left these messages on read.

Sloth sits in the bed for a moment, rubbing their messy hair and staring at the phone unfocusedly. They don't know why they do it...but a moment later, the frame shifts to show them slowly texting out a simple response:
 sure 

Cut to the two walking down a busy sidewalk lined with shops of all sorts - a soba shop here, a deep fried pickle stand there, a comic book store, a store that sold exclusively back scratchers, a store that catered solely to left-handed individuals, a simple clothing store...but neither Sloth nor Diane Reese, a tall, energetic woman, in every way Sloth's opposite it seems, are paying much attention to the shopping. They are awkward in each other's company, and it doesn't take long for Diane to break the silence.

"Hey Logan...why did you agree to come out today?"

Sloth hesitates, not answering for a moment.

"It's just...you've been holding me at arm's length, and god knows I'm still  super  confused about your whole...deal," she continues, pulling Sloth off to the side of the sidewalk so the foot traffic can pass them by without being obstructed by their family(ish) conversation. "I mean, you ran away, so I guess I would expect you to want to avoid me...and you kinda have been, so I was super surprised when today you--"

Sloth would never find out how that sentence ended, because it was cut suddenly short by a nearby explosion, followed by panicked screams.

Traditionally, Sloth had been an extremely reluctant participant in this little "heroic experiment"...but in that moment, they are quite happy to indulge in it, because honestly, they don't have an answer for their--for Logan's sister.

Even in their own head, they didn't have an answer.

 "...I...gotta go,"  they say simply, looking down and starting to walk immediately against the panicked throngs around them, ignoring Diane's confused and worried shouts for them to stop.

 
 Spoiler: OOC Actions 
 
Whammy
   Colin Wilkinson aka The Witchfinder – The Soldier   
 Conditions: 
 Potential: 
 
 Spoiler: Labels 
 
 Danger: 0 
 Freak: 0 
 Savior: +2 
 Superior: +1 
 Mundane: 0 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky;cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.
 
 
 


Our first shot of Colin starts with a view of a teen boy running down the sidewalk. The sports pants and tank-top signal this is clearly an early day run, the stray bits of short blonde hair moving in the wind generated from his run. Strapped to his back is a blue duffel bag. We move to another panel as the boy slows down and takes a moment to catch his breath and drink some water, giving us a look at his blue eyes as he take a look at his surroundings.

 ”Okay, one more mile and then I can get some lunch and head back to base,”  he said, flipping through a phone, the screen showing a fully scheduled out day.

Our next panel shows his pupils shrinking, the explosion showing in the panel behind him. In a series of short panels we Colin immediately ducking into an alley, swinging the duffel bag down, and opening it up, revealing a staff with blue gem on top and a bunch of clothes.

 ”Aw man, I hoped to get a shower in before having to go save the day somewhere,”  he says, taking out a towel and patting himself down a little bit.

We then cut to the scene of the crime. As Firebrand is finishing up asking her questions the blonde haired boy arrives, decked out in a two-piece (shirt and pants) uniform of various blues with gold highlights, a similar colored cloak flowing behind him. Various straps and pouches bounce as he comes to a stop.

 ”Agent Witchfinder, here to…ask exactly what she asked already,”  he says, straightening himself out as he tries to look very professional despite having been beaten to the punch in taking charge of the scene.
Razade
 Pool:  1

  Livewire, Monsoon Knights: Rooftop  

The Knights stationed on the rooftop are certainly startled by the sudden appearance of the zippy teen though they're quick to train their weapon on same said hero with practiced swiftness of their own. The light show doesn't seem to intimidate them either as they open fire. The weapons are loud and not the deadly bullets one might expect. Instead the air thrums with energy, the vibrations rocking through the space with a concusive and incredibly loud sound. The windows of the buildings below the weapon's path explode, car alarms wail and the ground at street level quakes. If this weapon can do all that, imagine what it can do to you Livewire. What do you do?

  
Firebrand, Witchfinder, Negotiator: Street Level  

The negotiator has certainly seen better days, bags under their eyes and a scent of day old coffee on his breath signals someone that needs a good night's rest, not a hostage situation. His sour expression doesn't improve as Firebrand, and then Witchfinder, appear.  "That's exactly what it is. Or was. I don't really get what's going on here. They let most of the people go already but the ones released said they've held on to a few. We're seeing if we can get some IDs on anyone inside, see if they're important people or...any reason they kept some but let the rest go."  

Anything else the negotiator might have had to say is interrupted by a sudden peal of sound and the chaos that goes with it as panels show the weapon being fired as it segues into and out of Livewire's introduction and the blast itself.  "And we can't get close to them with those things on the roof. You're not the first heroes on the scene, one came swooping in but they blasted them right out of the sky with those things. Fell inside the complex, don't know how well they're holding up but we assume they're part of the hostages now."
 
 
 Spoiler: Firebrand 

The hostages are certainly in the most damage. The second question is harder to answer, because outside the villains on the roof the only people here are the cops. The negotiator certainly is the most vulnerable in terms of doing what you want without too much pushing. They're here to end the crisis, if you end the crisis they're not going to be picky on how you do it.
 
Astus
  Sunbird  
 Conditions: 
 Potential: 0/5 
 
 Spoiler: Labels 
Danger: +1
Freak: +0
Savior: +2
Superior: +1
Mundane: -1
 

 
 Spoiler: Moves 
 Get Off My Cloud:  Whenever you reject the Influence of a Hero who tries to impose their expectations upon you, use this move instead of Reject Influence. Roll + Danger. On a
miss, they shift your Labels or mark a Condition. They may make a demand of you. On a 7-9 choose one, on a 10+ choose two:
- rebuff their expectations and clear a Condition
- temporarily lock a Label of your choice until time passes
- clear Influence, shift one Label up and another Label down
- make a demand of them

 Go Your Own Way:  When you respond to a threat or obstacle in your own way, roll + Savior. On a miss, you make the situation worse. Expose a flaw, give ground or give the opposition an Opportunity. On a hit, you distinguish yourself. On a 7-9, escalate the situation. On
a 10+, clear a Condition or mark Potential.

 Tom’s Diner:  Whenever you clear a Condition by taking its associated action with a teammate, you may spend one team to clear an additional Condition, add a Team to the Pool, or give them a Potential.
 


The panels open with Aiko walking through the streets of Karakuri Town, looking stylish as she always tries to be with an empty cloth bag over one shoulder. She grumbles to herself as she walks, " Of course the best Asian grocery had to move to Karakuri Town. Dad swears by Mr Yamamoto, so of course he had to send me here. " She gets near the store, a big sign on top clearly showing Yamamoto's  Asian Grocery before the next panel shows an explosion in the background. The next couple of panels have Aiko turn around and a grin forms on her face. " The groceries can wait, it's time for Sunbird to fly!  she exclaims excitedly. We see a panel of Aiko dipping into an empty alleyway, and the next shows Sunbird proudly striding out. Orange and red leather costume ready with the symbol of a fiery bird on a red sun standing out on her chest.

The next shots show Sunbird show her leaping and gliding through the town, a grin on her face under the black mask covering the top half of her face. She skids to a stop on a nearby rooftop, taking in the scene for a moment. We see Monsoon Knights taking shots at Livewire, prompting shock that turns to a determined Sunbird. " I have to help Livewire, I don't like the look of those guys. " she quietly says to herself. The next panel shows Sunbird leaping into the fray, not focused on what her Tradition would do but helping her friend right now.

 
 Spoiler: OoC 
I'd like to try use Go Your Own Way as Aiko jumps down to help her friend. Let me know if this isn't the right time for it.
I rolled an 8 for it, so Sunbird distinguishes herself but escalates the situation.
 
Razade
 Pool:  1


  Sloth: The Other Side of the Street  

You arrive on scene but as luck, or perhaps your meandering walk to the scene itself, lands you not with the police cars or other members of your team but on the opposite side of the market. The lack of police presence however is the only difference from the opposite side, Monsoon Knights are still posted on the roofs, looking just as mean and threatening. Your late arrival also brings you seconds after the first shot from one of the buildings ring out, the ground shaking under the pressure of the strange weapon. It's here then, considering you're the only "civilian" in sight, that the Knights spot you and train their weapons on you.  "Leave the area immediately"  one calls out to you, a few Knights stepping out from buildings to form a parameter around the entrance to the plaza.


  Sunbird: Going In  

It's only seconds after the shot rings out that Sunbird falls from the sky and into the panels. This comes as quite the shock to the Monsoon Knights on the roof though they rally quickly. "We've got heroes!" the obvious captain of this group shouts, the other gun batteries swiveling to focus on Livewire as the Monsoon Knights most present draw swords that crackle with electric energy. "You shouldn't have come here, but we'll take you hostage like the last person that tried to get in our way." The Captain moves forward, another sword of glowing light appearing in their free hand as they try to menace Sunbird off the roof.

 
 Spoiler: Sunbird 
Giving you an Opportunity here for your 8 but now you have their full attention.
 
SkipperChips
   Livewire    
Conditions: 0
Potential: 0/5 
 
 Spoiler: Labels 
Danger: 0
Freak: 1
Savior: -1
Superior: 2
Mundane: 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.
 


The panel opens with a  SNAP  as Livewire grabs both of her spears. These Knights were a bunch of stuck-up jerks. Ordering people around, barricading a market, taking  hostages!?  Oh, these guys were going  down.  But she couldn't just beat them, she had to beat them with style. And luckily for her, she had a friend here to help her do just that.

Livewire leans over and gives Sunbird a nudge with her elbow, grinning as she readies her bolts to throw. " Hey, Sunny. Betcha I can hit both of those weird gun things down there at the same time! " She pulls back both arms, giving Sunbird a wink and a flourish before launching both bolts, a panel watching the twin streaks of energy as they sail towards the guns trained on her.

 
 Spoiler: OOC 
Aiming for a Directly Engage here if that would fit.
 
D.Credibility
   Sloth    the Royal
   Conditions :  
    Potential:    0/5 
 
 Spoiler: Labels 
  Labels:  
Freak +1
Danger +1
Savior 0
Superior +2
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

Sloth has no idea what's going on...but it's becoming more obvious with every passing moment. They wonder if the team is going to be here or if they're just walking into a really, really bad situation all by themself.

...still easier than dealing with their--Logan's sister.

 "Chill, guys...I'm just talking a walk,"  Sloth mutters, veering to walk near the two men on the ground, still hunched slightly, hands thrust into their pockets. The rooftops are a bit too high for them to affect with the full brunt of their power, but that doesn't mean they can't drop the other three on the ground and put themself in a position where only one of the guys can take a shot at them by walking close to the wall.

It's not a great plan, but the only alternative they can think of is breaking out into a run, and who wants to do that ****?

 
 Spoiler: OOC Actions 

Unleash powers (Freak = +1): 13!
 
Razade
 Pool:  1


  Sloth, Knights: Other Side of the Street  

The guards nearest Sloth quickly move up to try and block their path though as soon as they enter the field of ennui their movements slow. Panels show their feet going from full run to sluggish drags until the guards faces hit the floor and little  zzz's   float up as Sloth walks past. The guards on the roof don't open fire, though small static lines can be seen around their helmets.

You're in Sloth though the opposing gun turret is quick to swivel on you once you're clear of the fallen knights. It also doesn't open fire though it's clear your movements are being tracked. The shopping plaza is clear, an eerie sight given the morning sun that by all accounts should make this place fairly packed. A place you'd likely avoid. Shops still show every sign that they're open for business though no one mans the storefronts. Some kind of fight certainly took place in the hours before you arrived, bags and other signs of people scattered about and a large dent in the stone tiling of the plaza shows someone or something took a pretty solid hit. With no real effort to stop you, at least in the moment, what do you do?

  Knight Prime, Umbra Cat: Somewhere in the Plaza  

The panels move into one of the stores, wall scrolls hanging along the walls, other art and sculptures littering the interior. They're clearly not the target as the "camera" moves into the back of the store. The store owner and several other civilians are under strict watch by the Knights inside while Knight Prime is busy hacking at the floor with what otherwise looks like a jackhammer. No sound emits from it, the same sort of energy the weapons on the roof fired at Livewire pulsing into the ground, making slow but steady work at the concrete below.

A second figure steps in from a side door, her hair a bright almost neon aquamarine that grows brighter the further it moves to the tips.  "Message came through. Looks like we've got trouble."  She says, her tone casual. She's not in costume or armor like the others, a loose pair of jeans and a sleeveless T setting her apart from her apparent cohorts.

Knight Prime looks up from their work, the helmet making it difficult to get a read on their exact emotions but their body language changes, defensive, annoyed.  "Any IDs? Big names? What are we looking at?" 

The girl shrugs, leaning along the door frame.  "One of'em's with The Monsoon but the others...don't know. No positive ideas from the sentries. Couple trying real hard to get in though, I heard one of the Wave Cannons go off and someone took out the east guards."  With a languid motion, she moves off the door frame and past the hostages, stepping over a few in her lazy gait.  "You sure there's a tunnel down there? It's gotta be at least thirty feet if it was a tram line." 

Knight Prime only nods, returning to his work as dust flies from the hole.  "Our information is accurate. You don't need to ask questions, we hired you to play diversion. So go do your job. Whoever took the guards out can't be left to wander around and we can't risk shooting the cannons into the plaza." 

The girl gives a slight hmph, turning her back to Knight Prime.  "You also didn't hire me for target practice. It cost almost as much as you're paying me to get a flight potion from the old lady. Least you could have done is let me land safely. I've still got ringing in my ears and you destroyed a perfectly good suit. I'll be telling the others about your "methods" once the job is done." 

With another sound of annoyance, the girl slips out of the back room.
D.Credibility
   Sloth    the Royal
   Conditions :  
    Potential:    0/5 
 
 Spoiler: Labels 
  Labels:  
Freak +1
Danger +1
Savior 0
Superior +2
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 


Sloth has been shot before - in this life, even. It's unpleasant, but barring a clean headshot or a shot right through the heart, there's little risk of dying. Still, it's not an experience they are eager to repeat, so they move to find something that can act as cover and get the automated eyes off of them.

Without missing a step, they turn and walk to a nearby bench, pondering a nap, but deciding that getting out of the line of fire is probably the most important thing. The next frame shows them ducking down behind the makeshift and imperfect cover, sweeping the area to try and find any sign of...why they're here--well, besides avoiding Diane. Which, in their mind, is a good enough reason to be anywhere. So why did they agree to go out in the first place if they were going to run off at the first opportunity?


  Now's not the time. Focus.   they think as they let their eyes sweep the area, taking it all in to try and see if any of their team is also here. Or, y'know, if anyone's bleeding out and needs a hand. That's what heroes do, right?

  Ugh, now even I'm using the h-word...   a thought bubble, dripping sarcasm, appears over them...


 
 Spoiler: OOC Actions 

Assess the situation (Superior = +2): 7

 Who here is in the greatest danger? 
 
Comissar
    Firebrand    
  Conditions: 
 Potential:  0/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.
 


Firebrand gives Witchfinder a quick nod in greeting as her teammate arrives on the scene. Despite her eagerness to go and knock some heads, Firebrand's expression is serious as she listens to the policeman giving a rapid-fire summation of the situation inside. Despite herself, she flinches and reaches up to cover her ears as the sonic cannons abruptly fire. Once the din dies down, she lets out a low whistle and glances to Witchfinder. " Bet those'd hurt if you took one head on. "

Rolling her shoulders, Firebrand takes a moment to stretch and prepare herself for the coming mission. " 'Kay. I've got an idea. I'm gonna get the attention of those guys up there. " She points up at the turrets on the rubble walls, " I'll even take 'em out if I can, but I'm gonna try and keep them focused on  me  long enough for  you , " She looks to Witchfinder, then gestures to the defenses with a jab of her thumb, " To teleport in there without being spotted and start finding the hostages and getting them out. "

" And as for you guys, " Firebrand turns her attention to the negotiator, " Got any spare earpieces? You've got the place surrounded, right? It'd help to know if people start moving somewhere we can't see. I'm close enough that you could shout it to me, but my buddy here won't be. "

After giving the pair long enough to respond and, hopefully, provide her with an earpiece, Firebrand shrugs off her coat and breaks into a grin, " Alright. Let's knock some heads. "

Taking a long inhale, Firebrand stepped forward with fists ignited and yelled out, "   HEY! AS  SHOLES! YOU BETTER BE A GOOD FIGHT!   "

A wild grin on her face, Firebrand rushed at the nearest turret, taking a serpentine route to make herself a harder target. As she closed the gap, she threw quick jabs toward the turret base, blasts of flame shooting from her fists toward the gun placement as she did.

 
 Spoiler: OoC 
Rolled a 10 for a Direct Engage for Firebrand. She'll be Direct Engaging the closest turret, choosing to Resist/Avoid their Blows and Create an Opportunity for her Allies.
 
Razade
 Pool:  1


  Sloth: In the Plaza  

It's not long for your eyes to catch something. From one of the buildings near the center of the plaza a figure bursts out of a storefront, trailed by two knights. A full page splash givers her name as Umbra Cat, a blue haired beauty flanked by several shadow feline forms. A small box under it says "she's trouble" in a graffiti style script.  "Hey! You!"  she shouts when she spots Sloth, dashing towards the hero as her feline friends tackle and trip up the Knights.  "You gotta help, there's more hostages in there!"  she continues as she closes the distance, moving to try and stand by Sloth's side.  "You bring back up? There's Monsoon Knights crawling all over here. I think they're robbing the stores. I'm Umbra Cat, who're you?" 
  
Firebrand: On the Attack  

With Firebrand alerting the turret not currently dealing with two heroes, it turns and opens fire. Sonic blast after sonic blast pepper the street, punching fairly large holes with each shot until she's up and up and onto the rooftop. The Knights manning the weapon can't do much to stop the sudden and swift approach, the turret taking a good hefty punches until the Knights collect themselves enough to draw their weapons and advance. That's both turrets to the front cleared however, paving the way for anyone wanting to storm the plaza pretty well wide open.
D.Credibility
   Sloth    the Royal
   Conditions :  
    Potential:    0/5 
 
 Spoiler: Labels 
  Labels:  
Freak +1
Danger +1
Savior 0
Superior +2
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

  Great, just when I thought things couldn't get any more aggravating...   Sloth thinks, a small frame with a chibi representation of the sin appearing in a box in the corner of the larger frame with an exaggerated expression of exasperation and a giant sweat bead on their forehead.

 "What makes you think I'm here to help at all?"  Sloth calls out. By the time Umbra Cat reaches them, they are fully sitting behind the bench, one knee crooked, arm draped lazily over it. They aren't making a show...it's just how they were surveying the surrounding area. No use being uncomfortable while you're working! Though even as they say it, their eyes drift to the stores around them...then back up to the turret.

 "Can't deal with that thing from all the way down here,"  they go on, deciding it seems, that banter is just a little more effort than they want to expend at the moment.  "If you can take care of it, I'll try and get the hostages out." 

If they're worried about  any  of this, it doesn't show. If they were on the other side of the bench, they'd almost look like they just took a break from a long stroll. Certainly they don't scream  superhero . The only allowance made to that label is the vaguely sloth-themed denim jacket they wear with the distinct mask-style facial markings on the hood, and a shirt with an adorable baby sloth in a cape flying through the air that reads  I'm not just lazy, I'm super lazy! 
 
 
 Spoiler: OOC Actions 
 
Astus
  Sunbird  
 Conditions: 
 Potential: 0/5 
 
 Spoiler: Labels 
Danger: +1
Freak: +0
Saviour: +2
Superior: +1
Mundane: -1
 

 
 Spoiler: Moves 
 Get Off My Cloud:  Whenever you reject the Influence of a Hero who tries to impose their expectations upon you, use this move instead of Reject Influence. Roll + Danger. On a
miss, they shift your Labels or mark a Condition. They may make a demand of you. On a 7-9 choose one, on a 10+ choose two:
rebuff their expectations and clear a Condition
temporarily lock a Label of your choice until time passes
clear Influence, shift one Label up and another Label down
make a demand of them

 Go Your Own Way:  When you respond to a threat or obstacle in your own way, roll + Savior. On a miss, you make the situation worse. Expose a flaw, give ground or give the opposition an Opportunity. On a hit, you distinguish yourself. On a 7-9, escalate the situation. On
a 10+, clear a Condition or mark Potential.

 Tom’s Diner:  Whenever you clear a Condition by taking its associated action with a teammate, you may spend one team to clear an additional Condition, add a Team to the Pool, or give them a Potential.
 


The page opens with a panel zoomed in on Sunbird as she grins. Drawing some attention from Livewire was definitely a good start, but would likely egg her on. Not that Sunbird minded, Livewire was always fun to hang out with. Except when she wanted to do illegal stuff. Sunbird shook her head, the grin back as the panel shows Sunbird and the captain staring each other down. " Not gonna happen big guy. Now I'd say go quietly, but we both know you won't. " We see Sunbird ready to leap as she turns her attention to Livewire briefly. " What are we betting Live, because I'm sure you can hit them if you try. So let me deal with the man in charge for you! " Sunbird says the last part as we see her leap into action, a kick aimed at the captain's chest. A look of excitement and determination on her face.

 
 Spoiler: OoC 
This is definitely feels like directly engaging a threat, which I did and got a 6. So it won't go so well.
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions: 
 Potential: 
 
 Spoiler: Labels 
 
 Danger: 0 
 Freak: 0 
 Savior: +2 
 Superior: +1 
 Mundane: 0 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.
 
 
 


It seemed like the scene was starting to turn into a battlefield. Likely some other heroes had come and started to engage, which was definitely against protocol if there were already law enforcement or other support. After all, you would miss out on information like how it was a hostage situation, something that could definitely be worsened if you just ran in and started attacking. They had to set up communications, coordinate with the people on the field, come up with a plan…

 ”Oh, uh, right, yes. That sounds like a good enough plan,”  he says as Firebrand rattles off a pretty basic “distraction-infiltration” plan. She would be distraction, him infiltration, made perfect sense regarding their general skillsets.

We get a panel of him walking towards the building, observing as Firebrand is knocking the heads of the guards. This left a conveniently empty gap for him to make his way, slowly picking up speed as he starts jogging and then running. He grabs his staff with two hands, the gem starting to glow as he is consumed in blue energy. Soon all that’s left is the energy in the form of his silhouette. In the next panel there’s a crackle of energy as he appears, having teleported his way in. Hopefully the final bout of his entrance didn’t catch any attention.

 
 Spoiler: OOC Action 

Rolled a 5 (2d6+0 = 5) for Unleash Powers. Wooo!
 
Razade
 Pool:  1

  Sloth, Umbral Cat  

Umbra Cat leans down against the bench though certainly looks a bit perplexed.  "Are you...really just some random civilian that wandered in here? How'd you get past the guards?"  she offers, only growing more perplexed as she looks up to the rooftops.  "Or those...now that I think about it. They shot me out of the sky when I tried to swoop in. I don't know about you but I don't like getting shot at and I don't like my chances. I can get us both up there, or I can sneak us back in. I'll follow your lead." 
 
 Spoiler: OOC 
While you don't know it, she's a villain. She gets Influence over you and she's trying to use it. She's appealing to your, admittedly, low heroic ideals. Savior up and Freak down or roll to reject please.
 

  Witchfinder  


Hopes are so rarely backed up by reality. The good news is your teleportation works, you appear in a warehouse a few buildings down. The better news is that most of the hostages are here, bound up and off to one side of the wall. The bad news however is that where there are hostages, there are guards. There's a lot of variables in play here. Perhaps if your team hadn't rushed in, they wouldn't be on alert. Perhaps if you'd teleported to the small office where you see Knight Prime through a small viewing window, you'd be able to end this quickly. Sadly, none of those things happened. What happens next isn't too surprising with all that said. A person suddenly appearing in the room gets an immediate shout from one of the Monsoon Knights and soon enough you're surrounded and at sword point. What do you do?


  Livewire, Sunbird  

The moment of surprise doesn't last long. Between both your sudden appearances, there's that one moment of calm before it all kicks off. The bolts of lightning from Livewire crackle on impact but the weapons seem only blackened. While no one's there to man them, the weapons seem to still be operational. Livewire however gets fire in return, several of the Knights rallying and opening fire with their rifles. Livewire is certainly fast enough to dodge, but who likes getting shot at? Meanwhile the panels zoom in on Sunbird's kick, all going smoothly until the Knight captain moves with surprising skill. With deft motion, the captain catches Sunbird's leg and with a twist they're flung from the roof into the plaza below rather ungracefully. Not a great start to your competition.

 
 Spoiler: Livewire OOC 
Mark a Condition, no one likes to get shot at
 

 
 Spoiler: Sunbird OOC 
Mark a Condition, no one likes being thrown from a roof.
 
Comissar
    Firebrand    
  Conditions: 
 Potential:  0/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.
 


Firebrand's breaks into a laugh as the Knights that had been crewing the gun start advancing on her. " That's more like it! "

Hoping from foot to foot for a moment, Firebrand lets the group advance on her. Keeping her form loose she waits for the first Knight to lunge at her. The spear coming for her found only empty air as she darted to the side. Ignoring the off-balance knight for now, Firebrand drops into a roll, the clang of two swords swinging into the ground where she was mere moments ago filling the air. Firebrand swings her leg out before she rises back up and kicks one of the sword-wielding Knights, sending them staggering forward a couple of steps and giving her enough space to finish rising.

Not wanting to give any more time for an opening than she needs to, Firebrand catches the haft of the spear as it came back toward her. Forcing it upward with one hand, she brings her other elbow down onto it, breaking the weapon in two. Giving the now disarmed Knight a wink, she dodges around him and launches controlled blasts of fire at the two sword-wielding Knight's weapons, aiming to make them too hot to keep hold of.

 
 Spoiler: OoC 
Rolled a 12 for a Direct Engage, going with Resist/Avoid Blows and Take Something From Them (in this case, their weaponry). I'm hoping I'm good to treat the group of knights as one entity? If I'm not, I'll just disarm the one Knight and worry about the rest in my next post.
 
D.Credibility
   Sloth    the Royal
   Conditions :   Insecure
    Potential: 1    0/5 
 
 Spoiler: Labels 
  Labels:  
Freak +1
Danger +1
Savior 0
Superior +2
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 "...are you kidding--****ing useless,"  Sloth groans, pulling their hood further down on their head. She didn't even know if they were a civilian and yet she was  conscripting  them?

 Envy's right, heroes *are* useless...  they think to themself.

As much as they loathe the direct approach to any problem,  sneaking  requires so much more effort. There's the slower pace, the constant attention to every little detail, the constant pressure of being found out...yeah, no, sneaking is not great.

Direct approach it is.

 "Ok, look...I can take a bullet from one of these things, but I don't want to. And I doubt I could take two or three. I might be able to..."  they sigh and roll their eyes exasperatedly.  "...take care of the guys in the turrets if you can get me up there...if you really don't think just flying up and  punching them  would be the right move..."  they shoot her a dry look.

Yeah, they were totally getting conscripted. They sigh yet again and rise agonizingly slowly to a kneel in preparation.

 "Whenever you're ready, Captain Stupendous..."  they mutter.

 
 Spoiler: OOC Actions 

Rejecting - not because she's a villain but because she's telling me to (ugh)  do things ...the nerve.

Reject [2d6] = 5, marking potential and Insecure, because she's making me feel like I should (ugh)  do things .
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions: 
 Potential:  1/5

 
 Spoiler: Labels 
 
 Danger: 0 
 Freak: 0 
 Savior: +2 
 Superior: +1 
 Mundane: 0 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.
 
 
 


Well, the good news was that he was, in fact, in the area with the hostages. The bad news is he apparently brought the entirety of the interior guards on him. Their leader looked to be pretty close by, though, so that was one option. Plus, this at least meant that if the team broke through the outer defenses they would face less resistance while infiltrating. If he could just keep everyone’s attention for a while, cause some problems, he could still turn this around into a totally successful mission.

 ”Heeey there, guys. Long time no see. Been, what, a couple months since we all saw each other?”  he said, feigning some familiarity to try and lower their guard while he thought.  ”Guess HQ wasn’t paying you all enough, huh? That’s fair. I mean, you’re all doing some impressive work out there, got a whole defensive line set up and everything, definitely not the work of some two-bit mercs.” 

For a moment he thought about teleporting again to try and go after Knight Prime, but probably too risky in this situation. That could be saved for when the team gets here.

 ”As I think you all learned, though, I’ve unfortunately gotten stuck with a bunch of…overenthusiastic heroes. Last I saw they were beating up your outside team, so probably only a matter of time till they come in. But, obviously, much harder to go around punching stuff with hostages around, so I figured I could serve as an intermediary with you all and the outside negotiators. You get an extra, probably higher valued hostage and who has enough pull to get the superheroes to back off for a moment, they get someone who can keep an eye on the hostages and confirm their status. Sound like a deal?” 
 
 Spoiler: OOC Action 

He is attempting to provoke the guards to calm down and let him serve as an intermediary in talking with the police and his team (for now, at least; gotta buy some time where he can think without a bunch of pointy stuff in his face). Rolled an 8 (1+6 + 1 from Superior).
 
Razade
 Pool:  1


  Firebrand  

We get a few action panels, firebolts flying wildly as weapons break, any strong defense from the Knights stopped pretty much out the gate from the fire flinger. The fight is mostly out of the Knights stationed at one of the front points, none daring to move to the weapon. Any cover they might have got likewise seems to not be forthcoming, a small bit of comfort that the other Knights at least have some loyalty to one another. With this point locked down, Firebrand, what do you do?


  Sloth, Umbral Cat  

Umbral Cat seems unbothered with the resistance, almost amused even. " It'll be  fun . Don't you like fun?"  she asks playfully, taking a step back. With a flick of her hands, the shadows slowly draw in, forming a pack of cats, their eyes aglow with teal energy, before the pair are swept up. It's an odd sensation, as if unseen hands grab you Sloth and lift you to the rooftops of the remaining tower where Livewire and Sunbird are not, giving you a clear view that your whole team has finally arrived. The knights at this point, like all the others before, draw weapons and advance, clearly intent on remaining standing unlike the one across the way that falls to Firebrand.


  Witchfinder  

With the other points seeming to be fairly mopped up, the Knight Witchfinder has addressed seems to consider before offering a nod.  "Alright, you come and your friends back off"  he shouts down, the few alongside him hoping down off their perch though one still mans the strange weapon they've put up.
SkipperChips
    Livewire    
Conditions: Insecure
Potential: 1/5  
 
 Spoiler: Labels 
Danger: 0
Freak: 1
Savior: -1
Superior: 2
Mundane: 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.
 

Livewire is indeed fast enough to skirt around the volley of shots the Knights sling her way, but the feeling still stings. She hadn't done  anything  to that weird turret thing! And here they were, shooting at her like she was just another two-bit hero for them to trample! Sure, Sunbird wasn't doing  that  much better, but this was no way to start off their competition. She needed to regain the upper hand. But in order to do  that,  she'd need a distraction. Luckily for her, they had a pretty fiery one just across the square.

Cracks of lightning dot the next panel as Livewire zips over to Firebrand's position, throwing her arm around the other girl and shooting her a conspiratorial grin.  "Heyyy, Smolder, how's it going? Looks like you got things pretty handled over here. But ya know what'd be  real  cool? See that big guy over there?"  She jerks a thumb at the Knight Captain.  "Sunny's not exactly having the best time with him. If you ask me, you'd look really cool if you went over there and helped her out with it, really turn up the heat. And before you say anything, yeah, I know, you're hot- cause you're Firebrand, you're not cold, it's like your whole thing, but c'mon, can't you be both?"  Livewire's face sparks as she reins in her tongue. Hopefully she hadn't noticed her little slip there, and she'd still hop in to give the distraction she needed. After all, what makes saving the day even more impressive?  Even more chaos! 
 
 Spoiler: OOC Action 
Aiming for potentially a Provoke for Firebrand to get involved? Might not need a roll though, probably up to Firebrand's player.
 
D.Credibility
   Sloth    the Royal
   Conditions :  
    Potential:    0/5 
 
 Spoiler: Labels 
  Labels:  
Freak +1
Danger +1
Savior 0
Superior +2
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 


Sloth accepts the lift stoically, yawning a bit as they are hefted up. With their new perspective, though, they get a better glimpse at what all the hubbub was when they arrived.

 "Are you kidd--they're already here! I could have let them do the work!"  they groooan, rounding on the advancing knights.  "Look, you guys are actually working on my last nerve, and I don't have words for how hard it is to piss me off...so why don't you just chill out and realize this thing is done?"  they mutter, just...standing there as they approach, as ever letting their aura handle the heavy lifting. Sure beats throwing a punch. Just  watching  Firebrand is  exhausting .

While their aura is doing its work, though, using the slow, cautious advance of the guard to their advantage, they turn to the nearby turret.

  Hmmm...  

As the knights slow down, their feet feeling heavier and heavier with each step, Sloth glances back.

 "Hey, you guys don't mind if I check this thing out, do you? Didn't think so..."  they say as they hop up to the controls of the turret, seeing if they can't use it to disable the other turrets...and maybe a few overzealous guards that might still be left.

 
 Spoiler: OOC Actions 

Unleash +0 = 7 (temporary or unstable)
 
Comissar
    Firebrand    
  Conditions: 
 Potential:  0/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.
 


Firebrand looks up, starting to turn from the defeated knights around her as Livewire arrives and casually drapes an arm over her. " Heh, what's up Sparkles? "

She follows Livewire's gesture, taking in the fight between Sunbird and the Captain. She nods to herself at her teammates suggestion. " Sounds good to me. " She shoots Livewire a grin, " I'll keep it loud, keep their eyes on me. Witchfinder went in to get the hostages out, see if you can help him..? "

With a new target in her sights, Firebrand takes off down the inside of the make-shift barricade. A series of panels show her racing toward the Knight Captain. Once close enough, she fires off a quick bolt of fire and yells to her teammate, " Hey! Sunny! Livewire said you could use a hand! "

Once close enough, she vaults herself up and off a fence, finding her way up on top of the building in a quick scramble up the side of the building. Pausing just a moment to properly take in the Captain on the roof, she ducks in close and weaves inside his guard to land a flurry of ki-infused blows on the Captain's armour. The assault was more reckless than she might normally attempt, but she needed to keep their eyes on her, and it might give her the chance to disarm the Knight.

 
 Spoiler: OoC 
Rolled another 10 for a direct engage. This time choosing to create an opportunity and take the Captain's weapon from them. It's no fun if there's never any danger, after all.
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions: 
 Potential:  1/5

 
 Spoiler: Labels 
 
 Danger: 0 
 Freak: 0 
 Savior: +2 
 Superior: +1 
 Mundane: 0 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.
 
 
 

 ”Great, perfect! I’m sure we can get this worked out in no time,”  he says, totally in control of the situation of being surrounded by a bunch of guards. Without a bunch of swords at his throat, then, he could actually take a moment to relax and see what was going on around here.

The biggest eyesore was the weapon someone was manning. There were still the hostages, though, and the broader question of what the actual end goal was. With only so much time to gather information before it was time to play “negotiator”, he’d have to go for the most useful thing. Considering it was probably only incredible luck he convinced them to not immediately gut him or put him with the hostages, probably best not to push it.

 Alrighty then, weird looking weapon, what exactly are you supposed to do?  he thought to himself as he tried to gather whatever context clues he could.

 
 Spoiler: OOC Action 

Rolled 9 for Assess the Situation (6+2+1). Guess asking “What here is the biggest threat?”.
 
Astus
  Sunbird  
 Conditions:  Angry
 Potential:  1/5

 
 Spoiler: Labels 
Danger: +1
Freak: +0
Saviour: +2
Superior: +1
Mundane: -1
 

 
 Spoiler: Moves 
 Get Off My Cloud:  Whenever you reject the Influence of a Hero who tries to impose their expectations upon you, use this move instead of Reject Influence. Roll + Danger. On a
miss, they shift your Labels or mark a Condition. They may make a demand of you. On a 7-9 choose one, on a 10+ choose two:
- rebuff their expectations and clear a Condition
- temporarily lock a Label of your choice until time passes
- clear Influence, shift one Label up and another Label down
- make a demand of them

 Go Your Own Way:  When you respond to a threat or obstacle in your own way, roll + Savior. On a miss, you make the situation worse. Expose a flaw, give ground or give the opposition an Opportunity. On a hit, you distinguish yourself. On a 7-9, escalate the situation. On
a 10+, clear a Condition or mark Potential.

 Tom’s Diner:  Whenever you clear a Condition by taking its associated action with a teammate, you may spend one team to clear an additional Condition, add a Team to the Pool, or give them a Potential.
 


The panel opens with Sunbird pulling herself up from the plaza ground, irritation burning in her eyes. Of course she had to get the most competent Knight here, and just when she thought that she'd finally mastered that kick her father taught her. Now she  really  to take this guy down, she wouldn't be satisfied otherwise.  "Ok big guy, I'm just warming up. Let's do that again!"  Sunbird cracks her knuckles then we see a series of panels of Sunbird leaping and jumping back up to the rooftop, her athletic grace a complete contrast to how she fell. In her head she was running through every move her father taught her to figure out the best approach. Hearing Firebrand, Sunbird turned her head to greet her team mate.  Hey Fire! Good to see you're here too! Live must have shown pity since our competition isn't going well. Not that I'd ever turn down your help Fire."  She said with a flirty wink.

Once they reached the Captain, we see a panel zoomed in on Sunbird's eyes. Anger at her previous failure and determination to make up for it burning in them. Firebrand's presence just motivated her more, Livewire had made a mistake if she still wanted to win their little competition. Sunbird ducked and weaved under the Captain's blows as she worked in tandem with her fiery teammate. When Firebrand pummelled the Captain's armour, she took the chance to duck down and sweep his legs from under him. It was only fair he took a fall too. Sunbird hoped her dad would be impressed when she told him later, and more importantly that Firebrand was impressed right now. That would absolutely make up for her mistake before.

 
 Spoiler: OoC 
I rolled a 10 for Directly Engage, so Sunbird is avoiding his blows and surprising the Captain. She's not messing around this time. Also that was definitely a flirt with Firebrand XD
 
SkipperChips
   Livewire  
Conditions: Insecure
Potential: 1/5
 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 1
 Savior : -1
 Superior : 2
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.
 


Livewire grins as Firebrand runs off to help Sunbird.  "Save some hostages, huh? Yeah, I can do that. No sweat."  The next panel shows her conspicuously absent, a crackling trail leading towards the building hiding the Knight Prime. Livewire's voice, dripping with sarcasm, echoes from within, her speech bubble trailing out the now-open doors.  "Hey, come on, guys! You can't just keep people locked up like this! You gotta give 'em fresh air, sunshine, the works! Here, let me help." 

In rapid succession, we get a few more panels, each depicting Livewire standing beside Firebrand and Sunbird with her hands on a bewildered civilian's shoulders. Sparking afterimages stretch out in both directions, while the one in the middle snarks in her teammates' general direction.

 "You mean these hostages?"

"I think I've got -"

"- this under control -"

"- and dare I say those fists of yours seem to be handling that Knight  magnificently. " 
 
 Spoiler: OOC Actions 
Sounds like a Defend, from OOC conversations?
 
Razade
 Pool:  1

  
Sloth, Umbral Cat: Rooftops  

The wave of exhaustion moving over the Knights takes hold, the pair fighting off yawns even as they continue to move sluggishly forward. Seems these boys are made of tougher stuff than the last group. They're still not moving fast enough to stop you from taking a look at the turret but given how they're handling it, it's not clear how long that's going to last. For their part, Umbral Cat seems happy to watch from the sidelines, fairly wary of the weapon.

  "I don't know if you should be messing with that."   she offers nervously, motioning to the ground.   "Laid me out pretty handily with just a single shot. With how you're moving around, it might take you out of the picture permanently. Are you even good with tech?"  

The weapon seems fairly easy to operate, a few buttons for various settings, the language not one you recognize however. There doesn't seem to be any sort of on/off switch though there does seem to be a key...or at least something that looks like a key...you'd find for a car.


  Firebrand, Sunbird: Same Verse, as Good as the First  

A few panels follow along with Firebrand until they've joined their troubled companion on the other roof. In a flash, the menacing enemies have their weapons blown from their hands, giving a clear window for several more action shots of Sunbird landing their leg sweep free from reprisal. The Knight Captain falls hard, armor clanging against the roof. With their Captain defeated, the others (now disarmed) seem to have no more fight in them, putting their hands up in surrender. Seems you two make a good team! What are you going to do now?



  Witchfinder, Livewire, Knights: A Whole Mess of Trouble  

With your teammates seemingly working against your intent, or at least finishing up before the Knights can coordinate with one another, it's hard to get a read on the weaponry. There was, when you arrived on the scene, high pitched noises that seemed out of place but with the guns deactivated it'd be hard to piece those things together. You're not given much time, as you're marched off into the building where the other hostages are, to get a good look at them either though it seems fate has an answer delivered by none other than Livewire.

Winding back a few panels, we see Livewire dash off from the rooftops, a few blurs as they start moving about the buildings looking for civilians, finding them huddled in the back of the shop and then rescuing one, plucked from random. The panels sync up then, just as Livewire races ahead of Witchfinder and the Knights to settle on none other than Knight Prime.

Credit where it's due, the leader of the Monsoon Knights is a fair bit sharper and prepared than his comrades, the first hostage disappearing signaling that the fights up top weren't much of an obstacle for the heroes that showed up. Planted in front of the door with the strange sonic drill, Knight Prime lets loose with a powerful blast of sound directly into Livewire as they slip into the building for a second run. The room shakes as sonic energy blasts out from the weapon, answering the question posed by Witchfinder. If Knight Prime has such tech, it's just as likely that the guns and the associated weird noises are linked. With those weapons knocked out and a hostage already taken, it's unlikely Knight Prime is going to be much in the mood for answering questions.

 
 Spoiler: Witchfinder 
The answer is Knight Prime, if it's not clear
 

 
 Spoiler: Livewire 
Roll to take a Powerful Blow please.
 
Comissar
    Firebrand    
  Conditions: 
 Potential:  0/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.
 


The fighting, yet again, was over before Firebrand had really had a chance to warm up. She was starting to think these knights weren't all they were cracked up to be. Still, at least she was getting to show off to her friends. With the Captain down, she offers Sunbird a fist-bump of victory. " Nice work, Sunny, now- " She's interrupted by the echoing boom of another sonic blast, this time from within the makeshift camp.

" ... Huh... " She tilts her head, looking over at Sunbird with a grin, " Sounds like we're not done yet. I'd offer to race you there, but I'm not Livewire and you can fly, so, any chance of a lift? "
D.Credibility
   Sloth    the Royal
   Conditions :  
    Potential:    0/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +1
Savior +1
Superior +2
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 


Sloth is all too aware that this batch of knights seems to have resisted their ability moreso than the last ones, but they continue to examine the turret, even against Aqua Cat's nervous reluctance, and it becomes immediately apparent why after a moment...when they swivel the entire turret around and point it right at the shambling knights.

"Oh, I dunno," they say with a dry, almost bored look. "I think it looks like it'll work just fine...but I'm totally willing to test it out on you jokers, unless you wanna stand the **** down."

 
 Spoiler: OOC Actions 

Provoke = 8
 
SkipperChips
   Livewire    
Conditions: Afraid, Hopeless, Insecure
Potential: 2/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 1
 Savior : -1
 Superior : 2
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.
 


The  THUD  of the sonic drill accompanies the smashing of wood and glass as Livewire is hurled through the doors of the shop. She rolls to a stop in the middle of the courtyard, reeling as she staggers to her feet.  "Ow ... how'd he see me coming? That's- that can't be legal, right?"  Her attention practically recoils from the broken doorway, the drill's thrumming pulse still resonating in her spine. Thankfully, her teammates are still here to take the next shot.  "Hey! Smolder! Sunny! What're ya just standin' around for!? Come on, there're still people in there! I'll- I'll back you up!" 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions: 
 Potential:  1/5

 
 Spoiler: Labels 
 
 Danger: 0 
 Freak: 0 
 Savior: +2 
 Superior: +1 
 Mundane: 0 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.
 
 
 


He watches as Livewire is blasted out of the building into the courtyard. From the sound of things, though, it seems that the rest of the team was going to be here soon, and with Knight Prime already…well, primed with a weapon, he was really doubting he’d have the ability to set up any meaningful negotiations. If they were going to get through this, they were going to have to try and just end it as soon as possible.

 ”Well, sorry, but it looks like the team’s not really in a negotiating mood,”  he says, stepping forward and activating his staff.

He appeared behind Knight Prime and their gun, and since he didn’t quite have the momentum for a full on tackle or something he instead went for simply whacking them with his staff. Hopefully the whole action would provide enough of a distraction the rest of the team could make their way in, too.

 
 Spoiler: OOC Action 

Roll Directly Engage: 2d6+0 = 4+3 = 7

Thinking he’s trying to create an opportunity for his allies by distracting Knight Prime enough in close-combat to not be manning the big sonic gun.
 
Razade
 Pool:  1


  Firebrand, Sunbird, Sloth, Umbral Cat: Down   

As Livewire skids into the courtyard, the Knights facing down the last cannon throw down their arms. It's pretty obvious they know exactly how the weapon works and while Sloth's...sloth-ness seems to have dulled their movements it certainly hasn't dulled their mental faculties. Any offers of trips down to the court yard, back up, or otherwise however are short lived. With a sudden jolt, the court yard and most of the building fronts tremble, shake and then descend into the earth. Knights scramble, flinging themselves from the tops of the buildings for safety, the weapons fall into the hole and darkness below. What do you all do?


  Livewire, Witchfinder, Knight Prime: Down As Well  

The source isn't hard to find for why the ground under the shopping complex gives way, as the panels move into the building. Knight Prime takes the blow, staggering back and away from the wall where the hostages have been kept on the other side. It's not a blow hard enough to make him drop the gun, which you find out the hard way as the high pitched whine of the weapon pierces the air. It is enough to make the blast not aim true however, the resulting blast piercing into the ground near enough from the hole the Knight was making. For a moment, it seems all is well but as the ground starts to quake and tremble, it seems that last full powered blast is all the Knight needed. The ground buckles and shakes and then falls.

Knight Prime and his Knights go plummeting down as the front of the building and Witchfinder follows. Thankfully the rest of the building with the hostages do not follow, the room exposed but the hostages safe. The panels follow Knight Prime, somehow landing on the top of the rubble, disarmed at last in the murk beneath the streets.

 
 Spoiler: Witchfinder 
Take a Condition from your fall
 

  Elsewhere  

Panels fade to sound effects, a pounding base, dull at first but as the panels reveal the interior of a night club, the source of the music is apparent. Large speakers boom out whatever trendy electronica is on the dance charts, throngs of barely clothed party goers clog up the dance floor. This is not where the panels end, instead moving to a quieter office behind the party. The office is a less chaotic affair, a large desk, a few comfortable chairs, a drinks cabinet. All the trappings of civility interposed against a zoo of flesh.

Almont Ducard is sat behind the desk, another figure lurking behind and to the side. The Sin, dressed immaculately compared to their compatriot. They're not alone however, the other seats occupied by two young women, no older than the team. We get a page for each. The first, a name emblazoned as Hydra, dressed in a dark green hoodie and ripped jeans, acrid smoke effects highlighting their name plate. The second, High Society, is dressed in a San Fransapporo High uniform, glasses perched at the end of an elegant nose, dark hair kept loose, shocks of blue running throughout.

 "And to what do I owe this visit? I was informed that our services wouldn't be necessary for this particular job?"  Pride offers, the viewer catching the meeting somewhere in the middle. The Sin's tone is kept at a usual register, friendly, unobtrusive.

 "Things have changed. The Knights are all over the news, they mucked things up. We need someone who can be discreet and that's your job."  Hydra offers, fingers tapping against the chair in aggitation, eyes darting to High Society, as if looking for...something. Approval? Confirmation? The other girl remains silent.

 "So you want us to clean up the mess the people you gave the job to caused and to take over? A lesser person would be wounded, both by being skipped over and at the low offer for more work. I trust your boss has ideas to soothe my wounded pride?" 

The young girls exchange looks before High Society places an envelope on the table. "That should cover any wounds you've received and then some and our boss is willing to negotiate further compensation  once  you've secured the grave site." Hydra offers alongside the envelope, fingers rapping further steccato against the arms of the chair.  "If that's not enough th..." 

Pride raises a hand, smiling brightly as Hydra falls silent. "That is compensation enough. We'll begin work right away. If that's our business concluded, might I offer a drink on the house and a waiver of the cover charge? That is, if you young ladies have nothing else to do today." Both young ladies stand, High Society shaking her head quickly as Hydra speaks for the both of them.  "No thanks, being here for as long as we were is enough. We'll be in touch and I think we both know...don't screw this up."  

The panels remain on Pride and their other guest as the two ladies leave, the Sin turning to their compatriot with a sigh.  "I believe that means you're up, Gluttony." 
Comissar
    Firebrand    
  Conditions: 
 Potential:  0/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.
 


Firebrand arrives at the scene of the fighting just in time to see Livewire forcibly ejected from the building she'd been pulling hostages from. Concern is written large across her face as she disentangles herself from Sunbird and sets foot on the ground, though her worries are dispelled as Livewire calls out to the both of them. " Glad you're ok, Sparkles. Hang back if you need to, that looked like it hurt. "

Heading into the building, Firebrand only manages a few steps before the powerful sonic blast rocks the ground beneath her, the shockwave enough to make her lose her balance and topple gracelessly over. With the floor then giving way and collapsing into a sinkhole, her eyes widen as she spots Witchfinder plummeting down alongside one of the Knights.

"  COLIN!  "

Scrambling back to her feet, Firebrand rushes for the freshly opened hole and leaps over the edge. Doing her best to focus her ki, a series of panels show her alternating between grabbing onto exposed rebar and concrete and shooting off jets of flame to slow her descent to a safer, albeit still fast, descent. As she lands a close up shows her hands and arms have suffered some minor scrapes, and what would likely become bruises in a few hours, but she is largely unscathed. Shooting the fallen Knight a wary glance, she hurries over to Witchfinder, dropping into a crouch next to him. " Hey, you good? Can you stand? "

 
 Spoiler: OoC 
Continuing Firebrand's streak, rolled an  11  to Unleash on the Discord. Unless a different roll is called for, I think that means she gets down the hole without trouble? As ever, let me know if she needs to have rolled something else.
 
SkipperChips
   Livewire    
Conditions: Afraid, Hopeless, Insecure
Potential: 2/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 1
 Savior : -1
 Superior : 2
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.
 


Livewire puffs up at Firebrand's suggestion, growling under her breath.  "I'm not  that  hurt! I just wanted to give you guys a chance to save some people-"  Her protestations are interrupted by the earthshaking  CRASH  of the street giving way. She stands in dumbstruck silence as the ground opens up, the only sound being her coughing from the dust in the air. Was that big sonic cannon capable of  this?  The thought made her even more scared of getting shot with it again, but it also gave her an idea. A quick peek over the side of the sinkhole confirmed her suspicions - Knight Prime was unarmed and laid out on the ground. Oh, and so was Witchfinder. Eh, he was probably fine. She'd seen him take worse. And hey, if he wanted to keep talking big about 'keeping up with responsibilities' and 'not giving up when the going gets rough', maybe he could practice what he preached.

 "Hang on, I'm coming down!"  With a flash of lightning, she bolts - heh - down the side of the sinkhole, the panel showing her trail weaving through rocks and outcroppings of steel pipes to reappear beside Firebrand and Witchfinder.  "I  don't  need to hang back, and- and  don't call me Sparkles! "  In another flash, she darts over to the prone Knight Prime, flopping herself down to sit on his chest and shoot him a cocky smirk.  "Hope you didn't think you were mighty, cause oh boy have you fallen. Now while we're here, mind telling me what you needed that  thing  for? Hey, if you cooperate, maybe I can put in a good word with- I dunno, whoever's gonna show up to haul your butt to jail. Maybe they'll give you a nicer cell. After all, you've already lost - not much left to lose, is there?" 
 
 Spoiler: OOC 
I'm thinking I'd like to  provoke (rolled 10)  Knight Prime into telling us why he brought a sonic drill capable of caving in an entire street to a newly-built shop square.
 
Astus
 Sunbird 
 Conditions:  Angry
 Potential:  1/5

 
 Spoiler: Labels 
Danger: +1
Freak: +0
Savior: +2
Superior: +1
Mundane: -1
 

 
 Spoiler: Moves 
 Get Off My Cloud: Whenever you reject the Influence of a Hero who tries to impose their expectations upon you, use this move instead of Reject Influence. Roll + Danger. On a
miss, they shift your Labels or mark a Condition. They may make a demand of you. On a 7-9 choose one, on a 10+ choose two:
rebuff their expectations and clear a Condition
temporarily lock a Label of your choice until time passes
clear Influence, shift one Label up and another Label down
make a demand of them

Go Your Own Way: When you respond to a threat or obstacle in your own way, roll + Savior. On a miss, you make the situation worse. Expose a flaw, give ground or give the opposition an Opportunity. On a hit, you distinguish yourself. On a 7-9, escalate the situation. On
a 10+, clear a Condition or mark Potential.

