Ficool

Chapter 1088 - 3

"Sorry, what was that?" I ask the nurse.

"I asked if you feel dizzy or lightheaded?"

"No, I feel fine." To be honest I'm barely paying attention to what the nurse is saying. Today has honestly been so weird my brain is still playing catch up. I had come back to school after winter break honestly hopeful, the trio seemed to have gotten tired of me last semester and I even thought I made a friend! Hell, I had even felt confident enough to bring the handheld game console dad had splurged to get me for Christmas. I was never one for video games before, but it was a nice distraction the last week. Then the second I stepped into Winslow everything went downhill. When I got to my locker it was already open and filled with the most disgusting things imaginable and I just booked it, not wanting to deal with it I ended up running away but apparently ruining my locker was only one part of the trio's revenge. Sophia tripped me before I could move ten feet and my console spilled out of my pocket.

The trio saw it and then just started making fun of me for being a nerd and then the final straw. Sophia grabbed the game and just snapped it in half right in front of me. At that point, at least according to the nurse I was half paying attention to, I passed out and somebody brought me to the nurse's office.

And of course I woke up to not only an apathetic nurse but also,

Welcome Taylor Hebert to​The Shard Power System!​Say "begin" to start the tutorial​

That. Whatever that is.

"Okay, so I think you were just a little dehydrated." The nurse plops a gatorade in front of me. "Drink this and rest until first period ends."

I look at the clock. That gives me about twenty minutes. "You should be fine." And with that she leaves me in a little alcove in the corner of the room.

When she steps away I close the curtain to give myself some privacy. It seems like she can't see the blue box, but I want to be careful about messing around with whatever this is.

I'm assuming I have powers of some sort, as weird as this whole thing is, but I also can't discount the idea I've finally snapped and am having delusions of grandeur.

"Begin." I whisper, and the blue box changes.

Tutorial Quest Begin​The Beginning of Power​Use the system to roll for your first power.​Rewards:

100 EXP

2 Loose SP

+1 SP Cap​

And I'm still just as lost as before. I can put together some stuff, like quests and exp were in the game I've been playing this last week, however SP is unknown to me and what did 'roll for your first power' mean?

Power Rolling​Every five levels you will be given the chance to roll for a parahuman ability in one of the twelve power classifications. Power Rolls can rarely be given as a reward for completing quests. The strength of the possible powers is limited by the SP cap.

Loose SP can be spent to temporarily raise the SP cap and potentially give you a stronger power. If a power's cost is below the SP cap then leftover SP between the cost and Cap is automatically converted into Loose SP and used to randomly acquire a tier 0 power.​SP​SP refers to Shard Points.

Every parahuman ability has an equivalent Shard Point cost that rises with its strength.

The SP Cap refers to the highest cost of parahuman ability you can roll for. The SP Cap is raised every five levels and sometimes quests can raise the SP Cap.

Loose SP refers to SP that can be used to either raise the SP Cap for a single roll or to buy tier 0 abilities. You gain one Loose SP every two levels. Loose SP will often be given as a reward for quests. New features for Loose SP will be unlocked as you gain more powers.

Okay, this is making sense. I'm also starting to lean on the side of me actually having powers. This weird system is beyond what I could come up with on my own. I still have some questions though. What are Tier 0 powers? Does that mean there are Tier 1 powers? And how do I check my SP Cap and Loose SP?

Power Tiers​Parahuman abilities can be split into 4 tiers, from tier 0 to tier 3.

Tier 0 powers refer to abilities that are useful but not enough to turn you into a street cape without careful planning and creativity. Each power is worth 1 SP. These powers can be purchased directly at any time.

Tier 1 powers have the most range, going from street level cape abilities to abilities that could be effective against Endbringers. These Powers are worth 2-15 SP.

Tier 2 powers are of a strength that you could lead the charge against an Endbringer, and with luck or the right combination of abilities defeat it. These powers are worth 15-25 points

Tier 3 powers are of a level of strength that allows you to easily defeat Endbringers and even challenge the Entity that lies beyond. These Powers are worth 25-40 SP.