Tom’s Diner: Whenever you clear a Condition by taking its associated action with a teammate, you may spend one team to clear an additional Condition, add a Team to the Pool, or give them a Potential.
 


Sunbird was internally celebrating until Firebrand shook them out of their thoughts.  "Sure thing Fire! Let's getting going th.."  We see a panel of what causes Sunbird to trail off which is the building collapsing. The next panel is Sunbird flying forward to look at the new sinkhole, bright leathers notable against the rubble. Trying to see if any of her teammates are caught up on this sudden mess. Really hoping they're not, while fearing they are. An expression of worry showing despite her attempt to conceal it. The concern was very real though, as Sunbird tried to think positively.

 
 Spoiler: OoC 
I got a 10 for for Assess the Situation so I'll ask what here can I use to help my teammates that fell in and what here is the greatest danger.
 
D.Credibility
   Sloth    the Royal
   Conditions :  
    Potential:    0/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +1
Savior +1
Superior +2
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  ItÂ’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GMÂ’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 


Sloth is feeling pretty good about themself, smirking a bit at Umbral Cat, even allowing themself a little bit of a smug look--
 
 RUMBLE  

Sloth stops, blinking.

 "...I didn't touch ****..." 

And the rooftop begins to crumble beneath them, causing Sloth to grip tightly onto the only semi-stable object nearby: the turret. They've fallen before, of course, even been in a building that collapsed once or twice, so being  on top  of said building is a definite improvement to that unwelcome state of affairs...but it's still a pain. It's like that thing you've done that you hated. You know you'll survive, but it's not going to be fun for anyone involved.

 "Get them off of here!"  Sloth shout without thinking to their flying tag-along, pointing wildly at the nights at the at the knights as they grab onto the turret, hoping the small structure of the thing will, at the very least, provide  some  protection from what's going to come.

 "Swear to god if I find out those idiots had something to do with this..."  they grumble as gravity takes hold.

 
 Spoiler: OOC Actions 
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure
 Potential:  1/5

 
 Spoiler: Labels 
 
 Danger: 0 
 Freak: 0 
 Savior: +2 
 Superior: +1 
 Mundane: 0 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.
 
 
 


The good news was he did, in fact, hit the guy. The bad news was basically everything that came after that. The weapon went off, blasting holes everywhere, and apparently destabilized the building enough to send them all plummeting down a hole. He was already tumbling down before he had a chance to teleport, getting caught up in all the rubble. It took a moment for him to reorient himself, coughing up dust in the process.

Just as he was starting to get up, Firebrand was by his side asking if he was okay.

 ”Yeah, yeah, I’m alright,”  he says, giving a few more coughs to finish clearing up his lungs. He could feel a tug on his cape, suggesting it was stuck under a rock. Well, that was what the easy detachment was for. Once things were secured he could come back and get it. Still, it was just one more bit of annoyance on an attack that just went all kinds of belly up.

 Way to go, ‘Witchfinder’. You couldn’t disarm the bad guy, and now look at all this property damage. Bet one of the hostages probably got hurt too, and now you had to go and get ‘rescued’ by your teammates. 

He stands up, brushes himself off, and tries to suppress any remaining look of annoyance on his face as he watches Livewire sit down on the enemy.

 ”Careful, there, Livewire. We should probably get some actual restraints on them before we start with all the gloating.” 

Proper procedure first, then gloating, then obviously the important part.

 ”And once that’s done, we can probably do a little interrogation before everyone else shows up. 
 
 Spoiler: OOC Action 
 
Razade
 Pool:  1


  The Team, Knight Prime and Umbra Cat: The Bottom  


Be you hovering over the gaping pit, hanging from turrets or at the bottom of said pit, the hostage situation is at the very least resolved. A flood of civilians rushes out the backdoor of the building and into the waiting arms of the cops that have the place surrounded. Giant gaping pits are outside their pay grade however so don't expect them to rush in and give any of you big shot heroes a hand. Unfortunately a giant gaping hole is probably not what the developers of this nice new hotspot in Karakuri were hoping for and while you're not the cause...you're certainly going to get some of the blame.

The panels descend, alongside several of our heroes, to the bottom. This isn't some random sinkhole, something like that really couldn't exist in Karakuri Town. A hole will inevitably lead to one of the many now defunct tram-lines that crisscross the once dead city's underbelly, a gamble if it would be flooded, filled with ghosts and demons or both. With the cleansing of the city and the return of civilization to the city's shores the vast and cavernous tunnel you've all fallen into is at least dry and demon free. If it weren't for the piles of rubble and the twenty foot drop it might even be pleasant down here. Also not much of a trap considering the rest of the team and their powers.

The panels inch in further as Livewire settles on Knight Prime's chest, who probably wasn't going anywhere any time soon anyway what with the several story drop in heavy armor. A laugh, brittle and weak, escapes the villain's helmet though they make no real move to push the wily teen off his chest.  "Why would I cut a deal with you? We haven't lost yet, what we were digging for's exposed and I've still got back up to go and get it. I'm  exactly  where I need to be." 

As if on cue, the panels zoom up to where Sloth hangs precariously, the Knights also not having a great time of it on the slanting roof. Umbra Cat however seems quite at home on the near vertical incline.  "Oh! Are you talking to me?"  she asks as Sloth calls for help, slowly goat-walking her way over to the teetering sound cannon. With a kick, she sends the sound cannon and presumably Sloth over the edge before disappearing in a puff of smoke. It's a short hop as she reappears near one edge of the tunnels down below, taking a bow.  "You've been wonderful Knight but I think this is where we part ways. Have fun with the heroes."  She then takes off down into the darkness.

 Mission Start 
 - Keep collateral to a minimum 
  - Find out why the Knights have taken this move
- Save civilians   
 Mission Critical 
- Stop Umbra Cat

 
 Spoiler: Sunbird 
If it's not clear, Knight Prime is in the greatest danger, and the team should be able to get themselves out of the sinkhole on their own or with the help of flyers and speedsters that the team has on hand.
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
    Potential:    0/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +1
Savior +1
Superior +2
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 


Sloth had even made the mistake, shortly before Umbra Cat reveals her true colors, of reaching out for help...only for their eyes to open imperceptibly wider as a super boot sends them teetering over the edge.

As they hang there for just a moment in frame, they sigh...and in the next frame, as they and their safety turret plummet three stories down, they are replaced in-frame by a text box saying  "...knew I shoulda stayed in bed..." 

Cut to the rest of the team on the bottom of the sinkhole, wrapping up with the supposed ringleader of the supposed hostage situation, talking amongst each other how best to close out another 10/10, 5-Star Heroic Rescue (tm)...

...next frame, a turret with a Sloth comes crashing down in the background with a streaming word bubble following them down with censored out wingdings font, leaving the actual stream of curses to the reader's imagination.

 
 Spoiler: OOC Actions 

Take a Powerful Blow: 7 - You struggle past the pain; mark two conditions (Sloth is  angry  and feels both stupid and  guilty  for trusting Umbra Cat)
 
Comissar
    Firebrand    
  Conditions: 
 Potential:  1/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.
 


As Livewire joins the rest of her team in the pit and declares her intent to fight, there's a close-up panel of Firebrand in the background looking up in surprise. Her friend's declaration left her feeling a measure of embarrassment, she hadn't been intending to irritate Kaylee. Witchfinder's response helped get her head back in the game. She rises to a standing position alongside him and watches the Knight warily. The abrupt arrival of Umbra Cat caught her off-guard.

" There's another one? " Scowling, Firebrand launches herself forward to chase after the rapidly disappearing new arrival, calling out to her team as she ran past them, " You guys keep an eye on the Knight! Livewire, you with me? " The panels show a close up of her face-on, the team in the background slightly out of focus as she runs after Umbra Cat. The plummeting Sloth along with the turret they were clinging to visible in frame mere moments from hitting the ground.

Despite her own athleticism, it quickly became apparent that Firebrand wasn't gaining any significant ground on her quarry. Her face set in a grimace as she focuses, Firebrand begins to jump as she runs, flinging her hands out behind herself as she fired out jets of flame to propel herself forward through the air. The bounding leaps enable her to close the distance as she vaults over Umbra Cat and skids to a halt in front of her, raising her hands into a fighting stance as she does. " That's as far as you go, howsabout you and I head back up and we'll talk about what you were looking to get from blowing a hole in the ground..? "

 
 Spoiler: OoC 
Rolled a 12 to Unleash letting Firebrand use her flames to boost herself fast enough to catch up to Umbra Cat. There is, of course, no obligation for her team to listen to her directions.

Also marked 1 potential because Birthdays are a thing Kyle likes to reward.
 
SkipperChips
   Livewire    
Conditions: Afraid, Hopeless, Insecure
Potential: 2/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 1
 Savior : -1
 Superior : 2
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.
 


Livewire jumps to her feet, the smirk on her face twisting into a grimace. She had all the cards here, not this ... pile of armor! Why was  he  snarking at  her  like that?  "No way I'm just leaving this bag of bolts alone! There's still something he's not telling us!"  In a flash, the next panel shows a bolt of lightning in Kaylee's hand, leveled at Knight Prime's nose. "What  exactly  were you here for? What were you planning on doing with it? And what's  she  got to do with all this anyway? Come on, speed it up, I'm getting impatient!"  Her foot taps next to the knight's head, the sparking blur casting a pale glow onto his helmet.

 
 Spoiler: OOC 
Maybe a  pierce ? That's what I was aiming for, but I'm not 100% sure it fits.
 
D.Credibility
   Sloth    the Royal
   Conditions :  
   Potential: [/COLOR]  0/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +1
Savior +1
Superior +2
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 


From the smoldering ruin where the turret and Sloth crashed down, a squiggly voice bubble appears,  "...don't worry, I'm fine..."  Sloth grumbles, finally clawing their way out of the wreck.  "I'd be even more fine if someone went to get the you-know-what that played me...I'd consider it a personal favor if you pushed her off something very high as well..."  they cough, spitting out dust.

 "Someone mind telling me what the hell you guys dragged me into  this time ? Or is this just the H-E-R-O gig at its best?" 
 
 Spoiler: OOC Actions 
 
Razade
 Pool:  1


  Firebrand, Umbra Cat: Down the Tunnel  

Firebrand's flight takes them flaming down the former corridor, face to face with the now revealed foe that is Umbra Cat. Here where the sunlight is dim, the villainess seems slightly less worried than one generally ought to be when facing down someone like Firebrand even as they skid to a halt.  "It was only supposed to be a little hole until you and your friends showed up but here we are."  Umbra Cat taunts, taking a step back and away from Firebrand with her hands up.  "I'm afraid I have a date down this tunnel though, how about we talk then? In the meantime, why don't you and your friends learn to play nice with my pets?" 

From the shadows two large panther-like forms draw forth, wispy and thin though their razor sharp claws look real and dangerous enough. Both charge Firebrand, snarling and hissing as Umbra Cat dashes down the corridor once more, descending further into the darkness.


  Livewire and the Rest, Knight Prime: Bottom of the Hole  

Knight Prime doesn't budge as lightning and feet threaten them, probably a wise move considering the danger posed by both.  "They buried this place. Don't you think it's weird that everything else got cleaned up enough to use but they're building new tunnels for the Azure Way? Do these tunnels look in bad enough shape not to reuse?"  The tone to the question is rhetorical. Even with a giant sonic cannon blasting a hole into them, the former rail tunnels look none the worse for wear now the water and ghosts are gone.

 "It's because the Kusanagi got'em. After Eibon was defeated, and the city was cleansed. They knew something was down here..."  The panels then leave our teammates, following after Umbra Cat. Panel after panel shows darkness, eyes and vague shapes following along, afterimages...things that once were but were no longer...until she breaks into sunlight. The room is large, circular, it's function a mystery covered over by craftsman. The ceiling above has a large glass skylight, the walls plastered over. A small walkway, which Umbra stands upon, lines a larger lake and at its center a small island covered over in grass. Two trees, their boughs twisted into a single thing, stand proud and thriving over a statue whiter than alabaster, seemingly crafted from light itself with its shine. A beautiful woman, her eyes turned to the sky above, her feet bare, the grass threading around delicate toes and winding up curved ankles as if the statue itself was grown from the very earth and soil. A text box hangs on the next pages, a double spread showing a shot of the entire large room from a birds eye perspective.  "They knew the Seeds of Darkness were planted here."
 

The panels return to Knight Prime, a shot of his masked face, reflecting Livewire's own angry visage back at them, the next panel, its own owner's face obscured.
Comissar
    Firebrand    
  Conditions: 
 Potential:  1/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.
 


Firebrand scowls as Umbra Cat ignores her attempt at ending things peacefully. She starts to chase after the shadow-empowered woman with a yell of " Hey!  Hey!  " before having to quickly come to a halt as her route is cut off by one of the two shadow beasts. The viewpoint changes to an overhead panel, now showing Firebrand carefully watching both of the beasts. The light from her flaming fists casts a warm circle on the ground around her, the two shadows cast from the flickering light stretching out and dimming as they reach out to the darkness encroaching on her. A discrete text box appears in the corner with a chibi version of Firebrand's scowling face. The contents of the textbox are censored.

There's a beat panel as the three combatants size one another up. Then Firebrand is in motion moving toward the closer shadow-beast even as both bound toward her. Her best chance lay in taking one down ahead of the other rather than trying to fight both simultaneously. As the closer beast lept, she attempts to side-step, shifting her weight as she bought her leg around in a kick aimed at the beast's flank. With both beasts now in front of her rather than on either side, she then gives a wordless yell and uses her momentum to spin toward them and punch toward the two, fire flaring from her fist in an effort to cow them.

 
 Spoiler: OoC 
Rolled a 10 on a Direct Engage.

Choosing to Create an Opportunity for Allies and Impress/Surprise/Frighten the Opposition
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure
 Potential:  2/5

 
 Spoiler: Labels 
 
 Danger: 0 
 Freak: 0 
 Savior: +2 
 Superior: +1 
 Mundane: 0 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


And once again things started falling apart as everyone ran off to go do their own thing. Sure, chasing after another individual involved in this breakdown wasn’t a bad idea, but it’d be nice to have a moment to actually establish some protocol and get everyone on board first. Instead, Firebrand ran off to chase, Sloth came crashing in swearing up a storm, and Livewire was about five seconds away from electrocuting the suspect. At the very least, though, it was giving a chance for him to play the ‘good cop’ in the duo.

 ”Hey, calm down there Livewire. Probably best we don’t send a million volts of electricity through the suspect,”  he says, a calming tone as he puts a hand on her shoulder to physically assert the request just a little.

That said, there was a lot of information being spilled out here. Most of it was just some of the past history of the area. Ghosts and ghouls did make people rather uneasy, even if they were technically cleansed. That last little bit, however, was some new information that was going to need some follow through. Might as well try and salvage some big news out of this disaster of a mission. He could already sense the chewing out he was going to get for all this public property damage.

 ”Alright, well, that sounds like something really big and important. Why don’t you tell us why it was so important to get that it was worth holding this whole place hostage?” 
 
 Spoiler: OOC Action 

Rolled for Pierce the Mask, got a 3 (woo). So that’ll be +1 to Potential
 
D.Credibility
   Sloth    the Royal
   Conditions :  
    Potential:    0/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +1
Savior +1
Superior +2
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 "Beg to differ...I can't think of anything I'd rather do than watch Sparkles charge this ******* up like a battery until his head pops." 

Sloth is grumbling and rolling their shoulder, walking from the wreckage. Their clothes are ruffled and dirty, tattered in some places, but they seem relatively unaffected - no worse for the wear, even after falling down several stories.

 "One of you jerks gonna tell me what you dragged me into this time?"  they continue as they square up with their "teammates",  "or'm I gonna have to play 20 questions. Gotta warn you, I'm pretty good at it." 

They do not look like they are in the mood for 20 questions.

 
 Spoiler: OOC Actions 

Christmas Advance: One of the various "new ability" advancements, taking "Super Strength and Durability" from the Newborn Playbook
 
Razade
 Pool:  1

  Firebrand, Shadow Monsters: Tunnel  

The firey display from the fighter certainly gives the shadow beasts something to think about, though kicking through the one is more like kicking soup than some physical thing. Physical or not, the light from the flames keeps the two beasts at bay, snapping and snarling as more gleaming eyes fill the darkness behind them.


  Witchfinder and the Rest of the Team, Knight Prime: Big Hole  
 "Why don't all of you run back to your handlers and see how fast you're taken off this case."  Knight Prime shoots back, stone faced behind their metal face.  "Your threats and your connections don't mean a thing, this isn't your city...you'll see that soon enough. I'll give you some friendly advice though. Head back to the mainland and keep your nose out of this. You and your Sin friend." 
SkipperChips
   Livewire    
Conditions: Afraid, Hopeless, Insecure
Potential: 2/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 1
 Savior : -1
 Superior : 2
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 


Livewire shrugs Witchfinder's hand off her shoulder, shooting him and Sloth an annoyed frown.  "Alright, I'll play. Question 1 -  don't call me Sparkles."   She rattles off 19 more questions(?) at super-speed, the words on the page blurring and layering over each over to the point of incomprehensibility.  "There, done. Now, if you'll excuse me, I'm gonna go find Firebrand and those 'Seeds of Darkness'. No idea what they are, but if the Kusanagi were after 'em, they've gotta be something interesting."  After a few stretches she disappears down the tunnel, her arcing trail lighting up its old stone walls.

After a few panels of Livewire running into dead ends or doubling back on her own lightning bolt, she eventually comes across Firebrand, facing off with a horde of shadowy cats. In an instant, she's everywhere, arcs of lightning filling the tunnel with a blinding light. Multiple bolts cross the space between Firebrand and the cats, barring them off from advancing even as the light assaults them from all sides.  "Looks like I got here in the nick of time, huh?" 
 
 Spoiler: OOC 
Rolling an  Unleash  for this. EDIT: Roll was a 2, let's  go 

Christmas Advance: Taking  Stop Hitting Yourself!  from the Worst Generation's Delinquent moves.
 
D.Credibility
   Sloth    the Royal
   Conditions :  
    Potential:    0/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +1
Savior +1
Superior +2
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 


Sloth paused when they were called out by their supposed prisoner, who was acting like anything  but  a prisoner in that moment. It was all too easy to believe, in a situation like this, that you had won, but if there was one thing Sloth had learned from Pride and Envy and their ilk over the years, it's that dangerous, competent people never acted like they had an ace up their sleeve  unless they had an ace up their sleeve. 

And all too annoyingly, villains usually did while heroes often found their hands tied.

Sloth takes a moment, meeting their supposed captive's gaze, languid brown eyes narrowed as they try to figure out which ace it was that this jerk had up  his  sleeve...but he was a blank page, and Sloth was getting impatient.

So the question now is how to proceed...bluff?

Or find an ace of their own?

They open their mouth to tell Livewire to just go ahead and light him up...but she was already gone in a flash of light and energy.

 Exhausting. 
 "You seem to be arguing awful hard to convince us you're of absolutely no use,"  Sloth says as they approach, head high, looking down their nose, down their  chin  at him, like they'd seen Pride do so often,  "Weird play. Gonna have to let me know how that plays out for you." 

They reach down, utterly ignoring Witch Hunter in that moment, grabbing him by the throat and hefting him up above their head.

 "Wanna find out what it feels like to starve to death in your sleep?"  they ask with a cold edge to their usual apathetic voice.  "Spoiler: It doesn't feel like anything. You'll just nod off an never wake up. Blink and your eyes won't open again. How's that feel? Knowing every blink could be your last?" 

...well, at least Sloth is still giving Witch Hunter an opportunity to play good cop!

 
 Spoiler: OOC Actions 

Pierce the Mask (-2) = 1
Potential = 1/5
 
Comissar
    Firebrand    
  Conditions: 
 Potential:  2/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger
 


Firebrand watches the shadow beasts warily, their fight having broken down to a delicately balanced moment of respite. The slowly increasing number of eyes in the dark was a real concern, but they didn't seem willing to approach her as long as she kept the flames between them. Slowly, warily, she started backing along the tunnel toward the direction Umbra Cat had escaped to. And then Livewire burst through to join the conflict, all motion and flickering electricity.

Her teammate's sudden arrival, as well as the rapid-fire light show, catch her off-guard and she reflexively shields her eyes, flames disappearing from her fists as she does. The lighting in the tunnel turns erratic, without the mediating effect of her flames, the flickering electricity provided inconsistent light and sharply defined shadows. Firebrand's eyes widen as she jumps to a conclusion on how this could impact the shadow beasts.

"  Kaylee!  Get back! " She reaches forward, attempting to predict where her teammate would be and tries to grab her arm to yank her to safety. At the same time, she swings her other hand back forward and attempts to recall the flame that had been holding the creatures at bay before Livewire's arrival.

 
 Spoiler: OoC 
Rolled a 5 on a Defend, so marking potential and awaiting consequences.

Also will be taking  Teenager with Attitude  from the Ranger playbook for my Christmas advance.
 
Razade
 Pool:  1

  
Firebrand, Livewire, Trouble: Tunnel   

The large beasts seem to absorb everything thrown at them as Livewire appears on the scene, their bodies rippling and shifting under the assault much as they did with Firebrand's own kicks and flame. The darkness behind them only seems to grow, teeth soon accompanying the many and multiplying eyes in the darkness of the tunnel beyond. With a roar, the tunnel shakes and the shadows surge forward, gutting any flames that might come to Fierbrand's hands.

The panels return to the mouth of the tunnel, in the distance we can see the rest of the team and Knight Prime and then suddenly shadows explode from the tunnel entrance like a horde of bats escaping into the night, carrying Firebrand and Livewire along with it in a torrent. Roars echo down the hallway as the shadows disappate in the sunlight streaming down from the hole but the cascade doesn't seem to be letting up.

 
 Spoiler: OOC Livewire and Firebrand 
You already rolled your Powerful Blows.
 

  Sloth, Witchfinder, Sunbird, Knight Prime: Hole  
 "There are worse things than death in this world. The Truth revealed that much. I've nothing left to say to any of you heroes. You won't be apart of this when the real heroes show up anyway."  Knight Prime practically spits the words at your feet. The sound of conflict ringing down the tunnel has grown louder at this point and the sudden explosion of shadows and predatory eyes throughout the tunnels you find yourselves in are probably a sign. A sign of what, who knows, in this town. But a sign.

 
 Spoiler: OOC Witchfinder, Sloth, Sunbird 
Knight Prime is using his Influence on you. Roll to Reject or shift Savior down and Danger up.
 
Comissar
    Firebrand    
  Conditions: 
 Potential:  3/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger
 


The panels tracking Firebrand's ejection from the tunnel alongside Livewire are chaotic and jumbled. Brief flashes of fire and desperate efforts to avoid getting seriously hurt give some purpose to her tumbling, though ultimately she's powerless to do more than protect herself as she's launched back into the chamber she'd first dropped into. Cradling the back of her head with her hands before she hits the ground, Firebrand finds she's fortunate enough to land on something softer than the solid rock floor she'd been expecting, though she still ends up on her back as she hits the floor.

Her attention snaps back to the tunnel entrance, tuning everything else out as she tenses ready to try and fend the shadows off again. But... "  The sun..?  " A glance up seems to confirm it, the raging beasts unable to enter the sunlight, "  They're trapped in there, then...  "

Belatedly, Firebrand realises the soft thing she'd landed on was trying to move. Glancing down, then quickly getting to her feet, she offers a hand out to Livewire, ready to help her back to her feet, " Sorry, you ok? You look red, I didn't burn you, did I? "

She looks back to the now inaccessible tunnel, to the surrounding ones, then to her other teammates. " That lady was after something at the end of the tunnel, and she's strong enough to summon these things. No way it can be good. I'm thinking we try and head her off using one of the other tunnels, unless you guys have any suggestions..? "

 
 Spoiler: OoC 
Potential marked for rolling a 5 on Take a Powerful Blow
 
SkipperChips
   Livewire    
Conditions: Afraid, Hopeless, Insecure
Potential: 4/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 1
 Savior : -1
 Superior : 2
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 


Sparks and flashes of light from within the clouds of shadows are the only indicators of Lightwire's presence in the panels documenting Firebrand's forceful removal from the railcar tunnels. A few contain bolts of lightning flying off in different directions. The last one, however, quite clearly shows her getting forcefully ejected onto the sunlit ground - just in time for Firebrand to come crashing down on top of her. Her shriek of indignation is silenced by Firebrand's back, and it's not until she finally removes herself that a word escapes Kaylee's lips.

 "-OW!"  Kaylee rubs her nose as she sits up.  "Watch where you land next time! Your butt nearly crushed me!"  Her other hand drifts up to her cheek, feeling ... was that heat? Oh god, was she- quick! Divert attention!  "And- yeah, I bet you did burn me a little bit! That's gotta be why my face is all red! Those flames of yours are hot!"  Avoiding Firebrand's outstretched hand, she pushes herself up to her feet, looking back towards the tunnels.  "If we gotta cut her off, I'll try to find my way around her. I'm the fastest one of us here, so if anyone can do it, it's me. You guys could just follow the lightning to catch up." 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  3/5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


Apparently this guy was just not going to collaborate but just rant and insult them. Unfortunately, emotional regulation was something he was still kind of getting control over. Since was part of Monsoon, getting treated like this felt a little insulting, and the grimace on his face signaled pretty well that it was bothering him.

 ”Hey, I’m a fully fledged Monsoon member, buddy. I am perfectly capable of...” 

Before he could say anything else that essentially amounted to whining about his authority not being respected, the group of themselves found a wave of shadows exploding towards them from the tunnel the other two had gone down. The sunlight in their hole was apparently keeping them safe, but either they needed to get out of the hole or somehow get through to go help the others. But they also had a prisoner to deal with.

 ”Uggggh,”  he said, face in hand as he thinks through anything.

 ”Of course we get a bunch of shadows attacking us when our light person is gone, and none of us got a way to clear that mess out.” 

He walks back and forth as he thinks.

 ”Look’s like we’re just going to have to trust Firebrand and Livewire can handle it as their powers are better suited to dealing with...that.” 

He motions at the shadows.

 ”And we’ll have to stay put till reinforcements arrive to deal with them.” 

He motions at Knight Prime.

 
 Spoiler: OOC Action 

Reject Influence roll failed: marked Angry, Savior Down &amp; Danger Up
 
Astus
   Sunbird   
 Conditions:  Angry
 Potential:  1/5

 
 Spoiler: Labels 
Danger: +0
Freak: +0
Saviour: +2
Superior: +2
Mundane: -1
 

 
 Spoiler: Moves 
 Get Off My Cloud:  Whenever you reject the Influence of a Hero who tries to impose their expectations upon you, use this move instead of Reject Influence. Roll + Danger. On a miss, they shift your Labels or mark a Condition. They may make a demand of you. On a 7-9 choose one, on a 10+ choose two:
-rebuff their expectations and clear a Condition
-temporarily lock a Label of your choice until time passes
-clear Influence, shift one Label up and another Label down
-make a demand of them

 Go Your Own Way:  When you respond to a threat or obstacle in your own way, roll + Savior. On a miss, you make the situation worse. Expose a flaw, give ground or give the opposition an Opportunity. On a hit, you distinguish yourself. On a 7-9, escalate the situation. On
a 10+, clear a Condition or mark Potential.

 Tom’s Diner:  Whenever you clear a Condition by taking its associated action with a teammate, you may spend one team to clear an additional Condition, add a Team to the Pool, or give them a Potential.

 Sins of the Past:  When you try to atone for the actions done by your family, roll + Savior. On a miss you’ve made things worse either by salting old wounds or complicating uneasy truces. On a hit, you’ve helped provide absolution. Either hold 1 or shift your Savior up and another Label down, your choice. Spend hold to call in a favor when you need it most. On a 10+ gain potential.
 


The panels zoom in on Sunbird in succession as she reels from Knight Prime's words. Then we see a thought bubble above her head, with a simple question:  "What would Dad say?  And with that, the right advice comes to mind immediately.  "Take a deep breath, and think more clearly Aiko. You will know what to do next"  came words in her father's soothing voice within her head. The panel shows Sunbird take a deep breath, with the following one showing her determined eyes now she knows how wrong Knight Prime is.  "Oh we'll be here, and deal with this no matter what you think big guy. You're only saying that so we think you don't know anything more."  Sunbird walks over to Knight Prime confidently, the panels focused on her stride. She leans down to the downed villain, her determination showing in her eyes behind the mask of her tradition.  "So spill, because you're not fooling me."  We saw one last panel of Sunbird standing there defiantly, the textbox above her reflecting her resolve and confidence.

 
 Spoiler: OoC 
Got a 7 on Reject Influence, so Sunbird will shift Superior up and Danger down as she tries to take the smart approach. The label changes are already reflected above and on her sheet. Which is then followed by a Provoke of 11 on Knight Prime, she wants him to tell everything he knows about this.
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +1
Savior +1
Superior +2
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


"Good thing staying put is literally my specialty," Sloth mutters, still holding Knight Prime by his neck, though their eyes flick to the waves of darkness...and their newly returned "friends" complaining about butts.

"Looks like the gang's all here," they mutter. "Seriously, someone mind telling me what you got me into this time? Still waiting for my explanation..."

 
 Spoiler: OOC Actions 
 
Comissar
    Firebrand    
  Conditions: 
 Potential:  3/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger
 


Firebrand gives Livewire a strange look at her comments and her refusal of the hand up. She retracts her hand and nods, " Yeah, sorry. I'll be more careful next time. " Turning her attention back to the shadow tunnel, then over her team, she spots Sloth for the first time. Brightening up, she gives an expansive wave and calls over " Hey! Sloth! Good to see you! "

" So! Short version, some shadow-powered chick is trying to get at something deeper in the tunnels, don't know what. We tried chasing her and she did  that . " Firebrand jerks her thumb at the tunnel mouth, " Livewire's probably the only person who can catch up to her now, and she'll have to detour, but we should probably all follow in case she needs back up. "

Her gaze falls on the stricken Knight. " ... I don't think  he's  going anywhere. As long as he's stable, I think we should just come back for him later. Shadow girl's gonna have the same answers he'd give us anyway. "

She looks up to the rest, " Any questions? Objections? If not, we should probably get moving. "
Razade
 Pool:  1


  The Team: The Hole  

Any lingering questions would have to wait as the shadowy trail of the monster dissipates more and more into the streaming sunlight from above. The distract, and threat, now gone and the perpetrator of the hole in question subdued there's only one direction forward and at Firebrand's lead it would seem. The tunnel is clear of the shadows as you all walk down its salt stained lengths, nothing really ever gets the smell of water rot out and the moldy smell hangs heavy in the gloom.

Soon enough however you spill out into the sunlight glade, your target on the edge of the pool that sparkles with sapphire hues in the light that filters in from above. She doesn't look like she's geared up for a fight however, slumped and on her knees, arms out on either side and limp. Her head turns to you as she hears your approach, a look of defeated resignation on her tear stained cheeks.

 "They're gone." 

Her voice, so defiant and snarky before, is cracked and strained.

 "The Seeds of Darkness...they're gone." 
   End Issue One.   
Razade
        Issue Two
We Are Each A Bonfire   
 The cover of Issue 2 of A New City shows the continuing hustle and bustle of Karakuri Town as it's rebuilt, a shot of the former rail tunnels converted into shopping districts with similar large holes punched through streets and designed around to let people move between them, new rails dipping down below to deposit people. The cover shows that a new can do spirit has grown in Karakuri Town. All the faces are bright, even those that hide in the shadows and dark corners of the new underground shopping centers.  

It all ends so quickly. The chase, the fight, perhaps a momentary sense of stopping the bad guy from doing the bad thing. It's all so short lived.

Other heroes, you know the ones, the ones that haven't had to climb their way up the ranks, not actually part of The Worst Generation, show up not too long after you get everyone gathered up in the hole. Yes, they blame you for that. No they're not particularly keen on listening to your arguments on how it isn't your fault and even with the presence of Witchfinder, there's only nominal lip service given when they do spare the time to entertain overtures from you. It would seem that the warning Knight Prime gave, that this was soon to not be a you problem, held true. Which raises all sorts of questions like, why is a villain giving you more information than the people on your side or what's so dangerous about all the goings on of the afternoon that none of you are even allowed within breathing room of it now that the big shots are here to clean up.

Questions you'll have to discover on your own it seems because as soon as they arrived, the heroes left. They didn't even offer you help out of the hole! You all manage to get out anyhow and for the most part the team seems unhurt. A few grateful words from the former hostages and police are all the praise you're going to get here. Crisis averted, you're all now free to go wherever you wish! Where do you feel the first port of all would be for your characters, how do you get there and who do you expect waiting for you when you arrive?
Comissar
    Firebrand    
  Conditions: 
 Potential:  4/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger
 


The falling action of the fighting and capture of Umbra Cat is covered in a few brief panels for Firebrand. Her racing through the tunnels to try and get to Umbra Cat. Standing in confusion at the sight of her defeated and in tears. Her watching Witchfinder and Sunbird work at ferrying the others back to the top of the hole. Being carried herself back up by Sunbird, trying not to feel too self-conscious at the bridal-style carry. Getting irrate and angry in the background as older heroes arrive to take away their captives while Witchfinder attempts to smooth things over. And finally, arms folded and scowling as she stands with the rest of the team, now on their own.

" Tch. " Letting out a frustrated breath, Stephanie unfolds her arms and rolls her shoulders, " Well, whatever, good hustle guys. Looking forward to the next one. " She walks over to Kaylee, looking her teammate in the eye, " A word before you split? "

Leading Kaylee off to one side, Stephanie waits until they're somewhere without too many people around then rounds on the speedster. " Hey, Kaylee, you wanna tell me what the he  ll's wrong with you? You've been acting out ever since that Knight knocked you on your a  ss. Do you  plan  on telling me? Am I gonna have to get you in a lock before you do? " Her last comment is punctuated by a shove to Kaylee's shoulder, Stephanie's frustration at Kaylee's snaps and jibes during the mission starting to boil over now that they were no longer having to focus on trying to chase down a villain.

 
 Spoiler: OoC 
Marked a potential from End of Session moves, also marked Insecure following Livewire's attempt at shifting labels.

Then rolled a 14 for Talk No Jutsu on Livewire, letting her Mark Potential/Clear a Condition/Shift Labels if she opens up to Firebrand. Firebrand will also clear a condition with her roll, re-clearing the Insecure she'd otherwise be marking. Though I think I may have jumped the gun a bit with the roll. With GM permission, I'll let Livewire have a moment to respond, then post the outcome of the roll in my next post.
 
D.Credibility
   Sloth    the Royal
   Conditions :  
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 


Sloth wishes they could say they told you so...so they do. The moment they are deposited on the ground floor of the disaster that they didn't cause but was caused around them, they turn to the team.

 "I can really see why you wanna do this hero thing now,"  they say in a dry, unamused tone, their word bubble dripping with cold cynicism.  "It's so rewarding and personally fulfilling. I think I shall clear my personal calendar from here to eternity so we can do it every single day." 

They fish out a pack of cigarettes and sigh...they're all mangled. They find one that's at least not broken in two, merely twisted into a shape unbecoming of a cigarette, and pop it into their mouth, patting their pockets for a light. The frame shifts to show them glancing at their teammates as they briefly consider asking Firebrand or Sunbird - hell, Livewire could probably cause fire with her zappy zaps - but seems to decide that might be taking the schtick too far.

Besides, Firebrand pulled Livewire away to have a personal talk - possibly about butts, given the goings on in the tunnel (even Sloth had to admit it was a compelling topic where both of them were involved)...so they sigh and continue digging through their pockets until they find a matchbook from Pride's nightclub.

 "So...what now?"  they ask through the corner of their mouth as they strike a match and bring it up to the cigarette, shielding the fragile flame with both hands before shaking it out and blowing a puff up into the wind.  "What's the protocol here after the teachers give us demerits for bad performance? We supposed to go sit in the corner? Go to our rooms without supper while the adults clean up our mess?" 

It's hard to tell if they actually believe it's "their mess" or not, but there's definitely a sulky edge to their voice. They are still quite upset at how much Umbra Cat played them.

 
 Spoiler: OOC Actions 
 
SkipperChips
   Livewire    
Conditions: Hopeless, Insecure
Potential: 4/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 0
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 


Kaylee runs around aimlessly as the team is forced away from the Seeds and the tunnels. The panels haphazardly show her slouching with an annoyed frown, arguing with some of the newly-arrived heroes, kicking small pieces of rubble around, and generally causing a mess. She refuses a carry from Witchfinder or Sunbird, instead just running back up the way she'd came and waiting for them at the top. Once the team is reassembled, she hangs around to one side, arms crossed and eyes downcast.

Stephanie's 'request' elicits a surprised-but-annoyed  "Yeah, sure, whatever"  as she's dragged away. She stumbles a little as Stephanie roughly lets her go, but before she can get a word in edgewise Steph's already started in on her. Anger starts to settle in her stomach, burning just a bit too strong.  She didn't get it! She didn't get how it felt.  At the mention of a headlock, though, a tense grin appears on Kaylee's face. Maybe this was her way to avoid having to talk about her problems.  "You know what? Yeah, you will. It's been a while since we've had a real spar. Not really one for losing, though." 
Comissar
    Firebrand    
  Conditions: 
 Potential:  4/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger
 


Stephanie's expression grows more frustrated as Kaylee decides it really was going to take a fight to get the truth out of her. " Fine. But you've not got a choice here, Kaylee. " She shifts into an aggressive combat stance, ready to spring forward, " You've been off your game all day, and I've been on a roll. "

Stephanie rushes forward with no further warning, skidding to a stop as her aggression prompts Kaylee to move in turn. Anticipating the attempted flank, Stephanie is already raising her guard as Kaylee slams a flurry of punches into her side. The blows sting, but aren't enough to knock her down, her focused Ki softening Kaylee's strikes. Igniting her Ki, Stephanie forces Kaylee back with a quick burst of fire between them.

The reprieve is brief, Stephanie shifts her focus ready for Kaylee to come in from the other side, though she keeps her movements more subtle. When Kaylee comes in again, she springs her trap. While she couldn't match Kaylee's speed, she could use it against her. Leaning backward and bringing her arm up as Kaylee swings in, Stephanie takes a glancing blow across her chin as the punch over-extends. Catching Kaylee's arm with her own, Stephanie twists on her foot and heaves. There's a single panel showing Stephanie and Kaylee in profile. The red-haired brawler framed underneath the speedster as she arcs through the air, electricity trailing after her.

Then, with a heavy thud, they were both on the ground. Kaylee forced face down with her arm twisted up behind her, Stephanie with a knee to her back, one hand on her shoulder, and the other pulling Kaylee's hand high.

" Ok. " Stephanie has a slight breathlessness to her voice, a full morning of exertion beginning to take its toll, " You gonna talk now? "

 
 Spoiler: OoC 
Posting the outcome of the Talk No Jutsu here. As stated in my previous post, Livewire can Clear a Condition/Mark Potential/Shift Labels if she opens up. Firebrand will clear Insecure.
 
SkipperChips
   Livewire    
Conditions: Hopeless, Insecure
Potential: 4/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 0
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 


Despite her desperate struggle, Kaylee quickly finds herself pinned to the floor, her arm held skyward in Stephanie's grip. A gasp of pain escapes her lips at the sudden tension even as she tries to silence it with gritted teeth.  "Yeah - fun fact - getting blown away by that stupid sonic cannon?  Really hurt!  Plus, after he was finished blowing out my eardrums? He barely even gave me a backwards glance. Like I didn't even matter to him." 

The struggling stops as Kaylee's body goes limp.  "You wouldn't get it. You've got it all under control. You're too much of a badass to care about stupid stuff like- like how your parents feel. How they're gonna tear you a new one when you get home. How they're gonna use your butt getting kicked as another excuse to be even more obnoxious, with their   'Had enough fun yet?'  s and their   'Just accept that you'll take over the family business, you're clearly not cut out for this'  ." There's a tired sigh before Kaylee continues.  "There, you happy? You wanted to know what this was all about? Well it's about my stupid, overbearing parents. Like a lame dork." 
 
 Spoiler: OOC 
I wanna hold off picking my option until Firebrand replies, cause I feel like that would affect what option I should pick.
 
Comissar
    Firebrand    
  Conditions: 
 Potential:  4/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger
 


Stephanie eases the pressure on Kaylee's shoulder and arm once her friend stops struggling beneath her. And when she's finished speaking, Stephanie stands and again offers her hand out to help Kaylee up. " You're not lame. "

She rubs behind her neck, other hand on her hip and gaze elsewhere as she tries to work out what to say, " Look. Sometimes you've gotta take hits and just keep going anyway. Doesn't mean those hits don't hurt, but you can't always show that they do. At least in the moment. You'll end up spiralling mid-fight if you don't keep yourself in check. It's why I didn't bring this all up during the action, we needed you as focused as you could be. " She gives a shrug, looking back to Kaylee again, " I've not got the answer for you, though. I don't care that much what my folks think of what I do, but y'know, I don't actually hear from them much anyway, easier to not be bothered about something when you're not shown it. Which reminds me. " She gives Kaylee a gentle punch on her shoulder, offering her a smile, " Sorry for calling you Sparkles. Won't happen again. "
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 4/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 0
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 

 "I don't care about being called Sparkles!"  Kaylee whirls on Stephanie, tears starting to prick at the corners of her eyes.  "And there is no 'just keep going anyway'! There's only so far I can  go  before my parents get sick of me! Before they decide they've had enough and- and lock me up without a key! Chain me to the family business whether I want it or not!"  Her voice starts to crack, either from anger or choking up.  "You don't know what my family's like. They don't listen to me.  Nobody  listens to me in that stupid house. If they want to force me to do it, they'll find some way. All they need is an excuse. And here I am, giving them one."  
 
 Spoiler: OOC 
Cleared Insecure from that C&amp;S, since I think she's primarily Hopeless at the moment. As for the current label shift, I'd like to Reject Influence.
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  3/5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


The thing about being at the bottom of the totem pole in an organization is you’re pretty much shut out of anything. That went double when you were technically an experiment of a supervillain that was taken in basically out of pity / wanting to have some eyes kept on you. So the very cold shoulder he got once the other heroes showed up and basically took everything over wasn’t  surprising  to Colin, but that didn’t mean it wasn’t  irritating .

Not helping his mood was the sense that the whole operation had turned into a mess. Sure, the main objectives were complete; the robbery was stopped and hostages were relatively unharmed. But it came at the cost of extensive property damage, and apparently something really important got stolen while on their watch. And all he really did the whole time was get captured and initiate the attack that triggered the floor collapsing followed by being mocked by the villain they had captured after a failed interrogation. Maybe if he did some more training, work on controlling how far of a leap he could get with the staff…

His thoughts were interrupted by the sounds of a fight breaking out. Glancing over he spotted Livewire and Firebrand wrestling, but it was over before he could really ask about what was going on. Perhaps they were just as frustrated as he was and just were taking it out physically? Made sense, the two were probably the more physical of the group in how they expressed themselves.
That was in contrast to the companion nearest him, Sloth, who was lazily smoking a cigarette and asking what there was to do next.

He resisted the temptation to mention cigarettes were bad for you, on the account Sloth probably wouldn’t care at all.

 ”Uh, well, I probably should go write up a report on what happened for Monsoon, and then after that get something to eat. Probably takeout, maybe eat while writing the report.” 

He had hoped to get involved in the aftermath management, but with the rest of the heroes having dismissed the team he was pretty clueless as what to do next as well.

 
 Spoiler: OOC Action 
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


Sloth had been watching the two fight as well, one brow raised about as high as it could be. Was this "heroic"? Seemed more like something Wrath would do...they would probably like these two. Until they pounded them to paste.

They let the smoke from another drag escape through the corners of their mouth and nose and glance back when Witchfinder replies, then roll their eyes.  "Write a  report ?"  they ask incredulously.  "Wow, you really are whipped...you gonna let them dress you down back at homebase too? Didn't get enough of it from these jokers?" 

They take another languid draw from their cigarette, which is all but falling apart in their fingers, so they sigh and toss it to the ground.  "My understanding of humans is that you only live once. So live a little, Skip. Believe me when I say, when you're on the business end of some psycho ex-knight's spear watching your life flash before your eyes, you're not gonna wish you spent more time at your desk finishing that report you'd been putting off." 

They stomp out the cigarette with another sigh, thrusting a thumb in the direction of the wrestling duo currently bandying words and sharing "life lessons".  "They gonna be at that long? That typical for them?" 
 
 Spoiler: OOC Actions 

Action: Provoke (lighten up, let's do something fun) = 12
 
 Add a team to the pool if you do it 
 Take a condition if you don't 
 
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  3/5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 

 ”I’m not whipped, it’s just standard protocol!”  he contested. It was just generally good to keep a record of the things that happened to review later, provide evidence, etc. A very important part of the process.

Still, they had pushed him out of everything else, and they had his on the scene statement. That was, basically, just the same thing as he’d tell them in a report. If they felt like they needed more then they could have brought him along and kept him in the loop. Besides, he was also supposed to be keeping an eye on Sloth, so he was still technically doing a mission, so no issues, right?

 ”You are still very much missing the importance of reports in establishing chain of events for trials...but they do have my on-scene statement so I guess it wouldn’t hurt to take a break.” 

As for the Sloth’s inquiry about the other two, he gave a shrug.

 ”I guess. They’re both very physically inclined people so it makes sense they’d burn off some steam by engaging in physical activity like that. 
 
 Spoiler: OOC Action 

Accepted a Provoke by Sloth to “lighten up and do something fun” on a 12: Add team to the pool.
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 

 "Ugh...weird,"  they mutter, rolling their eyes, then glancing back to him.  "What about you, Skip? How do you blow off steam? Please tell me it's not by filling out reports--or...wait, wait, let me guess, you alphabetize things."  they grin slightly, their tone a shade off from being offensive, a hint of camaraderie keeping it from being confrontational.

 "Come on,"  they say.  "I gotta replace my cigs, but after that, the world is our oyster. We're young, stupid, and pissed off at authority. I've heard of worse reasons to blow off some steam. I'll even let you pick--though I retain ultimate veto authority if it's lame or a pain in the ass." 
 
 Spoiler: OOC Actions 

Action: Provoke (lighten up, let's do something fun) = 12
 
 Add a team to the pool if you do it 
 Take a condition if you don't 
 
 
Razade
 A Karakuri Town Diner 

The panels show a deserted restaurant, some diner on a busy street in downtown Karakuri Town. Well. Mostly deserted. Several figures sit in a booth far in the back, susurrations of their conversation marked with little lines about the table. Their attention is grabbed by a small jingling bell as the door to the diner opens, a young woman stepping inside, a shadowy cat spilling around their legs before disappearing into the gloom of the building. They’re dressed in a school uniform, Karakuri Town High symbol on their left breast.

 “Looks like we hit a dead end.”  the young woman announces in a sing song voice, the other figures in the shadows remaining silent.  “Warlord’s people aren’t worth the price either. How many do we still have?” 

A figure in the shadows holds up a hand, three fingers raised.  “High Society and Hydra are in Bear City and Planet Fall is on standby. Why?" 
 “Umbra Cat was arrested. Turns out there were heroes pretty quick and the Seeds weren’t at the grave site. Monsoon Knights are out as well. Just trying to figure out a play is all.”  the first woman offers, finding a seat at a nearby booth.

The diner goes quiet for a long moment before one of the figures steps out from the boom. Taller than the first and far less formal wear, ripped pants and a tank top all they’re sporting, motions out one of the sooty windows.  “Did you get a good read on the heroes? Might be good to throw them off the trail. I’ll take the reserves and throw’em under the bus. If they can’t do what we paid them to do, and their leader’s already locked up in some Guardian holding cell, might as well pivot to other options.” 

The first girl nods, glancing out the window.  “Yeah. A Monsoon goon, some gorilla with fire powers. A speedster…she looked familiar but I couldn’t place her. Other two I didn’t recognize, but I don’t think they’re any less dangerous than the known entities. One of them has some kind of sleep power. They might be the most dangerous of the five, I’d take them down on your own. Let the reserves go after the rest.” 

The punky woman only nods before returning to her seat, motioning for the first to join them.  “Guess we should tell the boss…Seeds weren’t there after all.”  someone from the gloom offers before the panels fade.
Comissar
    Firebrand    
  Conditions: 
 Potential:  4/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger
 


Stephanie feels her heart drop as she sees Kaylee's expression when she spins around. Her smile quickly evaporates leaving her looking uncertain, and ultimately she's unable to keep Kaylee's gaze. Rubbing at her forehead, she closes her eyes and sighs, then steps toward her friend with a look of determination and pulls her into a tight hug. She holds the hug in silence for a few moments, a panel holding on a close-up of her face looking pensive. The same panel is repeated as she starts to speak.

" I'm sorry. I'm really cra  p at this 'sharing your feelings' stuff. I get it if you wanna split now. " Stephanie releases the hug, stepping back a short way, " If it helps, I like having you with the team. And, uh, sorry if I made you feel worse.  "
Astus
   Sunbird   
 Conditions: Angry 
 Potential: 2/5 
 
 Spoiler: Labels 
Danger: +0
Freak: +0
Savior: +2
Superior: +1
Mundane: +0
 

 
 Spoiler: Moves 
 Get Off My Cloud:  Whenever you reject the Influence of a Hero who tries to impose their expectations upon you, use this move instead of Reject Influence. Roll + Danger. On a miss, they shift your Labels or mark a Condition. They may make a demand of you. On a 7-9 choose one, on a 10+ choose two:
-rebuff their expectations and clear a Condition
-temporarily lock a Label of your choice until time passes
-clear Influence, shift one Label up and another Label down
-make a demand of them

 Go Your Own Way:  When you respond to a threat or obstacle in your own way, roll + Savior. On a miss, you make the situation worse. Expose a flaw, give ground or give the opposition an Opportunity. On a hit, you distinguish yourself. On a 7-9, escalate the situation. On
a 10+, clear a Condition or mark Potential.

 Tom’s Diner:  Whenever you clear a Condition by taking its associated action with a teammate, you may spend one team to clear an additional Condition, add a Team to the Pool, or give them a Potential.

 Sins of the Past:  When you try to atone for the actions done by your family, roll + Savior. On a miss you’ve made things worse either by salting old wounds or complicating uneasy truces. On a hit, you’ve helped provide absolution. Either hold 1 or shift your Savior up and another Label down, your choice. Spend hold to call in a favor when you need it most. On a 10+ gain potential.
 


We see a few panels showing Sunbird being ready to fight right until the team finds the distraught Umbral Cat and capture her, not knowing to handle this. Then we see her increasing frustration as Sunbird is questioned by more prominent heroes, broken up by panels showing her foot starting to bounce in frustration. Especially once the team is pretty much pushed into a corner in her own opinion. Sunbird looked noticeably less frustrated as she flew Firebrand up, very much trying not to get flustered. And now as she processed all of this and tried not to get frustrated again, she watched Firebrand and Livewire spar. She knew Firebrand just well enough to know sometimes fighting helped her teammate more than talking about things. She got that sometimes, hell maybe breaking something might help her frustration right now. The next couple of panels show her gaze drifting to Witchfinder and Sloth, catching a bit of their conversation. Not her favourite members of the team to be honest, but it didn't feel right to interrupt Firebrand and Livewire right now. We see Sunbird walk over to the pair, and try to join in.

 "I've got steam to let off too, I even know a good place if you want to break something to vent. But if WF wants to pick, that's fine with"  she said, slipping closer to her normal chipper attitude. She likely had some time before she needed to get home anyway.

 
 Spoiler: OoC 
Labels have been changed from Firebrands shifts. If Witchfinder and Sloth are fine with her tagging along, she has Tom's Diner in case it becomes relevant. I'm thinking Sunbird knows a local scrapyard if they need to work out that anger by breaking things
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


They turn their attention to Sunbird, as if only seeing her for the first time. They don't have a good feel for this one. Firebrand and Livewire are positively exhausting, and Witchfinder is a tool for people in power, none of which she's especially fond of, but of all of them, Sunbird is a capital-h  Hero , which they have been conditioned over several lifetimes to loathe.

Except they're actually here, helping heroes - in many people's eyes they would be considered one! And while they would outright argue normally...

They shrug, giving the smashed cigarette one more good twist of the foot.

 "Sure, whatever you want Sunburn,"  they say with a casual, dismissive tone.  "You can be backup for when Skip here inevitably chooses something lame." 

They cast a glance to the other two, unable to decide if the scene is going to escalate into something Lust might be interested in or devolve into further fisticuffs (which Lust might still be interested in given it was these two), and decides that if anyone could catch up with them later (and was brazen enough to do so without being explicitly invited), it was these two, so without further comment, they turn to start off.

 
 Spoiler: OOC Actions 
[/LIST]
 
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 0
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 


Kaylee snorts angrily.  "Yeah, no kidding you're crap at this! And the fact that I like you makes it all the more annoying!"  Wow. Did she of all people just say that?

 "Y-you heard me! I said it! I like you! I've got a huge freakin' crush on you!"  Kaylee takes a step towards Stephanie, arms gesticulating wildly as sparks start to mix with the tears.  "Cause apparently I'm  sooo  much better at talking about my feelings than you, I might as well say it! You're fun, you could kick anyone's butt, I like looking at yours while you do it, and I mean- you're  trying  to help! But geez, yeah, you kinda suck at it!"  A sniffle and a laugh fight for dominance over Kaylee's vocal chords.  "See,  that's  how you talk about your feelings." 
 
 Spoiler: OOC 
Rolled a hit on my Reject Influence, so I'm marking potential by acting to prove Firebrand wrong.
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 

 "Just kiss already!"  they shout from off frame, still leading Witchfinder and Sunbird away from the scene...maybe secretly to give Livewire and Firebrand privacy?

No, probably not.

 
 Spoiler: OOC Actions 
 
Comissar
    Firebrand    
  Conditions: 
 Potential:  4/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger
 


Stephanie blinks, taken aback by the sudden change in conversation direction. Sloth's yelled comment serves to just make her tense up, a hint of a blush on her cheeks. Kaylee was still standing in front of her, though. Clearly feeling vulnerable, clearly waiting for an answer. " ... Oh. "

Realising this might not be enough, Stephanie finds herself suddenly struggling to keep eye contact with Kaylee, instead looking off to the side as she rubs behind her neck, " ... I, uh... I'm... Flattered, Kaylee. I'm, uh, I'm gonna need some, uh, some time to process that, though. " She manages to meet Kaylee's eyes, " ... Umm... Sorry... "
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  3/5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


Whatever it was they were going to do, it seemed Sunbird was in for the ride as well. That was good, he hadn’t interacted with her as much, and she didn’t really seem to wear her personality on her sleeve as much as the other two so it was much harder to get a read on her. Perhaps she was offering to join due to lack of better options since the other two were busy doing…whatever. Still, never miss an opportunity to try and bond with your teammates, right?

If only they’d stop making fun of him.

 ”Hey, I’m perfectly capable of picking something entertaining,”  he complained as Sloth dismissed his ability to offer a good idea.

Before he could suggest anything, however, the Firebrand and Livewire situation had apparently turned into some kind of romantic situation, with Sloth provoking them to just kiss. His mind briefly tried to recall if there were any fraternization rules, but since they technically weren’t part of Monsoon anyway (he couldn’t recall anything even if they were), he couldn’t say he had any strong objections to the potential pairing.

More importantly, however, it bought him time to try and dig through his memory for a suggestion for an entertainment venue, which he eventually retrieved by the time Sloth’s attention was back to him.

 ”Well, while those two sort out their fraternization issues, I suggest we take advantage of one of my fellow Monsoon members suggestions and go to a club. The Round Robin is supposed to be good, and if we’re lucky maybe the Robin will actually be there! Just got to change into some civies first!” 

That last part was probably important since Monsoon was kind of the inter-faction police. Going to a place explicitly owned by another faction in official gear would probably cause some issues, but there’s no rule that says he can’t go in his off-time with some friends. Besides, Monsoon showed they clearly didn’t need anything else from him today so there wasn’t any need to do any kind of work while he was there. Just hang out with some friends and do…whatever you do at a club.


 
 Spoiler: OOC Action 
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 

 "Ugh...pleeeease tell me that's not, like, some kind of cop bar for superheroes,"  they mutter, pulling up their sloth-themed hood prematurely to avoid being recognized as being tied to Pride.  "I immediately regret putting you in charge of this outing..." 

But hey, at least it wasn't boring. Maybe they'd call Wrath over and kick back and watch the fun...

...not a very heroic image, but it was, at the very least, amusing...

 "Also...'fraternization issues'? Never thought anyone could make hooking up sound dull. Hey Sunburn, wanna fraternize sometime?"  they ask, elbowing their latest "recruit" to their fun group outing.

 
 Spoiler: OOC Actions 
 
Razade
 Pool:  1

  Witchfinder, Sunbird, Sloth: Round Robin in the Evening  

The panels break from the fight, following along with Sunbird, Sloth and Witchfinder as they depart from the scene of the crime. Tell us what you do during the day, as the panels show the sun slowly rising and then sinking in the sky, the panels themselves going from soft oranges and yellows to dusky purples and reds. It was barely afternoon when the fight concluded and as the three of you meet up it's well into the evening. Even if it's just mundane, real life stuff, give us a window of what that looks like.

Round Robin is, like pretty much everything in Karakuri Town, new. The entire city sprung up over three years, propelled by super-human powers and construction, the paint and metal shiny under the neon glow that suffuses the entire district of Black Sands. Getting to the club at all is a task suited for heroes, thongs of college students from the mainland, tourists wanting to see the newly built city and locals clog the streets. With so many people it's not surprising to see the local constabulary as well on patrol, checking with street vendors, pulling the more drunk and disorderly out of the way and generally keeping the intense, screaming chaos of so many people as manageable and safe as possible. It's almost a relief when the three of you get into the club itself, allowed in (barely) on Witchfinder's credentials. Inside the club is somehow a few decibels quieter than outside the club and the throngs of people mostly congregate on the dance floor leaving plenty of space to move around. The club is a several story affair, an open plan with the dance floor at the middle and considerably lower than the first floor, sunk into the ground and flanked by large sweeping stairwells that reach the top floor.

As outside, so inside, security is on the scene though of a particularly more powered bent than the police. Members of A-Round and the Spring Court are easy to pick out. The former dressed in the band's outfits, a Visual Kei sort of affair, while the latter are dressed in more Weather Report appropriate attire. The Robin herself is nowhere to be seen but that's probably not surprising, the place is large, the upper levels for VIPs and none of you are very important and one of you is arguably a person. The club however is open to the three of you, at least the first few floors, so go wild. How does that look? What are you really planning here?
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


What else  would  Sloth do but sleep? Following the other panels showing flurries of activity, preparation, and making the most of their downtime, Sloth gets only a single panel, showing them face first on their mattress with a "Zzzzz..." bubble above them.

They are, after all, a creature of habit.

As a result, they are predictably late for the rendezvous, carrying a cup of coffee from their favorite establishment, Slothee Coffee (for obvious reasons) and looking fully like they just rolled out of bed despite it being evening.

Only Sloth would feel the need to pregame with coffee.

That being said, they  have  spent a little downtime doing research, and as they walk to the establishment, and express their doubt that Witchfinder can get them into the place...which proves to be an unfounded concern...but only just as they barely eke through the bouncer's scrutinizing gaze and into the club proper.

There is a panel showing the trio (possibly quintet?) surveying the scene before moving on, leaving Sloth standing alone in the next panel and muttering,  "...Pride is gonna kill me..." .

And then, an empty panel with Sloth's word bubble coming from the opposite side from where everyone else went, saying  "...I need a drink..." 
 
 Spoiler: OOC Actions 
 
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 0
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 


Kaylee's mind grinds to a halt as Stephanie's words filter through it. She just needed to process it. Right. Nine times out of ten, that was just code for 'I don't know how to say no yet.' Maybe that was what being open with her feelings got her. Or maybe it was something she'd said. Whatever it was, she didn't want to think about it anymore. She averts her eyes from Stephanie's, glancing back down the alley.  "How about some food? All that running and lightning-ing has me starving. I'd bet you're getting pretty hungry too. Come on whaddya say we go get something to eat and just do something else." 
Comissar
    Firebrand    
  Conditions: 
 Potential:  4/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger
 


Stephanie gives Kaylee a wary glance as she's asked if she wants to just go get some food. She wants to ask if Kaylee's sure about the offer, if she's sure she doesn't want some time alone to process. Given Kaylee's reactions earlier in the day, she wasn't sure how to handle it without upsetting her further. So instead she gives a complicated nod and shrugs, " Yeah, ok. Nothing too heavy, though. I guess we can catch up with the others later. "

____________________

   Later That Day   

A rapid series of panels cover Stephanie's next few hours following the fight. They start with her and Kaylee at a simple outdoor food vendor, Stephanie eating a falaffel wrap. There's clearly some lingering awkwardness between the pair as Stephanie engages Kaylee in some stilted conversation, not able to spend long looking at her. Another panel is dedicated to their parting for the time being, this one at least more genial as Stephanie waves goodbye to her friend and wishes her well. The next few panels show her walking through the streets with hands behind her head, arriving at an unremarkable building and entering to a room of unfamiliar people. The next few show her looking increasingly focused, with apparently rising levels of irritation, as she works to try and make a good looking bowl from a lump of clay. The final panel pair having her phone buzzing loudly, indicated by jagged lines from her pocket, and her jumping and spoiling the bowl she'd nearly finished, a scowl on her face even as her classmates hide their smirks from her. A inset panel styled to look like a digital screen shows a chibi Aiko face followed by pictograms showing a club, a robin, drinks, and a question mark.

There's a hard cut to that evening, Stephanie showing up to the Round Robin in a white jacket and crop top. Not exactly stylish clubbing attire, but then she hadn't been told there was a dress code for the place. She watches Colin argue with the bouncer to gain access with some mild interest, and lets out a low whistle when they do eventually get in. Raising her voice to be heard above the noise, she leans over to him and comments " Cool place, Colin! Didn't know the Monsoon had perks like this. Might have to get you to sign me up. " She shoots him a smirk, giving him a playful elbow to his arm as emphasis for her joke before heading for a spare table and glancing to the rest expectantly, " I'll get the first round, looks like the bar's just- Oh, Sloth's already on it! " Stephanie spots Sloth in the crowd as she speaks, the low energy Sin being relatively easy to spot in a sea of motion, " I'll help them carry stuff back then, back in a sec! "

Moving back across the club, Stephanie joins Sloth at the bar, " Hey. " She glances back to the table she'd just left, turning to lean her back against the bar as she does, " Figured you could use a hand bringing drinks back for everyone. " Shooting Sloth a mildly concerned look, she tilts her head, " The noise level good for you here? We can try and find a table further from the speakers if you need to? "

 
 Spoiler: OoC 
Stephanie wants the team to have a good time, her goal here is to help everyone unwind and relax after a morning's fighting. Including herself, she also wants to unwind and relax.
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  3/5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


After all the scheduling and agreement to go to a club was dealt with, we see panels of Colin going through a nice preparation routine. We see him suiting up in a white long-sleeve dressed shirt, suspenders, and a tie, his whole appearance looking cleaned up and fresh as to suggest he probably showered at some point (a necessary thing after the physical exertion of earlier). Attempts to comb his hair down don’t quite work, giving just a darkish-blonde bit of mess to the otherwise immaculate look. He wasn’t actually sure what the dress code or atmosphere would be at the club, but better to be a nicely dressed than to show up as a slob, right?

…

Should he call Sloth up and check on his outfit?

No, the point was to relax and team bond, and Sloth would definitely react negatively to such policing. Everyone else he trusted would be fine. Clubs seem like something Livewire and Firebrand would do anyway, provided they had resolved their issues and decided to come along rather than be somewhere off dealing with relationship questions. They had accepted the invitation to come, so it was probably fine.

After that there really isn’t much, Colin’s apartment being rather spartan. There was furniture, a tv in the living room, but it lacked any meaningful decoration. If it wasn’t for the bookcase – mostly filled with reference books, some combat manuals, beginner magic books - and desktop computer (of which one book was a classic ‘switch for the secret room with training equipment and more advanced computer stuff courtesy of Monsoon’) it would basically be bare of any personal flare. And resisting the urge to just do his report anyway, we just get Colin sitting on the couch, a glow suggesting the TV on but not really being watched, and him fidgeting till a clock in the background suggested it was time for him to go.

The change of energy around the club was practically whiplash inducing, him trying to help the others navigate to the entrance. He didn’t exactly  like pulling authority  for something trivial, but apparently his connections were the only reason any of them were going to get in for the night. He just hoped it wouldn’t cause any issues or expectations that he was secretly here to spy on things.

Firebrand was the first one to talk to him after they got in.

 ”Heh, yeah, there’s a few perks here and there, but it really is also supposed to be a big responsibility so don’t, you know, tradeoffs,”  he says, aware that she was joking but not sure how to lean into the joke. Casual banter was not really his forte, and soon he was left to his own devices as she goes off to help Sloth with something.

 Okay Colin, you can do this. You’re just interacting with other regular teens/young adults like yourself….so what are you supposed to do. 

He looks around at the people dancing and, not having a better signal at the moment, just kind of starts trying to copy whatever is closest, the stiffness suggesting that yes, he is not exactly used to the kind of fluid and chaotic dancing of a club dance floor.

 
 Spoiler: OOC Action 
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


Sloth is just slumped on the bar, rapping at it with their knuckle trying to get someone's attention, when Stephanie shows up beside them, causing them to jump a bit, blinking up to her with a lazily-quirked brow.

They hadn't expected anyone to follow them--oh.

 "Oh...right...bringing drinks back...that's what I was gonna do..."  they mutter, sighing a bit and leaning on the bar again, though they seem surprised by Stephanie's second statement, furrowing their brows and glancing to her again almost...curiously.

 "Why would you do that?"  they ask.  "I assumed the music was just...part of the experience for you all..." 

They got enough of it on the days "Almont Ducard" requested they and their siblings attend him at Pride and Joy.

 "Don't worry about me,"  they go on after a moment.  "I just--"  yaaaawn  "--tune it out..." 
 
 Spoiler: OOC Actions 
 
Comissar
    Firebrand    
  Conditions: 
 Potential:  4/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger
 


Stephanie gives Sloth a soft smile, giving them a gentle shove against their arm. " You're part of the team too, you goof. We're here to relax and destress, right? Hard to do that if you're struggling with the noise. " She glances back to the others, content to just soak in the ambience of the club for a few moments before looking back to Sloth, " No worries if you're good with where we're at, though. Just wanted to check in with you. "

She sits for a few more moments before realising there are no drinks forthcoming, " Oh! Sorry! I thought you'd already ordered! " She turns back to the bar itself, doing her best to flag down the bartender. While she waits she gives Sloth another smile, " I already said to the others I'd get this round, you can help me carry them back if you want, it's cool if you wanna chill here longer though. "

Eventually, Stephanie succeeds in getting the bartender's attention, " Hey! Can I get five strawberry daiquiri's? " After a brief exchange involving showing ID and paying for the drinks, Stephanie goes back to waiting, turning herself to again be leaning with her back against the bar. She breaks into a grin as she spots Colin, " Hah! Didn't think Colin'd be first on the dance floor! " In deference to her companion, she fights the urge to give a loud cheer as the Monsoon kid cut loose.

 
 Spoiler: OoC 
Rolled a 6 for a comfort/support. Holding off on marking potential just in case someone else spends a team, but if nobody does I'll be at 5 and will need to pick an advance.
 
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 0
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 


Kaylee's responses to Stephanie are equally stilted as the two munch on some light street fare. A small corner panel shows a set of chibi Livewire afterimages pacing in a circle, knocking themselves in the head and muttering  "Stupid,  stupid- "  ad infinitum. What had she been thinking!? Rule number one of getting someone to like you -  don't just blurt out how you feel!  And whoops, she'd gone and done it. Now she could barely even  look  at Stephanie, much less hold a conversation with her. She had to face the facts - she'd botched it. Big-time.

------------------------------------------------------------------------------------------------

The next panels show rapid cuts to places all over Karakuri Town. There are shots of her playing three whack-a-mole machines at once, checking out of a clothes shop, and multiple panels of her flipping through a wardrobe the size of a normal bedroom. In each one she's wearing a different outfit, cycling between dresses, suits, and various casual clothes. Eventually, she settles on a blue cropped tank top and a lopsided skirt. Her mass of neon pink hair is held back in a ponytail with a metallic clasp, and her shoes are a pair of dark purple dancing slippers. The last panel of the page shows her leaving a hastily scribbled note on an opulent-looking kitchen table:

  "Going clubbing w friends. Be home late."  

Kaylee bursts into the Round Robin shortly after Colin takes to the dance floor - fashionably late, as per the usual. She takes a second to survey the scene in front of her and pick out her teammates in the crowd. A cutaway shows her face darken slightly as her eyes light on Stephanie by the bar before quickly pulling away. A few seconds later, she zips over to Sunbird, the bolt of lightning tracing a path through the crowd to throw her arm around Aiko's shoulder.

 "Hey, Sunny, what's up? Thanks for setting up all this. If there's anything you had to pay for, just let me know and I can pay you back for it. Gotta use Dad's money for something, you know? Hey, do you maybe wanna go out there for a dance? Looks like Colin could use a little help." 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


They look...a bit surprised, a faint flicker of uncertainty in their brown eyes as they watch Firebrand... include  them like this. They watch her for a moment, then shake their head, fishing out some money from their jacket pocket.

 "I got it..."  they mutter, setting the money on the table.  "It's my fault we're all here anyways...and I'm not hurting for money." 

But when Firebrand called out Witch Finder, they look around, momentarily confused...then actually smirks a bit, shaking their head.  "Would you look at that...maybe he  can  unwind..." 

...then winces after watching him for a bit.  "...sort of..."  they mutter, reaching over just as the bartender puts the drink down, picking it up fluidly and taking a sip. The color and flavor are a bit lively for their taste, but they figure they'll just...go along with it.

Y'know, just for the night...

 
 Spoiler: OOC Actions 
 
Razade
 Pool:  1

  
Witchfinder, New Friend: On The Floor  

As you weave through the crowd you see mostly people your own age, perhaps a bit older but it's pretty obvious this is a place where what one might call your peers congregate. Some are in costume, some are dressed for the evening's events, some are in even less clothing than that. All of that is to say that even with your stiffness and awkward feelings, no one's really looking at you. That's also not to say no one's looking at you, a chipper voice cutting through the low base.  "Need a hand?" 

The owner of the voice steps in front of you, offering a hand, somehow having woven their way through the crowd and moving up on you without your notice. She doesn't look too much older than you, dressed in sweats and a tank top, black and orange the dominant colors.  "No one should dance alone, here, take my hand."  she offers before taking one anyway, trying to drag you further into the throng of dancers to her own rhythm.
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  4/5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


Okay, so far his infiltration of the dance floor seemed to be going good. He was not immediately being laughed out of the place like some kind of fraud or joke, so he was definitely getting a good grade in being a normal teen, which is something that was normal to want to get. His training instincts kicked in, though, when the girl approached him, if you would consider being startled ‘instincts kicking in.’

 Wait, when did she sneak up on me like that? Was my guard down way too low? 

It bothered him a little he was so easily snuck up on, but he wasn’t immediately sensing any kind of threat. Before he could give any response to her offer, though, he found himself being dragged through. Which, again, was fine, just a kind of aggressive dancer, right?

 ”So, uh, I’m Colin. What’s your name?”  he says, now taking a moment to give her a once over and see if there was anything he should be aware of or signs of potential threat.

 
 Spoiler: OOC Action 

Pierce the Mask: 2d6 – 2 (Angry) = 4
 
Razade
 Pool:  1

  
Witchfinder, New Friend: On The Floor  

Your new friend either doesn't register the ocular pat down, or at least doesn't seem to acknowledge it as she finds a bit of open space for the both of you in the throng of fellow dancers. This does however take you out of sight of your team, both you and them.  "My name? You must not come around here often. This is a capes bar you know?"  A sly smile crosses her lips before she gives a shrug somehow in time with the music.  "Well Colin, I guess you can call me Sam. Why aren't you dancing with your friends, Colin?" 
Comissar
    Firebrand    
  Conditions: 
 Potential:  5/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger
 



Stephanie looks a little surprised as Sloth insists on paying, but nods along anyway, " Alright, next one  is  on me, though. "

Taking a sip of her own drink before delicately picking up two of the remaining glasses in her free hand, she adds " Come on, let's get back to the others. "

Weaving her way back to the claimed table, more care being taken now that she had precious cargo in hand, she sets the glasses down then sits. Seeing Kaylee had now arrived, Stephanie casts around for a safe topic before speaking, " I was just saying to Sloth, didn't think Colin'd be first on the floor! " She takes another sip of her drink, casting over the crowd to see if she could spot her teammate, but it looked as though he'd already been absorbed by the press of people. No matter, at least he was having a good time, and his drink would wait for him.
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


They watch Firebrand go off, turning back to the bar...

...maybe if Firebrand had been able to carry all of the drinks, they'd have just blown her off. This whole H-E-R-zero thing is bad enough without them  hanging out  with them during their off time.

That was time they could be  sleeping ...

They sigh and shake their head, grabbing the remaining drinks and walking slowly to follow her, still not quite sure why. This is so far from their scene and these people...they should have no desire whatsoever to hang out with them...

They sit down at the table, setting the drinks down and just slumping in their spot, hood low over their face, nursing their drink...which is kind of funny with a brightly-colored, lively drunk line a daiqueri.

 
 Spoiler: OOC Actions 
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  4/5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


His attempt to look over his dance partner was interrupted by the pulling of his partner and the crowd filling in gaps blocked the team from sight, leaving the two of them effectively alone. To whatever extent that term meant in a crowded dance club.

 ”Uh, no, first time here, actually.” 

If not knowing her name was supposed to be a sign someone didn’t come around here much, that likely meant she was a regular. A regular at a capes bar should generally be okay, right? Anything else beyond that it seemed was going to need to be gained the old-fashioned way: talking.

 ”We all just got here, actually, and they were off getting drinks. I guess I just decided to get a head start is all.” 

He dug through his memory to see if he could pull anything with the name and face he’d been given, but he was coming up blank.

 ”So, if this is a cape bar, I guess that makes you a cape?” 
 
 Spoiler: OOC Action 
 
Astus
   Sunbird   
 Conditions: Angry 
 Potential: 2/5 
 
 Spoiler: Labels 
Danger: +0
Freak: +0
Savior: +2
Superior: +1
Mundane: +0
 

 
 Spoiler: Moves 
 Get Off My Cloud:  Whenever you reject the Influence of a Hero who tries to impose their expectations upon you, use this move instead of Reject Influence. Roll + Danger. On a miss, they shift your Labels or mark a Condition. They may make a demand of you. On a 7-9 choose one, on a 10+ choose two:
-rebuff their expectations and clear a Condition
-temporarily lock a Label of your choice until time passes
-clear Influence, shift one Label up and another Label down
-make a demand of them

 Go Your Own Way:  When you respond to a threat or obstacle in your own way, roll + Savior. On a miss, you make the situation worse. Expose a flaw, give ground or give the opposition an Opportunity. On a hit, you distinguish yourself. On a 7-9, escalate the situation. On
a 10+, clear a Condition or mark Potential.

 Tom’s Diner:  Whenever you clear a Condition by taking its associated action with a teammate, you may spend one team to clear an additional Condition, add a Team to the Pool, or give them a Potential.

 Sins of the Past:  When you try to atone for the actions done by your family, roll + Savior. On a miss you’ve made things worse either by salting old wounds or complicating uneasy truces. On a hit, you’ve helped provide absolution. Either hold 1 or shift your Savior up and another Label down, your choice. Spend hold to call in a favor when you need it most. On a 10+ gain potential.
 


The page opens with a panel of Sunbird finding the groceries that she hid when it came time to be a hero. Luckily intact. Then the next few panels see Aiko walk out in her original outfit, getting home to her parents and getting grilled about what happened. There was  some  pride at least. After that a quick stretch of Aiko texting Kaylee and Stephanie about going to the Round Robin, laying on her bed with a slight flush in her cheeks as she talks with Stephanie. A couple of panels of her telling her parents about going to the club, and helping in the restaurant for a couple of hours. We cut to later as Aiko walks into the Round Robin with the others, dressed in tight jeans, a nice shirt, red leather jacket and sneakers. Comfortable but stylish as always.

Aiko settled in for a bit, then the next few panels have a lightning bolt zip through the crowd to stop right next to her. Her face brightening at the late arrival of her friend.  Hi Kay, not much right now. Just checking the place out. And thanks, I was lucky to be able to come so that's really appreciated. Just one drink so far."  She gestured to her drink, a half finished and fruity looking mocktail. Aiko glanced out over the floor to see Colin, a little out of his element in her mind. She laughed as she replied.  Yeah, we probably should. And I wouldn't mind a dance. Oh hey the drinks are here!  She called out with glee as Sloth and Stephanie returned.

 "I know right? I thought he'd at least have to be coaxed. We'll see if he panics later."  Aiko chuckled teasingly, then started looking over the drinks curiously.  So what surprise drink do you have for me Steph? nothing alcoholic right? My parents would kill me if I came home even tipsy.  She added sheepishly.
Comissar
    Firebrand    
  Conditions: 
 Potential:  5/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger
 


Stephanie sits up a little straighter as Aiko expresses her concerns about alcohol, an embarrassed wince forming, " Ah, you don't drink..? Bummer. Sorry, I shoulda checked in with you before I ordered. " leaning forward to rest her elbows on her knees, she fidgets the glass back and forth in her hands as she continues, " Yeah, these have alcohol in them, I think it's rum. " Stephanie offers Aiko an apologetic shrug, " My bad Aiko, I can go grab you something else now if you want? "
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 

 "More for me..."  Sloth mutters, sliding one of the other drinks over to her and leaning back, double-fisting the fruity, brightly-colored drinks now.

 
 Spoiler: OOC Actions 
 
Razade
 Pool:  1


  Colin, Sam: On the Dance Floor  
 "I'd sure like to be, more of a groupie at the moment. Don't think my dad would be keen on me putting on the suit and running around but he can't stop me from hanging out here. He lives on the mainland. What about you?"  Sam seems at ease on the dance floor, a stark difference from yourself, quick on her feet, fluid almost as she moves to the music as readily as a leaf on wind.


  Sloth, Sunbird, Firebrand, Livewire: At a Table  

Drinks in hand and the group all together, at least in one place, the bass of the music hovers in little sfx bubbles around the cramped table you all find to make a base out of. A home away from home. You're no sooner sat however before you've clearly come to the attention of some of the bar's patrons, establishing shots from various figures in the cluttered comic panels showing a slow motion towards you once you're all grouped. The first to step forward is probably not immediately recognizable but you've all met her before. Without a uniform or identification, the brown haired young lady would probably not attract too much attention, or even a glance on the street, your typical Midwestern white girl in ripped jeans and a hoodie. Her entourage that materializes soon after however help jog your memories. This is a Weather Report bar, and she is none other than Hua, the Finch. It's been months since last you met, when you stopped the witch trying to sink the city and first really formed up, but here she is again.

  "If you'd told me you all were coming, I'd have found you a nicer place to sit. We never really did get a chance to thank you for your help awhile back."   She directs this statement to Sunbird and Firebrand first, giving a cursory nod to the rest.   "Are we here on business or pleasure this evening?"   Her tone is not unkind but cold all the same, the ambient temperature around you lowering a few degrees just by her presence.
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 0
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 

 "Well, I was planning on asking my girl Sunbird here for a dance soon, so ... pleasure, as far as I'm aware."  Kaylee leans over the table, giving the Finch a smug grin. She picks up one of the strawberry daquiris, taking a slow sip before the rest of the drink suddenly disappears in a flash of lightning.  "Course, business is usually boring, so it was probably gonna be pleasure either way. Name's Livewire. Nice to remake your acquaintance."  She sticks one hand out towards the Weather Report member, open for a handshake.
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  4/5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


He recalled that groupies were people who hung around bands and stuff, sometimes to get autographs and stuff. So what was a hero groupie, someone who just hung around hero vs villain fight scenes? Or, well, going to a hero club counted too. Groupie wasn’t a good sounding word, though. Calling yourself a sidekick would probably be overselling it, though.

 ”Oh, uh, yeah, I’m part of a team. We’re just getting started, though,”  he says, keeping the details just to a minimum. Part of it was he was kind of distancing himself from Monsoon right now, and also because if he hinted too much the earlier incident could be brought up and he wasn’t in the mood to talk about it.  ”So, uh, what would you do if you could put on the suit? 

She kind of sounded like she was in a similar position to Livewire, so he figured letting her talk about what she’d like to do as a hero was a good way to get her talking more.

 
 Spoiler: OOC Action 
 
Razade
 Pool:  1

  
Witchfinder, Sam: The Dance Floor  
 "Oh I do, I have a suit! You wanna see it?"  Sam offers energetically, almost stopping mid-dance even before she refinds her footing.  "It's why I'm here in Karakuri Town, my dad doesn't check this side of the city so I can get away with getting out and not just hanging around Connie all the time. Have you met Connie?"  she asks in the same energetic tone, waving at someone off through the crowd.  "But I guess if I could hero in the big city and not this backwater...I think I'd like to take down one of the Warlord's people. Really make a name for myself. What about you?" 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  4/5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


Ooooh, okay. Someone with not a lot of experience trying to make a name by going after a major figure of the underworld, possibly disrupting the balance of things that Monsoon tried to keep? Uggh, he had hoped to avoid work, but it seemed he needed to at least keep things moving to figure out just how much they should keep her on their radar or if, for lack of a more delicate phrasing, it would just work itself out when reality hit her. Preferably that would be avoided, though, as she seemed a nice enough person he wouldn’t want something to happen to her.

 ”Sure, I can take a look at your suit,”  he said. She seemed to have a similar tendency to jump topics like Livewire did. He wondered if they would get along or repel each other like two same-sided edges of a magnet?

 ”I’m honestly fine just grinding out the day to day crimes and rescues. Got to practice on the small stuff before doing something like taking down a Warlord,”  he said, nervously chuckling. As Monsoon, they really only intervened if things threatened to go overboard. Actively trying to topple things? Not so much.

 
 Spoiler: OOC Action 
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


Sloth doesn't look up from their drink(s) as the familiar hero comes around, keeping their deep brown eyes locked on the, fruity concoction. Indeed, they seem to fade into the background of the frames, letting the "proper heroes" talk amongst themselves.

They even consider trying to slip away...but they've kinda been hedged into the booth, so it's hard to imagine a way to get out without causing a scene. They briefly imagine (through colorful and cute diagrams in thought bubbles) sliding down in their seat under the table and then crawling away...but they merely sigh and take another loooong sip, not looking up, nor addressing the adult hero as she speaks to them.

 
 Spoiler: OOC Actions 
 
Comissar
    Firebrand    
  Conditions: 
 Potential:  0/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Being denied the chance to grab Aiko a different drink by the arrival of the Finch. Despite the cool attitude of the leader of the Winter Court, Stephanie grins and raises her drink in greeting, " Hey! " She sips her drink as Kaylee steps in to continue speaking, glancing briefly over to Aiko, then frowning as her friend abruptly downed the entire glass.

Opting to put Kaylee's erratic behaviour to the back of her mind for the moment, Firebrand gestures to Colin's empty seat, " Did you wanna join us? There's a drink going spa- oh. " Belatedly, Stephanie notices Sloth's taken the drink Aiko refused, " Well, I can go get you something..? "

 
 Spoiler: OoC 
Took 'Animal Instinct' as Firebrand's advance
 
Razade
 Pool:  1


  Witchfinder, Sam: Off the Dance Floor  

Sam gives a bit of a pout to all that.  "How old are you?"  she finally quips, back to her energetic self as she tugs you from the dance floor, further away from the team.  "You sound like my dad."  she chuckles, motioning through a throng of people to a service door at the back.  "If you don't take risks, you'll never get your name known. I'm not trying to take down the Warlord, just one of his lieutenants or something. Give'em something to think about. Besides, I wouldn't be doing it alone. This way."  Having somehow found a path through the press of bodies, she continues to tug you along until you find yourself in a cool, much less packed and quieter room. Bags, shoes and clothing on hangers seems to indicate this is a crew room of sorts, club uniforms mixed in with it all. Sam moves to one of the bags before pulling out the aforementioned suit.

The suit is surprisingly ornate, white baggy pants and loose sleeveless top with braided red cords. A pair of gold bracers and elbow length white fingerless gloves complete the main outfit though you can spy a catlike mask of a similar white with gold and red trim in the bag.  "What do you think? It's pretty easy to move around in once you get used to it. Did you bring yours?" 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  4/5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 

 Technically, I’m like, what, one? How do you count age for a homunculus? 

Monsoon had gotten documentation for him that put him as functionally eighteen years old, but in strict linear time terms he was probably about a year or so. Was kind of fuzzy how to generate an age for an artificially created human. None of that, of course, being something he’d tell Sam. Instead, he just continued getting dragged around as she excitedly took him to go see her suit. During the transition he processed what she said, and it sounds like her ambitions weren’t quite  as  high as taking out a Warlord, just one of higher ups. Still not great, but not as high priority of a thing to intervene in beyond ‘don’t go attacking major criminal figures unless you really know what you were doing,’ which he still doubted she did.

The ’not doing it alone’ part was worth following up on, though.

Eventually she pulls out the suit, and it definitely at least looked nice. The braided cords bothered him as something someone could grab in a fight, but as long as it was easily removal it’d probably be fine. Glancing at the bag he spotted the mask, but fingerless gloves wouldn’t be something you were using if you were going cat burglar…that, and the bright red/gold/white color scheme. Way too visible.

 ”Oh, uh, no, sorry. My friends and I were on a strictly ‘no work’ policy so I left it at home.” 

It also was just a suit of kind with boots and a coat/cape kind of deal that another Monsoon member described as “urban fantasy” in style. Definitely a more functional side of the functional vs style divide many superhero outfits had.

 ”Did you have a name to go with the suit? Perhaps as part of a theme with your partner?” 
 
 Spoiler: OOC Action 
 
Astus
   Sunbird   
 Conditions: Angry 
 Potential: 2/5 
 
 Spoiler: Labels 
Danger: +0
Freak: +0
Savior: +2
Superior: +1
Mundane: +0
 

 
 Spoiler: Moves 
 Get Off My Cloud:  Whenever you reject the Influence of a Hero who tries to impose their expectations upon you, use this move instead of Reject Influence. Roll + Danger. On a
miss, they shift your Labels or mark a Condition. They may make a demand of you. On a 7-9 choose one, on a 10+ choose two:
-rebuff their expectations and clear a Condition
-temporarily lock a Label of your choice until time passes
-clear Influence, shift one Label up and another Label down
-make a demand of them

 Go Your Own Way:  When you respond to a threat or obstacle in your own way, roll + Savior. On a miss, you make the situation worse. Expose a flaw, give ground or give the opposition an Opportunity. On a hit, you distinguish yourself. On a 7-9, escalate the situation. On
a 10+, clear a Condition or mark Potential.

 Tom’s Diner:  Whenever you clear a Condition by taking its associated action with a teammate, you may spend one team to clear an additional Condition, add a Team to the Pool, or give them a Potential.

 Sins of the Past:  When you try to atone for the actions done by your family, roll + Savior. On a miss you’ve made things worse either by salting old wounds or complicating uneasy truces. On a hit, you’ve helped provide absolution. Either hold 1 or shift your Savior up and another Label down, your choice. Spend hold to call in a favor when you need it most. On a 10+ gain potential.
 


Aiko flashes an awkward apologetic smile to Stephanie.  "Sorry Steph, I probably should have brought it up earlier. Just get me a soda for now, your choice of the flavor though. Whatever you think I'd like."  She added with a flirty wink, bouncing back a little from the awkwardness. We see a small panel of Aiko watching Sloth take the drink with a shrug. Her attention quickly shifts as the group approaches. The panels show flashes of the main figure, before Aiko catches her face. There's a little twinkle emote of recognition in the panel as she remembers the Finch. Aiko blushes as Kaylee calls her "her girl", but shakes her head quickly to brush the thought away. She was a little concerned by how quick the speedster downed her drink though.  "Sorry, it was kinda decided after the fight today. But we appreciate the thought. No thanks necessary, we were just doing the right thing."  She grinned, a little thought with a chibi of her father above her head nodding in approval.  "Just relaxing so pleasure I guess. It's been an interesting day."  As Stephanie offered the empty seat to Hua, Aiko pulled the chair out a bit.  "Yes, feel free to join us. It would be nice to talk more. And I might help Steph with that, get a drink of my own in the process. Maybe have that dance after, Kay"  She smiled nicely to the Finch, but the smile grew warmer and fonder as her gaze turned to Stephanie. We smile a little chibi Aiko blushing in a thought bubble above her head as she waited to see what her friend decided. Although there was sparks for Kaylee too.
Razade
 Pool:  1


  Witchfinder, Sam: Caught  
 "Kinda boring. Still trying to figure out if that's your whole deal, Colin. Should ask your friends if they pushed you onto the dance floor."  Her tone is teasing, good natured though her eyes give you another sweeping appraisal. The impish smile turns back to one of excitement at the question however before Sam has time to answer a knock comes to the door, causing a startled yelp from the woman.  "We should get out of here."  she whispers in a hush, glancing about. " A friend was storing these for me, we're not really supposed to be here." 

Another knock jolts Sam again, causing her to jam her costume back into her bag and take off deeper into the crew room though before you have time to follow the door swings open. A less than pleased security guard stands on the other side, hands on their hips. The sour look only grows more curdled as they take you in.  "Crew only, sir."  they bark, motioning back to the club outside.  "I don't even want to know what you thought you were doing back here, but the boss says if they see you sneaking around anywhere else alone they'll toss you and your friends out. Come on." 
  Firebrand, Livewire, Sunbird, Sloth, Hua: In the Club  
  
"We've met before."   Hua offers Livewire, either choosing to or not registering the...joke? Certainly registers the attitude as she turns her attention to the rest of the team once more. She waves a hand at the offers to join, motioning discreetly to her entourage.   "I would only bring the mood down, I think. I came to talk business but if you're not here for that I wouldn't want to take up relaxation time. Nothing pressing, I just saw some names I recognized in the news this afternoon and here are all the recognized faces...minus one. Did your Monsoon handler not choose to come with you?"  
Comissar
    Firebrand    
  Conditions: 
 Potential:  0/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Stephanie shrugs, finishing the rest of her glass before putting it back to the table. " Yeah, if it can wait, probably best to. " She frowns a moment, then shrugs and fishes her phone out of her jacket pocket, " If you wanna catch us another time, I can give you my number? "

At the mention of a Monsoon handler, she frowns again then snaps her fingers and grins as realisation dawns, " Oh! You mean Colin? Nah, he's just out on the dance floor. " Stephanie takes a moment to scan over the dancers from her seated position, failing to spot her teammate as she did, " He'll come back at some point, I'm sure. "
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  4/5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 

 ”No, I actually did it myself, try and experience new things,”  he says, arms crossed in front of him as he shrugs.  ”I mean, I know I can be a quote buzzkill unquote, but I can try and be adventurous sometime.” 

Apparently the universe decided to make that a good timing, though, as before they could continue Sam was running off and a security guard was entering the room before he could really react to it all. Even worse, the guard’s comments suggested that ‘the boss’ – probably the Finch – knew he was here and was displeased, which meant they probably thought he was trying to spy or something. He didn’t want to get his teammates in trouble, but he was also flustered about getting ditched.

 ”Hey, Sam, are you really going to ditch me like that? That’s not really something heroes do to each other,”  he says towards wherever she ran off. Still, beyond that he wasn’t going to argue or push back, so he sighs.  ”My apologies. This girl, Sam, wanted to show me a costume she was working on and apparently has now ditched me. My apologies for violating the rules.” 
 
 Spoiler: OOC Action 

Roll Provoke 2d6+1 Superior = 6+6+1 = 13.
 
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 0
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 

 "Yeah, I-  ugh. "  Kaylee rolls her eyes and pulls her hand back.  "You guys swap whatever digits you want. I'm getting bored." 

She hops out of her seat and zips over to Sunbird, offering her a hand up and a wink.  "Whaddya say, Sunny? How about that dance now?" 
Razade
 Pool:  1

  The Big Group, Hua: Drinking  

Hua only offers a brief nod.   "As you wish, do not leave me waiting long however. There is much to discuss."   She offers her phone to Firebrand, considering she's the person who stepped forward to deal with it all first.   "Enjoy your stay."   she offers as she leaves, stepping past Colin as he reappears with security in tow.

This largely leaves the group up to their own devices. Tell us what you do now that you've got the club at your fingertips, give us some insights of how you mingle with one another and the other customers as panels show the early evening crawl into late night, the moon reaching higher and higher into the sky.


  Colin, Security: In Trouble  

The security guard frowns but offers a shrug.  "If we see this Sam we'll give them a warning too. Like I said, we're not going to kick you out. Just go back to your friends and don't cause trouble. Should be simple. Now come on."  The security guard leads you back to your table, seeming to know exactly who your friends are or at least who you came in with, just in time for you to see Hua step off with her own host of security and possibly Livewire dragging Sunbird to the dance floor.
Comissar
    Firebrand    
  Conditions: 
 Potential:  0/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Stephanie gives Hua her number, returning the phone back to the Finch just in time for Colin to rejoin them. Breaking into a big grin at her teammates return, she says " Heeeyyy! Colin! I got you a drink! " Standing, she finishes her own and sets the empty glass back on the table, picking up one of the still-full ones and passing it to Colin as she moved toward him, " I... Am gonna go dance. "

The panels shuffle into a montage, showing Stephanie heading out to the dance floor on her own for her first trip out, a couple of panels of her dancing, another of her picking up more drinks for the table, one of her drinking while leaning against Sloth, her cheeks reddening and a dumb grin on her face. Then back on the dance floor again, the panels growing more jumbled and the boundaries between them blurring slightly. The figures dancing around her grow more indistinct and uncertain, just a suggestion that one could be Aiko, another possibly Kaylee, the colours of the figures being all that give the impression.

Finally, a couple of panels show her unsteadily returning to the table, flopping down in a chair and happily watching the floor from the sidelines.
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  4/5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


It seemed he had been given a mulligan, simply having to follow the guard back to his table. Apparently he had missed a lot, Hua having just walked off. He gave her a friendly wave hello before getting back to the table, just in time for Livewire and Sunbird to go running off.

 ”Sorry for disappearing, everyone. Some girl took me to the backstage area to show off a hero costume she was making, and then ditched me,”  he said, figuring the team was owed a brief explanation for his disappearance.

Overall, though, it seemed everyone else was ready to go do things as, after handing him a drink Sunbird was off as well, leaving him alone with Sloth. He sniffs at the drink, having never really done much in the way of alcoholic drinks, and then just downs it all in one go. After his earlier dancing he was pretty thirsty, after all. A beat panel breaks up his initial finishing of the drink and a slight blush, but otherwise he never really leaves the spot. He orders some loaded fries at some point, but otherwise most of his time at this point is spent just keeping company with whoever was coming in and out at that time. After his previous adventures he wasn’t a hundred percent sure about heading out. Besides, someone had to be the designated responsible person, right? He was pretty well suited for that now that he had a brief adventure already.

 
 Spoiler: OOC Action 
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


Sloth actually balks a bit at Collin's admission as to what he'd been up to, coughing as their most recent sip goes down the wrong pipe.

 "Ah, bummer,"  they mutter, holding up one of their two drinks as if in toast.  "Ah well...there's other fish in the ocean or whatever. Happens to everyone, etceteras, etceteras...I'm getting another drink." 

And Sloth does just that: getting another drink. Then another. Then another. It's difficult to say if the drinks even affect them, as they appear lazy and impassive in every panel they appear in. Since Collin hangs out at the table, they are a fixture in his panels, slumped in the background with their hood up...though there is a frame in which Collin appears distracted and Sloth sneaks a fry from his serving...the only actual action in any of their frames.

It seems they have little interest in dancing (who could possibly be surprised by that?).

 
 Spoiler: OOC Actions 
 
Astus
   Sunbird   
 Conditions: Angry 
 Potential: 3/5 
 
 Spoiler: Labels 
Danger: +0
Freak: +0
Savior: +2
Superior: +1
Mundane: +0
 

 
 Spoiler: Moves 

 Get Off My Cloud:  Whenever you reject the Influence of a Hero who tries to impose their expectations upon you, use this move instead of Reject Influence. Roll + Danger. On a
miss, they shift your Labels or mark a Condition. They may make a demand of you. On a 7-9 choose one, on a 10+ choose two:
-rebuff their expectations and clear a Condition
-temporarily lock a Label of your choice until time passes
-clear Influence, shift one Label up and another Label down
-make a demand of them

 Go Your Own Way:  When you respond to a threat or obstacle in your own way, roll + Savior. On a miss, you make the situation worse. Expose a flaw, give ground or give the opposition an Opportunity. On a hit, you distinguish yourself. On a 7-9, escalate the situation. On
a 10+, clear a Condition or mark Potential.

 Tom’s Diner:  Whenever you clear a Condition by taking its associated action with a teammate, you may spend one Team to clear an additional Condition, add a Team to the Pool, or give them a Potential.

 Sins of the Past:  When you try to atone for the actions done by your family, roll + Savior. On a miss you’ve made things worse either by salting old wounds or complicating uneasy truces. On a hit, you’ve helped provide absolution. Either hold 1 or shift your Savior up and another Label down, your choice. Spend hold to call in a favor when you need it most. On a 10+ gain potential.
 


Aiko gives Hua a nod and a smile, as the Finch excused herself.  "We'll definitely have to meet up another time. Talking about it another day might be a good idea anyway."  As Kaylee extended the hand and invitation again, Aiko blushed a little and gave the speedster a warm smile.  "Sure, it will be nice to get on the dance floor. Especially with a pretty girl on my arm."  She added with cheeky wink before allowing Kaylee to help her up. As the pair went to leave the relative calm of their table for the chaos of the crowd, we see a panel of Aiko being pleasantly surprised to see Colin reappear.  "Hey, there he is! I'd love to chat but Kay and I have a date with the dance floor! And I'll be back to dance with you later Steph."  And with that the pair disappear into the mass of partiers.

The next page of panels show glimpses of the shenanigans. The first few are of Aiko just having fun dancing with Kaylee, her worries forgotten. A couple show Aiko returning to the table for quick break with a soda, before going back out to fulfil her promise to Stephanie. A panel focuses on Aiko's smiling and laughing face as she dances with her friend, then the rest show the pair of them enjoying themselves. The rest of the page is snapshots of the chaos on the dance floor, Aiko dancing with both Stephanie and Kaylee again. Maybe even all together at times. Then Aiko helps Stephanie back to the table before one last dance with Kaylee.
Razade
 Pool:  1


  An Evening Out, A Night to Remember: The Team  

With the few bits of excitement out of the way, Collin's adventure into trespassing and an invite from one of   the   Weather Report, the rest of the evening opens up for you all. The drinking age in San Fran being 18, the bar is open and while easy to access quite pricey. This is, after all, a popular nightclub and no such establishment would be worth its salt if they didn't upcharge you a twenty for a beer you could get for three bucks at the local bodega. Cheap, but expensive, booze and pounding music being liberal, the panels are a blur of dancing and merry making for the team who only an afternoon ago was throwing punches and being shot at by sound cannons. For all the world, one wouldn't see a team of superheroes if they just opened the comic here. Just a bunch of teenage friends enjoying the nightlife of Karakuri Town. The Robin even takes the stage as the evening winds down and turns to night.

Other faces are intermingled in the panels, after all it's a club and those of you who take the dance floor aren't consigned to dancing with just your team. Livewire seems an especially popular target for requests, several adamant admirers eager to pull the unruly teen away. The wallflowers aren't without their own invitations either, Sloth receiving several actual letters from the bar staff over the course of the night. Collin isn't the only member of The Monsoon on hand as the evening wears on either, his co-workers just as surprised to see him present as the team for agreeing to come along. Eventually however the music ends for the team and while the party might go on, it's over for them. Even for as liberal and open as San Fransapporo may be, there's plenty of things teens (18 or otherwise) aren't allowed to participate and as the club goes from open to adults only...you're all put out on the street to go your separate ways.


For some of you, the night isn't over. For some, the morning is just getting started.

The notes,  Sloth , weren't just from secret crushes or the waiters giving you and the team your tabs discreetly. You don't know why they've chosen to contact you like this but it seems Gluttony has found you out and asked for a chat. Considering they knew where to find you it's no surprise that they're nearby as the rest of the team disperses. Where do you find them, as you make your way out and away from the team?

- - -

Your slew of admirers have left you all alone  Livewire , save for one. She's not someone you recognize though you do know their outfit. Karakuri Academy of the Fine Arts is a fairly new prep school, considering it's one of the first for the island, but its reputation was enough for your parents to offer enrolling you there. Whatever reason you turned them down, you spent a day on the small campus and that gave you more than enough time to learn their uniform. As the team disbands, one of your former dance partners sneaks up behind you and taps you on the shoulder with a  "Boo!" 

She seems about your age, black hair cut fairly short and the same mischievous energy you have sparkles in her eyes. When you were dancing you think she said her name was Hei Fei.  "Don't tell me you're turning in for the night."  she offers with a giggle, motioning to the mainland across the ocean, its lights visible and the Monsoon standing out in bright lights across the dark sky.  "Some friends and I are going to the city to tear things up. Wanna come?" 

- - -

The morning breaks early for you Witchfinder. No amount of searching for Sam the night before proved fruitful, no one you ask (if you ask) at the club seemed to remember a girl of her description either and no one that worked the bar had any idea of who you were talking about. Your colleagues were happy to treat you and your team, when they showed up, and while they mostly kept casual they did mention a meeting early, and while you weren't a mandatory face they implored you to come. As you sit in the uncomfortable chairs of the branch office on Karakuri Town it is apparent why.

Pictures of the large hole at the all too familiar shopping plaza are up on displays and the hand out at your small desk table has a full run down from the authorities on the events. Surprisingly, your team isn't mentioned save for you and while it may have seemed like a disaster, The Monsoon's report is all but aglow with praise of your actions. No hostages were injured and the hole that was opened up in the fighting is going to be used as an access point to new developments by Karakuri Town. It seems that now that the dangers of the old tram tunnels are gone the city wants to use the massive system for shops and housing.

Other members of The Monsoon slowly filter in, a familiar face quickly sitting down in the seat next to yours. Codenamed Nightingale, she was one of the first of your peers to approach you. While you're not really a teen, she looks about the same age as you, dressed in the typical black suit and tie of The Monsoon and always carrying a large rolling travel suitcase with her wherever she goes. What's inside of it, not even you know.

 "Didn't expect to see you here to look over your own work."  She offers, placing a coffee on your desk.  "Wanna give me the actual rundown before the big wigs start talking?" 

- - - -

The evening is cool, compared to the heat of the club, and open especially compared to the tight dance floor and booth with your team  Sunbird . While your team departs to destinations unknown, perhaps to sleep, perhaps to more excitement, the night calls you elsewhere. You've a Tradition to uphold, a reputation to restore and the night is filled with deeds worth doing to achieve both. Give us a rundown of what an average night of Hero'ing looks like, where you go in the wide streets of Karakuri Town, how you pass the time when there's no action and the thoughts you think when you're alone. Once you've done that, the night breaks out with a cry. Nefarious deeds afoot!

When you appear in the scene, it's all too familiar at a glance. An innocent bystandard, a masked maniac and a shakedown. You don't recognize the villain, and they don't immediately spot you either. Without your trained eye, one might think the pair were just two animated civilians but the bandana covering the villian's face and the aforementioned shouting is a big tip off. The pair are up against a building, the street lamps obscuring them both but the darkness and the other buildings around provide you good cover. What do you do, Hero?


- - - - -

That was a fun night wasn't it  Firebrand ? Got to let loose, get a few drinks and dance with some friends after punching some baddies hours before. If only every day could be like that, right? Today seems like it's gearing up for a similar start, while you were out having fun your neighborhood was visited once again by Akagami, one of the larger gangs that crossed the ocean to claim Karakuri Town as their turf and subordinate to the Warlords like most villain groups. Last nights vandalism and thefts weren't just by their rank and file either, two of the Headliners made an appearance just in case you were around to give their crew a tussle.

They're names you know. Counterspell and Tsuchinoko. Not the highest ranking of the Headliners, certainly not one of the Bosses of the gang but big enough to know they meant business. Are you going to let this attack stand, especially knowing they were gunning for you specifically?
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


Sloth would never admit it, but the night wasn't a total bummer, and in some of the later frames, the reader can see them smiling, although they conspicuously lose the smile and revert to their usual neutral, apathetic facade any time anyone at the table is looking at them. But even the team might catch it, should they look back at the right time. It's the sort of social situation they can stomach: the kind where other people are enjoying themselves and they can just relax in the corner.

The letters, though, throw them for a loop. Not the bills - Sloth always carries cash with them, drawn from the same ATM inside Pride and Joy, so that Pride can't track their spending habits (y'know, just in case) - and they keep up with their tab throughout the night so as not to fall behind. The last thing they need is to have a credit charge to a goddamn hero bar on their bill for their siblings to trace.

...speaking of siblings...

The moment they got the letter from Gluttony, their expression changed from deep, unfeeling apathy to something akin to panic as they looked around to try and spy their sibling, and barring that, they excused themself from the table.

They couldn't be seen with  heroes . Not by one of their siblings.

They duck outside, ignoring the bouncer, ignoring the few people still trying to get in at this time of night, ignoring the people stumbling home, heading for a nearby alley and trusting that their sibling will know to find them there.