Tier 0 powers can be purchased with Loose SP. Tier 1 powers are available for power rolls immediately. Tier 2 powers are locked until three tier 1 powers from each classification are acquired and a special Tier 2 quest is completed. Tier 3 abilities are locked behind a secret quest.

Wait. Holy shit. My power is saying I could fight Endbringers. After 180 levels and a quest that will probably be super difficult but… that doesn't account for possible synergies. If I get some of the higher SP Tier 1 powers they might work in concert to be stronger than the sum of their parts. I need more info. What's my current SP Cap and Loose SP?

Name: Taylor Anne Hebert​Newbie Cape LVL 1​SP Cap​3​Loose SP​0​Tier 1 Powers(0)​Mover(0)​Shaker(0)​Brute(0)​Breaker(0)​Master(0)​Tinker(0)​Blaster(0)​Thinker(0)​Striker(0)​Changer(0)​Trump(0)​Stranger(0)​Tier 0 Powers(0)​Power Roll Available​

"Yes!" I say out loud, then quickly cover my mouth. I don't want anyone to find out what I'm doing. So I don't have any Loose SP to spend, but that will change after I do my first power roll and complete my quest. I silently laugh to myself. This is real. I actually have powers, and they might be the most amazing powers of all time! It was worth it. Everything I've been through was worth it. I can be a hero and save people.

All I have to do is perform a power roll. It takes a minute but apparently the way to do it is to click on one of the classifications under Tier 1 and I get a confirmation screen for if I want to roll. Honestly I'm not sure which one to pick. I've vaguely heard of each of the categories, but I'm not the biggest cape nerd. The smart thing would be to wait until I get home and do some research…

But I want a power now. "Eenie meenie miney moe," This seems like a simple enough way to choose.

Stranger

Corner Creeper

Stranger: Corner Creeper​Cost: 2 SP​You are invisible to direct observation, only being detectable through the edge of one's senses (in the corner of the eye; at the edge of their hearing; etc.) or secondary methods (mirrors, echoes, cameras, extrasensory Thinker powers, etc.)​

Stranger

Corner Creeper

Stranger: Corner Creeper​Cost: 2 SP​You are invisible to direct observation, only being detectable through the edge of one's senses (in the corner of the eye; at the edge of their hearing; etc.) or secondary methods (mirrors, echoes, cameras, extrasensory Thinker powers, etc.)​

I blink, not really sure what I expected from a Stranger power. My eyes fall on the word "cameras" and feel my hopes drain away. That's… that's such an easy way to bypass this power.

Public Relations

Tinker/Thinker (Public Relations)​Cost: 1 SP​You specialize in creating various kinds of outfits, equipment, drawings, and so on that can strike the hearts of people. This grants you parahuman levels of fashion and design and can be used to make a lasting first impression. This Tinker Specialty works well with other Tinker Powers.​

Right, I got a free tier 0 power because my tier 1 power only cost 2. That… It's an idea I never would have had without Public Relations, and even with it I'm not sure it'll work. I'll need to check the other tier 0 powers, but if I can find what I'm looking for…

Quest Complete! The Beginning of Power​Gained:

100 EXP

+2 Loose SP

+1 SP Cap​Level Up!

Level 2

+1 Loose SP​

Name: Taylor Anne Hebert​Newbie Cape LVL 2​SP Cap​4​Loose SP​3​Tier 1 Powers(1)​Mover(0)​Shaker(0)​Brute(0)​Breaker(0)​Master(0)​Tinker(0)​Blaster(0)​Thinker(0)​Striker(0)​Changer(0)​Trump(0)​Stranger(1)​Tier 0 Powers(1)​

Okay, okay three Loose SP to spend. With those three points I need to find a Tier 0 power that will help me find crime and-

"RRRIIIIINNNNNGGGGG!!!!!"

I'm interrupted from my musings by the bell for first period ringing. Dammit. I want to keep messing with my power but I can't just miss class.

Let's Play​

With school out of the way it's time to get to work. Even if it might be temporary, I need to build a persona around a Stranger power, something that is in some ways self defeating. Fortunately, the Tier 0 powers have at least a partial solution to my power's biggest weakness.