 
 Spoiler: OOC Actions 
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  4/5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


The rest of his evening at the club was generally fine. In addition to the team he hung out with some of his coworkers, who were for some reason really surprised he was actually at the club. They had suggested it, after all, so he didn’t understand why it was they were so confused. Still, some food and drinks with coworkers wasn’t a bad way for things to end. Once they club apparently shifted towards more “adult” activities and they evicted he…basically said his good byes and went home, the social interactions having tired him out.

And then it was back to work, with morning meetings and everything. Not surprising the first order of business was the attack at the bank, which for some reason was ultimately seen as a success. He would have thought that a giant hole in the ground in a commerce area would be a problem, but apparently they thought it was fine? Even more, he was generally considered as having handled things okay?

He was still confused by things when Nightengale arrived, offering him coffee – which he was fine to take, at least out of politeness – and asked him for his perspective.

 “Well, to be honest, I’m a little surprised at this writeup. To be honest, I tried to teleport in to try and scout and immediately got captured, and when I eventually thought I had a chance to take their leader out I wasn’t good enough to keep him from firing off the gun, leading to the hole. Then, to finish it off, I couldn’t even interrogate him and get any information. Most of the real work was done by the rest of my team, and they weren’t even mentioned at all!” 

That last part particularly annoyed him. It was important for organization and teamwork to make sure credit was given appropriately so everyone was aware of everyone else’s abilities and can plan in the future accordingly.

 
 Spoiler: OOC Action 
 
Comissar
    Firebrand    
  Conditions: 
 Potential:  0/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


The late night partying of the previous evening leaves Stephanie slow to rise the next day. Throwing on a white tank top and baggy trousers, she heads out to face the day, eager to see what she'd missed during her adventure with her team yesterday. It doesn't take her long to find out what she'd missed, a panel showing the owner of her local store informing her as a scowl settles onto her face.

So, the Akagami thought they could muscle back in on  her  part of the town..? Tugging on her gloves, Firebrand turned and marched toward one of the rougher streets, an area she'd caught some of the lower ranked Akagami goons hustling families just trying to make a living only a couple of weeks ago. As she made her way through the town, Firebrand briefly considered reaching out to her team for help. The thought is just as quickly quashed, though. They'd all been out late, most of them had been drinking, and the Akagami could get pretty serious. Better to keep her team out of it and safe.

"  Now... If I were a low-life Akagami thug, where would I be hiding..?  "
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 0
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 


The dwindling of Kaylee's admirers puts a damper on the rest of her night. Each one that leaves without so much as saying goodbye sours her mood more and more. When the team finally breaks apart for the night, she's left leaning against the club facade, staring out over the water, too upset to stick around but too awake to head back home.

The sudden tapping on her shoulder is a sudden and startling reminder that there is, in fact, a world around her. She instinctively flinches away from the unexpected contact, but breathes a sigh of relief when Hei Fei's face reveals itself.  "Oh, hey - Fei."  She snorts before pushing herself off the wall. She was still feeling a lot of complicated feelings over what happened earlier with Stephanie, not to mention the progressively worse and worse night she'd been having in the club. What better way to vent all her frustrations and emotions than some wanton vandalism?  "Glad to see not everyone from Karakuri Academy has a stick up their butt. 'Course I'm down to tear stuff up, 'specially 'longside a pretty face."  She zips around to Hei Fei's other side and rests an arm on her shoulder.  "Where we headed? Need a ride? Dunno if ya noticed, but I'm pretty fast." 
Razade
 Pool:  1

  Sloth and Gluttony   

Gluttony finds you pretty quickly, all things considered, looking a little put out that you've chosen an alleyway as your meeting place. You can almost hear them whining about not finding some place to kick back and have a snack though it goes unvoiced. This time.

  "You're looking miserable."   They offer with a wide grin, finding a wall to lean against, mimicking your usual sulk.   "Pride sent me to look for you. You got him in trouble today and he wants to talk to you about it. Sounds pretty boring to me though, so why don't we go to the mainland and have some fun? We can have a lecture together when we go back."   
  Witchfinder, Nightingale: Morning Meeting   

"Just the way this stuff works. You kind of signed up for it, working with that Generation you know." Nightingale offers a shrug as she sips at her own coffee. "No big surprise that the Guardians showed up and stole your thunder though. It's not really the Monsoon's job to interrogate either. Think you're putting too much on your plate there Stringbean. Not like it's going to get you promoted." Any further teasing is brought to a halt as the chatter around the room comes to an abrupt stop.

Agent Oni is as, as far as rank and file goes, your immediate superior within The Monsoon, overseeing the basic operations of the Karakuri Branch's day to day. While not the top of the pecking order, his presence here should come as something of a shock. Normal routine rundowns are far below their typical duties. You know they notice you in the crowd as it murmurs their good mornings, the older man's eyes falling on you and lasting a few good moments before he gives his greetings and the meeting begins.

Despite the unusual presenter, it's as mundane as you'd expect. Reports on scuffles between The Warlords and the Guardians, high points of crime on the island both in Bear City and Karakuri Town, trouble with local police. Maps of trouble spots, pictures of the big offenders and a whole lot of files to go along with your usual reports and work. That is until the meeting finally winds its way to the incident the day previous.

 "We're still getting information from the Guardians that picked them up, but we've established the named players in yesterday's hostage situation."  Agent Oni pulls up the faces of Umbra Cat and the unmasked Monsoon Knight Prime on screen.  "Umbra Cat wasn't a big named villain until yesterday, her small gang has connections mostly with the mainland, Warrior affiliated. Her crew has some contact with the Akagami here in town but the Guardians rated her and her crew as low risk. That changed when she paired up with the Monsoon Knights. Neither have been forthcoming about who hired them out but they've both confirmed they weren't working together, or for each other. Someone in Karakuri Town is pulling their strings and the Guardians have their hands full with the Budokai. They've given us more leeway in hunting down the mastermind of the attack so long as we don't get the Kusanagi involved. As such, we'll be creating patrols to work alongside Karakui PD in the coming days. I expect everyone to act accordingly. Everyone, that is, except you two." 

Agent Oni's attentions once more fall upon you, Collin, and your neighbor.  "Nightingale, you're being transferred as a liaison to the Kusanagi to keep them as in the dark on this project as possible. A good will gesture to keep their guard down. Collin, you're too close to this. I need you to keep your Worst Generation crew in line. We've brushed as much of the destruction under the table as we could but another giant hole in the ground is going to start getting people worried here. However you manage it, your crew need to be kept on a tight leash. Are we understood, Soldier?" 
 
 Spoiler: OOC 
Agent Oni is absolutely using their Influence here. Soldier up and Danger down if you accept. Roll to reject otherwise.
 

  Firebrand: Morning Crime Scene  

Most people are smart enough to stay out of your way, no one wants to be in the path of a hero setting off to war. Street vendors and the early morning rabble both clear the streets for you, the former offering food in any small form of persuasion for you to keep moving, and perhaps out of gratitude for your vigilance in keeping the area safer. Hard to say so early in the morning. Either way, it's not hard to find local hoodlums when they're not trying hard to be found. They've gathered around a street corner, shaking some civilians down while they wait for the bus. Best of all, unlike everyone else, they don't seem to see you coming.


  Livewire and Hei Fei: Getting Into Trouble  

Hei Fei offers a smile, shaking her head quickly.  "No stick here. No need for a ride, I've got you! Gotta pick some friends up before we head on over. Let's go."  With a motion, a bike with a sidecar pulls up. The rider, another young woman you recognize from the bar, gives you a nod. It's hard to tell her expression from behind her helmet, but you recognize her tattoos and the large bass guitar she's got in the side car. While not part of the Robin's band, she was one of the warm up acts. You think she said her name was Cassandra.

" You can run alongside if you want or we can get this brute to move her stuff. I can hold it while we ride."  Cassandra only nods their assent. Either way, the panels break in a slow roll through the nightlife of Karakuri Town. While a mostly safe and hopping city, crime and villains are present just as any big city. Hero fights and police sirens break the night but you and your new friends drive on by until you reach a small, quaint, little neighborhood. Or it would be, if it weren't for what is obviously some major vandalism and minor property crimes. No one looks hurt, at least?

Hei Fei waves down a pair, clearly the center of the gangs structure, no one you recognize. Once they notice however they come quickly. The young man would be handsome if it weren't for a large scar over his eye and a mask of some animal skeleton over the rest of his face. The girl in tow could be his twin, both with the same white hair, flippant body postures and attitude to spare.  "Whose the side hustle?"  the girl of the pair asks, eying you slowly Livewire and for a moment...it almost feels like the world comes to a halt. Everything moves slower, sounds grow bass-y and muted and then...it passes.

 "This is Kaylee!"  Hei Fei interjects before you have a chance.  "Kaylee, this is Counterspell and her partner in crime, Tsuchi...Tsua...ok well his name's hard to remember but you'll get it." 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


Sloth groans, rolling their head back, heedless of the potential mockery that Gluttony was laying on them by emulating their pose.  "@&amp;($...what do they think I did this time? Also...why send you? Why not call me?"  they frown, looking Gluttony over with a furrowed brow.

Part of them  does  just want to go along with Gluttony's little plan - after all, they were all for shirking responsibilities (it's what they represent, after all) - but a larger part of them just wants to go home and go to bed. And they're not going to be able to do that with Pride potentially looking for them.

In this case, it's better to face the music head on in order to be able to be  more  lazy down the road.

Ironically, being truly lazy involves a lot of difficult math.

 
 Spoiler: OOC Actions 
 
Razade
 Pool:  1

  
Sloth and Gluttony  

The teasing smile of the other Sin falls off a little.  "Well. Because then he might be connected to what you did. If anyone wanted to look. You were at the big fight downtown today, Pride can explain it all. He gave us a tram pass. If you want to be   boring  ." 

The boring option being the option you want to take, the tram ride through the mountains is one of Gluttony excitedly telling you about some of the new hotspots in the city, a fashion store opening up on the oceanfront, several hibachi grills downtown, the nightclub you'd just come from, and an arcade with "like, every game!" in one of the new Districts being the highlights. Eventually however, the ride is over and the inane chatter goes to sullen and brooding silence as you walk through Bear City.

HexXxen Industry's main building looms large over the sister city of Karakuri Town, the large industrial park at its base the only real signs that this wasn't some suburban hellscape. The Lane, formally Baby Bear's Lane, was the other site of interest though only if you wanted to risk a mugging or tangle with some villains. The place was The Bard's turf, one of the Five Warlords, and while his crew behaved themselves well enough, you can't really control bad people wanting to do worse things perfectly. Why Pride set up their club here however is pretty obvious. If there was a den of sin within San Fransapporo, The Lane was it. Naughty words and black bars are almost a fashion choice as you move through the streets to Pride's haunt, the local fashion only growing more pronounced once inside. Gluttony however ushers you into the back, no fun for you here either.

The small, private, offices are as plush as the outside is debauched. Soft velvet, AC, wine on constant chill and cigar smoke make the place cramped and quiet and plush. Gluttony gives you a passing wave as they slip out, just as happy to not be under Pride's notice as you it would seem. The oft mentioned Sin is in residence and by the look of it they have done what they can to prepare for your arrival and to make it as comfortable as possible. How does this look?
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  4/5

 
 Spoiler: Labels 
 
 Danger: 0 
 Freak: 0 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 Soldier: +3 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


Before he could really object or offer reasons why not giving the team the appropriate credit was unfair and bad report writing, everything came to a halt with the beginning of the meaning. When Agent Oni arrived you were supposed to be quiet and listen. That was something Colin was good at doing in this scenario, scribbling along in a little notebook to help better memorize whatever the instructions were. A simplified version with less confidential information would be written and the part with more confidential information would be burned before he left, but the habit of writing was just a good way to help make it stick more. At least that’s what he found to be the case.

Most of it was pretty boring, standard stuff, Colin not really needing to worry much about it. That was until the end when he was specifically called out. Apparently the higher ups were not, in fact, surprisingly in awe of his skill but were covering things up and making it look like everything was okay. That still didn’t fit right with him, but he also couldn’t argue that he needed to get the team to work together better and  not  have things end up with a giant hole in the ground. Destruction definitely needed to be kept at a minimum if he could help it.

There was just one problem, though.

 ”Yes sir! I’ll try and work with my team to keep things less destructive in the future. But, could I get some advice on how to do that? Outside of Sunbird, their personalities overall have been a little…difficult to work with. Very prone to just running off and doing what they want, or actively being contrarian. While the spontaneity can be useful, it’s been a little frustrating sometimes trying to get them to listen to me.” 
 
 Spoiler: OOC Action 

Accepting the Influence Shift (labels adjusted accordingly already).
 
Comissar
    Firebrand    
  Conditions: 
 Potential:  0/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand turns down each and every offer of free food passed her way... Except for one particularly tasty-smelling Yakitori vendor that she couldn't bring herself to pass up. But as a rule she tried not to take handouts for the heroing she carried out in the area. As it was, she's got the remnants of the skewer in her mouth as she finally manages to track down some of the grunts of the Akagami. A determined look falls across her face as she sees the cluster harrassing folks just looking to get on the bus.

Eschewing the element of surprise, Firebrand instead calls out as she gets closer " Hey! They've not done anything to you guys, leave them alone. "
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


What else  would  it be besides cushions, cushions, and more cushions, the sort of room Sloth could flop in and pretty much be guaranteed to find something soft. And it is absolutely a temptation as they walk in, glancing around at the meeting area Pride had set up for them.

But as much as Pride takes care of their siblings, Sloth can't help but feel like this...probably isn't a great sign. It is clearly meant to put them at ease...perhaps even off their guard. And it was working.

No one knew their siblings better than Pride.

Their lips draw tightly in a straight line as they survey the room before turning their gaze finally to Pride, finding the largest, comfiest cushion to fall into, trying to act, for all intents and purposes, like they always did, like nothing was wrong.

Their yawn is far from unauthentic. They are quite tired.

 "Gluttony said you wanted to talk to me?"  they finally ask, actually counting out the seconds between their entrance and addressing their eldest and most-esteemed sibling so as not to look too nervous...even though the anticipation was actually starting to make them feel a bit queasy.

 
 Spoiler: OOC Actions 
 
Razade
 Pool:  1


  Firebrand and Thugs: The Mean Streets of Karakuri Town  

The street toughs turn on you, the civilians take their chance to skate. It's like the opening of a dance you know so well.  "Or what? You beat us up? Not this time, Fizzlesticks."  one of the grunts sneers, elbowing their compatriot who falls into line quickly.  "Yeah, we've got some new blood in the gang just to deal with you. You touch us and the Bosses will send them down on and the whole rest of the neighborhood. So why don't you just get with the picture. This is our turf now. Pay up or find somewhere else to bother, because you're not welcome here." 
 
 Spoiler: OOC 
Certainly a label shift. They're saying you're not trouble anymore. Danger down, Mundane up or roll to reject.
 

  Sloth and Pride  
 "Comfy?"  the smooth voice of Pride enters the panels as Sloth settles in, the Sin swiveling in their chair before standing and clearly not addressing the question as they make their way to where Sloth has bunkered up. They toss a newspaper in front of Sloth where the other Sin is front and center on the front page, flying high with Umbra Cat. The headline says "The Worst Strike Again." The story alongside it is probably not worth reading, both with that sort of intro but also with Pride standing over you and the offending article in question.

 "I see you're still running around making trouble. Far be it from me to take issue with how you choose to spend your day to day, but this one concerns the Family. Surely it was coincidence that you were at this event and not...trying to undermine our efforts in this city? Perhaps you should check in more often so we can avoid these sorts of misunderstandings if you're going to be so.... active ." 

Pride doesn't seem angry, really, but you know them. He takes a seat on one of the many side tables, brushing the tabloid aside.  "Why don't you tell me about how today really went? Without the filter of the Monsoon and the reporters so I can get a clearer picture. You can rest here for the night when you're done. I'll have Gluttony keep you company. In your own time, I've got all night." 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


Sloth tenses - as good as an admission, given how relaxed they usually are - and carefully picks up the paper, looking it over, all the while schooling their features to try not to be  too  obvious as they skim it.

  How the hell did they even get this picture...?   they think with a sigh while Pride is talking...as close to a rant as they had heard in a long time.

It's no wonder why they're so nervous...for Pride to take a direct and obvious interest in their activities?

But little of this shows on their features, besides a slight eye twitch at the sight of Umbral Cat. Will that woman's presence never stop haunting them?!

 "You know better than to believe everything you read in the paper, Pride,"  they finally say after a moment.  "But...yeah, I was there. I didn't know I wasn't allowed to go to Karakuri Town. If you have plans there, why not just tell me instead of just assuming I'll never go there...as safe an assumption as that is,"  they add, tossing the paper aside and looking up at them from the cushion they've chosen.

 "One thing led to another and I got wrapped up in the **** that was going down there,"  they continue,  "namely this...woman,"  eyelid twitch.  "She wrangled me into service after I got stuck in the police cordon. You know how suggestible I am,"  they add with a slight shrug an a relatively innocent look.

 "I realized after a bit that she was using me and I tried to stop her...figured it would look bad if one of us was being used by some two-bit hustler in spandex. Easiest way to do that? Help the heroes. Hence..."  they gesture at the newspaper again.

 
 Spoiler: OOC Actions 

Adding 1 Scorn
 
Comissar
    Firebrand    
  Conditions: 
 Potential:  0/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand relaxes a little as she sees the bystanders managing to get away unscathed. One less thing to worry about keeping track of. Turning her attention back to the pair of thugs, she breaks into a cocky grin at their threats. " Oh yeah? Would that be Counterspell? Tsuchinoko? You really think either of them scare me? "

Rolling her shoulders and limbering herself up, she continues, " So, how about this. Two ways to go here. You either take me to whoever was behind last night's shake up, I heard it was those two, by the way.  Or...  " Firebrand's grin turns more aggressive, " I  make  you take me to them. So how about it, you wanna go? "

 
 Spoiler: OoC 
Rolled a 10 to reject influence, going to choose to Mark Potential by acting to prove them wrong (immediately standing up to them and challenging them), and cancelling their influence and taking +1 Forward
 
Razade
 Pool:  1


  Witchfinder, The Monsoon: Meeting Room  
 "That is a very good question and one we've been mulling over."  Oni is quick to answer.  "We lack the jurisdiction to force any of the Worst Generation to follow behind you besides their own free will. We can only suggest that you talk with your team and take a...lead from behind strategy with the less receptive members. Let them think they're making the decisions but give them prompts to the choices you want them to make. As for the rest." 

Oni turns, rummaging through some of their papers before holding them out towards you. " We've assigned you additional internal support in the way of manpower and an oversight board. We expect you to make your usual reports still, but they'll be passed through a new division we're creating. Karakuri Town has become a focal point for The Worst Generation and Kusanagi is acting as a further lightning rod. We've set a meeting up between you and their liaison this afternoon. You'll be accompanied by Agent Nightingale, who as of now will be transferred to this unit. We'll get introductions for the rest of your Agents at your first scheduled meeting. Check in with Agent Kidoumaru and take Nightingale with you. Welcome to the Susano'o Unit, the both of you. You're dismissed, Agents." 
  Sloth and Pride  
 "I would have happily informed you but you come around so rarely, Sloth."  Pride picks up the paper once again as it's tossed aside . "I will fill you in now however, since you're here. This woman was working with us, I'm sure if she'd know you were one of us she'd have treated you better. Several of her associates stopped by looking for funding for a job. Not a job they were planning, they were cagey on those details, but one they'd been hired out to do. It turns out that the job was bigger than the could handle so we facilitated some connections with the Knights for a slice of the prize. Something that would have strengthened us in unimaginable ways if our dearly arrested friend was to believed. A seed of some kind."
 
Pride then takes a deep sigh, finally giving the paper its well deserved toss.  "But it would seem that the job as foiled so we've had to make a small change of plans. The rest of the crew that came for aid are still working on finding this seed but their payment hasn't been exactly forthcoming. So here's what I'd like you to do. For the family. Answer your phone when I call you, if you need another I'll buy you one. Stick close to these heroes and when I call you, bring them where I tell you. When our mutual friends find the seed, I want you to bring it to me." 
  Firebrand and Goons: Mean Streets  

"We don't have to tell you nothin'." The first grunt continues to sneer. The second looks less sure of themselves as they size you up, Firebrand.  "We're not taking you anywhere either."  they're quick to add though they look even less certain at the grin before finally leaning over.  "Maybe you want me to call them in?"  he hisses, the first goon finally giving a nod. "Yeah, might as well."

Both grunts give a whistle and before you know it the street is swarming with Akagami armed to the teeth. At least a dozen, if not more, with bats and chains and pipes.  "Bosses said not to go around without backup thanks to all the trouble you've been making around here. So why don't we try this again. You get lost or we don't rough you up something fierce. Bosses won't even need their new blood to take you down with all of us here." 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


They roll their eyes.  "You know what I'm about, Pride...I don't even leave my room much. Besides, the humans have recently invented this amazing thing called email...I don't  have  to check in for you to get messages to me..." 

Even as they spoke, their mind was weaving itself around this new information...Pride was hired for this job? To find the seed? They purse their lips, brow furrowed as they try to put the pieces together, even as Pride continues speaking to them.

They glance up, looking...momentarily troubled.

Which they shake off quickly.

 "...surely someone else is better for this,"  they mutter.  "Just send Envy or Greed. They'll find the seed and bring it to you before the humans even know they're there..." 

It was...strange...for Pride to ask Sloth to do anything directly, but Sloth isn't surprised. They know exactly what they're doing and why they're doing it. It's just unusual for Sloth to be on the receiving end of one of Pride's schemes.

But what did they expect? They'd been cavorting with  heroes . Naturally Pride would need to exert their influence to make sure Sloth still knew who was in charge...

...as if Sloth ever forgot...

 "What's so important about this Seed anyways?"  they ask with a genuine wrinkle of their brow.


 
 Spoiler: OOC Actions 
 
Comissar
    Firebrand    
  Conditions: 
 Potential:  1/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand's grin turns a little less sure as she finds herself no longer outnumbered two to one, but instead being fifteen to one. Feeling her heartrate picking up, she takes a half step back. Despite herself, she found herself feeling at least somewhat cowed by the sheer weight of numbers in front of her. But...

A couple of quick close-up panels show her solidifying her stance, prepared to fight, albeit standing in a defensive position. Raising her hands, she keeps her left close to guard, and raises her right, igniting her ki to form a steady flame surrounding her open palm. She couldn't just walk away, not with her neighbourhood under threat, " 'Kay. Let's put that to the test. "

When the first of the gang start rushing forward, she tenses. Dodging the first swing of a chain, she grabs at the improvised weapon and channels her ki into it, rapidly heating the metal and forcing her attacker to drop it. She has to start moving again before she can do anything more, narrowly avoiding a swung pipe and finding herself between three more of the gang. Ducking low, she sweeps the legs from one of them and tries to use the gap to get more space again. Several panels follow capturing snapshots of the chaotic fight. Firebrand doing her best to evade, to disarm, and to strike back where she could against the overwhelming numbers. The layout is chaotic and jumbled, reflective of her efforts to simply stay afloat in the one-sided brawl, and several of the panels show that she isn't able to avoid every strike coming at her, even if the number of dropped weapons and the number of counter-attacks she manages to land do gradually increase.

 
 Spoiler: OoC 
Rolled a 13 for a Direct Engage on the gang, going to choose to Suuprise/Frighten/Impress the Opposition and Take their Weapons from them.
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  4/5

 
 Spoiler: Labels 
 
 Danger: 0 
 Freak: 0 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 Soldier: +3 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


Mmm, yeah, making Livewire or Firebrand think his idea was their idea sounded like a fair idea, some reverse psychology stuff. Still, the range of ideas they could plausibly think was there was kind of limited – they were very direct and blunt after all – so he’d have to work on it. Still, it was something, so he gave a nod before his superior continued on.

It sounded like he wasn’t going to be working it alone anymore, with more oversight breathing down his neck. That wasn’t inherently bad: shared training and resources meant some better cohesion. He also didn’t have any objections working with Nightingale, either. The rest he would need to reserve till he knew who else would be around, but overall he didn’t have any significant issues with this.

 ”Thank you, sir!”  he said, getting the politeness out of the way before actually leaving.

After taking the papers and leaving the room, he walked with Nightingale on the way to Agent Kidoumaru.

 ”Were you already aware of this transfer? If you need somewhere to stay till you can get settled somewhere I have a small apartment already set up, usual outpost resources and stuff.” 
 
 Spoiler: OOC Action 
 
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 0
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 


The rolling panels of Karakuri town show Livewire walking alongside the two in the motorcycle, her legs nothing more than a lightly sparking smear on the page. Occasionally she's seen messing with Hei Fei or Cassandra, or darting off into the background and reappearing in the same panel. When they reach the neighborhood, her brow furrows slightly at some of the more serious damage, but she's distracted from her concerns by the appearance of Counterspell and Tsuchinoko.

She stumbles as the bassy distortion hits her. As someone who lived her life at double playback speed, the sudden slowdown felt like drowning in molasses mixed with out-of-date maple syrup. That is to say,  deeply unpleasant.  Her hand immediately goes to her forehead when the effect dissipates, eyes narrowing and searching for ... whatever could have done that. Before she can mention anything, though, Hei Fei's introduction draws her back to the present conversation.  "'Scuse you, I'm  nobody's  side hustle. Ya got one thing right, though. Name's Kaylee."  She crosses her arms and shifts her hips to one side, trying to get her usual cool demeanor back.  "So where's the party? I thought we'd be havin' some fun tonight." 
Razade
 Pool:  1


  Sloth and Pride  
 "I would send you texts or e-mails if I thought you would answer them. It's good for you to get out, stretch your legs. You're not on the mainland, the trip is not so far. I'll make sure to keep Gluttony after you from here on, in case I need you here."  Pride offers before giving their knees a gentle pat and standing.  "They're magic, old and deep magic. Nothing like the paltry abilities mortals have been flinging around in this city. The sort of magic that can change things, at least that's what the people who hired us on have shared. They weren't so clear on all the details, like they don't trust us."  They scoff lightly.

 "And that's all you need to know to get the job down as well. Not that I worry after you and your friends."  The Sin pauses for emphasis, long enough to pull a cigar from their breast pocket.  "I do worry that they might complicate matters if you somehow let slip what we're after, or that we're involved. Now, I'm sure you wish to be off and I have work to do. I will call you when the next attempt at gathering the seed arises. And Sloth? It was so nice to see you."  Pride offers a faint smile, genuine as they can be, before they settle back at their desk in a haze of acrid smoke. The meeting is concluded, as long as you don't want to press the matter and why would you?

The rest of the evening is yours, home is a long train ride away and even if Pride has no need of you directly it's unlikely they'll just let you slip back away into the night. What do you do?


  Firebrand and Goons: Mean Streets  

The fight is fast, furious and flamey as Firebrand kicks and punches her way through her foes. A gang fight may not be going toe to toe with a supervillain but when you don't have iron skin, chains and bats and pipes still hurt and by the end Firebrand has got her fair share of bruises to remind her what it's like to go 14 to 1. The hooligans certainly fare much worse, weapons scattered and their ranks broken as most hightail it out after their beating.

When the dust settles the goons are gone, and so are the neighbors, but you're not alone Firebrand. The fighting seems to have attracted the attention of another masked figure. She's about your age, dressing in white and black street clothing, her lower face obscured by a skull like mask. She looks tired, as far as you can tell, bags under her eyes made all the more dark by a large rimmed baseball cap.   "Havin' fun?"  
 
 Spoiler: OOC 
Mark a Condition.
 

  Witchfinder, Nightingale, Monsoon Agents: Meeting  
 "Of course I was aware. You think they'd spring this on anyone? I'm sure they'd have told you in private if you'd not made yourself present at the meeting."  Nightingale offers as they walk beside you, the wheels on their luggage clicking and clacking down the hallway.  "That's very sweet of you but I'm an independent lady you know. I have my own place on the island, with the pay I get here I can afford to live on my own. Parents aren't so thrilled with it but nothing beats having your own place. Say!"  She stops, offering you a catlike grin.  "Why don't we skip another boring meeting and we go meet your team? Hands on work you know? I'm sure we won't get too much flack for it, we're being proactive!" 
  Livewire, Hei Fei, The Rest of the Gang: Mean Streets  
 "We're just finishing up here."  Counterspell interjects before your new friends can pipe up, tossing a spray-can your way Livewire.  "You wanna start this party right? Why don't you help tag with those legs of yours. You're fast right?"  The group of you are soon joined by more, obviously some kind of gang by the similar clothing and general sneers and smirks that the panels illuminate in the shadows of streetlights and the few small fires apparently set in some trash cans.  "You're cool, right?"  Tsuchinoko finally speaks, his voice surprisingly soft and warm, not a fit for his outfit and general attitude.  "Hei Fei's got good taste, you're not some goody goody right?" 

A quick glance back at Hei Fei and Cassandra shows the school girl giving you a quick, hopeful nod, neither young lady looking too nervous to be in the presence of what is obviously something more nefarious than your run of the mill street gang.  "She's cool."  Hei Fei calls out, moving to stand beside you.  "If you carry me, I'll help you tag."  she offers with the same mischevious grin that tugged you in at the club.  "What's the worst that could happen?" 
 
 Spoiler: OOC 
Baddies using their Influence on you. You're cool and dangerous right? With all that speed? Danger up and Savior Down or roll to reject.
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


It's...strange for Pride to put something like this on Sloth. Not that Sloth is unreliable, but there's just...so many better Sins to handle jobs like this. Sins with  powers .

All Sloth can do is dream.

Although...the more they think about it, the more they realize this is their fault. If they hadn't thrown in with those goddamn H-E-R-O's, they never would have ended up in Pride's crosshairs. Pride would have assigned Gluttony or Envy or Greed or literally anyone else.

It just goes to show: the only thing effort begets is more effort.

That's good. They should write that down.

In past lives, they had been philosophers. They were pretty sure they remembered being Diogenes at one time. They certainly appreciate his philosophies.

 He has the most who is content with the least. 

So why was Sloth feeling so...discontent lately? They had literally slept through entire lifetimes before and cared little. Why now were they thinking of Logan's family that they had left behind? Thinking of these heroes they kept seeming to stumble into helping?

...kept thinking of the other Sins and wondering if they had these unsettled feelings as well.

They crisply shake their head as they stalk through  Pride and Joy , stopping only to get a stiff drink on their way to the room that Pride had provided for them. It was their job to do what Pride asked, and honestly, this task shouldn't bother them. After all, the team wasn't looking for this Seed, whatever it was, so they wouldn't be depriving them of anything.

So why, along with their discontent, was their stomach aswirl with...

...ugh... guilt ...

They fish out their phone as they flop down into the large, extravagant bed, flipping through their contacts, stopping at Gluttony. Maybe they should touch base?

  Plenty of time for that tomorrow   they think, scrolling idly through the rest of the names...

...and stopping at Diane.

Almost without thinking, they send her a message:

 u ok? 

It looked strange there, amidst so many from Diane and so few from Logan...what would Diane think? Surely it was too late for her to even be awake and checking messages from her wayward sibling...

 
 Spoiler: OOC Actions 
 
Comissar
    Firebrand    
  Conditions:  Angry
 Potential:  1/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand winces as she straightens up after the brawl. There were angry red welts scattered across her arms where she'd blocked blows, and she could feel tenderness elsewhere in her body too, no doubt more bruises to be found later in the day. Despite herself though, a vicious smile was on her face. It hadn't been the prettiest, but she'd won. That group would be sure to think twice before messing with her again.

Before she can follow the stragglers to try and track down their base of operations, though, she's interrupted by a new arrival. Firebrand takes in the newcomer with a glance up and down, could be she was Akagami, could just be a bystander. " Doing some spring cleaning, " She wipes at her nose with the back of her arm as she answers, briefly checking for blood, then properly turning her attention to the new arrival, " You Tsuchinoko? Counterspell? "

If the masked woman wasn't anything to do with the Akagami, Firebrand didn't have the time to spare for her. The longer she spent standing around, the harder it'd get to follow the trail the gang left as they ran from her.

 
 Spoiler: OoC 
Marked Angry
 
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 0
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 


Kaylee gives Counterspell a look of mock offense as she catches the spray can. " 'Am I fast'? " she scoffs. In the blink of an eye, there's a series of lightning bolts spray-painted on the ground around the Akagami boss, one of which crosses over one of her shoes. Kaylee herself barely seems to have moved, but the sparks in the air and the thunder-like crack echoing around the plaza give away what just happened. A smug grin is plastered all over her face as she balances the spray can on one finger. " Don't waste my time with stupid questions. "

In another blink, Kaylee zips over to Hei Fei and rattles the can playfully. " I could totally do it myself, but- you know, if I did, who would I have to show off to? " She sets the can down on the ground as she runs herself through one of her dance warm-ups, flashing from stretch to stretch in bursts of electricity. Once she's done, she hoists the other girl up onto her shoulders and, with a flourish of one foot, kicks the can into the air and catches it. " The worst thing that could happen is that my dad gets upset, which honestly? Still a win in my book. Now hold on tight! " She stuffs the can into her pockets and grabs onto Hei Fei before turning and racing down the street towards their first target.

 
 Spoiler: OOC 
Rolling to  Provoke  Counterspell; Result = 6.
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  4/5

 
 Spoiler: Labels 
 
 Danger: 0 
 Freak: 0 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 Soldier: +3 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


Ah, figured she had something lined up. You didn’t work for something like Monsoon without being good at planning ahead, right? He had a rather unusual recruitment so he wasn’t exactly sure what the process was, but he assumed anyone here was rather competent. It was fine, though, just meant he had the apartment to himself still. Roommate could have been nice, though, and perhaps her parents would have felt better having someone around? He didn’t actually know anything about them, now that he thought about it. Personal lives wasn’t something he really thought about asking much.

As for the idea of hands on work ‘in the field’ rather than more meetings, he had to admit it was more appealing. Besides, they didn’t say how to check-in. That could be as simple as giving a phone-call, right?

 ”Well, we should probably at least give Agent Kidoumaru a call to let them know we won’t be showing up. Can frame it as I’m showing you around the area to help you get acquainted with it before our meeting with the liaison.” 

That seemed a fair enough compromise, right? Not completely skipping out and keeping their superior informed while still getting out of an office meeting. Besides, there would be some travel time and stuff they could use if he absolutely had anything to go over.

 
 Spoiler: OOC Action 
 
Razade
 Pool:  1


  Sloth  

While it may be late, your phone buzzes not too long once you settle in into the plush accommodations afforded you by your real family. If you'd kept watch on the messages, the typing icon bliped up and on, then off, then on, for quite some time before the message finally comes.

 [Was sleeping, everything ok? Where are you?]  
  Firebrand, Counterspell: Fight Morning  
 "Does it really matter?"  Comes the response, the villain finding a place to perch on as they regard you, the air tense, time seems to move at a crawl as you fall under her gaze. She almost sounds bored. She certainly looks bored.  "You're looking for both of them, so what do you want?" 
  Livewire, Gang, Friends: Fight Night  

The strange feeling hits you again. Time seems to slow but as the strange wave hits you, it's easier to tell what's going on as you come to a sudden and very abrupt stop and the lightning crackling about you turns into little sparks before fading away. In that moment it was as if those cool powers you've got were just...gone. It's a momentary feeling but as you go sprawling, and sending Hei Fei off to bound off the ground with a loud "ooof", it's hard to shake the feeling that something you've relied on...to be unique, to be you, was suddenly just...gone.

You hear a gasp from the crowd as Cassandra makes a move to break away from the group only to stop as Hei Fei stands, brushing themselves off. A conflicted look crosses their face but they eventually move to offer you a head.  "The streets around this dump are pretty rough, maybe you should take things a little slower. Come on, we don't wanna look like dweebs in front of the Akagami."  she offers though it's a bit too late for that, the gang already hooting and hollering while Counterspell watches you smugly. You could escalate this, you're you didn't just trip but...you might make your new friends angry, and Hei Fei did try and gloss things over for you. They've been nothing but gracious with their time...do you want to throw that away? What do you do?

 
 Spoiler: OOC 
Mark a Condition
 

  Witchfinder, Nightingale: The Monsoon Halls  
 "If you give them a call they're going to want us to come in. They might be the only person at this branch with a stick bigger than yours, if you catch my meaning. How about I wait outside for you while you meet up with them and you can fill me in while we go?"  Nightingale gives you a hopeful smile, glancing for the door.  "Or we can just go, not like we'll get into any trouble if we skip. Or I can go meet your team on my own and you can do the boring stuff. Who should I hit up first?" 

You've got options, but also, she's also pulling on your duty as a member of the Monsoon here. Her workshy attitude isn't a surprise, for as long as you've known her Nightingale has always looked for ways out of meetings. Do you give in to her bad habits or stick to your principles?

 
 Spoiler: OOC 
This is obviously an Influence thing. If you go with her, shift your Soldier down and your Freak up. Otherwise roll to reject and I'm going to put some qualifiers that to act against her words, you'll need to ditch her to do your actual job.
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


They blanch.  Sleeping?!  Then why did they wake up?! Who keeps their phone on anything but silent?!

...ok, maybe that's a personal problem...

Their thumbs hover over the touchpad for a moment, suddenly wondering what the hell they're doing. This is...so wrong...

 [m fine]
[just wanted to maek sure u got home ok after the mess in karakury] 

They set their phone on the nightstand, rolling their back to it and closing their eyes...but for the first time in  countless  lives, they find sleeping...difficult...

...the idea that Diane might be messaging them right now was like a needle lodged in their brain.

 This is wrong. This is SO wrong...  they think, rolling over and grabbing the phone to watch the typing icon pop up again.

They had never had a strong desire to contact their birth family, but they know it's more complex than just calling them the family that birthed their "host". The other Sins have an easier time overlooking the nature of their existence, but Sloth is burdened with countless lifetimes of memories - theirs and their siblings - and they know that it's not so easy to say that Logan Reese never existed. Everything Sloth had ever observed about the nature of their existence points to them being vastly different each and every time they were reborn, and while Pride doesn't like to hear it, Sloth knows the truth: in a very real way, they are as much Logan Reese as they are Sloth. Logan's existence, the person they are, is intricately interwoven with Sloth's...it's not like their spirit co-opted someone else's life as it was being born.

At least, that's not how it seems.

Was it some weird biological imperative pushing Sloth towards this connection then? Was Logan--were the Reeses simply more tightly-woven than any of the other families that Sloth had been a part of?

Or was something else changing all of a sudden to give Sloth this strange longing for a family  other  than the one they'd known for countless lifetimes?

 
 Spoiler: OOC Actions 
 
Comissar
    Firebrand    
  Conditions:  Angry
 Potential:  1/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand's expression sours at the response she gets from the new arrival, she starts to just stalk off in pursuit of the Akagami thugs when the disorienting effects of the woman's gaze fall on her. The clear display of powers makes her pause, re-evaluating the woman. " ... Whatever you're doing, you better stop or this'll go real bad for you. " She crosses her arms, scowling at her, " You must be new here if you don't know what I want. This could be a nice place, whole lotta Akagami trash that needs cleaning out before it can be, though. "
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  4/5

 
 Spoiler: Labels 
 
 Danger: 0 
 Freak: +1 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


It sounded like no matter what he said she was probably going to run  off. Even the ‘wait outside while you meet up with them’ option sounded like more of an opportunity to run off when he wasn’t watching her. It was kind of irresponsible, but at the same time they had some leeway to act independently…

 ”Well, it sounds like you already made up your mind on not going to the meeting to go to try and meet my team…”  he said, punctuating it with an exasperated sigh.  ”But, if that’s the case, it would be irresponsible of me to just let you run around in a new jurisdiction or making contact with an outside group you have no prior interactions with, so I guess I should go along too.” 

He was probably going to get chewed out on it later, but at least he wouldn’t be alone in it if it did, and the higher ups should really appreciate his reasoning since they’re the ones who paired her up with him. And it’s because she had some ‘wild card’ tendencies he was a little concerned about why she seemed so eager to ditch.

 ”And meeting my team is the  only  thing you’re wanting to do, right? I think we can slide by if it’s nominally Monsoon business, but if you’re trying to run off to goof off…” 
 
 Spoiler: OOC Action 

-Accepted the Influence, Freak Up Savior Down
-Roll Pierce the Mask, 2d6 + 0 = 7. What are you really planning?
 
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 0
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 


Kaylee's blood turns to ice as she meets Counterspell's eyes. Somehow - she didn't know how - her powers had vanished. She'd been turned into some normal, boring kid. What if Counterspell could do that permanently? What if her powers never came back? She inches away from Counterspell, her fear written all over her face.  "Yeah. Sure. Whatever. We'll do it your way."  She turns around and starts walking away from the gang, not waiting for Hei Fei to catch up.
Razade
 Pool:  1


  Sloth: Morning  

Sleep comes...well. If you sleep, it doesn't come well. When you wake there's the usual pending messages from your sister. You know it by heart. They're fine, they want to know how you are. Where you are. What you're up to. They're worried about you. It's always the same, it's all so tedious. You're woken by one of Pride's many assistants, the room's needed by another guest but you're welcome to stay. A train ticket back to Karakuri however is probably all the message you require to go back however. You've got a job to do after all.

Karakuri Town is, as always, exhausting. Morning commutes little better than afternoon or evening ones. The place is full of life and activity and today seems especially so. Your usual haunts are just as busy as the rest of the Town. No rest for you anywhere it would seem. What is the one spot you like to go that you hope isn't so cluttered with... people .



  Firebrand, Counterspell: The Mean Streets  
 
"Will it."  Counterspell offers with as much enthusiasm as they can muster, which isn't much. She folds her own arms across her chest as she remains parked and bored, not seeming interested in budging an inch.  "This place'll be nice once its under Akagami management. Peaceful too, really now. If you just start behaving we can stop pushing. Don't you get how this works. This is our turf now, get in line and shut up or get out. Body bag or on your own two feet. Your choice, Fireblunder." 
   Witchfinder, Nightingale: The Monsoon Branch   

Nightingale puffs out her cheeks with a hmph. "You wound me, do I seem like the sort that would just goof off? Everything I do is for a reason, and this is a good one! If we can get your friends to accept me, we can better coordinate our jobs in wrangling them into something useful. What were you planning on doing after the meeting? Writing a well reasoned and articulate list of points for why they should just do what The Monsoon wants? They're The Worst for a reason, Colin. Even if they are your friends, how long until they decide they don't want to fall in line? I know you're still catching up with everything here but do you know what other members of The Worst have done, Colin?"

They fix you with their big blue eyes, seeming to stare into you. You haven't known them long, but they seem earnest, and earnestly a little hurt.  "I took this job because I want to help The Monsoon and I took this assignment because The Worst Generation is one of the biggest dangers to this city. That you're a part of it just shows how dangerous the whole system really is. I want to clear your name and put an end to the Supernova. How about we start with..."  and then, like that they're into their suitcase, rummaging about before pulling out a file.  "Here. Sloth. Let's start with Sloth. You know them well enough, where would they be?" 

The answer is already told in the panels before you. Sloth is...wherever Sloth says they are. Tell us how you get there and how you find your erstwhile companion, Witchfinder. Work with Sloth to come up with an answer if you need to.


  Livewire, Gangs of Karakuri Town, Hei Fei and Friend: Mean Streets  

Counterspell shoots you a smug look as you skulk away even as Hei Fei is quick to follow after. She's got an infectious energy about her as you spray paint this little part of town, actively trying to get you out of the sudden funk you've found yourself in, talking about anything but the major face plant you just had. Once the work is done, she even walks back arm in arm with you, whether you want it or not, to help proudly show off your work.

What is your best work? What have you tagged this small bit of town with that says LIVEWIRE loud and proud?

Once that's done, you're finally off with the large band of hooligans. A train ride over the ocean, about an hour, gets you to San Fransapporo proper. The rest of your new friends split but Hei Fei and Cassandra remain, Hei Fei her energetic and eager self.  "Soooo....how'd you like to get into some real trouble?"  She flashes three sets of Underrail passes, even Cassandra offering a whistle. You know the Underrail, the "private" tram system for heroes in San Fransapporo with a thriving underground market. You could find anything down there, the lower levels even said to have stores and shops that sell to the Warlords. With your dad's cash, there's no telling what trouble you could get up to. If you want to impress your friends, that is. What do you do?
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


There are plenty of places that Sloth  hopes  won't be cluttered with people...but it's morning - far earlier than they usually get up. There was no desire to stay at Pride and Joy, no desire to remain close to Pride. The meeting last night was a wake-up call that Sloth desperately wanted to hit snooze on...so they go to the only place that they  know  will be empty.

Home.

Pride puts up each of their siblings in comfortable lodging, closest to where they believe they'll be useful. Sloth's condo is close to Bear City, probably so Pride can keep an eye on them - or at least, so Pride knows that they can call Sloth in whenever they need and it won't take them days to get there.

Again, they know what Sloth is about.

The entire commute back to their penthouse condo, Sloth stares at the message. If they didn't know any better, they'd say Diane must copy and paste the same message every single day...but she doesn't. It's always just a little different, always a little more worried...and a little more curious. Sloth is smart, smarter than they give even themself credit for. They can read a lot into those simple changes. Diane is growing more and more concerned.

"Why do I care?" they ask as they ride the elevator of their housing complex up to the top floor, lips pursed as they tuck their phone away, ignoring the message as always...

...or trying to...

Why was it getting hard and harder every day?

Returning to their condo isn't the relief it usually is. Sloth knows they're on borrowed time - not that they expect Pride to  kill  them, but if Pride suspects they're starting to question, starting to think about things they shouldn't be thinking about...

...what? What would Pride do then? As far as Sloth knows, none of their siblings had ever,  ever  openly defied these tenants--not that they had never defied Pride. Hell, Envy does it  constantly , and consciously. But Pride counts on that. Pride  likes  that. Sloth had seen it in their memories of past lives, how often Pride had used Envy's...well, Envy's  pride  against them. And Wrath rarely does what they're told...so Pride doesn't tell what them to do very often. Defiance is expected. "It's healthy," Pride had said before. "It shows you're thinking for yourselves. And I like that. You're not my servants. You're my siblings. My  equals ."

They like to tout that point...but Sloth doubts Pride considers  anyone  their equal.

But  these  tenants, namely never building close, emotional connections with humans, never reconnecting with the human families that brought them into the world...of all the memories Sloth has plumbed, from every one of their siblings, none of them has ever had even the inkling of doing that.

None but Sloth.

They flop down on their bed, patting around lazily for the remote for their sound system...but they can't find it, so they decide silence will do. They have no desire to sleep, which is strange...but nor do they have a desire to  do  anything.

Which is not strange.

So, after a few minutes, Sloth finds themself flipping through their past conversations with Diane, through all of her queries, her worries, her rambling when she doesn't even believe Sloth--no,  Logan  is reading, is even paying attention. Diane probably thinks that Logan just...doesn't care - that, for whatever reason, they have just washed their hands of everything.

And they should have...so why hadn't they?

Finally, after a few minutes of indecision, they just...sigh...and send her a reply - one of the very few messages from Logan in the entire chat.

 [im fine] 
 [i have a place] 
 [u dont need 2 wry abt me] 
 
 Spoiler: OOC Actions 
 
Comissar
    Firebrand    
  Conditions:  Angry
 Potential:  2/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand gives a derisive snort at Counterspell's claims, " Yeah, I saw all that peace you bought last night while I wasn't here. Can't  wait  to see more of that. " Dropping into a fighting stance, she continues, " This is your last chance. Get out of my town, or I'll  make  you get out. "

 
 Spoiler: OoC 
Missed on a provoke with a 5, adding potential
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  4/5

 
 Spoiler: Labels 
 
 Danger: 0 
 Freak: +1 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


He wasn’t going to write out a well reasoned list on why they should listen to him, mostly because he’s already aware that they were not going to listen to him for well-reasoned reasons. Well, Sunbird might as she was marginally more responsible, but otherwise he doubted they would listen to him unless absolutely necessary. Which was frustrating, but understandable as he didn’t exactly scream commanding authority and charisma.

He also held off on commenting that yes, she did seem the type who would goof off, though this was suggesting the goofing off was an act for some broader purpose? Intelligence gathering, maybe? Play dumb and people don’t expect much from you or something?

Also, was his name really something that needed clearing? So far he didn’t think his team was all that particularly bad, no worse or better than any of the Monsoon people. And at least from what he had read, the villains didn’t seem all that particularly different either…

Still, there wasn’t time to argue with a lot of stuff now that had committed to something, though his face was visibly worried a little at the mention of Sloth. In terms of making a good impression, he had to admit it was a coin flip between Sloth and Livewire on probably the worst choice. Which, if she had been doing her homework, was probably why she had picked them.

 ”Well, good news is that we had a big social event last night at a night club, so provided nothing else got in the way, I can be pretty confident on where they are now.” 

----

In however long it took to get there, Colin escorted Nightingale to Sloth’s apartment building. He figured such an exciting previous day meant Sloth was going to try and hunker down and do nothing for as long as possible at home. As they started up the elevator, Colin turns to Nightingale.

 ”So, Sloth and Livewire are both probably going to react cold to the idea of another Monsoon agent poking around in their lives, so should we try and come up with a cover story on how I know you?” 
 
 Spoiler: OOC Action 
 
Razade
 Pool:  1


  Firebrand, Counterspell: Mean Streets  

Counterspell continues to watch you, impassive and silent for a long moment before finally giving you a shrug.  "Have it your way."  The panels take a quick shot of Counterspells eyes, the panel itself more ripped across the page than inserted in a panel, showing off strange concentric circles in the stormy gray eyes, and for a moment Firebrand it seems time slows to a crawl and the fire inside of you sputters and dims. She then takes a loose fighting pose, pulling a mask over the bottom of her face.  "I've wanted to take my frustrations out since last night anyway, so you'll do. Let's do this." 
 
 Spoiler: OOC 
Your fiery martial arts don't seem to work all of a sudden on your miss.
 

  Sloth, Witchfinder, Nightingale: Sloth's Apartment  

It's not going to be your day, Sloth. Not that it really ever is but it starts off with a quick text back from your sister, giving you the business that it's her job to care and trying to pin you down on a chance for coffee if and when you can make time for them. No rush, she says, on her third attempt to get you out in public to talk to.

A knock on your door that follows only means this day is going to get more exhausting. The panels cut ,for a moment back to  Witchfinder  however just outside the door right before knocking.

Nightingale, for her part, seems fairly happy to have won the discussion or at least she seems to take it as a win. They are standing in front of one of the team's apartments rather than in some boring meeting so mission accomplished.  "We'll just say I'm your sister and that'll work right? They don't know your family? If not, I'll just say I'm your girlfriend...though I should probably get out of my uniform for either of those to work huh? Be right back!" 

Nightingale leaves you to come up with your own excuse after giving the examples, the panels returning post-knock and Nightingale showing up in a totally different outfit, no doubt in the suitcase she's still lugging after her. Fairly civilian though still a long skirt and something a bit dressier and preppier than one might generally wear day to day. Also somehow not wrinkled despite being shoved in a suitcase.

  Shockwave: New Kid On the Block  

You've only been in San Fran for a little while now, less time in Karakuri Town. You'd heard stories of the place even just from word of mouth. A former haunted island town sunk beneath the waves but it was far from that when you arrived. The place was thriving, plenty of new stores and places to explore and thankfully (probably) a little less hectic than the hustle and bustle of the mainland so easier not to get culture shock from. Your mom set you up with a small apartment of your own with only a few strings attached. Call home at least twice a month, find something you can do to make a little bit of money so you can live off what they can send you and stay out of trouble. Any calls from the police or hospital and those lifelines back home will quickly become tether lines to drag you back.

And you've been thriving! At least that seems to be the case. Made a few super powered friends at least. You saw them in the news yesterday even, stopping some robbery or other in one of the soon to be shopping plazas. No reports that any of them got seriously injured which is also good. It's a bright and early morning in sunny Karakuri Town so the first real question is...what do you do? What's a normal morning for Tracy, where'd you get an apartment, what are the people like living around you, what's you're routine. What are you doing for scratch? Just the basics.
Comissar
    Firebrand    
  Conditions:  Angry
 Potential:  2/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


" Yeah, this isn't gonna go the way you want. "

The feeling of her powers being sapped away from her was disorienting to say the least, but at least her movement was unaffected. Firebrand takes one step forward, a second, then erupts in a blur of motion. She feints a wide punch, ducking down to make a low leg sweep instead as Counterspell goes to block her. Even if she could get the other super off her feet, though, she remained wary of any unseen powers her opponent might have. Fighting without her ability to conjure fire would take a bit more caution than she normally showed.

Firebrand found a grin coming to her face, it had been a while since she last fought solely on her own martial arts skills.

 
 Spoiler: OoC 
Rolled a 10 for a direct engage. Going to choose to Resist/Avoid and Impress/Surprise/Frighten.

I figure Firebrand just going in on the fight even without her fire power justifies the latter, and she's fighting cautiously to avoid counter-attacks.
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


The panels show Sloth staring at their phone, putting it down...picking it up...putting it down on the nightstand beside the bed...picking it up...slamming it down on the nightstand, screen down, rolling onto their side with their back to the phone...

...rolling over and sitting up, glaring at the phone...

 Knock, knock, knock 

They blink, glancing to the door with a quirked brow, then back to the phone, then to the door again...

 "There's no way..."  they say, frowning deeply as they stand up, walking to the door and opening it--

 "Oh, it's you..."  they mutter, seeming almost...relieved? They're usually pretty hard to get a read on, but there's definitely something odd in their demeanor as they turn to walk back into the penthouse, just...leaving the door open. No invitation, no welcome, just a distracted  oh, it's you .

 "What do you want?"  they ask, sitting down on the well-used bed and turning their half-lidded gaze up, not to Witchfinder, but to Nightingale, watching her with a half-lidded gaze.

They aren't wearing their usual sloth-themed jacket, but they otherwise appear largely the same despite being in their own private residence. If either Colin or Nightingale expected to catch them off-balance or unawares, it seems to be not the case, in fact, whatever is occupying their mind seems to be putting them on edge...

...well, as "on edge" as Sloth gets...

The penthouse itself is surprisingly, almost alarmingly posh. It's not exactly over the top extravagance, but it's definitely upper class with comfortable, fairly expensive furniture, a sleek kitchenette, an enviable sound system set up in the corner, and a fairly massive king-sized bed they are currently sitting on in the far corner of the room. In the other far-corner from the door is a sitting area with a well-stocked bookshelf and a disgustingly comfortable-looking armchair aimed at large bay windows with a beautiful view of the somewhat  un beautiful Bear City.

 
 Spoiler: OOC Actions 
 
Razade
 Pool:  1


  Firebrand, Counterspell: Mean Streets  

Counterspell is quick to action despite their formally lethargic attitude. It's not surprising that one of the Akagami chiefs is well versed in martial arts themselves and while none of her blows land any serious hits the fight could easily have gone against you, Firebrand, with just a few missteps. It's hard to know if that'd be the case with your powers but it's a moot point, they're gone for now. When it's clear the fight isn't going in her favor however, Counterspell is quick to disengage, going fully defensive to make some distance between you.

 "Not bad. No wonder you're giving our people such a hard time. I'll have to put you down here or you'll make our operations even harder."  From her jacket she pulls several large knives, her stance changing as she goes on the offensive once more, slashing and cutting as blades of energy zip from the weapons. The energy beams are sharp as well as they cut large grooves in the asphalt of the street, an errant one easily cleaving through a street lamp and the front of a house.
Comissar
    Firebrand    
  Conditions:  Angry
 Potential:  2/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand's grin just grows wilder as Counterspell draws her energy weapons. That move in iteself read as an admission of defeat to her, that even de-powered Firebrand was too hot to handle. She switches to a more evasive style of fighting, dodging under and around Counterspell's swings, sometimes with the aid of a block or feint. The sound of the destruction of the misses, though, give her pause. She takes advantage of a pause created by a particularly wild swing to duck back and take a proper look at the damage happening around them, the grin wiped from her face.

Turning back to Counterspell, she waits for an opening and ducks in close, catching Counterspell's wrists and twisting them violently to force her to drop her weapons. "  What the  hel  l ! Are you  really  gonna wreck homes to stop me?  "

 
 Spoiler: OoC 
Rolled a 9 on a Direct Engage, going to choose to take Counterspell's weapons from them.
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  4/5

 
 Spoiler: Labels 
 
 Danger: 0 
 Freak: +1 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


He didn’t even get a chance to discuss it more before she ran off, leaving him to figure out what would be the better plan. Considering he didn’t know much about his potential ‘family’ – Monsoon records suggested there could potentially be more homunculus out there from the research that was taken but nothing solid – that  could  work as there wouldn’t be any information to contradict him, really. Plus, him and Nightingale did look similar enough to pass as siblings. In comparison, claiming her to be a girlfriend might just fry Sloth’s brain enough to bypass anything, but would also offer way to many questions that he wasn’t sure he’d be able to effectively dance around.

Yeah, sister was probably the better plan.

So that was the situation at hand when Sloth opened the door. Which, in some ways, was a surprise. He had half expected Sloth to still be asleep or, like, have some kind of auto door opener so they wouldn’t have to get up and answer anything. He had also expected the apartment to be a mess – Sloth didn’t seem much like a ‘housework’ person – but, well, this was definitely a fancy, well kempt place. Money to pay for house keepers?

 ”Oh, hey, sorry to both you but, uhhh, I actually wanted your advice on something,”  he said, glancing over at Nightingale to signify he was about to start building up a backstory here.  ”I’ve mentioned before how I’m a homunculus created by a mage Monsoon took down and took in, right?” 

He had. He wasn’t exactly one to hide important information like that. At minimum, the team needed that information in case of a medical emergency so they or a medical professional were not caught off guard by any weird biology.

 ”Anyway, turns out I wasn’t the first run at the whole ‘creating life’ thing for the guy and, well…” 

He motions towards Nightingale.

 ”I’ve been tasked with keeping an eye on her, introduce her to the world and all that. I know the others don’t have siblings, but you’ve never said either way, so I figured I’d gamble on you  maybe  having some advice on how to do the whole ‘sibling’ thing?” 

That was a lie, Monsoon was aware Sloth had connections to a bigger group of people with similar ‘sin’ based names. That was a big part of why Monsoon tolerated him working with Sloth due to the potential to getting closer to them. But if he said that out loud that’d be revealing that Monsoon is surveilling them, and the whole point was  not  to trigger paranoia.

 
 Spoiler: OOC Action 
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


Sloth gazes at the duo, brow quirked though otherwise seeming quite disinterested. Is this seriously why he decided to pay them a visit? To introduce his goddamn sister around? Was this their fault for being too buddy buddy?

Then...

 ...so I figured I’d gamble on you maybe having some advice on how to do the whole ‘sibling’ thing? 

They are immediately on their feet, scowling and looking about as tense as Colin had ever seen them.

 "You ****ing expect me to believe that?"  they practically snarl, their eyes flicking to their phone.  "You come all the way to Bear Town on the off chance that I   might  have some advice about goddamn siblings?  Me ?!" 
 "You must think I'm the idiot to end all idiots, Witchflounder,"  they spit out, narrowing their eyes and crossing their arms.  "Just say what you came here to say and...and get it over with. You kicking me off the team? Or taking me into custody? Just...don't treat me like I'm a ****ing idiot." 

...why did this rub them so hard the wrong way? Why did the thought of being kicked from the team sting so badly? They knew this day would come...right? They...expected it.

Right?

They blink in surprise as they feel a sting in their eyes and quickly look away to hide tears welling up.

 
 Spoiler: OOC Actions 
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  4/5

 
 Spoiler: Labels 
 
 Danger: 0 
 Freak: +1 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


Woah, that spiraled out of control way faster than he thought. Apparently siblings must have been a much more sore spot than he thought. It not only keyed Sloth in on the whole thing being a farce but also pushed them into a rage and energy level he hadn’t seen before.

 ”I…look, there’s no need to cry, you’re not in trouble or anything!”  Colin replies, quickly trying to reassure Sloth this wasn’t, like, some kind of sting operation on them.

 ”I’m sorry, I was actually trying to  avoid  something like this and just, uggh, this is why I try not and get ‘undercover’ missions,”  he says, pinching the bridge of his nose. Lying was never a strong suit of his.

 ”Look, truth is Nightingale is another Monsoon agent who got assigned to the same jurisdiction as me after everything that happened yesterday. She wanted to meet my teammates, and I thought it’d be easier if I didn’t come barging in with ‘Hey there everyone, meet my new partner’. I know you and Livewire aren’t  exactly  the biggest fans of them after all so, I don’t know, figured easier if you just thought she was my sister or something?” 

He thinks for a second, and while they’re clearing the air…

 ”That said, yes, we’re aware of the ‘Sins’ family thing, and I am supposed to keep an eye on you, figure out your deal. If it helps, I always report that you’re trying your best.” 

That covered everything, at least as far as he’s aware of.

 ”So, sorry for freaking you out.” 
 
 Spoiler: OOC Action 

Roll Comfort and Support: 3+4 = 7 (no influence, Mundane is 0).
 
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 0
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 


Livewire's pièce de résistance is an enormous mural spray-painted onto the side of a convenience store. It shows a figure with Kaylee's trademark neon-pink hair holding a lightning bolt of the same color up in the air, with more bolts of regular lightning crashing to the ground all around her. The mural is capped on top by a set of roiling grey thunderclouds illuminated in stark whites, and on the bottom by a craggy outcropping of a slightly lighter grey.

Kaylee certainly doesn't  complain  when Hei Fei insists on walking her back arm in arm. The trip, however, is filled with Kaylee cracking too many jokes, hip-checking the other girl at random intervals, and switching arms when she's not looking. Conversely, the train ride happens mostly in silence. All Kaylee can do is steal nervous glances at Counterspell across the train, and offer tense responses to anyone trying to speak to her. When the rest of the Akagami finally leave, she lets out a sigh of relief as the tension leaves her body.

Hei Fei's reveal of the Underrail passes elicits a similar whistle out of her as Cassandra.  "Woah, how'd you get those? They only give out Underrail passes to the  really  old heroes. You know, the ones who have their heads completely shoved up the city's bureaucracy."  She plucks one of the passes out of Hei Fei's hand and slowly starts to grin.  "They have shops down there in the Underrail, right? You know what? Anything you guys want, is on me. Now come on, let's go already!" 
The_Specialist
   Shockwave  
 Conditions: 
 Potential:  0/5  
 
 Spoiler: Labels 
 
  Danger:   +1 
  Freak:    0 
  Savior:   +1 
  Superior:   -1 
  Mundane:   +2 
 
 

 
 Spoiler: Moves 
 
  [X] Good Egg:  When you take the high road in a high-stakes situation, roll + Savior. On a miss, the opposition drags you down to their level. On a hit, you rise above. On a 7-9, you’re not walking away untarnished. Mark a Condition. On a 10+, add a Team to the Pool. 
  [X] Not a Flyover:  When an opponent underestimates you or attempts to call you out as being an outsider, roll + Savior. On a miss, they have you pegged. Give ground or admit to your shortcomings. On a hit, you’ve exceeded their expectations. On a 7-9, mark a Condition but you expose a flaw or weakness. On a 10+, gain an Opportunity or take +1 forward. 
 
 



Tracy has been thriving! At least he thinks so. He's managed not to get into any serious trouble as of yet at the least, so no strikes towards him going home. It's not a particularly exciting life by city folk standards most likely, but for Tracy it's been pretty thrilling!

He's managed to find and maintain a small studio apartment in Karakuri Town, not too far from a shopping center. In that way, it feels a little like home. He can still walk to get his groceries. The denizens of the neighboring apartments have been welcoming, all a fair bit older than Tracy save for one college student. There's little common ground for the most part, so while he hasn't made many deep connections yet, it's always good to know who's next door! And his mom insisted he get the phone numbers of left and right, in case of emergency.

He's got into a few scrapes. Those are exciting! He's not experienced anything life-threatening, but well, he's trying to take it slow-ish to start. For mom. He's locked in a part time job too, also exciting! Especially as it's working for a local noodle shop called Good Noodle. Nothing fancy, but it's nice to do something that  isn't  just heavy lifting for once, and learn something new. Exploring all the different food has been a particularly favorite pastime of Tracy's too! The owner is a kind man called Llyn, who even checks up on Tracy from time to time even off work.

That's for later in the day, though! Tracy tries to help out with the lunch rush. To start the day off is a jog. Have to stay in shape to catch the villains! He doesn't have a set route yet. He tries to take a slightly different one each morning and see more of the town. Later comes any chores or errands, then Good Noodle. After work he's free again to explore more of the town and find new places to sample for dinner, and hunt down any trouble!

It was fairly exciting seeing some people on tv that he 'knows' to some degree or another! He decides to maybe try and swing by the area the kerfuffle went down, just to see if he can see any of the aftermath or pick up any extra rumors about the affair.
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


To say Sloth was off-balance would be the understatement to end all understatements. Sloth wasn't just vulnerable, they were completely on their ass...figuratively speaking.

They snap their eyes back to Colin, blinking a few tears from their eyes as he desperately tries to bring the situation back into some semblance of control after Sloth accidentally went nuclear, thinking themself to be under attack. It was no surprise, really, of course. Pride had always drilled it into their head that that was how humans would react to them if they knew the truth. They were, after all, living embodiments of corruption, meant to sway them and, ultimately, destroy them. If only in a...moral sense.

Their eyes snap to Nightingale, narrowing slightly, struggling  not  to reach up to wipe away the tears from their eyes...they don't even know why they're there! Sure, if they were found out - which it seems as though they are, but Sloth had pretty much expected the Monsoon to know about the Sins, and for them to have informed Witchfinder...but that should have put them on edge, not made them  cry !

And for some reason, the fact that Colin saw tears in their eyes pissed them off even more.

But they find his placation...comforting, in a way. The fact that he's even trying is telling. After all, if he was here to sever ties, to decry them as a demon, to tell them the team didn't  want  them anymore, then he wouldn't even be bothering...and the fact that he seemed to have been sticking up for them...

...were they  blushing  now?!

 "I-If you're not...I-I mean...wh-why are you even here, then?"  they stammer.

 
 Spoiler: OOC Actions 
 
Razade
 Pool:  1


  Sloth, Witchfinder, Nightingale: Sloth's Apartment  

Nightingale steps in finally to offer a hand in greeting, shooting a somewhat troubled look to Witchfinder.  "I told you girlfriend would have been better."  she mouths at the other Monsoon agent before focusing her attention on the Sin.

 "We've been put on observing you and your fellow Supernova insofar as they relate to Colin. The Monsoon is....uncomfortable with the events yesterday at the shopping center. Karakuri Town is a rising jewel in the crown of the Guardians and they've put out some strong signals to us that they want to keep...your kind...The Worst Generation, not the Sins, and the general chaos they cause to a minimum. They're afraid if you're all allowed to run amok like on the mainland...you might upset the balance of power here, with Cindersnap and her crew having such a strong presence in the city. I'm sorry, we didn't mean to upset you. Colin was very protective of you and the rest of your team, I pushed him to meet you. If you're going to be angry with anyone, please be angry with me."  

Nightingale then takes a step back, giving Colin another uncomfortable glance, waiting to see if he wanted to add anything before continuing with her own statement.  "I was briefed on your relation to the other Sins but my primary goal is to assess how we can better leverage you and your...fellow...members of the Worst Generation moving forward. We didn't mean to upset you, I'd like us to be friends."  The cheery girl offers the best attempts at a winning smile, hopeful.  "I know you like to keep to yourself and keep things quiet. I brought something I hope you'll enjoy."  

Once she's satisfied that things have been glossed over, she moves to her suitcase, rummaging inside before pulling out a large, stuffed sloth that has been dressed in flannel pants and holding a large mug of coffee.  "Your files said you liked this coffee shop, I asked for one of their display pieces...I hope you like it..." 
  Firebrand, Counterspell: Mean Streets  

Counterspell gives a surprised shriek as her wrists are twisted, the sound someone not used to getting what they really deserve makes when they finally get a taste of their comeupance.  "If you didn't dodge they were aimed at you. Stop moving so much and your precious buildings won't get damaged."  With you so close in range, Counterspell places a surprisngly strong kick to your stomach, flipping back and opening some distance between you.  "But if that really makes you mad, I guess I know what I have to do." 

Counterspell then turns on her heel and books it down the street. While it's not a gracious run, it is one with its own trail of carnage as lightning starts to whip out of her body, blasting chunks of asphalt and concrete as she goes, growing faster as she races off. A familiar sight, wouldn't you say? She doesn't run far however, just far enough to get to one of your local shopping stops, a convenience store at the edge of the neighborhood. People were flocked around it until the villain raced into their ranks, the lightning blasting them off in all directions for you to see what they'd gathered around.

On the side of the building is some of the largest graffiti you've seen from the Akagami to date. An enormous mural spray-painted onto the side of the store. It shows a figure with neon-pink hair holding a lightning bolt of the same color up in the air, with more bolts of regular lightning crashing to the ground all around her. The mural is capped on top by a set of roiling grey thunderclouds illuminated in stark whites, and on the bottom by a craggy outcropping of a slightly lighter grey.

 
 Spoiler: OOC 
Mark a Condition
 

  Livewire, The Gang: Meaner Streets San Fran Side  
 "Maybe it's better you don't ask those kinds of questions, we might get caught. Still time for you to say you didn't know they were stolen so you can get away. We might need you to post bail tonight."  Hei Fei laughs though the sound quickly dies in her throat from Cassandra who, up to this point, has been mostly quiet. She kept her peace during the graffiti and you maybe heard one or two remarks on the train ride, otherwise she's been a silent party in all the proceedings. Even your offer of buying them stuff earns a simple grunt of acceptance before she stalks away.

 "Don't mind her."  Hei Fei is quick to come in on the defense as she motions for you towards one of the Black Tortoise Way entry points, glancing between you and your other companion.  "She puts on a tough act but you should see her on stage. She's a softie. I think she already likes you, she's normally way worse when we pick people up. Sweet of you to offer to buy stuff, but that's not why we brought you along. You seemed like you could use a friendly pair of faces at the club...I know we just met, but what you did back there with the Akagami was pretty cool. If something's eating at ya, I bet we can help clear those bugbears in the Underrail. Come on, you're in for a treat."  Hei Fei gives another one of those smiles, the kind that makes her light up like a lightbulb and radiates out into the space around her as she drags you off.

Getting to the Underrail was...surprisingly easy, considering you've all got stolen passes. You'd expect the the heroes of the city to keep better watch on that but apparently not. The tram lines are what you'd expect. Simple brick and mortar tunnels, brightly lit trams in dimly lit tunnels but the deeper you go, the more that changes. Vast stone cut stairs descend into a brightly lit series of underground streets, vast iridescent wisteria hang from the ceilings casting the place in a mauve glow. The streets are packed with heroes of all shapes and sizes, villains of various stripes mingling in the mess of people. The air smells of grilled meats and motor oil, charcoal clouds giving the glow a hazy feel and far above you see clouds drifting and in the distance, rain showers make people flee inside izakaya until they pass.

Despite the congestion, it's fairly easy to move around with your guides and before long you find yourselves in a less cluttered area of the Underrail. Small little robot like creatures skitter through the dark cracks between buildings, lightbulbs worked into their form illuminating byways and highways less traveled which Hei Fei and Cassandra seem to follow with an oddly unerring certainty until you leave the streets entirely and push into a large, open space. More smells assault your senses. Cumin, turmeric, the rich scent of soy sauce and sugar on a griddle pan and the smell of alcohol. The clientele pay the three of you no mind but a waitress manages to pull herself from the small islands of people formed up around open flattops to greet you.  "Welcome back, your usual seats?"  she asks, leading the three of you off into the far end of the restaurant to a more private booth.  "This is the best place to go after a night of dancing. Cheap, lots of food, and we'll pay here."  Hei Fei finally speaks as you settle. Cassandra nods her assent before finally she speaks up once more.

 "So. Tell us about yourself." 
  Shockwave: Previous Battleground  

As one might expect for a giant hole in the ground, a large number of safety precautions have been taken so people won't fall the good 15 to 20 feet unless they really, really try. A few police mill around, even some of The Monsoon agents can be seen in their number. You've met a few during your shifts at the Noodle, generally friendly sorts in their pressed suits and straight ties. Always good for gossip and conversation and the proprietor of the Noodle seems to have a good rapport with them. You suddenly find yourself not alone however, a spritely young woman appearing by your side, somehow having not made any noise in her approach.

 "Pretty big hole huh?"  she asks, all smiles as she holds out a hand.  "I'm Sam. I like your arms...they're some real fancy work. Where'd you get them?" 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  4/5

 
 Spoiler: Labels 
 
 Danger: 0 
 Freak: +1 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


He stood back silently as Nightingale took over the situation, doing her own spin on comforting Sloth and explaining things. Since everything was already out in the open there wasn’t much of a point in hiding the purpose here, which wasn’t that bad. The idea Monsoon would be keeping an eye on the team just to make sure things didn’t get out of control wasn’t the biggest surprise in the world. After all, that was basically his job already. Nightingale was just there to help with it since, after the events of the other day showed, he wasn’t apparently doing the greatest job. If he was, there wouldn’t have been a giant hole in the city.

Also, how much stuff was in that suitcase? The gift was a nice touch.

 ”What she is basically it. Monsoon just figured I needed a bit more help in keeping things in check around here after what happened yesterday so they partnered her up with me. Speaking of partner, just out of curiosity, would you have believed the cover story more if I had said she was my girlfriend instead? I need to work on my undercover work better so the feedback would be appreciated.” 
 
 Spoiler: OOC Action 
 
Comissar
    Firebrand    
  Conditions:  Angry, Insecure
 Potential:  2/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -2 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


"  Oof...  " Firebrand lets out a grunt as she's kicked back, rolling with the blow and up to her feet with a hand clutched over her stomach as Counterspell. Her eyes narrow at Counterspell's deflection of blame, then widen again as her opponent takes off. The implied threat worried her, and it looked like she might've stolen Kaylee's powers. Racing after Counterspell, she's grateful that at least her quarry wasn't trying to escape her sights yet. Even with her powers, Firebrand couldn't hope to keep up with Kaylee in a race.

As the unfolding scene in front of her comes into view, though, Firebrand finds herself wishing Counterspell  had  just fled instead. The villain seemed to have no concern at all for the safety of those around her. As she did her best to catch up to the crowd, Firebrand caught the familiar face of Aoife in the crowd. A barrista at Slothee Coffee, Aoife also happened to be a regular at Stephanie's pottery classes and one of the first acquaintances she'd made since moving to Karakuri Town.

" Tch. "

Coming to a stop between Counterspell and the crowd, she turns her head as far as she dares while not taking her eyes off her opponent, "  Everyone get out of here! Fast!  "

Turning her focus fully back to Counterspell, her expression as stormy as the mural behind her opponent, she growls " I'm the one you want, not them. Leave them out of it. "

 
 Spoiler: Aoife Appearance 
 
 

 
 Spoiler: OoC 
Rolled an 11 to Defend the Crowd. Going to choose to take Influence over someone Firebrand protects, in this case Aoife. Also marking Insecure from the earlier post.
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


Sloth remains hesitant, silent.  Stiff  - awkwardly so. It's an odd look for them. They are usually relaxed in the extreme - slumped, hands stuffed in their pockets, apathetic to the world around them. But the disheveled appearance from being caught at home, in  their space , and the sudden wave of confusing emotion makes them appear almost...

...almost human...

And then Nightingale hands over a rather adorable peace offering, which is a new layer of weird. They do reach out to take it, looking down at the item and frowning, as if they don't recognize it, have no idea what it is, what it's for...

This makes them feel...weird...

For a moment - just a moment - they are an open book of confusion, uncertainty, guilt...even regret. This isn't how the world works, this isn't how  they  work. This was getting out of control. They were in over their head.

But then, Pride's voice in their head...

   Stick close to these heroes and when I call you, bring them where I tell you.   

Their hands tighten around the sloth doll for a moment longer, a wave of...something surging up inside of them.

But then...

They sigh, tossing the sloth onto the bed, almost as though they are discarding it.

Door: shut.

 "You come up here, lie to me, then tell me you're spying on me...then you ask me how best to  lie to your own team ...and I'm supposed to trust you?"  they ask, turning their gaze back to Colin, unreadable once more.

 "I guess it's heartening to know that it's not me that's stupid...it's you,"  they mutter, sitting down on the bed before flopping onto their back to stare up at the ceiling with a sigh.  "You want my advice? Don't lie. You're both **** at it. And humans tend to dislike that." 
 "Deception isn't a Sin, but it should be." 

They close their eyes.  "Now get lost."  they say bluntly, waving a hand impassively in the air above them with another long-suffering sigh.  "Don't let the door hit you on the way out. I don't wanna have to clean ass prints off my door." 
 
 Spoiler: OOC Actions 

Sloth does not open up. Rejecting the comfort/support
 
The_Specialist
   Shockwave  
 Conditions: 
 Potential:  0/5  
 
 Spoiler: Labels 
 
  Danger:   +1 
  Freak:    0 
  Savior:   +1 
  Superior:   -1 
  Mundane:   +2 
 
 

 
 Spoiler: Moves 
 
  [X] Good Egg:  When you take the high road in a high-stakes situation, roll + Savior. On a miss, the opposition drags you down to their level. On a hit, you rise above. On a 7-9, you’re not walking away untarnished. Mark a Condition. On a 10+, add a Team to the Pool. 
  [X] Not a Flyover:  When an opponent underestimates you or attempts to call you out as being an outsider, roll + Savior. On a miss, they have you pegged. Give ground or admit to your shortcomings. On a hit, you’ve exceeded their expectations. On a 7-9, mark a Condition but you expose a flaw or weakness. On a 10+, gain an Opportunity or take +1 forward. 
 
 


Tracy does his best to keep out of the way of the police, not wanting to obstruct anything or give the impression that he's there to cause trouble. It does make him feel secure seeing members of The Monsoon about, though he chickens out from waving at any of them, unsure if they'd recognize him without the Good Noodle shirt. He doesn't get much time on his own to ogle the giant hole in the ground before he's greeted by the perky stranger however.

Turning towards her with an obvious look of mild surprise, he's quick to smile all the same with the friendly greeting.   "O-Oh, yeah!"   He agrees with a soft laugh.   "Did you see it go down...?"  
  "Hi Sam. I'm uh, Tracy,"   He accepts the offered hand, having well enough practice at this point with just how much pressure to use when gripping for a shake, firm but gentle. He lets out another soft laugh at the compliment, sounding a bit more sheepish as he casts a look at his own arm before letting go.
  "Thanks! Uhh, well... my mom made them, actually? She's, she's pretty cool."  
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  5/5

 
 Spoiler: Labels 
 
 Danger: 0 
 Freak: +1 
 Savior: +1 
 Superior: +1 
 Mundane: 0 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


For a brief moment it seemed things were going to be okay, but apparently asking for feedback had been the wrong idea. Sloth…wasn’t exactly  wrong  for being mad at the question, now that it was said out loud. Colin winced as Sloth raged and then just went to go curl up on the bed, willing that the two of them leave now. He was torn between wanting to try and apologize more, not wanting to leave things on such a nasty note, but it was probably a good idea to give Sloth space and try not to force things. Then again, knowing Sloth, if left to their own devices they could potentially stew in their negative thoughts and things get worse.

He glances over at Nightingale, then back at Sloth, and then moves over to one of the chairs and sits down. From what he knew of the Sins and stuff he thinks there’s one last angle he can play here.

 ”Know what, you’re right, I was being stupid, and I apologize for that. Being raised by the Monsoon doesn’t exactly give you the best social skills. I got caught up in ‘am I doing a good job’ and not ‘am I being a good teammate.’ I don’t know all that much about what your whole deal is with these Sins, but I think you can understand how that goes, right? So, how do we go from here so that we can keep working together, because it’s not going to work if we can’t trust each other, and I don’t think you’d like whoever they’d replace me with if they think I’m not going to be of any use keeping an eye on you.” 
 
 Spoiler: OOC Action 

Rolled Pierce the Mask: 2d6-2 (for Angry) = 2+2-2 = 2.
Yay Advancement
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   1/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


The frame focuses on Sloth, eyes closed, laying languidly on their back, not curled up physically but  certainly  emotionally, like an armadillo protecting its core.

Or something.

But then Collin comes into the frame and sits down and they blink, furrowing their brow and looking at him.

Why was he...still here...?

They watch him speak, brow furrowed, a hint of that same emotional vulnerability in the brown of their dull but still somehow soulful eyes.

...then, they sigh again, though more of a sigh of defeat, as if he had overcome some sort of obstacle they hadn't wanted him to overcome.

 "...yeah, I guess I get that,"  they admit.

 "Look,"  they say as they sit up, swiveling on the bed and pulling their legs up into a cross-legged position.  "You don't have to worry about me. We've been tailed before and it never revealed anything we don't want revealed. You're not here because the Monsoon's got control of the situation or because they  assigned  you to be here. You're here because of that fiasco at the docs." 
 "What I mean to say is you're as much one of us--th-them--th-the team, I mean,"  they clear their throat,  "as you are one of the Monsoon,"  they shoot Nightingale an appraising look, though it's clear the appraisal finds her...wanting.  "If I didn't  want  to be here, I wouldn't be here...and if I didn't want  you  here...well..." 

They shrug a bit and lay back down.  "Seriously, though. Stop lying,"  they mutter.  "Livewire might be so hyperactive it makes me sick, but they're not an idiot. They'll smell you--well, maybe not a mile away, but within a hundred feet at least." 
 
 Spoiler: OOC Actions 
 
Razade
 Pool:  1


  Witchfinder, Sloth, Nightingale: Sloth's Apartment  

Nightingale puts up her hands as she's appraised, waving them a bit to ward off the look. "We all copacetic now? We really are here to help, and the only way to do that is to get to know one another. Why don't the two of us go get a coffee, I'll pay." They then glance at Witchfinder, giving a shrug.

  Firebrand, Counterspell: Mean Streets  

As one would expect, the crowd scatters though you catch a parting glance from your fellow potter as Aoife dashes off, helping to herd people onto side streets and away from the fight. Who doesn't run? Counterspell. Instead she keeps posted beneath the massive graffiti marring the view.  "This stops when you stop. What do you think beating me here is going to do? No powers, just some lucky hits. Just give it up, I can keep this up until others arrive." 
 
 Spoiler: OOC 
Clearly an Influence use here. Savior down and Mundane up as she's saying you're not really the hero you think you are or roll to reject.
 

  Shockwave, Sam: Hole in the Ground  

Sam looks at you with star eyed wonder.  "Your mom made them?! She must be a genius! I don't think I've seen anything like these like, ever! Can you feel anything with them? How do they work?"  she asks excitedly though after a moment it seems she figures out some of those questions might be rude, a bashful look crossing her features with a slight blush.  "S-Sorry...I get carried away sometimes. I didn't see the fight no...I came to see what was down there but the police presence is pretty dang tight. If I had someone to help distract them though...you wanna know what's down there too right? Let's see if we can sneak down!" 
Comissar
    Firebrand    
  Conditions:  Angry, Insecure, Hopeless
 Potential:  4/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -2 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand watches from the corner of her eye as the crowd flee the scene, a flash of gratitude breaking through her frustrations as she sees Aoife taking the initiative in shepherding people to safety. She turns her attention fully back to Counterspell, her guard lowering a fraction as the villain starts speaking. She scowls at the woman's words. Like it or not, there was some truth to them. Counterspell was proving difficult to put down without her powers, there was no telling when she might tap into Kaylee's powers and take off again. Firebrand felt her heart sink as another thought occurred. Kaylee might even have been captured by them, who knew how the power theft worked?

She couldn't just back down, but she also didn't want to risk more building damage or more crowds being threatened. The gamble was whether or not she could find a way to get Counterspell to give up  without  forcing a fight that might end up elsewhere. Firebrand's stance loosens a little further. " It's not luck if I keep doing it, jacka  ss. " She uses the break in the fighting to glance up at the mural properly, her expression darkening again. There was still a piece of the puzzle missing, " What did you do to Kaylee? What is she to you? "

 
 Spoiler: OoC 
Rolled a 5 to reject, so marking Hopeless, marking potential, and shifting Mundane up, Saviour down (all already marked).

Then attemped a Pierce the Mask and got a 2, marking another potential for my trouble (also already marked).
 
The_Specialist
   Shockwave  
 Conditions: 
 Potential:  0/5  
 
 Spoiler: Labels 
 
  Danger:   +1 
  Freak:    0 
  Savior:   +1 
  Superior:   -1 
  Mundane:   +2 
 
 

 
 Spoiler: Moves 
 
  [X] Good Egg:  When you take the high road in a high-stakes situation, roll + Savior. On a miss, the opposition drags you down to their level. On a hit, you rise above. On a 7-9, you’re not walking away untarnished. Mark a Condition. On a 10+, add a Team to the Pool. 
  [X] Not a Flyover:  When an opponent underestimates you or attempts to call you out as being an outsider, roll + Savior. On a miss, they have you pegged. Give ground or admit to your shortcomings. On a hit, you’ve exceeded their expectations. On a 7-9, mark a Condition but you expose a flaw or weakness. On a 10+, gain an Opportunity or take +1 forward. 
 
 


Tracy nods a little as Sam echoes his words, laughing a little sheepishly as she continues, unused to being the target of such enthusiasm. On one hand, he figured anyone here would be much more interesting than him; on the other, he supposes it's been a long time since he's lived somewhere where his arms aren't old news!

  "Uh... I can feel some things. Like... pressure. Temperature. But it's not the same as like... skin feels it...?"    He tries to explain, shaking his head a little when she apologizes.   "It's alright, it doesn't bother me,"    Tracy promises with a sincere smile. The next statement catches him a little by surprise though, and he arches his brows before glancing towards the massive hole and then back again.

  "You... You want to go down there?"    He echoes, making sure to lower his voice by the end.   "I mean... I-I'm curious but... we could get in pretty big trouble..."    He frets a little, rubbing at the back of his neck as he takes a moment to try and actually gauge just how many authority figures are around.
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  4/5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +2 
 Superior: 0 
 Mundane: 1 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


He wasn’t sure if that last bit about “If I didn’t want you here” to be a threat or not, but the overall message he was getting was that Sloth was tolerating his presence. Considering everything that had been going on in this conversation that was probably the best that he could expect out of them. He’d have preferred things to be on a nicer note but, well, this whole conversation had gone downhill pretty quickly so the fact they weren’t in the middle of a fist fight so had to take what you could get.

 ”Yeah, I think I’ll just be straightforward with the others about Nightingale,”  he says. Besides, Sloth would just call him out on the lying if he did try anyway, so no point in trying.

Glancing over at Nightingale as she offers the coffee idea, he shrugs.

 ”Ehh, I think we’ve probably exhausted whatever social energy Sloth would have had. But I’ll let it up to them to decide,”  he says with a glance back to Sloth.

 
 Spoiler: OOC Action 

-Rearrange labels and add +1 advancement taken. New labels are set up.
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   2/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


Sloth narrows their eyes at Nightingale. Perhaps there was some peace between them and Colin after this little heart to heart (ok, it probably wasn't quite enough to be considered a "heart to heart"...then again, it  is  Sloth), but Nightingale isn't just an unknown factor, she's very likely the reason Colin felt it necessary to lie in the first place.

If Sloth has learned anything over countless lives, it's "never trust a suit". They weren't the same Sloth, of course, but some lessons after just ingrained in your DNA.

 "Why?"  they finally ask after a moment.  "Surely you don't actually believe you need to make chummy with me...and if you work for the Monsoon, it's far more likely you see me as the enemy. You already did your duty. Surely taking me out to get coffee isn't part of your mission briefing." 
 "Why are you here anyways, Skip?"  they ask, though their eyes don't leave Nightingale's, a surprisingly canny look for the lazy sin.  "I don't believe it's just to introduce your new 'partner.'"  they make finger quotes around the word 'partner', and even add a bit of stink to their tone, as if they don't like the idea that Colin has a partner.

 "Let me guess...you got chewed out by your superiors and now they've assigned a babysitter," 
 
 Spoiler: OOC Actions 

Action - Pierce the Mask on Nightingale = 6
Marking potential (2/5)
 
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 0
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 


Kaylee whistles appreciatively as the three make their way through the Underrail. The place was grimy, sure, but also full of warmth, covered in smoke and light and all sorts of tantalizing smells. In short, it was the exact opposite of the family mansion - and it was beautiful.

She flops down into the booth across from Hei Fei and Cassandra, folding her arms on the table and looking around the establishment.  "You guys regulars here? Seems like the staff recognize you."  Her expression goes blank as she drums her fingers on the table.  "Not much to tell about myself, really. Name's Kaylee. Unfortunately, my last name is Spencer, so I'm cursed to be the inheritor of a giant tech company, not to mention my dad's personal pet project. I swear, he doesn't even like me  having  friends, much less stuff like going out clubbing with them. If he knew I was down  here?  He'd ground me for the rest of my life."  She grins.  "That's what makes it so fun." 
Razade
 Pool:  1


  Firebrand, Counterspell: Mean Streets  

Something smart was going to come out of Counterspell's mouth. You could tell. You know the look. That look is quickly replaced with one of confusion, a glance back to the mural and then to Firebrand and it seems some dots were suddenly connected.  "Figures."  Counterspell finally sighs, leveling a blade at you with harmful intent.  "We didn't do nothing to her. She did this all on her own. Volunteered for it no less. Said something about wanting to "twist the knife" like what had happened to her. Looks like you make enemies wherever you go huh? I think the real question is what'd you do to her? Not that I care. We fighting or what?" 
  Shockwave, Sam: Big Hole Plaza  
 "So cool..."  Sam breathes at the explaination, though her attention is drawn back to the hole a moment later. " Yeah I wanna go down there!! This city, so brand new! What do you think might be down there! Come on, just follow me. Let's see if you're as athletic as Connie."  With that, she's off, somehow scaling one of the nearby buildings with surprising skill and agility, leaping between rooftops as she makes her way to the plaza across the way. Do you follow your newfound friend or play it safe? Can you scale the walls, or do you need some other way across without being caught? What do you do?


  Witchfinder, Sloth, Nightingale: Sloth's Apartment  

Nightingale finally gives a sigh, her chipper front cracking just a little from the brick wall that is Sloth.  "I don't believe I need to, no. I could come in here, bark orders, treat you like a child and send you to bed without supper. Your attitude has certainly made it clear that no matter how I was going to handle this was really going to matter. I choose to try and make chummy with you, because I would hope if our situations were reversed, you'd extend that kindness to me. If you want to do this the hard way though, I guess I'm your girl."  She then turns to Witchfinder, using both arms to motion at Sloth, consternation writ large over her features.  "No wonder you have a stick so far up your behind the brass uses it to hold the ceiling up. They're completely unreasonable!"  
  Livewire, Hei Fei, Cassandra: The Underrail   

Hei Fei at least grins back. You get the usual stone faced look from Cassandra.  "It is fun! The Underrail especially."  Hei Fei chirps as a waitress steps into the booth with drinks and food, prompting another giggle out of Hei Fei.  "And yeah, I guess you could say we're regulars. When we can get down here. There's just so many cool places to eat and to shop at here. Hard to pick just one."  The energetic girl gives Cassandra an elbow to her side, motioning to you. The dour girl gives a grunt, followed by a sigh.  "Yeah. We're regulars."  she tries though the annoyed look from her partners earns another sigh.  "We saved the owner from a mugging up top, he hooked us up with fake passes as thanks. Hei Fei likes to come here and flirt with the waitresses. I like to come here because I can eat without Hei Fei yammering at me." 

This level of conversation seems to satisfy Hei Fei for the moment as she turns her attention back onto you.  "The Spencers huh....maybe I shouldn't have said we'd pay. That's a bummer though, having so much on your shoulders. You should join us more often if it means making your parents angry, we've got a cool little hi-ehhh!"  Whatever else Hei Fei was about to say is silenced with a returned elbow to her side from Cassandra, much more forceful given her muscular arms.  "Well, maybe we can tell you about that once we get to know you a little better. We saw you with a Monsoon fella at the club. You thinking of joining up with them? Powers like yours, could be useful."  
  Kusanagi HQ  

The panels shift from the Team, opening on what one might call a temple. The building's ceilings are high, white polished stone lining the large walkway the panels reveal, large canals dug on either side allow water to rush through the building. Red lacquered walls illuminated by hanging golden lanterns are guarded by statues of heroes of the city past, icons of The Worst Generation, the Dragon Slayers who slew the Storm King, Cindersnap and her host, even the Alabaster Scarab has a monument dedicated to them. The building is a shrine to those that the city would otherwise have thrown away.

Cindersnap herself stands in the center of the walkway, taking in the sights. The time since her last appearance in the Worst Generation serials has aged her, no longer mistakable as a teen hero, now a woman in her prime. Iconic red hair now cut short in a military cut, she no longer wears The Monsoon's black suit and tie, replaced with the Kusanagi uniform, blacks and reds and whites much like the hallway she waited in. The klk, klik, klk of shoes on stone indicates she won't be waiting much longer.

In the next panel, a freckle faced and clearly younger man steps out of the gloom of the hallway, uniform much the same save dark greens replacing the fiery reds of the iconic Cindersnap.   "I have the final report from your old bosses on the plaza incident yesterday. No sign that the Seeds were on location. We've got a few teams moving to secure the old underground and a few in city hall working on permits to open up other locations so we can search. The new crop don't seem to have been involved, looks like they stepped in at wrong place at the right time."  

Cindersnap nods along, pausing at the last bit.  "Isn't it always the way..."  she murmurs, almost to herself before looking up at the youthful man.  "I imagine you already have eyes on the new crop?"  A nod from her companion puts a smile on her face.  "Good, then you get to work. Start with the fire fighter then." 

The young man offers a bow though raises a hand at his assigned target.   "Your bias is showing."  

A large blast of flame fills the panel, Cindersnaps's left arm smoldering like a log in a fire as the figure slowly seems to bake in place, the colors of his clothing, and even skin, turning into a ruddy brown before crumbling into a pile of baked clay.
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   3/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 

 "And you don't think I've earned a little bit of skepticism considering how your organization tries to control us?"  they snap, their tone still languid but with a bit of bite.  "I mean, you didn't come right in here and introduce yourself as an agent of the Monsoon. Was that just a game? Or is it because you know exactly what your organization is to us?" 
 "Why are  you  here anyways?"  they continue coldly.  "Were you on the docks when that psychopath tried to sink the whole thing? Were you in Karakuri getting chewed out for actually  helping  people? No. You're  assigned  to us...wonder why." 
 "Somehow I doubt your bosses told you to make friends with us,"  they add in a cold voice.

 "You know...I have lifetimes worth of other Sins' memories, and one thing that I've noticed, one thing that binds every single generation together, is an utter loathing of the next. It's like...a jealousy for the infinite possibility of life combined with a fear of their own mortality. It ****ing sucks. But no other generation has been so blatant as to call their ****ing  children  the  Worst ." 
 "So yeah,"  they go on, a bit less harsh, almost...guilty? They hide it well, but it's there,  "I'm gonna be a little wary of someone being sent from an organization that treats my generation as a goddamn threat just because a couple newspapers told them to." 
 "Sorry if that's a blow to your ego,"  they mutter with a sigh,  "but if you're gonna be our new handler, you should at least be realistic about it." 
 
 Spoiler: OOC Actions 

Taking my birthday potential
 
Comissar
    Firebrand    
  Conditions:  Angry, Insecure, Hopeless
 Potential:  4/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -2 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


The shock on Stephanie's face at Counterspell's words isn't something she could've hidden even if she was trying to. Had she hurt her friend  that badly ? Feeling her heart sink in her chest, she shook her head and scowled again at Counterspell's provocations. " Nothin' to do with you. " Voice rising to a yell, Firebrand rushes the villain, finesse and skill disappearing in the face of her anger, "  You're  NOTHING!   "

What follows is a heedless rush of blows as Firebrand vents her anger. Her approach leaves her wide open to counter-attacks, more focused on just trying to land her attacks than even worrying about the blade being brandished against her.

 
 Spoiler: OoC 
Rolled a 9 for a Direct Engage, going for 'Surprise/Impress/Frighten' as my option
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  4/5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +2 
 Superior: 0 
 Mundane: 1 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


Colin could feel his eye twitch – probably a stress reaction – as the two of them started to escalate again. He steps in between the two of them, arms stretched out to gently push Nightingale back (more through hand signal than actual physical touch) and just get some distance between them.

 ”Alright, I think that’s enough. Clearly we’re not going to get anywhere else today,”  he said, giving a deep sigh before standing up straight and talking.

 ”Sloth, for the record, I was the one who had suggested lying because I thought it would make things easier. Clearly that was the wrong call, and you’ve made the point clear on why that’s the case. So yes, you’re in the right to be cautious, but I don’t think you need to start getting grand conspiracy here. Things got out of control with that heist yesterday, and with how uncertain things are here they sent someone with more experience to help out before things start spiraling out of control even more. After all, the situation here is very unstable, and too many incidents like that risk all the factions going out into all out battle. So just…please try and trust we’re trying to act in good faith.” 
He then turns towards Nightingale.

 ”And Nightingale, I appreciate trying to keep things cordial, but I kind of screwed that approach over with my ‘say you’re my sister’ suggestion. Probably need to watch less sitcoms for ideas on how to interact with people properly.” 

A little humor…and not exactly a lie, either.

 ”But like I said, I think it’s best we just give them some space instead of pushing things further right now. I can assure you trying to go ‘the hard way’ isn’t going to work on Sloth, let alone any of the others, but you also can’t really force them to want to be chummy either. Just give them some time, okay?” 
 
 Spoiler: OOC Action 
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   3/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


Sloth actually has the good grace to look somewhat abashed, giving Nightingale one more Look before stepping back and sighing, sitting back on their bed.

 "Yeah well...I didn't see anyone else there saving people,"  they mutter, looking down.

Why did it feel so bad being chastised by  Colin  of all people?

 "Whatever,"  they wave a hand and flop back on the bed again, curling up.  "You know the way out. Make sure you spell my name right when you lambast me in your report. I'd hate your bosses to direct their utter loathing at the wrong person." 

They sigh and close their eyes. It'd been a long day already, probably because the meeting with Pride was bleeding over into this fiasco.

   Stick close to these heroes and when I call you, bring them where I tell you.   

...why did thinking about Pride's orders make their stomach churn?

 
 Spoiler: OOC Actions 
 
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 0
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 

 "Monsoon?"  Kaylee scoffs.  "Uh, no. Not on your life. They've got almost as many rules as my parents, maybe even more. And I am  not  about that."  She rocks her chair back and forth, arms folded over her stomach.  "I'm not gonna trade one set of overbearing jerkwads for another."  For a second, Kaylee's face twists into a scowl before shifting back into a grin. She leans over the table towards Hei Fei, one eyebrow raised inquisitively.  "Anyway, what was that about a 'cool hi-'? If I wanted to guess - and I do - I'd bet the full version was 'cool hideout'. You guys have some kinda place somewhere, right? Think I could hang out there sometime? Come on, you know it'd be cool." 
Razade
 Pool:  1


  Firebrand, Counterspell: Mean Streets  

The flurry of blows come quick and wild, panel after panel showing just how outmatched in a straight fist fight Counterspell is. Sadly however this isn't just a fist fight and while the villain is mostly at Firebrand's mercy, the panels end with a sudden slash, the last panel of the page showing one of her knives piercing through the page. On the next, a double page spread of Firebrand being stabbed, brilliant energy from the blade knocking them through the panels as well to land in a heap.

With her enemy knocked away, the villain is probably wise in attempting to flee, turning and running though they don't get very far. The road itself transforms into several large figures, statuelike and broad shouldered which quickly subdue the Akagami gang member. A figure pulls away from one of the buildings, literally, seeming to meld out of the brick and mortar, dressed in the by now recognizable uniform of The Monsoon. His gait is fairly leisurely given the circumstances as he moves to stand over Firebrand.  "Need a hand?" 
 
 Spoiler: OOC 
Take a powerful blow
 

  Sloth, Witchfinder, Nightingale: Sloth's apartment  

Nightingale certainly seems to have more to say, but with a sigh it seems dispelled. For now. A nod is all they give before placing the stuffed sloth down and moving for the door.  "I'll take off on my own then. See you at the meeting, Colin."  she manages to huff before leaving the two of you to sort through any other feelings before the panels close on the scene.


  Livewire, Hei Fei, Cassandra: The Underrail  
 "You talk too much."  Cassandra sighs, obviously directed at Hei Fei, not our resident speedster.

 "Right...I just get excited when we meet cool people! Anyway, we do yeah. It's not much but if you're game maybe we can meet up there. I've got your number so I'll text you the address later. For now, I think just worrying about post-gaming the club is in order. We've got so many cool places to show you!"  Hei Fei's enthusiasm seems unflagging as the night wears on. After dinner, the pair drag you about The Underrail. Shops, food stalls, live concerts and more whiz by the panels interspersed with a slowly setting moon and a quickly rising sun. By the time your new friends call it a night, it's morning. With some goodbyes, they happily pay for your ticket back to Karakuri Town before disappearing into the early morning street traffic of mainland San Fransapporo.


  The Group, Together Again  

It's been a few days since the bar trip. The fight with Counterspell. The trip down a hole. A total disaster of a meet and greet at Sloth's place. Life in the city continues to move unabated however. Big news is never unexpected when you live in a place like San Fransapporo and the morning news doesn't disappoint. Kusanagi, a small group of former Worst Generation heroes now in their prime, have long made noise in Karakuri Town. They were the first to build a base of operations in the Ward and the first of the minor powers to be pushed down under the weight of the Three Pillars as The Guardians and Weather Report scrambled to get a foothold on the island outside Bear City. The Warlords were last, given the current blood war in The Warrior's former holdings, but the roots of the villainous organization are alive and thriving.

Given Kusanagi's almost immediate stonewalling, it wasn't a shock they went quite and for as long as they did. With Cindersnap, one of the lead members and ostensible founder, on the news though, the whole of Karakuri Town and the wider city beyond its shores took notice. Most important in the interview with the local news, to kick off, was Cindersnap's declaration that Karakuri Town was their official territory and that the other interests of the city beyond its shores weren't welcome without treating them as equal partners in the Pillars. That statement alone would have been shocking, but Cindersnap's interview didn't stop their. She brought receipts, as they say. The first stake on such a claim was to reveal that Kusanagi's own money had gone into the rebuilding of the city, and its continued expansion. The underground markets and ownership of the entire underground rail system bought out by Wukong Industries during the clean up process, as well as a large financial package to Cindersnap and her group to continue growth operations. Alongside the underground markets, large floating platforms styled to look like Japanese lanterns would soon be deployed along the shores, said platforms large enough for housing and community centers of their own and a system of "Sky Rails" to ferry people between them.

The second stake for their claim was an outright and open call to all within The Worst Generation to flock to Karakuri Town and to take up with Kusanagi with the goal of abolishing The Worst Generation in its entirety. Recruitment centers across Karakuri Town opening this very day for any teen hero or "villain" that wants to join under their umbrella of protection and forge a fourth Pillar strong enough to break the system. The last bit is perhaps the most outrageous and unsettling to the city as a whole. The outright call of breaking the system, as the morning turns to day turns to evening sweeps across Bear Island and the mainland. Calls by the Guardians for immediate censure of Kusanagi as a villainous organization ramp up in intensity and bellicose language though most see it for the posturing it is. The Warlords too seize on the chance to earn sympathy in the waning interest of the populace, The Cleric's words broadcast out across the city almost like a call and response, seeking to remind the civilians of San Fransapporo not only of the villains of old but the disasters of The Storm King and Eibon less than a decade ago and the need for a group like the Warlords.

So, with all that said, this is where we find the team. Tensions in the city are, understandably high, and crime doesn't sleep through uncertain times. However you hear about it, the five of you get an alert to villainy in progress. Karakuri Town is a port city, as one would expect any island city to be, and Karakuri Town has eagerly been expanding their Dock District to keep up with the traffic new citizens and tourists alike have driven their way. The crime seems to be in one of the Docks under construction, several villains attempting to steal building equipment of all things. Much like before, the names of at least several actors are known. The first is High Society, a known associate with the new Warrior, and Hydra, another member of the Warlords. The third name is new, little information on her seems readily available. Her designation is simply Sakura on the alert, a picture of a sword wielding woman recognizable to Firebrand immediately.
 
Team: Tell me how you get to the Docks and how you hear about the alert. Do you meet up with one another? Do you go in on your own? 
 Mission Start 
- Stop the villains from stealing the equipment on site
- Ascertain why they're trying to steal it in the first place

  A Karakuri Town Diner  

The panels show a deserted restaurant, some diner on a busy street in downtown Karakuri Town. Well. Mostly deserted. Several figures sit in a booth far in the back, susurrations of their conversation marked with little lines about the table. Their attention is grabbed by a small jingling bell as the door to the diner opens, Hei Fei steps inside. The panels are similar to the last time we were here though now two other figures that had been cloaked in shadow are revealed.

The first is Nightingale, her hair down, tie undone and an exasperated look on her face. The other is Cassandra, arms folded across their chest, still as taciturn and stoic as ever.   "You look pleased."   the last of the figures, still obscured in the gloom of the diner offers out as Hei Fei takes a seat at the diner counter.  "Why shouldn't I be? The other night was a roaring success. Cassandra played her part perfectly. With a little leverage we'll be able to put some pressure on Livewire. The scuffle with the Akagami worked out to our benefit too. Don't get grumpy at me just because our resident suit struck out." 

Nightingale offers a sour frown from her booth, tossing a fork at Hei Fei who yelps when struck.  "I didn't strike out."  she practically snarls, gone is the sweet and friendly demeanor we've seen thus far.  "This operation wouldn't even be feasible without the intel I'm getting at The Monsoon so can it. Sloth was the hardest one to crack, just poor luck that was who we met first. They're the most valuable, there are inroads to get them to break down their walls and then maybe we can finish the plan with the rest of the sins." 

Hei Fei, rubbing where the fork struck them, offers a petulant raspberry as she spins on the diner chair.  "Well, while you're wasting your time Cassandra and I will keep with Livewire. You and the witch will need to keep out of the base for a few days. Won't do any good if they spot you here. They're sharp, they'll catch on something's up if they see you with Colin." 
  "And me?"   the fourth figure pipes up.

 "Like I said. They're sharp. If we're going to use their lover's spat to turn the knife, we can't make sloppy mistakes. After tonight? They'll know we're up to something big if you show your face around." 

The panels then cut back to the team.
Comissar
    Firebrand    
  Conditions:  Angry, Insecure, Hopeless
 Potential:  4/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -2 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand's anger throughout her assault is transformed into shock as Counterspell brings her blade home. The magical kick of the blade sends her tumbling backward, clutching at her stomach as her now dishelved white top starts to stain red. She manages to push herself up on one arm, head raised enough to see Counterspell's attempted escape and the interception by a newcomer.

" Need a hand? "

Firebrand's face darkens as she scowls, the edges of the panels starting to tinge black as her eyes begin to unfocus, " I had that, I don 't need yo-  "

The next panel is black, the following one is an overhead shot as Firebrand has been loaded onto a gurney. The edges of the panels are tinged a mix of black and red, the young hero having regained consciousness as ambulance crew work over her and make sure the injury can't get worse. In the next panel Stephanie winces and tries to recoil from herself, the stab injury from Counterspell and the injuries sustained from facing down her gang making themselves fully known to her now that she didn't have the adrenaline pumping through her system.

A quick series of transitional panels follow, Stephanie in an ambulance, now on painkillers to keep her comfortable. Now at the A&amp;E of Karakuri hospital, dressings being applied to her stomach, as well as some bandages for some of the angrier injuries on the rest of her body. Finally, her and the man who presumably called her an ambulance in the room she was being kept in for observation.

Stephanie winced as she propped herself up in the hospital bed, though her injuries were bandaged and she was on painkillers, it was nevertheless uncomfortable for her just to make that movement.. The man who’d called her the ambulance had kept waiting during her treatment, time to find out what he was after.

“ So, uh, thanks for getting me here. ”

“ You might not after we talk, so don’t mention it. ” The man says, though a good look at him now puts him roughly around Firebrand’s age, maybe a year older. “ Though you being stuck in a hospital bed makes that a little difficult. You’re Firebrand. I’m Aiden, Aiden Cole. ”

He offers a hand, the back of which has a scrawl of glyph like tattoos in emerald in. “ I came to see about hiring you for a job but now I think that should probably be shelved until you heal up. I can leave my card here with you, if you’d like. ”

“ ... I’ll be out of here soon enough. ” Stephanie’s reluctance to admit weakness found itself at war with her reluctance to march to someone else’s plans, being in hospital was a good dodge of doing work for someone else, but she owed the guy her attention at least, “ What kind of job are we talking? ”

Aiden frowns a little, running a hand through the arm of the uncomfortable hospital chair. “ Hero stuff, Monsoon business. I’m not entirely sure how much I can share out in the open. I wasn’t expecting to find you bleeding out in the street from a knife fight. Nothing that a few months of rest and relaxation won’t fix though given your profile I’m expecting you to be out and on the street again tomorrow. How much do you want to owe me? ”

Stephanie gives a snort of amusement at the mention of the Monsoon, “ Yeah, ok, so why the personal treatment? Couldn’t just pass it along through Colin? ” Her good humour quickly disappears at the mention of her injury, her hand going to rest on her side, “ I was down my powers and got people to safety. This is just the price of doing business. ”

“ Yeah…I could have. ” Aiden offers, scratching his cheek before finally fishing around in one of his pockets. He produces a business card, a bit crumpled though hands it off to Firebrand. Instead of a name or phone number or…any sort of contact information, it instead has the symbol of Kusanagi. “ You might want to dispose of that, when we’re done talking. Things are just complicated at the moment and Colin has a lot on his plate what with being what he is and…all of you all. He’s got a whole team now, lot of mean sounding names but mostly harmless. You get me right? ”

Accepting the business card, Stephanie turns it over a couple of times before pocketing it, “ Sure. ” Turning her attention back to Aiden, she adds, “ He just needs to relax more, not everything’s got to be by the book. ” She shifts a little on the bed, debating if she was good to check herself out or not, “ You still haven’t said what it is you’d be hiring me for. ”

“ I think I did. Hero stuff. We can get into specifics when you’re out of bed and there aren’t ears around. Blood loss doesn’t usually effect the hearing when you’re stabbed in the stomach. Do you know sign language? I can sign it at you. ”

Stephanie scowls, “ Figured you were gonna give me more than ‘hey, hero, we need to hire you for heroing’, jacka  ss. Your sales pitch kinda sucks. Gonna at least tell me what’s in it for me? ”

“ Hey now, the language is kind of unnecessary don’t you think? I figured you’d get the hint that I can’t really give you the details here. ” Aiden huffs, slowly standing with a stretch. “ The offer to sign it was genuine though. What’s in it for you though…backup so you don’t get stabbed again? Probably sounds nice right about now? Resources, training, info on the Akagami. The usual stuff. A way to direct all that sass into a productive avenue. A chance to punch more people. Money? I get a pretty nice paycheck. I bought this suit. ”

Stephanie blinks, “ You have info on the Akagami? Why haven’t you acted on it? ”

“ It’s complicated. ” Aiden replies again, stress on the complicated. “ Politics. Which you’re not really a part of. You see what I’m driving at? ”

Rubbing at her eyes, Stephanie nods, “ Right, fine, I’ll be in touch. ”

“ I’ll send someone by to see if they can’t patch you up faster. Hope your home address is fine. Take it easy for a few days, enjoy the city. I’ll be in touch. ” Aiden then offers a small wave before heading out the door, a few words exchanged with the nurses outside loud enough for Firebrand to hear, mostly just Monsoon business info and then he’s gone.

__________________________


 A Few Days Later 

The panels transition to Stephanie sat on a stool outside a street-side food vendor. There's more colour to her face now that she's not stuck in a hospital bed, and any lingering injuries are covered by the long sleeves of her gloves, her tank top, and her neck scarf. In truth, she was mostly healed from her fight with the Akagami. There were still a few tender areas from the brawl with the Akagami goons, but the only real injury that wasn't completely healed was the stab wound to her stomach. The doctors had warned her that excessive strain could cause the wound to re-open, though she doubted they'd factored in how quickly someone with good Ki control could heal.

As she's sat eating noodles from the box the vendor provided them in, her attention is caught by the mini-TV sat in the kitchen area of the stall. She couldn't make out what was being said clearly, the noises of the street drowning it out, but she could see it was an aerial shot of the docks. Not far from where she was now. The news report switches to a shot of a trio of people trying to steal... Building supplies..? Stephanie frowned, weighing up how urgently her presence might be needed. She has to stop herself from spraying noodles over the counter as the shot of the would-be thieves then shows the unmistakable Sakura.

Setting what's left of her food down, Stephanie takes off for the docks, if nothing else she needed to find out why Sakura had decided to turn to petty crime. She brings out her phone as she travels, sending a message to the team's group chat.

  Something's up at the docks, gonna check it out, let me know if you'll be there.  
 
 Spoiler: OoC 
Rolled an 11 for taking a powerful blow, chose to remove Firebrand from the situation.
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   3/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


Normally, Sloth is the least likely to show up when the Worst Signal shines up in the sky, but ever since their meeting with Pride, they've been on edge - uncharacteristically so. It's never been entirely clear to them whether Sins  need  to sleep and eat, and over the last few days, Sloth has gotten annoyingly little of the former and practically none of the latter, too distraught...

...conflicted...

It should come easy to them, deciding between Pride--hell, deciding between  the Sins  and this team of nobodies. Hell, it shouldn't even be a choice. The latter are a bunch of  humans  (well, human-adjacent in Collin's case) and the former are...well, they  are  the former. There shouldn't even be a conflict there, Sloth should just do the thing they always do, the thing they were  created  for.

But that "thing" has been getting harder and harder lately. Sloth had rarely been asked to take any sort of direct role in the Sins' business, the Family's business, so there wasn't a lot of personal experience to draw from...but they couldn't imagine all of the other times were anything remotely resembling this particular conflict.

This time was hard.

So they were, unfortunately, awake when Firebrand's message came through. They were sitting in their seat, a dense tome of classical history from some obscure author sitting in their lap as they stare out over the skyline of Bear City in deep thought, their conversation with Pride supplanted in their head with their interactions with Collin and Firebrand.

The former in particular is weighing heavily on them, burdening them with something akin to guilt...but they shake it off when their phone buzzes. They got a new one from Pride at their esteemed elder sibling's request, but this one is a burner with their old number, an attempt to separate their interactions between their family and their team. It almost borders on paranoid, but when dealing with Pride...

  ...why am I hiding anything from Pride in the first place...?  

They tense a bit, worried that Diane is messaging them - another awkward situation that they hadn't quite figured out how to handle - but they see Firebrand's message.

Well, at least this is a simple decision. Answering "the call" with their team is beneficial both for the team  and  for Pride, since they need to keep tabs on them for Pride's sake regardless, so they respond with a simple  omw  and rise, leaving the book where it falls on the ground and heading for the door to make the trip over to Firebrand's location.

 
 Spoiler: OOC Actions 
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  1/5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +2 
 Superior: 0 
 Mundane: 1 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


Things had been a bit of a mess with The Monsoon lately. Cindersnap’s declaration of ownership over Karakuri Town and resulting recruitment efforts was putting the balance of things into a tizzy. All the Pillars were throwing fits, and the idea of a “fourth” one complicating matters was not exactly popular around the office water cooler, metaphorically. All sorts of announcements and declarations were zooming back and forth between all the factions and it was just an absolute  headache .

It was also a headache that Colin was still trying to wrap his head around. As someone more on the front lines than making the big calls – and having only been actively conscious very recently – it was all something he didn’t have strong opinions on. The only thing that he could say that mattered was as long as all this in-fighting didn’t spill over into hurting civilians – nominally a big part of The Monsoon’s mission – he didn’t exactly care what everyone else was doing. His superiors would probably give some big speech on the ‘big picture’ or whatever if they heard that, and there was merit to their position of course, but it was just easier to focus on the picture right in front of him than trying to figure out the web of conflict between factions.

And a theft from the docks was the perfect picture for him to focus on.

At least one advantage of being in The Monsoon was getting reports on things. By the time Firebrand was texting them he was already on his way, which he was quick to message back about. Otherwise his time was just teleporting from rooftops to rooftops in a sort of parkour run to the location. He made a mental note to ask about getting a vehicle or something, but for now he other information to ask about. Pulling out his phone, he rang up Nightingale, figuring she could help out on some information request.

[b]”Hey there Nightingale. Myself and the others are on the way to the docks to deal with the theft. Do you have any information you can give me the three targets? Weaknesses, suggestions on how to deal with them, things to watch out for, etc etc?”

 
 Spoiler: OOC Action 

Rolled to requests resources from AEGIS (+Soldier): 1+3+2 = 6.

On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested. Potential added.
 
The_Specialist
   Shockwave  
 Conditions: 
 Potential:  0/5  
 
 Spoiler: Labels 
 
  Danger:   +1 
  Freak:    0 
  Savior:   +1 
  Superior:   -1 
  Mundane:   +2 
 
 

 
 Spoiler: Moves 
 
  [X] Good Egg:  When you take the high road in a high-stakes situation, roll + Savior. On a miss, the opposition drags you down to their level. On a hit, you rise above. On a 7-9, you’re not walking away untarnished. Mark a Condition. On a 10+, add a Team to the Pool. 
  [X] Not a Flyover:  When an opponent underestimates you or attempts to call you out as being an outsider, roll + Savior. On a miss, they have you pegged. Give ground or admit to your shortcomings. On a hit, you’ve exceeded their expectations. On a 7-9, mark a Condition but you expose a flaw or weakness. On a 10+, gain an Opportunity or take +1 forward. 
 
 

  IN THE PAST, WITH SAM: BIG HOLE PLAZA  
  "I mean... I have no idea!"   Tracy admits honestly. There's no way he can deny he's exceptionally curious now, and will probably be bothered wondering if he chickens out. Even if he's pretty sure whatever it is, it's well above his paygrade! Still, he's not very experienced with being subjected to peer pressure, or fighting it off. This  Sam  has seemed so friendly and cool so far. Is it so wrong to want to make friends, or well... know more about the city...? He does hesitate all the same, as he generally errs on the side of caution and not getting in trouble. Especially given that too many missteps could spell out him having to return back home...

  "Y... Yeah! Okay..."   He finally relents, breaking his own deadlock as he starts to follow after belatedly. That is until she starts to scale the building in front of them like it's nothing. Oh! Well. He pauses a moment to look at his hands. His arms are easily strong enough to make certain parts of climbing and parkour easier, but he doesn't have a lot of practice with buildings of this size and height, and she's already got a lead on him. Maybe it's time for something else...

Looking up to the rooftop she just disappeared over, he narrows his eyes in focus.  Try to envision yourself up there. Envision the roof top, under you. We got this...  Taking in a sharp breath, Shockwave jolts as if going to take a dashing step forward, only to disappear abruptly. A swirl of wind and shadow is left in his wake with a tiny crackle of electricity, the mini dust devil petering out as quickly as it started.

A matching swirl of crackling wind manifests above the roof top, spitting out Tracy once again. And well, he does see the roof top. But that's because he's reappeared upside down, looking at it from a few feet up.   "F-f--"   He sputters, having just enough time to stick his arms out to catch himself, managing to flip down and get his feet on the ground without totally eating sh*t.   "O-Okay... that... kind of worked!"   He mumbles to himself, shaking off the spike of adrenaline so he can give chase.


  IN THE PRESENT  

Tracy is still buzzing with a sort of nervous excitement after the bombshell interview with Cindersnap aired, unsure what it means for the future of his new 'home' but curious to find out. He's on his daily jog, hoping both that it might help him calm down and that he might be able to overhear some gossip along the way, when he catches wind of the trouble going on in the Docks through some little citizen run crime reporting app. Pulling up his map app instead to double check the quickest route to the Docks, he diverts his jog thataway and picks up the pace!

Once he gets closer he slows down to try and get an idea of who might be in play, and catches sight of a certain flash of red hair that seems... familiar! Scooting over to  Firebrand  he gives a little wave as he speaks quietly.   "H-Hey...! Firebrand! You here to see what's up?"  
 
 Spoiler: OOC 
 Rolled a  10  for  Unleashing  his powers to teleport after Sam.
 
Comissar
    Firebrand    
  Conditions:  Angry, Insecure, Hopeless
 Potential:  4/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -2 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand's gratified to hear her phone ping several times as she makes her way to the scene, hopefully that meant her team were en route and it wasn't just Aoife questioning when the next class was again, even though they were always fortnightly. She spots more than hears Shockwave when he tries to catch her attention. The boy was pretty shy, but good in a fight. " Hey. Yeah, I know one of the people that's in there. " She glances distractedly in the direction of the docks, " Weird she's here at all, so figured it'd be best if we were here for it. "

She looks back to Shockwave, trying to get a quick sense of how ready he was for a fight, " Anyone else here yet, just us? "

 
 Spoiler: Firebrand and Sloth have Coffee 
Stephanie double checked her phone as she made her way through the streets. She hadn’t hung out with Sloth much, and she wanted to be sure she wasn’t going to be late for her rendezvous with her teammate. Slothee Coffee had seemed a good place to meet with them, chill enough for Sloth, mostly sitting for herself. She’d only been checked out of the hospital the night before, the injuries from her fight yesterday were still making heavy activity painful to handle.

Stepping inside the coffee shop, she glanced around to see if she could spot Sloth sat anywhere. Didn’t look like they’d arrived yet. Picking out a table away from both the counter and the door, she winced as she lowered herself into her seat, lifting off her bag and rummaging through it for her phone.

  Hey. Just got here, want me to order you anything?  

Sloth was still wrestling with the awkwardness of their interaction with Colin and Nightingale the day before, to say nothing of their constant, weird back and forth with their–with Logan’s sister.

They had to constantly correct that in their head. Diane was related to Logan, but Logan was not Sloth.

Just keep saying that. Maybe eventually it’d stick.

So when their phone buzzes, they immediately tense, thinking it’s another message from Diane. Fortunately, it is not, and it makes them almost glad to be checked on by their teammate, even if meeting them (even if it is at their favorite place in the city) by and large is a chore.


 almst teher 

It’s hard to tell if they do it on purpose, but their texts are almost always legendarily hard to read.

But the meaning becomes apparent a few minutes later when Sloth, slumped and disinterested, with their hood pulled low over their head, comes into the shop. They don’t even bother to glance around for Steph like she did for them, heading straight to the counter to order.

Stephanie spends the time between receiving Sloth’s messily written text and their arrival alternately glancing at her phone, and at the door when she hears it open. She manages to catch Sloth’s entrance, raising a hand to wave them down. When Sloth makes a bee-line for the counter, she shrugs to herself and waits for them to finish, putting her phone back into her bag and setting it on the floor beside her while she waits.

It is while Sloth is waiting for their drink that they scan the room and find Steph, nodding simply, once, to her to acknowledge her presence before simply waiting for their drink. Oddly, the barista making the drink calls out their name, “Sloth”, which gets a few chuckles from the staff and the patrons, given the name of the shop, but it draws no real attention.

And so, a few minutes after they arrive, they sit at the table, moving at their usual languid pace, almost slow enough that one must wonder how they actually get anywhere.

They take a sip of their drink and  finally  seem to take Steph’s appearance in, giving her a frown, their first actual reaction to her presence besides the simple nod while they were waiting for their drink.

“ You look like s**t, ” they finally say, a good fifteen seconds after taking their sip, setting the drink down and leaning back. “ You didn’t get  that  hurt at that fiasco in Karakuri. What happened? ”

Stephanie gives a snort of amusement at Sloth’s comment, “ You know how to woo a lady. ”

She lifts her arms so that they’re both held above the table, the exposed skin of her forearms bearing multiple bruises and welts. Compared to yesterday they were already far less serious looking, but there were definitely still some that were angry and purple. “ Yeah, picked these up yesterday. Don’t know if you’ve heard of them, there’s this gang called the Akagami that are trying to set up shop near me. ” Stephanie’s tone is conversational, “ I tracked a bunch of them down and we had a chat. ” She grins, a wry tone stealing into her voice, “ These aren’t the worst of it either, had my powers stolen and took a knife to the gut. ”

She rests her arms back on the table, folding them in front of herself, “ Still, made ‘em get the hell out, though. So I take it as a win. ”

A frown steals across her face as she recalls Counterspell’s words at the end of their fight, “ ... Kaylee was mixed up in it all somehow. The one that stole my powers used hers during the fight, there was graffiti of her, the gang leader tried to tell me she was out to hurt me, too. ”

Stephanie shakes her head, “ Sorry, didn’t mean to dump that on you. You good? I don’t remember you leaving with the rest of us from the club. ” She grins, “ I mean, I  was  drinking, so could be that. ”

“ I’m familiar, ” they say simply, once again giving off that weird aura of being older than they really are. It’s really more of a byproduct of their demeanor rather than than the countless generations of memories they sift through in their sleep, though.

They take another long drink before setting the coffee down. “ Sound rough, ” they say with no real indication of whether they care or not that Firebrand had a rough night. They pause for a moment, seeming to think about how they’re going to answer that question…or if they’re going to answer at all. Pride’s words, their  task  has been weighing on them.

“ I assumed I was here to be dumped on, ” they finally continue after a pregnant pause. Even their words are slow and measured - not so much as to be annoying or hard to understand, it just further cements their ponderous demeanor. “ Tell me about the power thief. We gonna have to deal with her? ”

Smoooooth.

Stephanie shrugs, either not noticing or not commenting on Sloth’s dodging of the question, “ I thought we were here to hang out. My normal routine’s out the window anyway until I’m in better shape, and we don’t hang out much. ”

She glances out the window to the streets outside, “ She’s not that tough. I’d have had her if I didn’t lose my cool. Even after she managed to tag me she was more interested in trying to get away rather than trying to finish me off. ” Stephanie turns her attention back to Sloth, “ She got bought in because of me, I’m told. Her and some other goon I’ve not run into yet, calling themselves ‘Counterspell’ and ‘Tsuchinoko’. Guess I’ve been giving the Akagami that much of a headache. ”

Giving a sigh, she looks back to the street, “ There’s a couple things bothering me, though. She’s willing to try and hurt others to get me to stop, there was some building damage and she threatened a crowd of folks during our fight. I also don’t know how Kaylee’s involved. I thought she’d just run foul of them at first, but Counterspell said she’d volunteered to help mess the neighbourhood up. ” An embarrassed blush comes to her cheeks, “ Tried to tell me it was because I’d hurt her… ” She’s quiet a few moments, then looks back to Sloth, a questioning note in her voice, “ I mean, I know she can be impulsive, but no way  that’s  true, right? ”

There was the mention of Kaylee again. Maybe it wasn’t that odd, given that they were teammates and one of them seemed to be involved in some shady dealings, but…

…heh, if Firebrand knew some of the things Sloth had done…

They shake off that thought, sipping their drink and once again pondering Firebrand’s words. “ How well do you really know her, though? ” they murmur finally. “ I mean, I saw you two doing the four-lip tango the other day, but I assumed that was impulse more than…I dunno, familiarity? ”

They take another sip.

“ Livewire seems like she appreciates a little victimless destruction, ” they continue. “ What do you suspect she did? ”

Stephanie abruptly sits up straight, her cheeks colouring bright red. Had she said or done something at the club? Was that the missing piece? She hadn’t drunk that much, right?

“ I, uh, I don’t remember doing anything with her. ” She hesitates, unaccustomed to the sudden fluster, “ Did… Did you see us… Kissing at the club..? ”

She rubs a hand behind her neck, glancing awkwardly away, “ ... I don’t, uh, I don’t know what she might’ve done. Like I said, there was graffiti of her, but the whole area got pretty trashed, not just spray-painting. ”

Sloth quirks a brow, taking another sip before leaning forward, the hint of a shadow of a smile on their lips. “ ...why? Were you kissing at the club? ” they ask, clearly amused.

But whether honesty was important to them, or perhaps to spare Stephanie’s feelings, they finally shake their head. “ No. I just assumed you two did something untoward after your impromptu sparring match and subsequent heart-to-heart in that hole in Karakuri, ” they say, waving a hand as they lean back, letting up on the pressure. They turn to glance out the front window, watching the world pass by for a moment of silence.

They seem wholly unwilling to speak without thinking through every syllable.

“ My gut says she didn’t do anything seriously bad, ” they finally say. “ It would take someone truly unhinged to risk their lives for civilians and then turn around and seriously wreck part of town…unless it’s some kind of class thing, but since she’s up to her cotton-candy mane in cash and seems pretty dense in general, I doubt she has the wherewithal to make some kind of ‘eat the rich’ sort of statement. ”

“ As I understand it, ” they add, “ graffitiing is pretty common for rebellious youth, and she seems wholly and unrepentantly rebellious. If I were to venture a guess, I’d say that’s all she did. ”

They shrug, a slow, ponderous gesture, “ But what do I know? They might be a secret supervillain playing us all for fools–would be kinda impressed if she had the head for that kind of a long-game, to be honest. ”

Stephanie stutters to try and find a response as Sloth teases her about the club, she’s not able to get anything coherent out before Sloth continues though. She lets out a pent-up breath as her friend confirms that they were just making an assumption, though she pinches at her brow as the complex emotions surrounding Kaylee’s admission find their way back.

At length, she nods “ Yeah, that tracks with what I was thinking. Though… ” She hesitates, wondering how much she should say to Sloth. She could probably trust them not to spread gossip… “ It was probably Counterspell feeding me bull, but I… ” She hesitates again, glancing at Sloth, then out the window, then back to Sloth, “ Kaylee told me she, uh, has a crush on me, I said I needed to sit on that, Counterspell told me Kaylee helped wreck the place to ‘twist the knife like I did to her’. ” Stephanie puts air quotes around the last part, then continues with an embarrassed look on her face, “ Like… That’s just some soap opera cra  p, right? I’m just overthinking this whole deal? She doesn’t wreck my whole neighbourhood just ‘cause I wasn’t ready to say I’d go out with her? ”

Sloth purses their lips at Stephanie's worry, glancing out the window as well, watching as a couple walk by with a baby in the stroller.

Is little Ryan big enough to be brought out in a stroller yet, they wonder…

" ...that is…suspicious, " they admit. They're not entirely sure why they're playing this straight. Hell, they don't even know why they're here, just like they don't know why they keep playing along with Logan's sister rather than cut her out completely. It's not like them to go to any sort of extra effort…

" How would she even know you two did anything if Kaylee didn't tell her? " they murmur. Despite their inner turmoil, they continue to consider the problem. It's easy to tell themself that they're only doing it because they need the team for Pride's task, and that's a satisfactory answer in the moment, even if there's a hint of uncertainty deep down that that's the only reason.

It bothers them in a way they can't describe to see Stephanie, usually so cheery and full of boundless,  disgusting  optimism, to be so indecisive.

But once again, they spare no brain cells for that quandary, focusing instead on the problem at hand.

" Kaylee runs at the mouth a lot, " they continue, " and that does seem like the sort of lie someone would make up to try and get a rise out of someone…but… "

" I don't think Kaylee was drunk when I last saw her last night, " they add, " and I imagine her metabolism would burn off any alcohol pretty quick… "

" I guess…s**t, I dunno. I really don't have an answer. Guess…it's likely that Kaylee spilled the beans in a moment of poor impulse control amidst a lifetime of poor impulse control and this…Counterspell, was it? probably just…latched onto it. "

" Seems suspicious that they even know each other, " they muse, nursing their coffee. " Damning, maybe, but also…I dunno, seems too convenient. If Akagami brought her in to deal with you, she definitely looks like she dealt with you, and you and Livewire are the least subtle of the team…targeted tactics? "

It's what Pride or Envy would do…

Stephanie nods along in a distracted way as Sloth talks. Despite their professed uncertainty, their words were helping her come to the conclusion that spite  probably  wasn’t a driving factor for Kaylee, and probably was for Counterspell. The villain hadn’t known to press that button until she’d brought Kaylee up, after all.

She can’t help but give a snort of amusement as Sloth calls her unsubtle. “ Hey, I bet I could be  hella  subtle if I wanted to be. But… Yeah, makes sense she was just trying to drive a wedge. I should probably still talk to Kaylee, though. ”

She sighs, eyeing Sloth’s coffee for a moment, then looking over to the counter. “ Appreciate you letting me ramble, feels good to have talked some of it through. ” With a wince, she extricates herself from her chair, “ I’m gonna grab myself a drink, I’ll be back in a sec. Want anything? ”

Heading to the counter, Stephanie orders herself a summer berry smoothie, loitering nearby while she waited, the occasional glance thrown over to the table to check Sloth was doing ok.

Her attention is called back to the counter as her name’s called and, drink now in hand, she gingerly returns to her seat.

“ So… You never answered, you good? Tell me to back off if you need to, but you were looking kinda down as you got here. ” Stephanie takes a sip of her drink, then sets it back down in front of her.

“ I would pay to see you  try  and be subtle, ” Sloth mutters - not entirely amused, but also not entirely  un amused either, swirling the dregs of their coffee–wow, they drained that fast.

They glance up when Steph offers to refill their coffee. “ Oh, sure…tell them to get me another of the same–they’ll know what it is. And you can put it on my tab. ”

…either this was a  weird  sort of coffee shop to actually start tabs, or Sloth came here enough to actually  get  one. Either way, it was a bizarre situation.

Then again, it was a weird sort of coffee shop. Small, hidden, and eclectic, it seemed like it was trying to avoid becoming popular and well-attended. It certainly wasn’t a big, sprawling place like Starbucks, but it had an excessively cozy atmosphere that looked like the sort of place that would have slam poetry nights or even small, local bands that no one had ever heard of.

Sloth was busy doing literally nothing when Steph returned with their order. The barista had indeed known exactly what to prepare when she gestured at Sloth, smirking a bit and adding, “Nice to see them here  with  someone. They usually just sit in the corner alone.”

Curse those chatty baristas!


Perhaps the comment was one reason why Steph was pressing the point about whether Sloth was “good” and they shoot her A Look at the question…but shrug, glancing out the window again.

“ As good as can be, ” they admit. “ Why? ”

…as if she hadn’t already answered that. They were clearly schooling their demeanor to try and appear cool and disinterested, which worked…for the most part. But there was an obvious tension buried deep at the topic.

Stephanie sighs, taking another drink while she considered what to say, “ I don’t like seeing my friends down is why. If I can help, I’d like to, especially since you just sat and listened to me. ” She gives a shrug, “ And, y’know, I might be reading you wrong, too. We’re pretty different to each other. If you’re sure you’re good, or if you wanna say you are and just not talk about it, I’ll stop pressing you on it, ” Stephanie shrugs again, “ That’s your call and I’m not gonna think less of you for it. ”

“ Friends? ” Sloth asks, quirking a brow. “ You…consider us friends? ”

They didn’t seem…offended by this proclamation, more…confused. What had they done to warrant  friendship ? They considered themself a tolerated outsider at best.

They look down at their drink, furrowing their brow as they watch the steam rise from their fresh coffee.

“ ...maybe, ” they finally admit. “ Witchfinder showed up at my place yesterday with a new partner. Got me…thinking about a lot of things, ” they mutter, taking their first sip of the new coffee, inhaling through their teeth to cool the tongue, “ like maybe I’m just deluding myself with this H-E-R-zero thing, ” the mutter with a sigh.

“ I don’t even know why I’m here in the first place. It’s not really… like  me. And part of me might thing I’m…I dunno,  broken … ”

Stephanie blinks, genuinely surprised at Sloth’s confusion. “ I mean, yeah, of course I do. I enjoy hanging out with you, you’re good company. Far as I’m concerned, we’re friends. ”

She finds herself surprised yet again as Sloth talks about Colin, “ Colin bought a date to your place? ” Shaking her head, she continues, “ You’ve got a good heart is the reason. It’s a rare person who’ll run into danger and not away from it. ” Stephanie shrugs again, “ I think it’s admirable. ”

Pausing to take a drink, when Stephanie continues she has a more serious tone to her voice, “ Rather than keep stopping to say it, I’m just gonna say this now. If I’m touching a nerve, or you don’t want me to pry, tell me. ” Setting her drink down, she folds her arms and gives Sloth her full attention, “ What makes you want to do the hero gig? Why do you think you’re deluding yourself with it? ”

Why oh why did they try and take a sip while Stephanie was talking?

  You’ve got a good heart is the reason.  

They choke on the coffee and cough violently for a moment, thumping their chest and staring up at Stephanie with an almost aggressively baffled expression, blinking dumbly for a moment, their head devoid of any and all thoughts except one:  Pride would kill me if he could hear this. 

“ Y-You’re just flattering me! ” they say in a wheezy voice, still trying to clear the coffee from their pipes. “ G-Good heart, how could you  possibly  think that?! I just…stumble into it! I’m not–I-I mean… ”

They know that they should tell her to stop. They should take her up on her offer.

  Just say it  , they think while they continue to try and clear their throat, using the moment to try and collect themself enough to just tell Steph to stop.   Just tell her to stop. She’s expecting you to. Just do it.  

They feel their phone buzz in their pocket. Probably just spam or some unrelated alert…

…but it could be Diane…

“ I…’m not…the sort of person that helps people, ” they finally say. “ It’s just…it’s not in my nature–I-I mean…I’m not  supposed  to be… ”

They squirm, visibly uncomfortable as they struggle with the moment, looking out the window again, looking at all the people with their normal lives and their normal wants and needs and dreams and fears.

Their normal families.

“ You…met my sibling at the docks, ” they go on. “ That’s what we’re supposed to be like. Selfish. Cruel. We’re supposed to be… causing  harm, not preventing it… ”

They sigh, shaking their head. “ Got no f***ing clue why I’m even still talking–why I’m even still  here …f*** almighty, why the hell are things so complicated  this  time around?! ”

Stephanie half-rises from her seat as Sloth abruptly starts choking on their drink, concern written plainly across her face. She doesn’t get fully out of her seat as Sloth manages to recover on their own.

Sitting herself back down, her concern fails to abate as Sloth appears to undergo an existential crisis in front of her. A lot of what they were saying wasn’t really making sense to her, Sloth calling themselves Selfish and Cruel, talking about the harm their family was meant to be causing, something about ‘this time round’.

Unsure where to start, she offers “ Hey, uh, Sloth..? I don’t know your family, but if they’re forcing you to do bad stuff, you shouldn’t be staying with them. If you need a place to get away from them I can at least offer you a sofa..? ”

Once again, they balk at the offer…but they recover quicker this time, letting out a short, brisk, humorless laugh and shake their head.

" I'm sure someday you'll realize how ridiculous that offer is… " they mutter in a resigned tone, nursing their coffee and slumping back again.

  Like when you realize I'm playing you and your friends…  

" I'm…fine. They're my family. We're bonded, in a way. I couldn't get out, even if I wanted to… "

They conspicuously leave out the part about whether they actually want to or not.

They chew on their thoughts for a moment, still wrestling with this strange desire to just…spill their heart out on the table.

Why? Why did they continue to feel this strange pull towards these humans? These  heroes ?

" We're not like you, " they finally decide on, sighing and looking down into their coffee again. " We require different things, perceive the world in different ways. If…if you knew what we really were… "

Their voice trails off again, unable to finish that statement…but thinking quite vividly:

  …you wouldn't want to have anything to do with me.  

Stephanie’s expression turns to one of bewilderment as Sloth continues talking. She was honestly and truly trying to follow along with what her friend was saying, but they were making less and less sense as they spoke. The only clear thing was how scared Sloth seemed about driving her away if they kept talking.

She’s quiet for a few moments after Sloth finishes speaking as she tries to digest and understand what they were saying. Eventually, she looks up at them with concern, “ Sloth… What you’re saying, you’re describing an abusive relationship, it sounds like you’re being used. And that last bit, are… Are you in a cult? ” Her brow furrows into a frown, “ Is that why you use your hero name everywhere..? I thought you were just trying to keep a secret identity. Listen, whatever you’re going through, I’m more than happy to stand with you and help you through it. ”

They sputter again - fortunately this time, they were wise enough not to have taken a drink first!

“ I-It’s not–w-we’re not a  cult ! ” they insist, then pause, “ ...we might have… had  a cult once, ” they add almost under their breath to themself.

“ Look, ” they sigh and lean forward, “ I can’t…tell you much, I’m not  supposed  to tell you much–but I’ve been doing a lot of things I’m not supposed to do. Just…y-you shouldn’t trust me, ok? I’m not…I don’t have this ‘good heart’ that you think drives me. I…I don’t even know  what  drives me, especially lately… ”

They hesitate a moment, their shoulders rising as if they’re about to say something more…but they seem to sag again after that moment, moving to take a drink of their coffee. How could they explain more when they don’t understand it themself?

Stephanie leans back in her chair, eyes down on her drink as she continues trying to figure out what Sloth was trying to tell her. “ Ok. ” She purses her lips, then asks, “ If I shouldn’t trust you, does that mean you don’t trust me? ”

They scoff a bit without looking up, rolling their eyes. “ What did I say before? I’d pay to see you be unsubtle. I’m beginning to wonder if you’ve ever lied to anyone in your entire life… ” they mutter, not entirely flatteringly. “ Honestly, sometimes I wonder how you and Kaylee have made it this long… ”

“ No, I trust you, ” they go on, “ because I believe everything you’ve said today, as weird as it is. You…think I’m your friend, and I think no matter how much I tell you that you can’t trust me, you will. Right up until the point that I give you a reason to stop…and even then, I’m not entirely sure you will… ”

“ How are you the way that you are? ” they plod on, seeming to almost not know what they’re saying…or maybe they do, but they just can’t stop. Like some sort of curiosity that they can’t curb. “ How can you make it this long in this city without a shred of hesitance or scepticism? I just…I don’t understand you most of all… ”

And it was true. They could wrap their head around Colin’s situation, with all of his disgusting diligence and structure and inability to relax. They could wrap their head around Kaylee and her  exhausting  overabundance of energy and deep resentment for where she came from but fear of completely leaving it behind.

Firebrand…Stephanie…they had no idea how a person could be that…that…

 Good .

Stephanie rubs at her eyes, “ I just give a s**t, Sloth. That’s it. ” She spreads her arms wide and shrugs, “ That’s my big secret. ” She then taps on one of her many bruises, “ And these are the price of giving a s**t. I hate seeing it when people get punched down on, and to me, this is a price worth paying. ”

She folds her arms in front of herself again, continuing “ And you’re right that just  telling  me not to trust you won’t make that happen. Far as I’m concerned actions are what counts, and you’ve not done anything to make me think you’re anything  but  a good person. ” She jabs a finger at Sloth, “ I think you care, too. I think you show it differently to me, but you help people, you checked in on me when you saw I was beat up, and you listened to me vent. ” She shrugs, “ He  ll, if you didn’t care at all, why even meet up with me today? ”

Sloth blinks and opens their mouth…then closes it and looks down.

Why  did  they meet up with her? It was annoying and they groaned and bitched about it…but they agreed.

 Why  did they agree? They could have said no. They had countless times in the past to countless people, many more significant or important than Stephanie “Firebrand” Whatever-her-last-name-was.

So why now?

Why Colin?

Why Diane?

 Why ?

“ I…I, uh… ”

Normally unflappable, for the first time since Stephanie met Sloth, she saw…a teenager - uncertain, confused,  scared .

“ I…h-have to go, ” they say suddenly, rising so quickly they knock their chair over, bumping the table and nearly spilling their coffee. But they don’t stop. They reach into their jacket pocket, hands trembling visibly, and fish out a wad of bills. They don’t even count it (f**k, is that a $100 bill?!) before turning and walking with uncharacteristic haste towards the door.

“ Sloth..? Hey, Sloth, wait!   F**k!   ”

Stephanie swore as she tried to follow after Sloth too quickly, the dull ache of the knife wound in her stomach erupting into a sharp stabbing pain as she stood too quickly. Ignoring the attention being drawn to her from the other patrons, she grabs her bag, slings it over her shoulder as best she can manage, clutching at her stomach as she tries to power walk after Sloth before they can get too far.

She’s not quick enough to stop them inside the shop, but isn’t far behind them as they get out the door. She calls out to the retreating Sin “ Sloth, c’mon, don’t make me chase after you. ”

Sloth continues on, having been too far ahead of Steph to hear her cry of pain, too lost in their own head to really pay attention to her cry for them to stop. Even if they had heard her, it was a toss up if they would have listened. Hell, in their head, Stephanie was still at the table, baffled by Sloth’s sudden departure and probably rethinking her claim that they were friends.

Because in Sloth’s head, that was how the world worked. People weren’t selfless because it was their job, them and their entire family’s job, to make sure that everyone was acting selfishly.

So when Stephanie leaves the cafe, the few customers and the barista on duty staring after them both in surprise, Sloth is a short distance down the street…not as far as they  could  have been (they are still Sloth, after all), but certainly further than Sloth’s typical gait would have carried them.

This is certainly out of character considering Stephanie’s brief history with the strange, unflappable, apathetic youth. It is easy to think of them as wholly untouchable. But whatever happened at the table just then certainly “touched” them in some way or another…

“ F**k me… ” Stephanie mutters under her breath as Sloth either doesn’t hear her, or ignores her.

Gritting her teeth as she mentally braces for the coming discomfort, Stephanie moves after Sloth at a jog, her injuries sending flares of discomfort as she closed the distance. Though not far, she’s forced to slow to a walk as she reaches them.

“   Sloth!   ” Again, Stephanie ignores the looks she draws from passers-by in the street as she yells to get her friend’s attention, “  Jesus  , I  told  you I got stabbed, right?[/COLOR]”

Sloth heard her this time and stumbled a bit in surprise, turning back with what could only be described as a shocked expression on someone else’s face. There’s no way that  this  is Sloth.

This person is too  human .

But when they see Steph rushing towards them, shock is the only possible description. She was here,  chasing  them, even though they had given them no reason to do so, even though she was hurt–

Oh f**k, she’s hurt.

“ Wh-What th–Christ, Steph, you’re hurt! ” she says in a voice that, like their expression, is far too human, full of chastizement and fear. They step up beside her, still watching her with uncertainty. “ What the f**k were you thinking?! ”

Stephanie comes to a stop as Sloth turns their attention back to her. Her legs were hurting, and she felt like her stomach was on fire. But at least she had Sloth’s attention.

Despite the pain, she did her best to straighten back up and looked up at Sloth with a grin, “ Wasn’t. Told you, there’s no secret to me. Couldn’t, ah… ” She winces, a hand to her stomach, “ Couldn’t just let you go while you were down. ”

“ D-Down–a-are you a complete moron?! ” they snap, moving quickly to take her arm and throw it around their shoulder, grumbling to themself. “ Nevermind. I absolutely know the answer to that question… ”

They sigh and shake their head. They could easily carry Steph, but they  are  still Sloth. Steph is gonna do  some  of the work here.

“ Where do you live? And who can I tell to  tie you to your f***ing bed so you can heal ? ” they grumble.

Stephanie laughs as Sloth questions her sanity, gratefully allowing Sloth to take some of her weight. “ I’m only a part-time moron. ”

She gestures down the street, the opposite direction from where Sloth had set off, “ I live that way, fair few blocks though. ” She grins again, “ No luck on someone tying me down, though. Live by myself. ‘Sides, I’ll be fine, already moving around quicker than the doctor’s said I would. ” Stephanie shoots Sloth a teasing look, “ Mandatory bed rest is just a guideline after all, right? ”

Sloth sighs, a deep, long-suffering sigh, their previous uncertainty gone–no, that wasn’t true. It was just buried beneath their usual lack of patience for people being…let’s say  unwise .

They move in front of Steph and lower themself slightly, grabbing her by the thighs and hoisting her up on their back. “ Just…point the way, ” they mutter. “ And  I’ll  be the one to tie you down–and don’t you dare make the obvious joke that goes along with that or I will drop you here and not look back. ”	

“ H-Hey, whoa! ”

It was easy to forget that Sloth was as strong, probably  stronger , than she was. Being hoisted up like a child was a quick way to be reminded. She leans forward, wrapping her arms around Sloth so as to not lose her balance, grateful her friend couldn’t see her sulk-y expression at being treated like she couldn’t walk.

“ Well, it’s straight that way for a while, won’t need to swing a left until we pass the Takoyaki stand. ”

After they’ve gone a short distance, and fighting her initial impulse to insist that she could walk, she adds “ Thanks, Sloth. For stopping. ”

They sigh and nod, trudging on showing more visible effort than it actually took them to lift a 5’4” bundle of energy and goodness. “ ...yeah, you’re welcome, ” they mutter. “ Let’s just…y’know…keep this between us. I have a reputation to maintain… ”
 
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 0
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 


It had been a rough few days since the club-visit-turned-gang-hangout. The missed calls alone had made it clear that her parents were  furious  about her running off, and punishment of some sort was almost guaranteed the next time they saw her. Unfortunately for them, when you have a daughter who's quite literally as fast as lightning, it's pretty tricky to catch them if they don't want to be caught. Kaylee had learned more about the sprawling Spencer estate over the last few days than the last few years in her efforts to avoid her father. She'd even found an entire garden tucked away in one corner of the grounds, complete with a pond and a small gazebo overlooking the area. There were a few small mounds covered with flowers, and a ring of unkempt bushes surrounded the whole thing. For a place as carefully manicured as this, the garden looked comparatively ... wild.

It's in the middle of Kaylee skipping a rock across her new pond that the news notification about the docks appears on her phone. She bolts out across the pond to grab her skipping stone before checking it out, her brow furrowing at the mention of a crime in progress. A few seconds later, the text from Firebrand arrives, confirming her suspicions. If she went to check this out, Stephanie was gonna be there too, and in all likelihood it was gonna be awkward now that everything had had a few days to sit. Did she really wanna deal with that?

The sound of her father's voice approaching through the nearby bushes makes her decision for her. She was  far  more scared of dealing with her parents than dealing with Steph. She tucks her phone and the rock into her pockets before taking off in a flash towards the docks.

Firebrand's question to Shockwave has barely left her mouth before Kaylee appears with a  CRACK  on his other side, giving him a quizzical look.  "Yeah, I'm here. Who's this? You know him?" 
Razade
 Pool:  1



  The Team: Docks  

The docks are a fairly large area as one would expect for an island city, several football fields in length and more than simple piers. Ship repair buildings, all manner of open air market stalls and even a few wholesaler businesses right here on the coast. It being night, everything seems closed and shut down for the evening. It's quiet. Every now and then you see a night security cart go trundling down a side road but if they seem bothered by reports of a thief...they don't move as if they were. If anything, it seems all too quiet, the usual evening traffic fairly muted tonight. Perhaps it's the raising humidity in the air, a storm off on the horizon had painted the twilight sky in shades of red and purple, the wind picking up. The Weather Report did predict rain for the next several days on Karakuri...and the Report was never wrong.

It takes only a few ocular pat downs of the site to see where and why the report was made. As quiet as it is, one of the docks is quite lively as masked figures move quickly to move equipment on and off the large tanker ship siting in the artificial harbor. Some steps have clearly been taken to make this look legit, all of them dressed in proper uniforms but you all know badnicks when you see them and the whole operation seems suspicious. How do you proceed?

It doesn't appear that any of the afforementioned villains are on site though it's just as likely they're lurking somewhere on or in the tanker. Nightingale's info, Witchfinder, is probably not what you'd have wanted. No real tactics or even equipment for backup. High Society and Hydra, as the report she sends you states, are part of the Warlords and given the neutrality of The Monsoon they can't be seen actively supporting you in taking them down on the off chance this is official Warlords business. That's Guardian business, or what you're doing with the Worst. The information however does detail the following.

- Both High Society and Hydra are part of the Warrior's former organization and back his third Granddaughter, Bastion, as heir to the former Warlord's throne. They're both quite high up in her personal council so their presence on Karakuri is odd.
- Hydra's powers are, as her name implies, venom based. She can unleash powerful caustic blasts of venomous energy which she pairs with hand to hand combat skills and high speed regeneration. She is ranked as an A Class villain, a serious threat even to Guardian members.
- High Society, other than having a cashflow from outside of San Fransapporo, utilizes spacial magics to shrink and grow non-organic materials. She is also an accomplished swordswoman, horse rider and has several books of poetry that are doing quite well on the book charts. She is ranked as a B Class villain but with her powers, paired with someone like Hydra makes her especially dangerous.

Along with that however, Nightingale sends a missive from Oni. Along with a small reprimand from blowing off their meeting, they request that you take both in for questioning. Letting one escape is not the end of the world, but letting both go is deemed "unacceptable".

  Shockwave, Same: The Past  

Sam is already several rooftops away when you teleport in a heap, Shockwave, though she pauses when she hears you cry out. She gives a relieved look before setting off again, leaping and bounding across the rooftops at a fairly surprising speed and reckless disregard for falling. By the time you catch up, she's already perched over the plaza that only a day before had been the site of a serious battle and boy does it look it. The hole is deep, the bottom obscured by darkness. The police have set up barricades all around it to hopefully keep people out and already the signs of construction are underway, large stairs set to the side for what will one day soon be a path leading down to an underground city, new living spaces and shops for the growing city.

 "Can you teleport us down there, Iron Arms?"  Sam asks after a few moments gazing into the hole, offering another of those lopsided smiles.  "Surprised me, thought you were just the arms. Any other surprises you got?" 
Comissar
    Firebrand    
  Conditions:  Angry, Insecure, Hopeless
 Potential:  4/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -2 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand turns as Livewire aburptly arrives, offering her a nod of acknowledgement. " A friend, " She answers simply, " He's new to the city, but good in a fight. Shockwave, Livewire. Livewire, Shockwave. " Brief introductions done with, Firebrand starts walking toward the docks, a frown on her face and her movements wary. Where was everyone? Activity at the one dock aside, everything felt far too quiet.

Distractedly, she calls back to the other two, " I don't like this, make sure you stay on your guard, feels like we're walking into a trap. "

 
 Spoiler: OoC 
Rolled a 7 for Animal Instincts, going to choose to Spot a detail everyone else has overlooked.
 
The_Specialist
   Shockwave  
 Conditions: 
 Potential:  0/5  
 
 Spoiler: Labels 
 
  Danger:   +1 
  Freak:    0 
  Savior:   +1 
  Superior:   -1 
  Mundane:   +2 
 
 

 
 Spoiler: Moves 
 
  [X] Good Egg:  When you take the high road in a high-stakes situation, roll + Savior. On a miss, the opposition drags you down to their level. On a hit, you rise above. On a 7-9, you’re not walking away untarnished. Mark a Condition. On a 10+, add a Team to the Pool. 
  [X] Not a Flyover:  When an opponent underestimates you or attempts to call you out as being an outsider, roll + Savior. On a miss, they have you pegged. Give ground or admit to your shortcomings. On a hit, you’ve exceeded their expectations. On a 7-9, mark a Condition but you expose a flaw or weakness. On a 10+, gain an Opportunity or take +1 forward. 
 
 

   ''Woah!"    Tracy almost jumps when  Livewire  appears so dramatically next to him, placing one hand over his heart with a muted laugh as he recovers, his cheeks turning a faint shade of pink in embarrassment. He seems to perk up slightly when  Firebrand  designates him 'a friend', but quickly resumes a more serious expression appropriate for the situation.

  "Hi Livewire! Ah.. what she said. New in town and stuff. Nice to meet you!"   He bobs his head to her in a friendly sort of way.   "If you all need an extra pair of hands for whatever's going on here, I'm ready! Do you think your friend is in trouble...?"   The last question is directed back to  Firebrand .

 
 Spoiler: Big Hole Plaza w/Sam: The Past 
   "Woah..."    Tracy breathes once he skids to a halt and is able to get a look at the deep deep pit.   'That fight must have been  wild ..."   He cranes his neck a little, but can't make out the bottom of the hole, shaking his head a little.

Looking back to  Sam , he offers a soft somewhat sheepish laugh, lifting his hands a little. One moves to rub at the back of his neck in a bashful manner, unable even to show off without feeling a little silly, as he closes his other hand into a fist causing a few electrical shocks to spark off his knuckles.   "It's Shockwave, actually..."   He offers a sheepish smile in return for her crooked one, before growing more uncertain.

  "Ah... I might be able to, but no guarantees on the specifics of the landing. It's kind of a work in progress, t-the uh.. teleportation thing. I'd hate to hurt someone else with it..."  
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  1/5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +2 
 Superior: 0 
 Mundane: 1 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


Okay, apparently this mission was not officially sanctioned by The Monsoon cause politics…but if he just  happened  to capture High Society and/or Hydra he might as well drag them in.

 Way to back me up here, Nightingale  he thinks. Sure, he can “understand” why this is the case, but it stings a bit that first major activity since she was partnered with him and all her help could be was some information and essentially a warning that failure meant he’d be left out to dry.

So, you know, no pressure at all. Just got to capture two high-ranked villains without any resources from The Monsoon, just whatever his team could bring.

Speaking of which, by the time he arrived on the scene it looked like most people were there. Sloth was late, as he expected would be the case. Firebrand and Livewire were there, and another person. He had been vaguely informed of some movements of another younger hero in the area recently, but this was the first formal meeting between them that he could think of.

 ”Evening, everyone. Wish I could bring some good news with me, but…” 

He proceeds to fill the group in on what Nightingale told him about two of the villains, and that he had to bring at least one of them in. Since his previous talks with Sloth had pushed him into a “be honest” kind of position he was even open that The Monsoon were denying any involvement with this operation and his boss was pretty explicit on needing at least one.

 ”Sooo, yeah, that’s the mission information. And before I forget, pleasure to meet you, Shockwave,”  he says, extending a hand to the new guy.

 
 Spoiler: OOC Action 
 
Razade
 Pool:  1


 The Team: The Docks 

With Firebrand's honed battle tendencies, her suspicions of a trap are perhaps not entirely made out of paranoia. Generally studying people's movements, in and out of fights, you get a good sense of what a natural frame of movement might be. Nothing that the dock workers are showing seems natural. From the vantage point the team has posted up on it's hard to get a read on why, but it's not out of the question that the team are the only living people on these docks right now, or at least ones with their own ability to move about.


 Shockwave, Sam: The Hole 

Sam offers a shrug, glancing over the edge of the building and down into the gaping void.  "How likely is a splat? I'm pretty durable but I probably couldn't survive this kind of fall. If you think it's too risky I guess we'll have to figure another way down without getting caught. But a little danger's what makes this fun. I'm willing to trust you not pancaking us, at least for now." 
Comissar
    Firebrand    
  Conditions:  Angry, Insecure, Hopeless
 Potential:  4/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -2 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand gives Shockwave a puzzled look for a moment. It clears just as quickly, " Oh, you mean Sakura. No, she won't be  in  trouble. She's almost as good as I am. " Truly, modesty was one of Firebrand's virtues, " I'm more concerned about why she's here at all. "

Slowing to a stop, Firebrand's frown retuns as she looks back to the people working the docks. " Yeah, no, that's definitely a trap... "

She doesn't get any further before Witchfinder arrives. Listening to the information he provides, she nods to herself. " Yeah, and Sakura makes for a third high threat person. " Rubbing behind her neck, she looks back to the sole busy dock, " I'm open to better ideas, but if we go in knowing it's a trap I can spring it and you guys get ready to react? I doubt any of them will bolt if I'm the only one walking in. "
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   3/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


It was about then that Sloth arrived on the scene, almost alarmingly casual given the circumstances, shambling up to the team in their usual slumped posture with their hands thrust into their pockets - late, but not as late as usual.

 "No way are you guys leaving me behind again,"  they say in a grumpy tone.  "Things did not go well last time that happened..." 

Their eyes flick across the group, frowning at Shockwave but not pausing long. But they did pause when they caught Witchfinder's gaze and quickly looked down, an expression of almost embarrassment...perhaps even  guilt  crossing their features.

They fish out their cigarettes, perhaps as an attempt to hide their look.

 "What's the plan?"  they mutter as they light up.  "Please tell me I'll be able to go back home and back to sleep relatively quickly this time." 

As if they had been asleep at all...

 
 Spoiler: OOC Actions 
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  1/5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +2 
 Superior: 0 
 Mundane: 1 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


Sloth showed up late, not surprisingly. Colin doubted that the embarrassed expression they had was because of that, though. This wasn’t the time or place to hash out past grievances, however, as they had some kind of deal or import/export thing to stop.

 ”Well, Firebrand here was going to go in and try and spring whatever trap it is they have setup. Going in alone like that, though, is probably a bad idea,”  he said, looking back over at her.  ”It probably would be a good idea for someone else to tag along, even if it’s staying hidden. Since Sloth said they don’t want to be left behind, that’s our first volunteer.” 

He looks over at Sloth, more for confirmation than anything else. It just made sense to him that if Sloth didn’t want left behind they should be part of the frontline.

 ”And I think I should go as well. With my teleporting I can get to your side quickly and  stealthily  in case anything goes wrong.” 

Was that emphasis a bit of a knock towards Livewire? Perhaps, but Colin always talked with such a straight face (when not being flustered) it could possibly be hard to read.

 ”And then the other two can follow up after that once things heat up.” 
 
 Spoiler: OOC Action 
 
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 0
 Mundane : 1
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 


Livewire quirks an eyebrow at Firebrand's mention of Sakura.  "Wait, there's three of them? And you  know  one? I dunno if I should be impressed or what, but you've been holding out on me." 

Witchfinder's comment about stealth elicits a bemused snort, but the frown on her face belies the fact that it stung. Was he implying that she couldn't help? Well, she'd show him. She'd do it herself.  "You know, if we're trying to  catch  whoever's hiding on that boat, letting them know we're coming in advance doesn't seem like a great plan. You know what? Why don't I go find them for you."  Her last words are delivered by an afterimage of electrical discharge as a bolt of lightning streaks towards the ship, dodging around crew members and criss-crossing over the docks before jumping up onto the deck of the tanker.

 
 Spoiler: OOC 
Livewire is gonna try to use her superspeed to hunt down the villains in the nearby area, which I would hazard a guess and call an Unleash?

 EDIT:  Rolled Assess, got a 10. Questions:

&gt; What here can I use to locate the villains?
&gt; How could we best end this quickly?
 
Comissar
    Firebrand    
  Conditions:  Angry, Insecure, Hopeless
 Potential:  4/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -2 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand gives Sloth a grin as they show up, " I dunno, we won last time, didn't we? "

She lets Colin expand on her initial plan, nodding along at the expansions on her very bare bones plan. Having someone nearby to shadow her made sense, and Sloth and Witchfinder had the powersets to work with that. She looks over to Livewire as she starts to talk, a frown forming, " No, Kaylee, that's a ba- " And then she was gone, " d... Idea... Goddammit... " Rubbing at her eyes, she looks to the others, then takes off at a run " Come on, she's gonna need back up. "
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   3/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


Sloth takes a long drag as Colin probably goes over the plan, not even visibly reacting when he volunteers them for reconnaissance duty, then removes the cigarette for a casual flick.

 "Five, four, three, two..."  and they point at Livewire just in time for the speedster to go blasting off...as usual.

 "You know what they say about plans,"  they say casually, walking towards the tanker and patting Colin on the back consolingly as they pass,  "in particular the well-laid variety." 

This is very anyways. Less work. No skulking around, no faffing about and dancing around to someone else's dance steps. Just go in, put them to sleep, get out.

 "You're looking reasonably less concussed, Firebland,"  they say as they head towards the ship, walking beside their fiery compatriot, the first time they'd spoken since their outing.  "Ready to re-open all those wounds just so we can get chewed out when the badguys blow up the docks or some ****?" 
 
 Spoiler: OOC Actions 
 
The_Specialist
   Shockwave  
 Conditions:  Quirk
 Potential:  0/5  
 
 Spoiler: Labels 
 
  Danger:   +1 
  Freak:    0 
  Savior:   +1 
  Superior:   -1 
  Mundane:   +2 
 
 

 
 Spoiler: Moves 
 
  [X] Good Egg:  When you take the high road in a high-stakes situation, roll + Savior. On a miss, the opposition drags you down to their level. On a hit, you rise above. On a 7-9, you’re not walking away untarnished. Mark a Condition. On a 10+, add a Team to the Pool. 
  [X] Not a Flyover:  When an opponent underestimates you or attempts to call you out as being an outsider, roll + Savior. On a miss, they have you pegged. Give ground or admit to your shortcomings. On a hit, you’ve exceeded their expectations. On a 7-9, mark a Condition but you expose a flaw or weakness. On a 10+, gain an Opportunity or take +1 forward. 
 
 

  "Nice to meet you too, Witchfinder right?"   Tracy smiles warmly as he gives Collin's hand a firm shake, though he makes sure his grip isn't too tight being... metal and all. He's practiced it enough now. He subtly bobs up and down on his heels as he listens to the group talk, excited to be amidst them without being told to shoo yet. He frowns a bit when Firebrand declares it a trap, suddenly a lot more on alert. A trap... for who?

Sloth's arrival is met with a nod of silent greeting, and then a cheerful smile when the other super looks his way, failing to fade despite the frown he is given. Shockwave does rub at the back of his neck a little sheepishly though when Sloth looks away again. Seemingly happy to go along with Collin's plan however, he gives a nod to Livewire, assuming they're going to be the two waiting to follow up after things heat up. He decides not to offer up his own 'teleporting' abilities, given their unreliability.

When the pink haired speedster abruptly zips off however, he jerks slightly, managing not to make a sound of alarm this time.
  "Uh..."   He looks towards Firebrand first, and then Collin since he seems like a planning kind of guy, and then lastly to Sloth as he belatedly becomes aware they were counting down to the disappearance. Giving a soft huff of wry amusement, he pushes some hair out of his face.   "W...what now?"   He barely gets out before Firebrand takes off at a run after Kaylee. Shrugging at Collin, Tracy takes off after the rest.


  Big Hole Plaza: The Past  
Tracey pears down into the void as well; it certainly is larger a drop than he's tried before.   "Well, I've never  full  on splatted before... Usually just... end up coming out the wrong direction or whatever... Here, I promise if it's a bit short, I'll make sure to cushion your fall!"   He laughs, flushing just a little but trying to offer a confident smile as he holds out an arm.   "Grab on!"  
 
 Spoiler: OOC 
Rolled a  7  for  Unleash , marking  Quirk  to make the effect stable.
 
Razade
 Pool:  1


  Livewire: Boat  

We get a shot of quick panels as Livewire races off, through dock workers who seem not to notice the strange events happening through them and onto the boat. The boat, like the rest of the dock, seems devoid of life though signs of the villains are present. There was clearly some kind of fight on the boat, the whole place in dissaray. Any further movement below decks however is blocked even for our speedster, an obvious indication that the villains of this operation are below as large glowing barriers are erected over every doorway and port hole that might lead to them.


  The Rest of the Team: Trapped  

As soon as the lightning bolt that is Livewire hits the deck of the boat the situation changes. All the people working on the docks disappear. Not in a cloud of smoke or anything theatric like that. They, and the work they were doing, simply faze out of sight like a mirage. In the following seconds the air around the docks shimmer before a vast force field erects itself not only around the particular dock you've found yourselves on but the entirety of the port. Other ships in the harbor also return to reality, somehow shielded from view as do the workers and construction equipment. The equipment is mostly untouched but the dock workers are tied up, bound and gagged.

 Mission Log 
   Rescue the Dock Workers
Escape   
  Shockwave, Sam: The Past  

You land, which is a given after a jump, but thankfully not with a splat. You find yourself alone however, at the bottom of the hole. You distinctly remember Sam grabbing on to you with that same big grin, her weight as you jumped and even a soft excited cheer as you fell but...no Sam once you landed from your jump. The hole is as you'd expect a hole to be. Rubble litters the bottom of what was once a tunnel for tram lines, equipment set up to clean up the worst of it and machines of various sort to make sure the whole place won't collapse for the coming storefronts. Lamps line the tunnel in both directions though the bulk of the machines bar your way down the left side of the tunnel.

 "This way"  you hear down the right, a young woman's voice not totally unlike Sam's. Maybe she just ran ahead while you were gathering your senses from your teleport?
Comissar
    Firebrand    
  Conditions:  Angry, Insecure, Hopeless
 Potential:  4/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -2 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand gives an amused snort at Sloth's jibe. " Why, you gonna force me into bed again if I get hurt? "

She comes to a stop as the trap around the docks is sprung. An overhead shot shows her confusion, then alarm as the dockworkers vanish, the other ships and their captives appear, and the forcefield comes into existence. Looking small at the center of the shifting situation, a heavily censored speech bubble is all that gives insight into the red-head's thoughts at this change.

The panels snap back to a close-up on Firebrand, a hand to her forehead as her mind races. The people on the boats were in danger, but with the forcefield up, was there a good way of getting them out?

 
 Spoiler: OoC 
Rolled an 11 for an Assess, going to ask;

"What here can I use to get the hostages to safety?"

and

"How could we best end this quickly?"
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   3/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


Sloth slows and stops, taking a long, lazy drag and looking around as Firebrand freaks out, then blows the smoke out in a languid plume above them.

 "Well, this sure is some ****,"  they mutter with a sigh, dropping their cigarette and stomping it out.  "Guess it's easier than pussyfooting around. Time to go light things up, Matchstick." 

Even odds as to whether they were going to actually  help ...but surely their bonding session over coffee would mean  something ...right?

Still, despite their almost bored appearance, a good, solid look at them reveals their scrutinizing gaze sweeping the area, looking for the inevitable attack.

The forcefield seems...telling, they realize. They were ostensibly here to rescue people, they weren't going to just  leave  .

This isn't just a trap...

 "...it's an arena,"  Sloth mutters.  "They could have taken us out or done whatever they needed to and just left--they had the advantage of picking the setting...but they're locking us in here with them. They want a fight." 

 


Actions:
Assess the Situation = 8

 
 What here is the biggest threat? 
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  1/5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +2 
 Superior: 0 
 Mundane: 1 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


He could feel his eye twitch as Livewire ran off to the docks and tanker, not acknowledging the pat on the back from Sloth. Sure, he was aware that Livewire liked to be contrarian, but there was being contrarian and then there was actively sabotaging things by acting recklessly. There was no going back, however, so all he could do was join along with the others as they moved forward.

And oh, look at that, the trap was sprung with all of them in it. Geeh, who could have expected that? It was almost like there was a reason they wanted to hold someone back instead of going all in. Now they were trapped in the entire port, a hostage situation, and a practical maze of crates and dock equipment they’d have to navigate. So many chances for ambushes.

Preparing for that, he pulls out his staff and gets into a defensive position as everyone started to look around.

 ”Well, seems like we don’t have much of a choice. I could try and teleport outside of the barrier but that wouldn’t really help things, would it? Should try and stay close till we see an opportunity.” 
 
 Spoiler: OOC Action 
 
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 2
 Mundane : 0
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 


A chill runs down Livewire's spine as the massive force field erects itself and the illusions dispel themselves. Whoever was capable of doing  this  wasn't exactly someone she was enthused about having to deal with. Unfortunately, she probably didn't have much of a choice. She was stuck in here until that force field went down, along with the rest of the team. Speaking of which ...

Livewire bolts back over to the team, her expression tense.  "Those jerks are probably below decks on that ship, if the fact that the whole thing's sealed off is any clue. Course, they're hiding in there, so until they come out there's not much we can do. ... Anyone got any ideas, or should I go see about freeing the dock workers?" 
 
 Spoiler: OOC 
 
The_Specialist
   Shockwave  
 Conditions:  Quirk
 Potential:  0/5  
 
 Spoiler: Labels 
 
  Danger:   +1 
  Freak:    0 
  Savior:   +1 
  Superior:   -1 
  Mundane:   +2 
 
 

 
 Spoiler: Moves 
 
  [X] Good Egg:  When you take the high road in a high-stakes situation, roll + Savior. On a miss, the opposition drags you down to their level. On a hit, you rise above. On a 7-9, you’re not walking away untarnished. Mark a Condition. On a 10+, add a Team to the Pool. 
  [X] Not a Flyover:  When an opponent underestimates you or attempts to call you out as being an outsider, roll + Savior. On a miss, they have you pegged. Give ground or admit to your shortcomings. On a hit, you’ve exceeded their expectations. On a 7-9, mark a Condition but you expose a flaw or weakness. On a 10+, gain an Opportunity or take +1 forward. 
 
 


Skidding to a halt when the barriers go up, Tracy's eyes widen as he looks around them. His brows knit and a frown crosses his lips at  Sloth's  choice of words.  An arena...  He glances towards them in concern.   "Is this like... p-personal or something...?"  

Offering a brief but tense sort of smile acknowledging  Livewire's  safe return, he listens as she and  Witchfinder  speak.

  "We should definitely focus on s-saving those workers, yeah... right? You're fast... and if Witchfinder can teleport... I can um.. sometimes teleport. Maybe the three of us can try and get them up to the barrier at least, or somewhere safer, while the others keep watch? Can you teleport other people, Witchfinder...? Like.. could you maybe teleport those people outside so they can run...?"  
  Big Hole Plaza: The Past  
Blinking once, twice, Tracy whips around once he's reoriented himself, looking in his immediate area (including up!) for  Sam . His heart skips a beat with a momentary stab of panic when he can't find her or recall when she stopped holding on; he's never  lost  someone before.    "Sam?!"    He blurts, concern evident in his voice, though he quickly covers his mouth and glances up again to make sure no one heard. Pausing then with a soft gasp of surprise when he hears 'Sam' call to him, he turns towards where the voice came from.

Still a bit bewildered and confused as to what just happened, he manages to make his body move again, starting to trot down the more open side of the tunnel as he looks out for her.   "Sam? Are... are you all good?"   He calls out a little softer.
Razade
 Pool:  1


  The Team: Trapped  

A lot of good points are being raised. This is a trap. This was planned for you. A lot of solid observations too. Lots of hostages, almost like....they set this up to mock you. This is clearly connected to the events of the plaza. There's no signs of The Monsoon Knights or Umbra Cat, the villains alleged at the scene certainly aren't the same ones so what's the connection? There is, as the report said, a lot of construction equipment, enough for you to get your hands on and use if you're smart you might even be able to put it to freeing the hostages.

Of course, that would require splitting up. There's no denying that whoever orchestrated this, and for whatever reason, has you where they want you. Even with someone fast, hitting all the people that have been captured is going to take some time and there's no way the rest of the team will be able to keep up. Splitting up has its dangers too. All the options on the table have their flaws, but options there are. There's little else to survey here and for every minute spent trying to come up with a plan in the cage means the people who put the cage around you is getting free time to do whatever it is they plan on doing.

The clock is ticking now. What do you all do?

 
 Spoiler: Firebrand OOC 
There's a lot of construction equipment. You could probably use it to break the barrier. Getting away before whatever the people who set this up is probably the safest bet.
 

 
 Spoiler: Sloth OOC 
I'm going to have to say your own lack of preparation is the greatest danger. You're not wrong that this was planned for you and you all walked into it.
 

  Shockwave: The Past  

Sam seems to have just disappeared. There's no one with broken bones around, no one a smear on the ground around you so you can probably breath easy that you didn't just accidentally help someone jump to their doom but that still leaves the question of where she went unanswered. Traveling down the tunnel doesn't offer any clues either, especially as you enter out into a large courtyard of sorts, a sunlight glade, with a pool that sparkles with sapphire hues in the light that filters in from above. A statue sits at the center of the pool of crystal clear water, a woman in a tiger stripped outfit. A hero, no name left to mark who she is.

You're also not alone. For a moment you might mistake the other person for Sam. Feminine and with dark hair and a pale complexion, at a distance it'd be a fair mistake though as you get closer, and she turns to look at the sudden sounds you make, you can see it's not Sam. The look of surprise is clear on her face, a hint of fear as well though it dissipates when she seems to realize you're not a cop. The air is tense with the silence until she breaks it.

 "I won't tell anyone you're here if you won't." 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   3/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


When Livewire zips back, Sloth gives her a droll expression with a slight twitch of their brow as they give their foot a pointed twist on the cigarette.

 "You can just chill,"  they say pointedly.  "You've done enough, and I'm sure they're expecting anything you can think of,"  they turn to Witchfinder, their expression somewhat less displeased,  "or you,"  they add.  "Way I see it, they'll have expected two things to this point: first, that Deadbolt here'll jump the gun and trigger the trap - good job with that by the way,"  they add coolly,  "and two: Witchflounder's in charge. Once she,"  a nod to Livewire,  "trips the trap, we'll turn to Witchy,"  and a nod back to Witchfinder.

 "Rule one here is going to be do the unexpected, so...Shockwave,"  they turn to the quiet, unassuming newbie.  "You would never take charge, so take charge. What do we do?" 

It was a shot in the dark, but...they needed to mix this up or they were going to be following someone else's dance steps.

And Sloth hates dancing.

 
 Spoiler: OOC Actions 
 
Comissar
    Firebrand    
  Conditions:  Angry, Insecure, Hopeless
 Potential:  4/5 
 
 Spoiler: Labels 
 
  Danger:   +3 
  Freak:   +2 
  Savior:   -2 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Finding herself irritable at the standing and discussing rather than taking action, Firebrand huffs and starts to move away from the group, " Just find a way to get that barrier down, get an escape route open, priority's getting the hostages out. "

She doesn't bother waiting to hear what her teammates have to say about her 'plan', breaking into a jog as she heads for the nearest ship. A close up panel shows her scowling, muttering under her breath "  What the f***, Sakura, this is too far.  "
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  2/5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +2 
 Superior: 0 
 Mundane: 1 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition.
 
 
 


It was very clear there was a trap here, one that Livewire had set off. Chances were anyone walking in would have triggered it, though, so even the Firebrand plan from earlier would have probably done the same. Still, Livewire going loose cannon in an unknown situation was not something he enjoyed. If they were going to walk into a trap better to do it together where they could back each other out.

 ”Counter point, Sloth,”  Colin replies, voice rather flat.  ”If they’re that familiar with our group dynamic, then they’d also expect you wouldn’t listen to me at all, so the unexpected would be to actually listen to me.” 

He doubted that’d work, but he did feel like a little bit of snark was needed to vent his frustrations.

 ”Still, Shockwave is the new guy, so they likely don’t have as much information on them as the rest of us, so it’s not a bad idea to...” 

And there goes Firebrand off to do  her  own thing. He looks at Sloth while motioning towards Firebrand, wanting to again demonstrate his ‘no one listens to me’ point. Afterwards he sighs, shrugs his shoulders, and gets his staff ready.
 ”Well, if everyone else is going to act independent, might as well join in on it. Might as well see if I can get through the barrier in case we can’t break it.” 

With that he starts to run, the jewel on the staff glowing as his form is enveloped in a red light, signaling the teleportation starting.

 
 Spoiler: OOC Action 

Roll Unleash Powers: 3+6 = 9
Birthday potential!
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   3/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


Sloth blinks when Firebrand goes stalking off.

 "Hey wa--"  they begin, then look back just in time to see Witchfinder blip away, trying to teleport out of the barrier.

The most goddamn obvious thing he could do. They were all just doing their own thing!

 "#()$&amp;"   the censor gets ahold of their next word bubble before they turn and take a few quick steps to try and grab Firebrand's arm.  "#&amp;%@)ing  wait !"  they growl, actually sounding  upset  for the first time since they'd joined the team. Sure, they'd been grumpy and surly, but they were actually starting to sound  angry .

 "Does any of this matter to you?!"  they snarl, refusing to let go of Firebrand's hand, that same strength they'd shown when carrying her during their little outing.  "Does it matter to  any of you ?!"  their voice rises as they look around, back to the place Witchfinder had been.

They can't help but feel a pang of guilt. He  was  trying his best...

But they shake it off. No time for that.

 "You go running off doing the same @&amp;$#$ thing as always, then we're going to get our #)@% handed to us!"  they continue, their deep, soulful brown eyes burrowing into Firebrand's, weirdly intense for the usually laid-back sin,  "and, what I'm guessing is more important to the lot of you, any hostages that may or may not be here will be )&amp;%$@#ed!" 

They did share a glance at Livewire, but it was clear this tirade was mostly directed at Firebrand...almost as if they were especially disappointed in  her .

As if they expected  her  specifically to have more sense.

 "You're not being brave or selfless! You're being  stupid ! And you're going to get people killed!" 

...gods help them if Pride could see them now, advocating for actual goddamn heroics!

 
 Spoiler: OOC Actions 
 
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 2
 Mundane : 0
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 

 "HEY!" 

Livewire's hand is wrapped around Sloth's wrist, her fingers sparking and crackling with energy. The glare on her face is white-hot with anger as she fixes them in her sights.

 "Do you know how many times I've had to stitch Inferno over here back together because she got in a fight trying to keep someone safe? More than I can remember. I've had to bandage her  skull  back up because she got hit in the head with a baseball bat. So if there's anyone here that this matters to, it's probably her. In fact, I don't wanna hear you say that about  any  of them again. I bet they've all got pretty good reasons for being here." 

She releases her grip on Sloth's wrist and folds her arms over her stomach.  "Now if you really want something smart, how's this - I know a lot about lying to people, and the first step is to make them think you're telling the truth. If these guys know as much about us as you think, then they probably know that we've got authority issues. Us acting all coordinated and stuff would be the first hint that we're on to their tricks. If we really want to catch them by surprise, let them  think  we're arguing and running off like normal, and then come up with a plan once they've played all their cards."  She snorts and glares at Sloth again.  "How's that for a plan?" 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   3/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


Sloth shoots their expression back to Livewire, eyes narrowing, but they yank their hand away from her, while also removing their grip from Firebrand, stuffing both hands in the pockets of her jacket.

 "This matters to her? To both of you?"  they ask, their voice back to surly, perhaps even seething.  "Then @#&amp;@ing  act  like it. Stop running off half-cocked and let's make a plan..." 

They look back to Livewire before adding,  "Even if it's that one..." 
 
 Spoiler: OOC Actions 
 
Comissar
    Firebrand    
  Conditions:  Angry, Insecure, Hopeless
 Potential:  4/5 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand jerks to a stop in surprise, her shoulder feeling like it was nearly yanked out of its socket as Sloth grabs her to stop her. She turns with a mixture of confusion and irritation on her face, trying to yank her hand free of Sloth's grip and getting nowhere. " Does any of this matter to you?! Does it matter to  any of you ?! "

She blinks, letting out a small laugh in disbelief, " Wh- Of  course  it- " she starts to yell back before Sloth  really  starts to lay into her. And that's when she felt her anger  really  start to rise in her chest. She tries to butt back in, " What's  important  is that we stop wast- "

" You're not being brave or selfless! You're being  stupid ! And you're going to get people killed! "

That makes her pause, long enough that it registers that she was being yelled at by  Sloth . Feeling defensive, she sputters a bit as she tries to figure out what to say, though Livewire cuts in before she can. The grab onto Sloth's other hand causing her to get pulled forward a bit by Sloth's own vice-grip as her teammates move. Livewire's passionate rant doesn't exactly make her feel  better  about Sloth's accusation, it just reinforced what she'd told her teammate the other day about her injuries being the price of doing business. Livewire's words at least prompt Sloth to let go of her, so that was something.

"  Fine!  " Firebrand snaps as she massages her shoulder, " ... Fine... " She pauses, closing her eyes and taking a breath. When she opens them again her demeanour is still serious, but her irritation and frustration have been quashed for the moment, " The hostages are the priority, getting them out of the line of fire should be the first thing we do. We need to keep watch for Sakura, she'll be the biggest threat to us. If she's decided she's good with taking hostages now, then she's gone off the deep end and she'll be more dangerous than she normally is. Since you don't want me getting them out myself, " She shoots Sloth a look, not entirely able to keep herself professional, " Then let me hear a better plan. But I don't want to be waiting forever to hear one. "

 
 Spoiler: OOC 
Firebrand will accept Sloth's Label shift, moving Danger down and Saviour up.
 
The_Specialist
   Shockwave  
 Conditions:  Quirk
 Potential:  0/5  
 
 Spoiler: Labels 
 
  Danger:   +1 
  Freak:    0 
  Savior:   +1 
  Superior:   -1 
  Mundane:   +2 
 
 

 
 Spoiler: Moves 
 
  [X] Good Egg:  When you take the high road in a high-stakes situation, roll + Savior. On a miss, the opposition drags you down to their level. On a hit, you rise above. On a 7-9, you’re not walking away untarnished. Mark a Condition. On a 10+, add a Team to the Pool. 
  [X] Not a Flyover:  When an opponent underestimates you or attempts to call you out as being an outsider, roll + Savior. On a miss, they have you pegged. Give ground or admit to your shortcomings. On a hit, you’ve exceeded their expectations. On a 7-9, mark a Condition but you expose a flaw or weakness. On a 10+, gain an Opportunity or take +1 forward. 
 
 


Blinking in surprise as  Sloth  turns towards him and indeed looking a bit like a deer in headlights, Shockwave momentarily freezes.

  "Well, I mean-..."   He doesn't get far before  Firebrand  starts to huff and puff away. It will probably be later before he fully processes that  Sloth's  'invitation' to step up to the plate was not exactly a compliment. Sloth is clearly not wrong however, as Shockwave struggles through their arguing to assert himself at all, mainly wincing and failing to interject. As things grow more heated, he freezes up again instead, seeming paralyzed by awkwardness and embarrassment; the tension between the group makes it clear there's more going on than he's privy to, and he tries to shake the creeping sense of being the outsider, an imposter. Should he really be here?

Waiting until it seems that an impending fist fight isn't going to break out, he cautiously lifts his own hands as he steps closer, as if to assure he has only good intentions.

  "It... It seems like there might be enough people here who want to kick your butts... Better not do their work for them, right...? Thing I learned from siblings is sometimes you gotta just decide to take a rain check on trading paint, and watch each other's backs while there's a common enemy that needs a whooping..."   He offers a tense sort of hopeful smile, before starting to speak fairly rapidly given the need for urgency, doing his best to remain articulate.

  "I.. actually don't think Livewire's plan is a terrible one... Livewire, maybe you can 'storm off' and see if you can scout out anything else they've set up to trigger, or see if you spot anyone? And um.. maybe... Sloth? Firebrand...? You could keep uh.. 'fighting' somewhere where you're both visible, hopefully getting their attention, but also where you're close enough to provide cover fire when needed...? I can try to start teleporting the hostages somewhere else, somewhere less open at least. I think Witchfinder working on the barrier is a good place for him. T.. Thoughts?"  
  Big Hole  Plaza : The Past  
   "Sam--?"    Tracy all but whispers this time, starting to get a good case of the heebie jeebies the longer he goes without finding any trace of her. He grows quiet however as he exits the tunnel and into an unexpected courtyard, staring up at the statue with wide eyes. His heart skips a beat with hope when he then belatedly spots the other presence, for a moment inded mistaking her for his new found-and-lost friend.

  "Sa-...orry!"   He transitions halfway through the name, holding up his hands in a placating manner when the figure turns in startlement and he realizes that she is instead a stranger. Fixing her with a curious look given her words, he glances between her and the statue briefly and then back.

  "U-Uh, sure... I mean... I don't even know who I'd tell, or... who you are, so... you know..."   He huffs a soft laugh awkwardly, trying to break the tension slightly.   "But yes! That sounds like a... good deal,"   He adds quickly, miming zipping his lips with a pair of fingers. Swallowing quietly, he keeps where he's standing, not wanting to spook the stranger by approaching, though he is curious.   "I uh... W... What... is this place...?"  
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   3/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


They glance between the three remaining heroes, then the direction Witchfinder must have gone.

Yeah, it was safe to say they had some small amount of newfound respect for him...they'd have to have a chat with him about being more forceful.

 "As far as plans go, it's not the  worst ,"  they mutter.  "Would still prefer not to split up, but we don't have time to discuss...they might be watching us..." 
 "Start walking away, Matchstick,"  they say, turning back to her, play-acting a lot more expressively than they usually spoke, clearly starting to sell the deception.  "I'll stop you again, then we argue...then Deadbolt here can zip off as usual while I'm 'distracted'." 

It could work. If these guys did their homework, they wouldn't be expecting any kind of plan...even a poorly thought-out one.

 
 Spoiler: OOC Actions 
 
Comissar
    Firebrand    
  Conditions:  Angry, Insecure, Hopeless
 Potential:  4/5 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand clenches her fists, irritation setting back in as she heard the new 'plan'. It barely felt like it'd been worth waiting to hear, there was nothing to it! She shoots Shockwave a glare, then starts walking at Sloth. Getting close, she grabs Sloth's hoodie, pulling her teammate a little closer as she growls up at them, " For the record, this is a dumb plan. "

Giving Sloth a hard shove backward, she turns and starts heading back toward the hostages on the boats. She yells over her shoulder as she goes, " Those people are  counting  on us, Sloth! I'm not gonna just hang them out to dry! "
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   3/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


Sloth let out a light grunt as they're shoved, falling back a step and watching Firebrand with a frown for a moment. It's hard to tell if she's--

No. She's going along with the plan. She has to be. She's smarter than to throw herself into the den of lions and get herself killed. It's not like she does anyone any good  dead .

 "Do you really think you can just run in there and help them? Just like that?"  Sloth retorts, a small amount of fire in their voice...they're clearly trying to sell the story, but their acting chops can only go so far.  "Don't be an idiot!" 

They grab Firebrand's arm again.  "Just wait a minute and let's plan something!" 

Ugh, two exclamation points in a row. They need a nap after that.

 
 Spoiler: OOC Actions 
 
Razade
 Pool:  1


  Witchfinder, A Witch?!: Outside the Barrier  

You pop out of the barrier unharmed though when you've got a chance to look back at your allies they're already on the move inside. Not that you're granted much time to get away. The others were correct that whoever had made this trap made it knowing the make up of your group and even as you get clear of the shimmering walls of the barrier, you're under fire. Atop a large broom, a young lady in traditional witch's attire hovers above you, blasts of dark energy raining down from the sky as she swoops in to try and cut off any advance you might make.


  Firebrand, Sloth, Shockwave, Livewire: What Follies Follow  

With what appears to be a plan in place, you all break. Give your parting comments before you go off on your own. Most importantly, where do Shockwave, Livewire and Sloth go as part of this plan. We all know where Firebrand is head and the panels follow them first.


Getting to the hostages isn't hard at all, which should be concerning all on its own, though as you approach Firebrand you see like the first set of hostages...these people aren't really there. The tied up figures shimmer and change to reveal the dock empty save for a solitary figure that you recognize instantly. Sakura. This part of the trap is sprung, at least and while you may have your team as backup as...they do their parts of the plan...do you really want to get them involved in this personal squabble. Sakura doesn't seem too surprised to see you, mostly because she comes out from the illusion in mid-charge, swinging her trademark blade in a wide art to try and catch you unawares, the normal blunt side of her katana not employed here. She's going in for the kill this time for sure.

  Shockwave: In the Past  
 "A grave...for a hero no one seems to remember. It was here when the city was rebuilt. That's strange, right? Who would have built a grave here, underground, for an unknown hero when the city was a sunken nightmare."  The young girl's voice is low, almost reverent in the space.  "You didn't know this was here? Why'd you come here in the first place?"  she asks, seeming a little more amused as she gives you a once over, her eyes lingering on your arms.  "Chasing ghosts? People say you can still find some down here. Or maybe just coming to see if there's anything to grab? I ran into a few scavengers on my way." 
Comissar
    Firebrand    
  Conditions:  Angry, Insecure, Hopeless
 Potential:  4/5 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


This time there's no hesitation. A close up panel shows Sloth grabbing hold of Firebrand again, three quick back to back panels show her pivoting back on her heel, bringing her free arm down elbow first on Sloth's arm, then kicking them in the chest to open up distance between them again. A close-up panel shows just her smirk. She was gonna sell the crap out of this argument. She continues on her way without another word, fully expecting to be stopped again any second by her teammate. Some kind've leg sweep perhaps. Or a tackle. Or... Sloth wasn't stopping her this time. The realisation came late as Firebrand found herself at the ship and the hostages, a guilty glance back over her shoulder confirming she might've gone overboard in her attempt to sell the argument, her teammate being forced to chase after her rather than keeping the argument in one place.

She doesn't have long to dwell on her decision. The sudden disappearance of the hostages leave her surprised but with no time to process as she immediately has to duck and roll to evade Sakura's swing. She's up on her feet and twisting to the side even as she narrowly avoids another precise swing, ducking and weaving back to try and stay clear of her adversary's measured advance. A dance they'd both done many times before. All she had to do... Was wait... For...

Even as Firebrand danced in close, she could see in Sakura's eyes the realisation that she'd messed up and left an opening. A swing of the sword just slightly too wide to recover from in time, a crack in her guard only a second long, but enough that Firebrand can get in close with a heavy punch to the stomach. A less experienced brawler might've tried to land a few more hits, but Firebrand knew better than to underestimate her opponent. She pivots back, removing herself from Sakura's range with a burst of fire to discourage immediate follow-up, managing to take on a neutral fighting stance at last. The sudden burst of exertion took more out of her than she'd have liked to admit, her bandaged stab wound from the other day giving a dull throb as she grins fiercly at Sakura. " Yo. Been a bit. All the hostages fake? " There's some relief in her voice as she asks the question, glad her fellow student hadn't stooped to kidnapping.

 
 Spoiler: OoC 
Got an 11 for a Direct Engage, choosing to resist/avoid blows and create an opportunity for allies.
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   3/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


Sloth was prepared to continue the act...that is, until Firebrand planted a not-insignificant kick right to their midsection.

Super strength usually kept them on their feet while super durability kept the kick from doing any real damage...but the surprise of it packed more of a punch than the blow. Sloth skidded back with the kick, stumbling and falling to their rear, gawking after Firebrand with a--well, there was a look that mingled surprise and a bit of betrayal.

That was way too severe to just be part of the act. So much for  bonding . Firebrand clearly couldn't care less about Sloth.

They glance back over their shoulder, not for the first time thinking about just...bailing. This team was a trainwreck just waiting to happen. Their arrogance and impetuousness was going to get them killed!

...so why did the idea of just letting that death come bother them?

They groan and rise to their feet, scrambling a bit.

 "The (*$#@)$*, Matchstick?!"  they call, trying to follow after Firebrand but already several paces behind, so by the time they catch up - because that's the plan,  catch up , she's already in combat with this Sakura person.

 "What a )%&amp;#$@)#ing surprise..."  Sloth mutters with a sigh, heading in to lend a hand...knowing full well that was not going to fly and they were probably going to get another beating as a result of just trying to help.

But they were still going to help.

They reach out with their powers, attempting to cause this "Sakura" character's movements to slow. While the Sins had been alive for countless generations, their powers have never been especially well-documented. Sloth, with their mingled memories spanning back over many of those generations, has, perhaps, the best grasp of them besides Pride, and one truth they had gleaned over that time is that their powers seem more effective against the weaker-willed.

Sakura seems far from "weak-willed", so Sloth wholly expects a more limited response than her completely passing out, bumping her head on the floor, and possibly remaining unconscious for a week while requiring all manner of intrusive nutrient-supplying tubes to be plugged into her body. In truth, they'll be happy if their powers simply slow her down and make her movements more sluggish.

...well, ok, not  happy , but not a lot of things are going to make them happy in this situation.

 Unleash your powers = 7 (unstable) 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  3 / 5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +2 
 Superior: 0 
 Mundane: -1 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition. 
 
 


Okay, the good news was that he could escape through the barrier. The bad news was that the enemy was expecting it and withing seconds he was under attack by…a witch? Well, at least his codename was appropriate for once. Attempting to use his teleportation to get out of the way, he found himself simply getting jerked around, his staff crackling a little bit with energy similar to the barrier.

 Well crap, that barrier’s interfering with the magic. 

He mentally groaned, and from the looks of things everyone else was already off to the races on their own mission so it was going to be just him and this witch. Who could fly, something he was not quite capable of doing. With his teleportation staff on the fritz at the moment he wouldn’t really be able to guarantee using it to reach her either.

About the only thing he could do was try and hide behind crates and maybe see what he can get out of them. Time to practice some hero-villain bantering!

 ”I take it you’re part of the gang creating this barrier? It’s pretty impressive, but if all you got is a giant bubble and some energy blasts then I don’t think you’re winning this fight. After all, I’m literally codenamed Witchfinder. Fighting enemies like you is my specialty!” 
 
 Spoiler: OOC Action 

Going to roll to Pierce the Masks! And of course get a 1 =P.
 
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 2
 Mundane : 0
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 


Livewire watches the other two run off, slowly fuming and sparking all the while. First they brush her off as just a reckless idiot, then they ignore her for the new guy,  then  they call the plan she basically came up with stupid? Alright. Fine. If they wanted smart, they were going to  get  smart. She was gonna yank beating this swordfighter girl right out from under their noses. Then they'd see who was a reckless idiot. But first, she was gonna need another plan.

In a burst of speed, Livewire zips behind a shipping container nearby Firebrand and Sloth's brawl with Sakura, peering out from behind it to watch the fight. Usually Firebrand's brawls took a while, so she should have plenty of time. She just needed to find  something  that would help her take Sakura down.

 
 Spoiler: OOC 
Looking to roll Assess the Situation. Rolled a 10.

Questions:
&gt; What here can I use to take down Sakura?
&gt; What here is in the greatest danger?
 
The_Specialist
   Shockwave  
 Conditions:  Quirk
 Potential:  0/5  
 
 Spoiler: Labels 
 
  Danger:   +1 
  Freak:    0 
  Savior:   +1 
  Superior:   -1 
  Mundane:   +2 
 
 

 
 Spoiler: Moves 
 
  [X] Good Egg:  When you take the high road in a high-stakes situation, roll + Savior. On a miss, the opposition drags you down to their level. On a hit, you rise above. On a 7-9, you’re not walking away untarnished. Mark a Condition. On a 10+, add a Team to the Pool. 
  [X] Not a Flyover:  When an opponent underestimates you or attempts to call you out as being an outsider, roll + Savior. On a miss, they have you pegged. Give ground or admit to your shortcomings. On a hit, you’ve exceeded their expectations. On a 7-9, mark a Condition but you expose a flaw or weakness. On a 10+, gain an Opportunity or take +1 forward. 
 
 


Wincing slightly at the less than positive feedback (and outright glower from  Firebrand ) Shockwave takes a deep breath to center himself, trying to shrug it off. Definitely in over his head here.   "Maybe we stick to our lane next time..."   he mumbles to himself in lament. Nothing to do about it now except play along and see how it all works out.

Watching  Sloth  and  Firebrand  pretty much sparing doesn't make him feel particularly better. There's clearly a lot going on here that he is unaware of, and has perhaps just exacerbated. Still, he uses their commotion to try and sneak his way over to where the 'hostages' are held, which ends up being concerningly easy, only to have them... shimmer out of existance.

   "Oh man..."    Tracy whimpers to himself, carefully smacking a metal palm against his forehead. Should have thought of that... what with all the other illusions in play. He falters for a brief moment when  Sakura  and  Firebrand  abruptly engage each other, gritting his teeth. While he's confused about the pair's relationship, the fight definitely seems sort of personal. He's had  Firebrand's  back once or twice before, but never in a fight like this. Unfortunately, he doubts this  Sakura  person is the only baddie lurking around. The quicker they can subdue her, the better, even if it means making himself  Firebrand's  less than favorite person.

  "Room for one more in this dance...?"   He chuckles nervously, trying to use Firebrand's burst of flame as a distraction to slide in from behind, the knuckles of his metallic fists arcing with electricity as he aims a punch for her rear flank, hoping to keep the stranger reeling.

 
 Spoiler: OOC 
Rolled a  8  for Direct Engage, choosing  Resist Blows .
 

  Big Hole  Plaza : The Past  

Tracy's brows furrow a little at the girl's answer, his eyes lifting and darting over the statue once more in curiosity. He tilts his head a little, taking a small step closer though it seems mostly in an effort to better observe the tribute rather than the stranger. He still pauses when he catches himself.

  "I don't know... someone who really loved her, I guess? But why keep it secret?"   He half answers, half wonders aloud, though he doesn't speak too loudly, seeming to match the stranger's volume out of instinct. If he notices her gaze lingering on his arms, he doesn't say anything. Huffing softly in a sheepish manner, he shrugs and shakes his head at her question.   "No... I'm still sort of ah... new here... I was just-..."   He falters and glances around again as he realizes the answer to that question is unresolved, although the stranger's offered answer of 'chasing ghosts' gives him further pause.

  "M... Maybe...? You didn't see anyone else come through here before me, did you? A young lady...? Black hair, sweats? Real energetic..?"   He asks with a sort of awkward laugh, as if starting to doubt now.
Razade
 Pool:  1

  Witchfinder, A Witch: Outside the Shield  

The witch circles through the air, at least the blasts have stopped.  "Enemies like me? You've never met anyone like me before Witchfinder. " You see the witch and her broom zoom overhead, seemingly having your location pegged though no attacks follow.  "I have a lot more than a few simple tricks. You need that staff just to a fraction of what I can do."  The voice comes from behind you as you feel a powerful tug on your staff, ripping it from your hands as the witch seems to manifest out of thin air before she primes another blast.

 
 Spoiler: OOC 
Taking something from you - your staff - as my Hard Move here
 

  Firebrand, Shockwave, Livewire, Sloth, Sakura: Dog pile   
 "It would seem that way."  Sakura starts though that's all the sword swinger manages to get out as your teammates jump into the fray. You see her body slump out of its normal stance as Sloth's powers kick in over her, the swordsman seeming confused for a moment. Shockwave's sudden appearance, and the blow to her flank, takes her off her guard completly. She manages to stagger back, blade arching wildly though what with Sloth's power weighing on them.

 "Not like you to need a team, I'm disappointed in you Steph."  Sakura's tone is the usual sharp, biting one as she manages to struggle back into a fighting stance.  "My quarrel isn't with your team and I have no intention to fight them. Can you live with a victory not won with your hands alone?"  Her gaze falls on Sloth and Shockwave as well, just as dismissive if not even more so. She's not alone, which all of you have known considering the report before you got here, and it doesn't look like Sakura's going to be left high and dry.

From the air, two jets of brilliant green liquid carve a sharp line in the dock between Shockwave and Sakrua. The liquid quickly eats through the dock, noxious vapors curling in the air as a splash panel of a wild looking, green haired woman is displayed with the name "Hydra" made out of various snake heads.

From your perspective Livewire, it doesn't really seem like Sakura's trying to fight the team. Her words also ring fairly true, she's here to fight Firebrand and the rest of you aren't really of concern to her. That seems to go for the villains too. Considering the collateral Hydra can cause, using your enemies against one another is probably a good track to take. The fact that the other villains have shown up however as backup probably means that whatever plan you all did have put together is a bust, the scene's grown chaotic again and that's a bad place to be when you can't run away. The fact they seem to know where you are is also apparent as several large knives cleave through the shipping container you're hiding behind, the panels breaking away to reveal the second villain. Almost the opposite of Hydra, the young woman is dressed in refined clothing, a noble air about her with the name High Society displayed in a calligraphy type font. Both Hydra and High Society are tagged "Vanguard of The Warrior".

The panels then return to Sakura as Hydra lands beside her.   "Seems the cat's out of the bag. You two kill one another, and we'll get the rest."   Hydra then turns to Shockwave, an almost puzzled look on her face.   "Who the hell are you? Report said four ladies and a dude. We're not getting paid for you, sweet boy so why don't you do the smart thing and run along?"
  
 
 Spoiler: Livewire 
Using the villains to take out Sakura will be a pretty quick way of dealing with her and the villains both.

You're all in the most danger here.
 

 
 Spoiler: Shockwave 
Hydra is using their Influence on you. Saying this isn't your fight, and they're not interested in you. Superior up if you accept it and run, with Danger Down or roll to reject.
 

  Shockwave, Some Other Person: The Past  

The young lady seems to reflect on your words, though offers a shake of her head.  "No...no one like that. A friend of yours? I can tell them wherever you're headed after this is they circle around? I'll be here a while." 

A sound down the hallway you came from, Shockwave, disrupts her calm air. Voices, it sounds like, and getting closer and none too happy.  "Or I was. I can get us out of here unless you'd like to deal with the police? For someone whose new to the city...probably not a good look to be arrested for trespassing."  She holds out her hand, the voices grow louder. What do you do?
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   3/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


The stream of expletives that flow from Sloth's mouth cover practically half of the frame with colorful and playful wingdings font as they scramble away from the acidic spray, some of it catching their jeans and singing skin. It's far from the worst injury they've had in this life - hell, far from the worst injury they've had  this year . But it doesn't help their mood.

They are not happy.

The push up from their haphazard dodge, glancing around at the newcomers. Livewire seems to be paired off with some knife chick, and Shockwave's got someone with the worst morning breath Sloth'd ever seen.

...which left them...unaccounted for?

 "...I really shouldn't be offended, but I kinda am...?"  they mutter, pushing themself up with a groan, dusting off their jacket.

...or maybe they hadn't counted on Shockwave being there? Had they expected Sunbird? Or no one?

...how much intelligence did they have?

Sloth sighs, rubbing the side of their head with an exasperated look,  "The #%&amp;( am I even doing here...?"  they mutter, breaking into a lazy jog towards some stacked crates.

One problem at a time. If Firebrand wanted to play with her bestie over there, might as well let her for now. They can double-up on the others and take pieces off the board.

 "Hey Morning Breath,"  they call as they heft up a crate with a grunt.  "Leave the newbie alone. I'll dance with you," .

And with a light grunt, they yeet the crate at the acidic villainess.
Razade
 Pool:  1

  The Fustercluck: Hydra and Sloth specifically  

Hydra's attentions are turned to Sloth as they call her out, brows knitting in a clear frown though that's been obscured by her face mask.   "No...not here for you either. I'll give you the same offer I'm giving to pretty boy. You run along to your boss and tell'em how much money they're about to lose or we'll send you back to Bear City in a few extra pieces free of charge. Or you could be a dear and help us here, tell us where your friends are hiding and we can finish up for the night."    The crate is melted effortlessly as Hydra raises an arm, a metallic whirr piercing the air before a blast of the corrosive green liquid ejects from her hand in a cutting spray.
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   4/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


They blink, a moment of hesitation, of uncertainty in their eyes.

They had thought the villainess had just misgendered them as female - it wouldn't be the first time. They were pretty much exactly androgynous and people always "guessed" one way or another, so being called a "lady" wasn't that unusual (in fact, they tended to prefer it to the alternative...not that they'd admit to having a preference).

But now it was clear: they  must  have been expecting Sunbird. And someone else? Who was the fourth girl?

But it was more troubling even than that...

  You run along to your boss and tell'em how much money they're about to lose or we'll send you back to Bear City in a few extra pieces free of charge  

So...they knew about Pride at least, if not the Sins. They weren't working for him, otherwise this wouldn't have been such a cluster, and Sloth would have had intel...

...or  they  would have...

 "...this is making my head hurt..."  they mutter, rubbing the side of their head and striding forward almost alarmingly casually.  "Dunno what you're doing here, don't care. Stand down or you and your laughable little Girl Scout troop here are gonna take a nap until Christmas." 
 "And you better hope I  don't  go running back to my 'boss'...'cause I doubt they'd appreciate any of this." 
  Pierce the Mask = 2 (Marking Potential, 4/5)  
Comissar
    Firebrand    
  Conditions:  Angry, Insecure, Hopeless
 Potential:  4/5 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand's eyes widen as her team come to her aid, expressions of alarm and frustration warring for dominance. She turns, taking her eyes of Sakura and is ready to yell at Sloth for their interference when Shockwave even more directly gets involved, landing a solid hit on her rival. "   Hey!   " Without really thinking, Firebrand shoots off a blast of fire in the gap between Sakura and Shockwave to try and force them apart. As it turns out, she wasn't the only one looking to separate them, an acidic burst coming from a new arrival with, apparently the same goal. Stephanie straightens up a little at that, uncertainty clouding her face at that thought.

Sakura's words bite into her, though. She shifts her attention back to her rival, " You brought a squad of your own, Saku. If you wanted a rematch, you just had to come find me. This is all hella elaborate when I'm the one you want. "

Stephanie completely drops her guard, standing up straight as she adds, " You're right, though. Wouldn't count as a win, " She gives a spiteful grin, " Not that I need another. "

Jerking a thumb to one side, away from the team and the villains they were squaring up to, " Let's relocate, unless you're scared you can't beat me without having your new friends gank me. "

 
 Spoiler: OoC 
Rolled an 8 to Provoke Sakura into moving away from the rest of the goings on and fight in a different area of the docks.
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  3 / 5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +2 
 Superior: 0 
 Mundane: -1 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition. 
 
 


Okay, talkative but not ‘I’ll monologue my plans’ kind of talkative. That meant he was going to have to engage her as normal. Still, that meant trying to figure out how to get to her, but it seemed she was ready to provide that opportunity. Some point in her talking she was able to get behind him and grab a hold of his staff, yanking it from his grasp while taunting him about her immense magical power or something. Unfortunately for her, he was more than just a magic staff.

 ”Though unlike you, I don’t need the staff to do some damage,”  he says, turning around to face her and her blast head on.

We get some panels showing Colin in a medical lab, agents from The Monsoon looking over a clipboard as he’s lifting clearly superhuman levels of weight, taking some pretty nasty hits, and in general displaying a pretty abnormal level of strength and durability. A lot of what training he got was centered around making sure to restrain it. He was there to deescalate and negotiate most of the time, after all. But when you got a witch trying to shoot you at point-blank range, well, sometimes you just had to engage the problem directly.

Jumping back to the present, Colin goes to grab his staff back, his plan being rather simple for someone who liked to put himself out as a tactician: tank whatever hit might come his way, grab the staff, and use it as leverage to hurl her right into one of the crates here on this port. He’ll get it back eventually, perhaps, but for now might as well use it as a hold.

 
 Spoiler: OOC Action 

Directly Engage: 3+4+1 = 8.
Impress, surprise, or frighten the opposition
 
The_Specialist
   Shockwave  
 Conditions:  Quirk, Guilty
 Potential:  1/5  
 
 Spoiler: Labels 
 
  Danger:   +1 
  Freak:    0 
  Savior:   +1 
  Superior:   -1 
  Mundane:   +2 
 
 

 
 Spoiler: Moves 
 
  [X] Good Egg:  When you take the high road in a high-stakes situation, roll + Savior. On a miss, the opposition drags you down to their level. On a hit, you rise above. On a 7-9, you’re not walking away untarnished. Mark a Condition. On a 10+, add a Team to the Pool. 
  [X] Not a Flyover:  When an opponent underestimates you or attempts to call you out as being an outsider, roll + Savior. On a miss, they have you pegged. Give ground or admit to your shortcomings. On a hit, you’ve exceeded their expectations. On a 7-9, mark a Condition but you expose a flaw or weakness. On a 10+, gain an Opportunity or take +1 forward. 
 
 

  "Woah-  Woah...!! "   Tracy yelps as he manages to wheel out of the way of an unexpected blast, only to have to dodge another shortly after, interrupting the surprised stare he'd been about to send  Firebrand's  way. He takes another set of steps back as the green goo starts to eat through the floor just in front of him, grimacing a bit as he watches the acrid smoke rising from it. That definitely seems like bad news. Quickly lifting his arms again as he adopts a defensive stance, he shifts his attention towards  Hydra  as she lands.

  "I'm a... dude..."   he answers dumbly, not entirely managing the smart aleck tone he'd like, knowing full well they're referring to  Witchfinder .  Hydra's  contemptuous verbal pat on the head stings more than he wishes it did, having already been feeling out of place. Does he really belong here...? Sure, it's not like he was invited or anything, and he's only made the others regret his presence thus far, but... well, he's not the type to just run away from someone in trouble. That's not the kind of boy he was raised to be.

  "S-Sorry... I don't listen to bullies."   Shockwave mumbles in response, although hesitates attacking just yet as  Sloth  engages, finding their conversation a touch confusing. His eyes flicker between  Sloth  and  Hydra , though mostly focusing on the former, almost seeming to be waiting for some signal from them to strike or otherwise, giving them a chance to try and diffuse as he slowly shifts a little to try and more easily see all the players currently on the field.

 
 Spoiler: OOC 
Rolled a  6  for  Rejecting  Hydra's Influence. Marking Guilty.
 

  Big Hole  Plaza : The Past  
  "I g-guess... We just met, but she seemed nice. We wanted to... see what was down here, but I lost track of her..."   He explains a little sheepishly, offering a small but appreciative smile at her offer.   "That'd be real nice, thanks... Her name is Sam... I'm Tracy. I guess if you see her, you can tell her I work at the Good Noodle-"   He trails off abruptly at the sound, glancing down the hall  at the sound, and then back, his eyes a little wider.

The stranger's reaction seems to confirm his uncertainties, and he shakes his head a little at the notion of dealing with the police. That definitely sounds like a one way ticket home!   "N-No, I'd rather not... After you!"   He agrees, closing the distance quickly to take her hand.
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 2
 Mundane : 0
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 


Sparks cover Livewire's body as the situation plays itself out in front of her. Was it too much to ask to get a little respect? You know, to have villains bother to  mention your name  when they were planning to kill you? That was all she wanted - just a modicum of respect. But no. She was just 'the rest'. She was just an extra to some grudge match between Firebrand and some swordfighter lady.

All right. Fine. It was time for the crowd to get a little unruly.

In a flash, the next panel shows Livewire cutting around the fight to stand between Hydra and Sakura, tongue stuck out and thumbs in her ears.  She  might be forbidden from interfering on pain of upsetting Stephanie, but  Hydra  didn't seem to have any such qualms. And if a splash of acid just  happened  to go awry while she was in her own fight and give Firebrand the upper hand, who was she to complain? It was the smart thing to do, after all.

 "Hey! Little Miss Stink Breath! Over here!"  Livewire shouts at the supervillain before blowing a raspberry her way.  "Where'd you get the acid? Is it a superpower? Or did you just distill your awful fashion sense into liquid form?"  The outfit didn't actually look too bad, but if she wanted Hydra to take the bait, she'd have to make her angry.  "Seriously, just  looking  at it feels like it's corroding my eyeballs." 
 
 Spoiler: OOC Action 
Aiming for a  Provoke  here.
 
Razade
 Pool:  1


  Witchfinder, Witch: Outside the Barrier  

The witch lets out a surprised cry as she's hurled off though her grip remains firmly on the staff which goes with her. She breaks a few panels in her flight before landing in a sprawl of shipping containers. For a few, long, moments there's silence before her broom zooms back into scene, charging at you like a rocket. In the back of the panel, the witch stands, shaking herself off.  "Won't make that mistake again...you handle that. It sounds like your friends are on the back foot."  With that, the Witch dashes through the barrier which melds around her.

 
 Spoiler 
Going with frightened, so she's fleeing
 

  Firebrand, Sloth, Livewire, Shockwave, Sakura, High Society, Hydra: The Brawl  

Lots of panels bleed together with Livewire's dash connecting them.

Sakura, for Firebrand's part, seems ready to leave even as the villains step onto the scene, even taking a swipe at Hydra with her sword as she gets close though the villain is silk enough to sidestep it during her banter with Sloth.

Hydra, for her part, seems fairly focused on Sloth as they banter, shaking her head. She's even about to retort when Livewire zips in front of her which seems to finally take her off her game. She gives a splutter of indignant annoyance at the taunts before turning to her compatriot. "  I thought you had this one covered Society!"   she snarls, the knife wielding villain looking a bit annoyed herself at the sudden disappearance of her target.

  "If you'd not been playing around I wouldn't have needed to have her handled."   the quieter of the two retorts, fishing in her bags for a moment before tossing a series of sharp caltrops across the area. The weapons start to hum and pulse, electrical currents spreading out across the docks as flashing lights pulse from within the traps. While they are clearly a hazard for anyone trying to move, Hydra still seems fairly distracted with it all.

 
 Spoiler: Shockwave 
Lower Danger by 1, raise Mundane by 1
 

 
 Spoiler: Livewire 
They err, get a critical opportunity
 

  Shockwave: Closing the Past  

You hear the sound of the people growing closer and then the world fades as the last thing you see is of the young lady and her hand. The world, and the panels, are a splash of pastel water color paints that bleed past the trenches and lines of the panel boxes and then...you're back on the street, alone, a few blocks from where you were. An altogether strange experience but certainly not the worst. You could have been arrested after all.
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  3 / 5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +2 
 Superior: 0 
 Mundane: -1 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition. 
 
 


The good news it seemed that he succeeded in getting the witch to back off. Apparently for all their planning on this they hadn’t accounted for his general strength level. Which, to be fair, was something he usually kept on the downlow. He trained more to try and do hit and run with the teleportation as well as deescalation, things that didn’t  exactly  lend themselves to showing off feats of strength.

Would have been really nice if he got that staff back, though. She surprisingly kept her grip on it while being thrown into a pile of containers, and still had it when she went dashing through the barrier, leaving him with no way across it.

 ”Well…****,”  he muttered to himself.

He walked up to the barrier, punching it a few times, but it didn’t seem to yield. It was a pretty thorough barrier from the look of it. Briefly he thought about just grabbing a container and seeing if he could smash it, but then he had a thought. Shapewise it looked like a dome, which would likely mean there  was  away around it…

We then cut to a panel of Witchfinder swimming through the waters, a hole in the pier showing in the background of the panel. He’d have to try The Monsoon’s dry cleaning services after this was done, his suit getting all soggy, but it’d offer an element of surprise to his arrival that trying to smash the barrier wouldn’t have. Well, that was his hope at least.

From the look of things, though, the fight was getting intense, several holes in the pier already. Too clean to be from punches, so maybe something corrosive? Nightingale had informed him they were fighting someone with venom powers. Not a leap to suggest that said venom caused the holes. In any case, probably too dangerous to climb in through there, so he swims a bit further, waiting for the noise of the fight to be behind him a little bit before swimming to the nearest foundation pole. Grappling it, he begins to climb. Reaching the top, he gives it a quick nudge to test the strength of the pier before punching through it enough to make a hole for him and climb out of.

All he had to hope for was no one would notice him climbing out.

 
 Spoiler: OOC Action 

Rolled Unleash: Got a 6, awaiting potential team.
 
Comissar
    Firebrand    
  Conditions:  Angry, Insecure, Hopeless
 Potential:  4/5 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand hesitates as the brawl around her and Sakura grows more chaotic. Truth was, she was itching to get a fight in with Sakura. The swordswoman was always a challenge to face off against and, despite the bad blood between them, she genuinely looked forward to their paths crossing. The difficulty this time, of course, was that her friends were busy fighting off villains of their own. With a grunt of frustration, Firebrand manages to shake off her indecision and looks to Sakura once again.

" Sakura, I'll fight you, but I can't hang my friends out to dry. " She holds a placating hand up, ready for a potential argument given her quick flip-flop, " I promise, though. Soon as these goons are dealt with we can have it out. You  know  I wanna fight just as much as you do. Hell, if you help end this quick, we can get started sooner. "

 
 Spoiler: OoC 
Rolled a 6 on a provoke to try and get Sakura to help Firebrand and the team fight off the other villains in exchange for a 1v1 afterwards. Holding off on adding potential in case anyone wants to bump it to a 7 with team.
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   4/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


Undistilled chaos.

Maybe trying to herd these cats was a mistake. Maybe the chaos would work to their advantage. After all, if you don't know what you're going to do then no one can predict your next move, right?

...yeah, that's idiotic, but it did seem to be working.

They hadn't really had any strong desire to fight Hydra - they really didn't have any strong desires here at all except to make sure their frie--

Ahem.

--to make sure their team made it through this alive so they could chew them all the heck out after this was done. In fact, they had actually hoped (even if they thought it entirely unlikely) that Hydra would have actually backed down.

But then her attention was diverted by Livewire being very...diverting.

And Sloth, who has always preferred the simple solution, saw an opening for just that.

 "Simple solution it is,"  they mutter, striding lazily forward and throwing a simple, clean left hook at Hydra's jaw.

  Directly Engage = 10
 
  Impress, surprise, or frighten 
  Resist or avoid their blows (their power will make Hydra too sluggish to retaliate immediately) 
 
  
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 2
 Mundane : 0
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 


Out of the corner of her eye, Livewire catches a glimpse of the cracks forming in the dock from Witchfinder's fist-based tunneling. She redoubles her efforts to keep Hydra and High Society distracted, zipping in between them to draw their attention away from where Witchfinder will likely come through.

 
 Spoiler: OOC 
Spending our last Team to help Witchfinder.
 
Razade
 Pool:  0


 Livewire, Sloth, Firebrand, Shockwave, Sakura, High Society, Hydra and now the Witch: The Fustercluck 

Sakura shakes her head, motioning to Hydra and High Society. "I may not be with them but they serve their purpose. The fight is here, now. I've waited all night for you to show up, I'm not letting you out just because your "friends" are having their own problems. Now don't disappoint me." With that, Sakura lunges forward at Firebrand, sword swinging in an obvious attempt to push here away from the rest of the gathered team, especially as Sloth makes their move to strike out against Hydra who seems totally taken by surprise by the sudden assault.

The venomous hero staggers back from the blow, clicking her tongue against her teeth and glancing between Sakura and Sloth with a sigh. "  The people who can't be bought are always so troublesome but if she keeps your friend out of the way I guess that just means it's you and me, Sin."   Hydra cracks her neck as she finds her feet, metallic arm starting to glow a bright green.   "You got a free hit on me, I'll give it to you. I was distracted, your boss said you weren't the actionable type. Count me surprised. Won't happen again, I'm gonna-"  
 "Change of plans!"  a call comes from above as another figure swings in on broomback, a very recognizable staff tossed to High Society who catches it deftly.  "You run along and keep that away from the Monsoon agent. Hydra, I'll give you support and then I'm out. We just found the Seed."
 

High Society needs no further instruction, taking off at high speed. Nothing close to Livewire even as she's zipping about of course but still, with Livewire working to distract and not chase, she takes her chances. Girl's quick on her feet. The Witch, for her effort, begins to cast before several large an imposing red skinned figures rise from the docks, cruel horns curving from their heads. Both flank Hydra who, to her credit, seems to take all of this in stride as the witch goes jetting off.

 Witchfinder Entering the Scene 

It's all pretty distracting in what has truly become a din of action and sound and Witchfinder busting into the scene does little to alter the trajectory this has all hurtling towards. On the bright side, the team's all together at least. On the...less bright side, there are more enemies now than before and two of them are taking off in opposite directions.
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:   4/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 

 We just found the Seed. 

Well $*&amp;#).

 "Livewire, stop her!"  Sloth shouts, glancing back to Shockwave.  "Hey newbie, think you can get Witch's staff back and stop the xíphophile,"  they gesture at High Society.  "He'll probably want that back if he ever gets back here." 

If they found the seed, then the team needed to find out  where  they found it and get their hands on it...

...y'know, so Sloth could tell Pride, of course...

Trying to use Hydra's distraction against her, Sloth once again closes the gap, but this time, they don't throw a punch but, rather, they try to grab her.

Contact doesn't necessarily help their powers...but it's easy to believe that it does, and sometimes, belief is all you need.

 "You. Sick of your #$&amp;@#%. Take a nap." 
  Directly Engage = 12
 
  Resist or avoid their blows (their power will make Hydra too sluggish to retaliate immediately) 
  Take something from them (their energy/drive/motivation/consciousness...whatever is possible to take with my powers) 
 
  
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  3 / 5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +2 
 Superior: 0 
 Mundane: -1 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition. 
 
 


Well, the good news was that it seemed he had succeeded in getting himself in the middle of the battle. The bad news was that it was the  literal  middle of the battle. Four villains, three mooks, his staff now being passed around like a baton at a relay race. His body turned on instinct to go after his weapon, but Sloth’s shouting and all the other noise reminded him that, at the end of the day, there was probably higher priorities.

 ”Yeah, I’d really appreciate it if you could that back for me, Livewire,”  he yells over to the speedster.  ”You got a better chance of catching up than I do. Besides, I got some witches familiars to hunt.” 

He turns his body again to face down the demons. With the number of enemies, the more he could try and take out at once the better it’d likely be. Going for the closest one to him, he goes for a grab with the purpose of throwing them into the others in order to throw the rest into disarray.

 
 Spoiler: OOC Action 

Directly Engage: 6+5+1 = 12
- Resist or avoid blows
- Create an opportunity for your allies.
 
Comissar
    Firebrand    
  Conditions:  Angry, Insecure, Hopeless
 Potential:  5/5 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


The panels return to Firebrand leaping backward as Sakura renews her assault after their brief pause. Firebrand's speech bubble in response to Sakura's rejection of a temporary truce is heavily censored, the letters replaced with an angry chibi Firebrand face and a stream of symbols. Her rival's assault was working to force her away from the team, and the dull ache of her stomache injury was starting to get more insistent. A sharp stab of pain as she rolls to evade an overhead swing forces her to pause for a fraction of a second too long. She could see Sakura's blade already coming for her. No dodging it this time, no time to rise out of the way either.

Gritting her teeth, Firebrand braced herself for the coming pain, channeling her ki as best she could to soften the incoming blow. The panels hold on Firebrand, crouched and arms raised with a fire in her eyes. If she timed it just right, she might just be able to snatch the weapon from Sakura's grasp.

 
 Spoiler: OoC 
Rolled a 14(!) for a Direct Engage on Sakura. I'm here for the drama, so choosing to take something from her (Her sword, intent is for Firebrand to get it off her and toss it well out of reach), and Impress/Surprise/Frighten her (I always forget if it's DM's choice, if it's my choice I'll go with Surprise since Firebrand's not dodging this one and will probably get herself hurt to get the win)

Also marked potential for the failed provoke in the previous post
 
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 2
 Mundane : 0
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 


Livewire glances back and forth between Sloth and Witchfinder, brow furrowing as she processes their separate requests.  "How about 'make up your minds', maybe!? I can't exactly duplicate myself!"  Slowly but surely, her attention is drawn away from High Society and back towards the Witch. HS might have Witchfinder's staff, but whoever the broom-lady was seemed to know where that Seed thing was. Whatever it might be, it was important enough that a bunch of sci-fi knights would drill through an entire shopping center to find it, and the super-cops would basically lock the place down afterwards.

She wanted to see this Seed for herself. She could take care of the Witch once they got there.

 "Shockwave, you're on Staff-finder duty! I'm gonna deal with Little Miss Broomstick."  The next few panels show the Witch flying over the cargo yard, sparks and flashes of electricity marking Livewire's hidden passage as she follows the villain's trail.

 
 Spoiler: OOC 
Thinking an  Unleash  to keep up with the Witch and avoid being spotted. Rolled a  10 .
 
The_Specialist
   Shockwave  
 Conditions:  Quirk, Guilty
 Potential:  2/5  
 
 Spoiler: Labels 
 
  Danger:   0 
  Freak:    0 
  Savior:   +1 
  Superior:   -1 
  Mundane:   +3 
 
 

 
 Spoiler: Moves 
 
  [X] Good Egg:  When you take the high road in a high-stakes situation, roll + Savior. On a miss, the opposition drags you down to their level. On a hit, you rise above. On a 7-9, you’re not walking away untarnished. Mark a Condition. On a 10+, add a Team to the Pool. 
  [X] Not a Flyover:  When an opponent underestimates you or attempts to call you out as being an outsider, roll + Savior. On a miss, they have you pegged. Give ground or admit to your shortcomings. On a hit, you’ve exceeded their expectations. On a 7-9, mark a Condition but you expose a flaw or weakness. On a 10+, gain an Opportunity or take +1 forward. 
 
 



Everything seemed to be spiraling quickly. Suddenly there were  more  than plenty of 'people' to fight, that he could back off the  Sakura  and  Firebrand  angle, and it seemed  Sloth  had decided to take on  Hydra  personally. He was caught a little by surprise seeing a somewhat familiar staff drop in from yet another briefly appearing party.  Wasn't that-...? 
 Sloth's  request confirms it's origin, and he can't help feeling a momentary flicker of panic wondering as to  Witchfinder's  state if he's been disarmed.   "Y-Yeah....!"   He blurts quickly, though frowns momentarily.   "Xíphophile...?"   He mumbles though quickly shakes it off as  Livewire  shouts for him as well to get on staff-securing duties. Hearing  Witchfinder's  voice from behind provides a little relief as well.

The caltrop traps strewn about are a little bit of an issue, and while it's not really the best time to be testing out his less practiced abilities... he'd rather not try to play hopscotch with the humming weapons either right now.

Taking in a deep breath, the shadows leap up from his feet, swirling up and around to envelope him abruptly before he disappears in an instant. The same short but violent storm of shadows deposits him not a moment later behind  High Society , surprisingly on his feet this time.

 
 Spoiler:  OOC 
Rolled an  11  for  Unleash . Since  Quirk  is marked and I rolled 10+, choosing: "You discover something new about your powers. Choose another Ability, you may use it for the duration of the scene." Going to pick  Electro-magnetism  for the duration of the scene.
Also added birthday potential, and adjusted labels per failing previous reject!
 

  Closing The Past  

It's certainly been a day. He's met two interesting characters that he's not entirely certain he's going to see again. He's probably committed a crime or two as well, but thankfully made it out... unscathed. Hopefully Sam did too... Tracy can't shake the sensation now that maybe she was a ghost. A friendly one, if so, though he's still not entirely certain what she wanted. Maybe for him to find the statue? He'll have to do more digging.

For the time being, he's ready to wind down with something a little more down to earth. But not  that  far down. Pulling out his phone, he puts it up to his ear as he wanders off. Later he's seen at a local fusion restaurant, chatting with a redhead; the other youth sports a newsboy hat and suspenders, tattoos peeking out from under rolled up sleeves. Tracy excitedly regals the freckled fellow with his experiences from the day over some tacos.

By the time they've left, Tracy appears to have all but forgotten the spookiness of being potentially haunted, holding hands with the redhead as they disappear down the street.
Razade
 Pool:  0


  Sloth, Hydra: As the Fight Breaks Apart  

Hydra takes an instinctive step back when Sloth invades their space, the whir of their mechanical arm filling the now much smaller space.   "I don't have time for you..."   she starts before the wave of exhaustion sweeps over her, the weight of her metal arm weighing down suddenly however she keeps on her feet.   "I don't have a bedtime, Sin. Your boss is going to have to deal with you coming home in pieces."   she snarls, a sudden wave of gas filling the gap between you and them though more than enough time for Sloth to clear the area. The cloud however does keep expanding, and there's no telling what sort of toxin it might hold as it obscures Hydra.


  Witchfinder, Demon things: More Fighting   

The demons seem to lack something the other villains, and even your team lack Witchfinder: Coordination. Against such disorganized forces it's not much of a fight. If they were summoned to go directly toe to toe with you and the team, it doesn't seem like they are up for the task. You may well have handled them on your own if not for the sudden cloud of virulent green gas that sweeps over the area. The demons themselves seem caught in it, unawares, which is more than enough to give you and the rest of your team a chance to split up and more.


  Firebrand, Sakura: One on One At Least  

The blow comes hard though you ought to be thankful, Firebrand, that Sakura isn't really intent on killing you. The strike stinngs but it's hardly as bad as it could be. It also serves your purpose, the sword coming from the girl's hands effortlessly, as if you'd done it a thousand times before. You hear a shout of aggrevated dismay from your opponent before they give you some space. Sakura seems to regard you for a few moments before scowling.  "You ought to have dodged that. What's wrong with you?"  The tone isn't unkind, but certainly accusing. The swordswoman sans sword adopts a fighting stance, still on the defensive. "Is this some kind of new trick? Act worse to get some kind of hit on me?"

 
 Spoiler: OOC 
Mark a Condition. Sakura is surprised.
 

  Livewire, Witch: Away  

If the Witch noticed you at first, they certainly seem too focused now Livewire. However that's not the least of your problems as you follow the broomstick and its rider to the edge of the dock and right smack dab into the the barrier. The Witch passes through it effortlessly...they set it up after all...but it's a hard impediment for you. You see where she's going however, another dock across the small island bay is a straight and clear shot. What do you do?


  Shockwave, High Society: On the Run  

High Society may be caught unaware by the sudden appearance of yet another hero but unlike her allies she seems to think quickly on her feet. A roundhouse kick keeps her space safe even as she quickly takes a few hops back as a knife appears in her free hand.  "This isn't your fight, you're not part of them. Be a good lad and sit this one out or I'll have to have pieces carved off of you."  The villain levels the knife at you, Shockwave, clearly intent to use it.
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  3 / 5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +2 
 Superior: 0 
 Mundane: -1 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition. 
 
 


We get several panels of Colin easily sweeping the demon team, dodging attacks and countering, his super strength easily throwing them off. As frantic and nervous as he can get at times, it was probably easy to forget that he was a trained The Monsoon agent. He might not be the  greatest  fighter in The Monsoon, but he is a  competent  one. With his enhanced physical capabilities basic skill could prove quite a powerful force, at least for dealing with some mooks.

Unfortunately, you couldn’t just punch gas away, and between the toxin and obscuring aspects of it getting the gas out of the area was now a top priority. With the demons incapacitated for the moment, that left Colin to try and focus on an idea.

Glancing around the area, the only thought he could have was to take advantage of the environment and make a solution. Using his strength, he ripped the side off of a crate. A giant square was a little pain to wield, but it could do the job of being a makeshift fan. He begins to wave it back and forth, hoping he could just blow the gas out with the force and give the rest of the team some literal breathing room to go take down their targets.

 
 Spoiler: OOC Action 

2d6 + 0 = 8
Will choose Unstable or Temporary
 
Comissar
    Firebrand    
  Conditions:  Angry, Insecure, Hopeless, Afraid
 Potential:  5/5 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand grimaces as she catches Sakura's sword, tossing it away from her. She gets back to her feet and takes on a combat stance of her own again. She honestly was feeling close to her limit, and Sakura was  definitely  strong enough to run her straight into that. And Sakura had clearly noticed that, too.

She gives a short, rough laugh as Sakura asks what was going on with her. " Hah. Come on. You know me better than that, no tricks here. " She stays wary of her rival, reaching for the hem of her tank top as she continues, " I had my powers taken from me the other day by some Akagami hitman. Kicked the thief's a  ss, but she was threatening a bunch of bystanders during the fight, " Firebrand lifts up her top enough to reveal her midriff, the bandages over her stab wound clearly visible, " She got a lucky hit in on me while I was trying to keep them safe. Today's meant to be a recoup day. Saw you were here getting mixed up with these other goons, though. Knew I had to find out why. "

She tugs her tanktop back down, fully settling back into her fighting stance, " Powers're back now, though. No need to go easy on me. "

 
 Spoiler: OoC 
Marked Afraid, despite her bravado, Firebrand is not confident she can actually win this with her injury.
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
   Potential:  0/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 

 "$(*&amp;@#...why are people so reticent to take a (%&amp;*@ing nap?"  Sloth grumbles as they continue to hold onto Hydra, clenching their eyes shut and crooking their arm over their mouth, hoping this was just ordinary poison and not, like, chlorine gas or anything.

...when did villains start committing actual  warcrimes?! 
 "You're nothing,"  Sloth speaks into their sleeve as they continue the battle of wills, though being unable to see wasn't going to make anything easier.  "You're a child flailing against the inevitable. And why bother? Honestly, where does it get you in the end? All this kicking and screaming like a child...it's all really pointless, isn't it? Wouldn't you rather just rest?" 

Time to pull out the old playbook.

 Provoke: 6 (5/5 potential, advance time!) 
The_Specialist
   Shockwave  
 Conditions:  Quirk, Guilty
 Potential:  3/5  
 
 Spoiler: Labels 
 
  Danger:   0 
  Freak:    0 
  Savior:   +1 
  Superior:   -1 
  Mundane:   +3 
 
 

 
 Spoiler: Moves 
 
  [X] Good Egg:  When you take the high road in a high-stakes situation, roll + Savior. On a miss, the opposition drags you down to their level. On a hit, you rise above. On a 7-9, you’re not walking away untarnished. Mark a Condition. On a 10+, add a Team to the Pool. 
  [X] Not a Flyover:  When an opponent underestimates you or attempts to call you out as being an outsider, roll + Savior. On a miss, they have you pegged. Give ground or admit to your shortcomings. On a hit, you’ve exceeded their expectations. On a 7-9, mark a Condition but you expose a flaw or weakness. On a 10+, gain an Opportunity or take +1 forward. 
 
 


Seeing the flicker of metal as the knife appears in her hand does give Shockwave pause, quickly lifting his arms in a more defensive posture before proceeding any closer. He tries to ignore her words, but the sentiment just seems to keep pummeling him from every direction.  Hydra  said the same thing. He shouldn't care what she says either... I mean, didn't  Sloth  just ask him to help? Though... maybe they wouldn't have, if they had it all together... Is he just a useful stooge?

He can't revisiting the mental image of  Firebrand  glaring at him... or the singe of heat when she forced him away from 'her' fight with a gout of flame.  Livewire's  dubious look when he showed up.  Sloth  frowning seeing him the first time, and calling his stupid plan stupid. Collin had been polite, but-...

 "Shockwave is the  new guy ..." 
 "Who the hell are you?" 
 "Hey  newbie- ..." 
 "This isn't your fight..." 
 "Leave the  newbie- ..." 
 "...You're not part of them." 

What...  is  he doing here...?  Is  this really what he should be doing? He holds his ground and tries not to let the lapse in confidence show too badly, but... he's not a very good actor. Or liar. So it doesn't really hold.

  "I know I'm not from around here... and I might not be as strong or as fast as you all are... or as brave... or the best planner..."    Should probably not keep going... ouch...  He takes a deep breath, closing his hands into fists with a slight spark from his knuckles.   "But I  am  a good lad. And good people... don't just abandon people in trouble.."   He tries to finish on a more positive note, though it sort of lacks any heroic 'umph', more like he's convincing himself to stay.

 
 Spoiler:  OOC 
Rolled an  4  for playbook move  Not A Flyover . Choosing: "admitting to shortcomings." Marking Potential!
 
Razade
 Pool:  0


  Firebrand, Sakura: One on One  

Sakura stands down pretty quickly during the explanation, a frown growing on her already grumpy disposition. She holds her hand out once all is said and done, glancing over to the quickly growing acid cloud.  "Give me my sword. You're not in a position for a fair fight. We'll conclude this when you heel, Stephanie. Beating you here would only tarnish the victory. It seems my employers thought to bank on our feud without understanding I'd want no part in this in your state. I'll assist you in cleaning their mess up." 
  Witchfinder, Sloth, Demons, Hydra: Acid Cloud  

Under the cover of the quickly growing acid cloud, Hydra uses their position to launch a few powerful blasts of viscous poison in response to the verbal accosting from Sloth.   "I'm an adult, we don't have to go to bed if we don't want to. We get to eat ice cream for dinner too, if we want. I suppose you're not really a kid though, so maybe you don't get that freedom. You're not even human, are you?  " they call back.

They give a snarl however as Witchfinder steps in to clear their cover, the powerful winds whisking away the cloud or at least enough to get a clear view anyway.   "Alright, let's try this. You two, after the other monster. I'll take the Monsoon Agent."  

The demons seem to understand the direction as they charge back out from the cloud though this time towards Sloth. They're far more agile than the super villain, leaping between shipping crates and tossing rebar and other construction materials at the Sin in an attempt to drive them away from Witchfinder. Meanwhile Hydra moves to engage Witchfinder, taking up a boxer's stance.   "Come on kiddo, let's do this. One on one, just you and me. First one to the bell gets the prize."   With that, she moves forward under a flurry of quick jabs, not too shabby a hand to hand fighter and certainly not one with any honor as the metallic fist starts to ooze acidic sludge.

 
 Spoiler: Sloth OOC 
Mark a Condition for your miss as Hydra's words hit you.
 

  Shockwave, High Society: Jam Fest  

High Society only barks a laugh, glancing over to the large expanse of ocean stretches into the night until the dark of the water and sky merge into a seamless void. "That's a sweet outlook but you're a marshmellow over a bonfire. You're going to get burned up. But a job's a job and you're not on the menu. You want this?" she asks, holding up the staff you were sent after. "Your speedster friend was the one I was hoping to draw out but since it's you...catch, puppy." With a surprisingly good pitching arm, High Society lobs the staff towards the sea before turning back and racing to the original fight. You've got a choice to make, Shockwave. Go for the staff, and possibly end up in the ocean, or stop High Society from reinforcing her team. What do you do?
Comissar
    Firebrand    
  Conditions:  Angry, Insecure, Hopeless, Afraid
 Potential:  5/5 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand hesitates when Sakura offers to help defeat the villains, her eyes narrowing then a scowl forming as she feels like she's being called 'not worth fighting'. Her fists clench, and for a moment it looks as though she's going to lunge at her rival and force the issue. Her eyes slide to the fighting going on around her. Her team clearly could benefit from the help. Swallowing her pride, Firebrand drops her guard and straightens up. " ... Fine... "

She walks over to Sakura's sword, picking it up by the blade. Returning to Sakura, she offers it to her pommel first. " Name a time and place, we'll settle this then. " She promises as she lets her take the sword back.
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
Insecure
   Potential:  0/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook
 


Sloth can't hold their breath any longer and has to stagger back, cursing out a stream of expletives as the stream of acid catches them in the side, eating through their  favorite goddamn jacket . They drop to their knees, hacking and waving a hand in front of their face to try and clear the toxic smoke...only to have it cleared by their ally, enough so that they can catch their breath and scramble to clearer air.

This is already  way  more effort than they ever want to spend on an altercation.

...and it's about to get worse as they have to roll aside to avoid a veritable bombardment of detritus, scrambling on hands and knees to get to cover, that same stream of expletives following them as they go.

They are in  way  over their head...and it's beginning to look like the only thing they could possibly bring to this party is a phone call...

They fish in their pocket and pull out their phone, biting their lip. Pride would... probably  come to help, right? They have a vested interest in this...

...right?
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Insecure, Angry
 Potential:  3 / 5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +2 
 Superior: 0 
 Mundane: -1 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition. 
 
 


As he slowed down the fanning he could start to see the area around them again. Sloth seemed to be okay, at least until the demons were ordered to head towards them, debris being thrown at them. Before he could try and intercept, however, Hydra intercepted him. He looked at her confused as she started one the bell stuff, however. Was that’s a sports reference? It wasn’t like he could try and think through it right now as he had to deal with a woman who oozed acid trying to punch him. Close range jabs, would have been nice to have his staff so he could stay at a distance. As is, the only option he had was to try and go in with his own.

In between sharing jabs, Witchfinder spots some chains laying around. Dodging a punch, he goes to grab the chains, swinging it around to wrap up Hydra. He’d have to be quick after that to try and secure her, considering her acid probably could get through it.

 
 Spoiler: OOC Action 

Directly Engage: 7, take mobility away from Hydra.
 
SkipperChips
   Livewire    
Conditions: Hopeless
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : 0
 Freak : 2
 Savior : -1
 Superior : 2
 Mundane : 0
 

 
 Spoiler: Moves 
 Troublemaker : When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

 Are You Watching Closely? : When you mislead, distract, or trick someone, roll +Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.

- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement

On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

 I Don’t Care What You Think! : Whenever you reject others’ Influence, add +2 to your roll.

 Stop Hitting Yourself! : When you try to embarrass or humiliate an opponent stronger than yourself in front of others, roll + Superior. On a miss you’ve drawn their attention but misjudged their abilities. Take a powerful blow and expect their focus to follow you for some time. On a 7-9 you successfully won the crowd over. Give your Team an Opportunity and mark a Condition. On a 10+, take Influence over your Opponent.
 


Livewire grimaces, growling under her breath as the Witch phases through the force field. She zips back and forth across the edge of the barrier, looking for any path through, until an idea hits her. Witchfinder had gone through the barrier, but she knew he'd made it back. She'd seen him come up through a hole in the ground. If that's how he'd gotten in, then in theory she could use it to get out too.

The next few panels show snippets of the battle raging across the docks. Sloth getting acid-blasted by Hydra, Witchfinder bolting for the chains, Firebrand and Sakura arguing. In each one, bolts of lighting rush through the background, weaving between and connecting the panels all the way to the last one, where Livewire ducks into the hole that Witchfinder formed earlier. Beneath that, another Livewire can be seen taking off across the water, aiming for the same distant dock as the Witch.
Razade
 Team:  0


  Firebrand, Sakura: Back to the Fight  

Sakura only gives the lightest of huffs when her sword is returned before turning to the fight ongoing.  "We can discuss pleasantries when this has been ended."  With that, she takes off into the fight.


  Sloth, Witchfinder, Sakura, Hydra, Demons: The Fight  

Hydra is quite the well armed, and well practiced, fighter Witchfinder, taking most blows with a laugh. Where her fist connects with concrete or metal, a quickly dissolving hole is left behind. She manages to land a few solid kicks and punches inbetween as well and while not as strong as you, or really super strong in general, she knows here to hit and hit where it hurts. Her c ock iness however is ultimately her undoing as she's soon wrapped up in chain though the observation isn't wrong, the acid on her arm already starts to sizzle away at it.

The demons, for what they're worth, seem fairly inactive. It seems without the witch to direct them they're not particularly the brightest, and by the time they get their act together Sakura comes charging in, with High Society not particularly far behind. It seems, Sloth, that calling in support might not be a bad idea but that support seems to be Sakura, not one of your "friends", as she cleaves one of the demons in two.

Hydra watches on in shock, signalling to High Society. "  We're out of here Knives, not getting paid enough for the boss to split. Get me out of here."  

High Society seems to turn on a dime, aiming to snatch the bound villainous up.

 
 Spoiler: Witchfinder OOC 
Mark a Condition for your Directly Engage
 

  Livewire: Elsewhere  

Even with your speed, the Witch had a headstart and didn't have to deal with anything or anyone in her way. The opposite side of the Bay hoves into view though the wake you leave and the lightning are a dead giveaway to your approach. Even as the Witch comes into view, a quickly approaching wave does as well. We get a few panels as a truly leviathan snapping turtle leaps from the water, massive beak aimed well enough to bite you in two.
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Afraid, Angry, Insecure
 Potential:  3 / 5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +2 
 Superior: 0 
 Mundane: -1 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition. 
 
 


Hydra was good enough that even if not as strong it still hurt, especially with the acid. He was already balking at the cost of having to get his uniform retailored as acid burned through cloth and skin. The chain was also likely only going to last for a very short while, and with High Society quickly on the way some panic was starting to come in. This was a chance to try and catch both, but he needed to ensure he got at least one of them or he was going to get in serious trouble with the Monsoon. After his last mission was technically a complete mess, he was not looking forward to getting in even more trouble.

“Sloth, use your powers to knock out Hydra,” he said. He could just punch the girl out, but that would leave pretty severe injuries with his strength. Better Sloth use their abilities to do it while he played interference.

By now, with all the fighting, there was plenty of debris to use as a makeshift weapon. It had been working well for him already, so he grabs the lid off of some barrel and does a frisbee throw, his super strength and the metal of the barrel to just knock the wind out of High Society, giving everyone else the breathing room to secure one or both of them since it seemed Firebrand’s frenemy wasn’t all that interested in helping out the villains.

 
 Spoiler: OOC Action 

Higher Calling - When you’re acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.

Roll for Directly Engage (using Soldier): 2d6+(2 from Soldier - 2 from Afraid) = 7
Going to give an opportunity to my allies (with a focus on capturing Hydra or High Society)
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
Insecure
   Potential:  0/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
  Mary Contrary:   When someone tries to pierce your mask, comfort or support you, or provoke you, you can interfere. Roll + Superior. On a hit, they take a -2 on their roll. On a 10+, you also take Influence over them or clear a condition. On a miss, they get a 10+ no matter what they rolled and you mark a condition of their choice.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook.
Advancement 1: Took "Mary Contrary" from the Delinquent playbook.
 


They sense more than see or hear the shift in the flow of battle, and dare to peer past their makeshift cover and furrow their brow.

They were...retreating...?

 %)&amp;!@#(% . They didn't learn  anything  about the seed!

But...they and their friends--their  teammates  all seemed to be faring well. Uninjured - victorious, even...they peer down at their phone again, before sighing and tucking it again, leaning back against their cover and just...sitting there for a time, gazing forward with a distant expression.

This...really felt like things were getting out of hand.

But then...

 Sloth, use your powers to knock out Hydra. 

They blink. Seriously? What the hell did he think they'd been trying to do?!

With a sigh, they push away from their makeshift cover and heft it up.  "Hey! Lady Halitosis!"  they shout, hurling the box at her...but aiming to miss, hoping to use it as a distraction to once again close in and engage with their powers.

  I swear to god, if I have to spend the next 100 years with incurable acid burns, he will not hear the end of it...   they think grimly.

 
 Spoiler: Action 
Directly Engage = 12
* impress, surprise, or frighten
* take something from them (their escape)
 
Comissar
    Firebrand    
  Conditions:  Angry, Insecure, Hopeless, Afraid
 Potential:  5/5 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand pulls a face as Sakura turns to join the fight on the side of her friends. It was good she was doing that, but... It was frustrating, too. Sakura was definitely showing more sense than she was, too. Which was  twice  as frustrating. She needed to punch something and get her feelings out. The splash of a gigantic turtle breaching the water takes her attention away from the rest of the ongoing fighting, flashes of lightning tracing across the sky suggesting Livewire was there too.

Firebrand hesitates a moment, then starts running to the other side of the bay. She didn't know if Kaylee was in danger, but she was the only one over there. If something went wrong, she'd need back-up.
The_Specialist
   Shockwave  
 Conditions:  Quirk, Guilty
 Potential:  4/5  
 
 Spoiler: Labels 
 
  Danger:   0 
  Freak:    0 
  Savior:   +1 
  Superior:   -1 
  Mundane:   +3 
 
 

 
 Spoiler: Moves 
 
  [X] Good Egg:  When you take the high road in a high-stakes situation, roll + Savior. On a miss, the opposition drags you down to their level. On a hit, you rise above. On a 7-9, you’re not walking away untarnished. Mark a Condition. On a 10+, add a Team to the Pool. 
  [X] Not a Flyover:  When an opponent underestimates you or attempts to call you out as being an outsider, roll + Savior. On a miss, they have you pegged. Give ground or admit to your shortcomings. On a hit, you’ve exceeded their expectations. On a 7-9, mark a Condition but you expose a flaw or weakness. On a 10+, gain an Opportunity or take +1 forward. 
 
 


Tracy curses himself silently as  High Society  chucks the staff towards the water. It sure seems like the team could use extra help but... maybe it isn't his help they need. Rescuing the weapon should be an easier task, right? Good for a 'puppy'. Get the stick.

Anxiously and lacking any particular certainty, he turns towards the water, following the path of the staff with his eyes.  Dang, that girl has a good throw!  Even as he starts to run for it, he knows he won't make it without a little help.

Closing his eyes for a half second, he pulls on the that power he's been working on again. If he can just zip out to it, grab it, and zip right back, he won't lose that much time! It had been going so well the last few times, well, if you didn't count possibly  losing a whole person ... Stretching out a metal arm, he reaches towards the staff and tries to teleport to it.

 
 Spoiler:  OOC 
Rolled an  5  for  Unleash . Marking Potential! As Quirk is marked, I will choose the the 'Lose access to one of your abilities for the rest of the scene' and make it his teleportation.
 
Razade
 Team:  0


  Witchfinder, Sloth, Firebrand, Hydra, High Society, Sakura: The Fight Coming to a Close  

The Frisbee throw hits High Society right in the stomach, an audible oof knocking the wind out of her as she goes sprawling out. Say what you will about Hydra and her toxic personality but she lets out a "Knives!" with a good deal of distress and not just because her escape route seems to have been shut down. Her struggle against her bounds renew as she turns her gaze to Witchfinder only for it to switch to Sloth as a box is leveled at them.   "You're next, Sin."   she spits though as the wave of ennui sweeps over them the fight spills out of them fairly quickly. It would seem that the fight is over, at least for now which leaves Sakura quite visibly vexxed.

She turns to Firebrand as she sheathes her sword, sighing as she sees her frenemy run off.  "I'm out of here!"  she shouts back even before turning to the rest of the team.  "I am leaving."  she states blankly as she motions to her two former...well. Not comrades clearly.  "If you wish me to put in evidence against these two, I will present myself to the Monsoon in the morning." 
  Shockwave: Diving into Trouble  

We go back a few panels for Shockwave, a split section of these panels showing Firebrand dash by. The staff, Shockwave, isn't hard to grab however you find with all the stress your powers aren't quite as easy to recall as a deep dive into the ocean would have you prefer. What's more, as the lightning across the water dissipates, the giant turtle seems to turn and focus on you. While it's a good bit of distance away it is, as mentioned, large, and clearly fast as it starts to speed towards you.

The wave of the monstrous turtle can't be missed by Firebrand on the docks, the waves speeding ever closer to where Shockwave dove in cresting in a clearly dangerous way.
Comissar
    Firebrand    
  Conditions:  Angry, Insecure, Hopeless, Afraid
 Potential:  6/5 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand raises a hand to wave that she heard Sakura, a gesture that could almost be read as dismissive, but merely intended to be an acknowledgement. As she races along the docks toward where she last saw Kaylee heading, she spots Shockwave out in the water. More importantly, she spots the gigantic turtle barrelling its way toward her teammate. Swearing, she skids to a stop, throwing punches in its direction and hurling fire toward it in an effort to get its attention. An overhead panel shows just how small Firebrand and her efforts are, barely more than a speck of angry red on the docks hurling tiny lights out toward the mammoth reptile.

 
 Spoiler: OoC 
Rolled a 6 for Defending Shockwave. Teenager with Attitude does mean she gets +1 Ongoing until Shockwave is out of danger, but that still left the Defend as a miss. Hopefully it helps with any other moves!
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
Insecure
   Potential:  0/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
  Mary Contrary:   When someone tries to pierce your mask, comfort or support you, or provoke you, you can interfere. Roll + Superior. On a hit, they take a -2 on their roll. On a 10+, you also take Influence over them or clear a condition. On a miss, they get a 10+ no matter what they rolled and you mark a condition of their choice.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook.
Advancement 1: Took "Mary Contrary" from the Delinquent playbook.
 


Thank whatever greater power you might care to thank that Sloth won't be spending the rest of this life with horrible acid burns.

Watching Hydra flop forward, finally succumbing to Sloth's powers  at last , Sloth sighs and flops back to the ground, not overly caring much about the rest of the fight. They did their part-- more  than their part, really. Who would expect a  Sin  to contribute this much to the cause?

They glance to Collin before shaking their head and flopping one last time, backwards, to stare up at the ceiling.  "I'm done,"  they mutter with a yawn, letting their eyes drift shut.  "Wake me up when the adult supers get here to yell at us about how **** of a job we did. Again." 
 "Honestly, why bother?" 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Afraid, Angry, Insecure
 Potential:  3 / 5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +2 
 Superior: 0 
 Mundane: -1 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition. 
 
 


Witchfinder just kind of had to stare at the scene for a moment as he watched the two villains go down. The frisbee into High Society seemed to have knocked her out, and Sloth had succeeded in taking down Hydra. He’d still need to make sure they were fully contained first and picked up by The Monsoon, but it was definitely still a sign of a mostly successful mission so far!

 ”Hah…hah…hah hah, we did it!”  he said, finding it a little hard to completely suppress his excitement at actually meeting the requirements of the mission he was given. He quickly coughs to cover it up, though, and get himself back into a more professional mindset.

 ”Sorry Sloth, but I can’t let you take a nap quite yet. We need to make sure they stay here until The Monsoon can send someone to get them. But I promise after that you’re free to nap all you want.” 

There was still the question of Sakura,  buuuuut  Firebrand had sort of made a deal, and it sounded like she was willing to cooperate with anything else. He wasn’t going to get greedy at the last moment and try and bring her in, especially as it seemed that everyone else was definitely tired or…well, FIrebrand could help out Shockwave, right?

 ”Oh, uh, sure, that would be appreciated!”  he replies to Sakura as he finishes typing out a message to Nightingale.

 High Society and Hydra are incapacitated and ready for pickup. Third individual named Sakura has offered to provide additional testimony in return for letting things off the hook. Fourth individual with magical powers and a witch outfit unfortunately escaped. Will stay to make sure cleanup goes okay. 

That just left helping out Shockwave and maybe getting his staff back? Capturing the two targets would probably shave the edge off of any talkdown he got for that, but he’d really prefer to have that settled.

 ”Firebrand, do you need help over there? Is everything alright with Shockwave?” 
 
 Spoiler: OOC Action 
 
The_Specialist
   Shockwave  
 Conditions:  Quirk, Guilty
 Potential:  4/5  
 
 Spoiler: Labels 
 
  Danger:   0 
  Freak:    0 
  Savior:   +1 
  Superior:   -1 
  Mundane:   +3 
 
 

 
 Spoiler: Moves 
 
  [X] Good Egg:  When you take the high road in a high-stakes situation, roll + Savior. On a miss, the opposition drags you down to their level. On a hit, you rise above. On a 7-9, you’re not walking away untarnished. Mark a Condition. On a 10+, add a Team to the Pool. 
  [X] Not a Flyover:  When an opponent underestimates you or attempts to call you out as being an outsider, roll + Savior. On a miss, they have you pegged. Give ground or admit to your shortcomings. On a hit, you’ve exceeded their expectations. On a 7-9, mark a Condition but you expose a flaw or weakness. On a 10+, gain an Opportunity or take +1 forward. 
 
 


Tracy feels his stomach drop as he feels gravity starting to take hold of him, his abilities appearing to have short circuited somehow to leave him to the mercy of physics and a vast ocean below. He lets out a shout of alarm as he falls, holding onto the staff tight as he braces for the splash, crashing into the chilly waters. Swimming at the lake at home was never his favorite pastime, but he's grateful now that he had been forced to learn.

Pushing back to the surface with a gasp for breath, the burst of flame alerts him to turn his attention away from the dock, his eyes widening as he sees the monstrous shape moving towards him quite quickly. While he can guess that the fire came from Firebrand, it doesn't seem to have deterred the creature, at least from what he can see.

Try as he might, he can't seem to will himself elsewhere with his powers. Old fashioned way it is... Clutching the staff tight in one metallic hand, he starts to swim as quick as he can towards any potential exit from the waters.
Razade
 Pool:  0


  Firebrand and Shockwave: Turtle Power  

The massive creature gives only a few, very angry, roars to indicate it even notices the bolts of flame that lance out at it. It deeps finally beneath the water though the wake of its movement is still visible as it hurtles towards Shockwave. Beneath the water fully, the creature picks up speed and, with surprising reach as its neck bolts forward, picks up Shockwave and hurles them out of the water with another mighty roar. The toss seems to have been aimed by the giant creature, sending the one hero as a missile at the other even as it tries to climb up on the docks.

 
 Spoiler: Firebrand and Shockwave 
Roll for a Powerful Blow please.
 

  Everyone All Together  

The victory is short lived it would seem as with thunderous steps a massive monster turtle rises from the waters. With its immediate threat seemingly taken care of it charges, aiming for your captives Witchfinder, and Sloth who is close by is more than in range of the creature's stampede.

On the plus side however, whatever spell had been keeping you all trapped inside the docks fades, the magical barrier growing faint before shattering like glass. What do you all do?
Comissar
    Firebrand    
  Conditions:  Angry, Insecure, Hopeless, Afraid
 Potential:  6/5 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 Defeat Means Friendship : Whenever you Directly Engage an opponent you may choose to exchange Influence as an additional option when you make a hit.

 Talk no Jutsu : When you Comfort or Support someone by engaging them in a fight, you may roll + Danger instead of Mundane. On a miss, mark a Condition as you exchange blows.

 Teenager with Attitude  - When you stand in Defense of another while you are Angry, take +1 Ongoing until they are out of danger

 Animal Instincts  - When you turn off your brain to notice details you might miss otherwise, roll +Freak. On a miss, you zone out and miss an important detail. On a hit, choose one. On a 10+, choose two;
 
 You catch the scent of someone who has been in the scene, but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Firebrand's scowl deepens as she sees the complete lack of impact she was having on the gigantic turtle. Her eyes widen, and her next words are censored, as she sees the massive reptile flinging her teammate toward her. A panel shows the impact, Firebrand sent flying backward by Shockwave's impact, slamming backward and the breath forced out of her as her already injured body is pushed past its limits. Stumbling back and away from her teammate, Firebrand falls backward and grimaces, pulling her arms and legs inward as fire began to spin up around her. With everything feeling like it was going wrong, it was all she could do to just try and force the thing attacking her to  leave. 
 
 Spoiler: OoC 
Rolled a 13 on Take a Powerful Blow. Going to chose to lose control of your powers
 
Whammy
   Colin Wilkinson aka The Witchfinder   
 Conditions:  Afraid, Angry, Insecure
 Potential:  3 / 5

 
 Spoiler: Labels 
 
 Danger: +1 
 Freak: 0 
 Savior: +2 
 Superior: 0 
 Mundane: -1 
 Soldier: +2 
 
 

 
 Spoiler: Moves 
 
  Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...: redirect their attack to another character or nowhere—into a wall or the sky; cross a distance between them and you ; stun them, close up or from a distance ; ignore all harm from one of their attacks ; escape any bindings or impediments

 I can do this all day:  When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

 Not in the Handbook:  When you contradict or go against the orders of a superior publicly, roll + Savior. On a miss, they check you. Expect punishment sooner rather than later. On a 7-9 they either balk or direct their frustrations at you. Take Influence over them or take +1 forward. Either way, they’ll bear a grudge against you for a while. On a 10+, they admit to the wrong call. Add a Team to the Pool and clear a Condition. 
 
 


Oh come on, couldn’t he just have  one  clean victory? Before he could even get a rest a giant turtle was charging towards them, but not before having apparently tossed his teammates around a bit. With the barrier now gone he could easily make a run for it, scooping up the two villains. That would leave Sloth and the others to deal with the turtle, and it seemed Firebrand was  really  banged up. Securing the targets was definitely what his mission required him to do, but you also didn’t leave your team behind, right?

Taking a deep breath, he ran to make sure he was between the monster and Sloth and the villains. Steadying himself as best he could, fists made, feet planted firmly on ground, throwing his whole body into it, he swung right at the monster’s face as it came charging in. At least if this messed up he’d probably be going with the villains too…

 
 Spoiler: OOC Action 

Defend (NPC Threat): 2d6+2(Savior)-2(Insecure) = 7.
Will expose self to danger and take Influence over Sloth.
 
D.Credibility
   Sloth    the Royal
   Conditions :  
Angry
Guilty
Insecure
   Potential:  0/5 
 
 Spoiler: Labels 
  Labels:  
Freak 0
Danger +3
Savior +1
Superior +1
Mundane -2

Scorn: 1/5
 

 
 Spoiler: Moves 
  Moves:  
  It’s a Hobby:   When you throw yourself into easy relief or run from something difficult, you may clear an additional Condition if you bring a teammate along for the ride.
  Thicker than water:   When you accept the Influence of someone from your family, clear a Condition (GM’s choice) or mark potential. You may also pick which Label to shift up, though the GM still decides which Label you shift down.
  Mary Contrary:   When someone tries to pierce your mask, comfort or support you, or provoke you, you can interfere. Roll + Superior. On a hit, they take a -2 on their roll. On a 10+, you also take Influence over them or clear a condition. On a miss, they get a 10+ no matter what they rolled and you mark a condition of their choice.
 

 
 Spoiler: Moves 
  Advances:  
Christmas Advance: Added ability "super strength and durability" from the Newborn playbook.
Advancement 1: Took "Mary Contrary" from the Delinquent playbook.
 

 "...cash me out, check please, closing time...I'm done..."  Sloth mutters as their neck cranes up...up...up...at the approaching--

#$()&amp;@...they'd seen this movie. Giant turtle monster coming out of the bay?

"Life imitates art--" they mutter, scrambling to their feet...only to blink in surprise as Colin positions himself between them and the approaching monster.

...huh...

Eyes go wide when he throws a punch,  "D-Don't be an idiot!"  they shout, rushing towards the fray. They're immortal! ...well, in a sense. Dying doesn't  mean  anything to them since they'll just come back again. Maybe do things better next time...

...not that they'd ever "done things better". Such was the sin of sloth, knowing how to improve but failing to do so...

Collin won't get that chance. As far as they or anyone knew, he only got one...and they weren't going to watch him throw it away protecting a bunch of villains...

 
 Spoiler 

OOC Actions = holding until I see what the turtle does and how Collin replies, prepared to offer a defend or a team to support his action, depending.
 