Thinker (The Perfect Shot)​Cost: 1 SP​Whenever you're being visually recorded or come into the focus of a camera, you'll gain awareness of its perspective. In addition to gaining the viewpoint you're being observed from, you can also perceive how the shot will turn out—whether it will be a bad photo (red), a good photo (yellow), or a perfect photo (green). This allows you to adjust yourself to always let your best self be photographed and recorded.​

It even serves a triple purpose! First is obviously warning me if my power is being bypassed in the most common way, and the second is giving me a wider range of vision when it happens. The third however is courtesy of Public Relations and the premise of the cape identity I intend to build. The power might be intended to make me more photogenic, but nothing says the perfect photo has to be pleasant to look at. I'm going to be a horror movie monster.

Let's Play​

Quest Complete! Researching Brockton​Gained:

100 EXP

+1 Loose SP​

I managed to earn another point just from researching the capes in the bay while planning out the use of my points, leaving me once again with three Loose SP to dedicate to building my persona.

I also received two more quests which were already altering my plans.

New Quest​Who Are You​Create a cape identity. In order to do so you must complete three of the following.​Come up with a cape nameCreate a costumeHave five individuals acknowledge you as either a hero or villainGain the verified cape tag on PHORewards:

150 EXP

2 Loose SP​

New Quest​And The Winner Is​Emerge victorious in your first fight as a cape. There must be an element of danger so you cannot dress in a costume and attack a five year old.​Rewards:

200 EXP

1 Power Roll​

Getting verified on PHO with a Stranger power will be difficult, as will winning a fight, but if I can get that power roll everything might get a whole lot easier.

My costume is easy enough thanks to Public Relations, made from some of the ruined clothes I hadn't gotten rid of yet and a healthy helping of rag cloth from the basement. In the full light of my room I look a little ridiculous, but when the lights are out and I'm lit from only one side? Those stains look an awful lot like blood splatter, the way the cloth moves feels unnatural, and the glint of what looks like metal hidden within the folds promises danger.

The thing is also absolutely covered in pockets and a variety of materials to catch the light in different ways. It's a fascinating balancing act, wanting to be eye-catching enough that people startle and spin to look at me, without just looking like a joke.

With the costume sorted I have two other major problems which the Tier 0 powers are also happy to alleviate.

Thinker/Brute (Waste Not Want Not)​Cost: 1 SP​You can get the most out of everything you engage with, avoiding unnecessary waste. Your body can more efficiently extract the most nutrients from food, keeping you full and hydrated for longer periods of time. This applies to your sleep as well, making it so you have to sleep less for the same benefits as a full night of rest. Other examples include crafting and getting the most out of your ability to manage time and space as resources.​

Mover (Graceful)​Cost: 1 SP​Your movements flow easily and gracefully. This enables you to effortlessly dodge attacks, stay balanced in any situation, and pull off extremely difficult maneuvers.​

Thinker (Bat Ears)​Cost: 1 SP​Your auditory system has been drastically enhanced, making it significantly more sensitive and robust than before. While the average human can perceive sounds in the range of 20 Hz to 20 kHz, your hearing now spans from 10 Hz to 200 kHz—putting you on a similar level to bats and vastly expanding your auditory range.

In addition, thanks to the increased resilience of your auditory system, loud or high-frequency sounds no longer cause pain or disorientation. Your eardrums are highly resistant to damage and, even if injured, recover far more rapidly than normal.

Your brain is fully equipped to process the increased sensory input without strain. Unwanted sounds can be effortlessly filtered out and ignored, allowing you to focus only on what matters.​

The first two help compensate for the fact I'm an out of shape teenage girl, while the third will help me actually find targets. All I need to do is locate a single criminal and I'll have another power under my belt. A good Striker power could be all I need to instantly become a real threat.

First though? I need to put Waste Not Want Not to work.

Let's Play​

Five days later I'm finally ready to go out in costume. My body has improved significantly over such a short time. Even if I'm still below the more athletic kids at school, I should at least be able to stop a single crime in progress. I've also been researching takedown techniques, vigilante laws, and submitting a preliminary identity to the moderators on PHO.

Just a poorly lit picture of myself in costume and a name obviously won't be enough, but once I'm noted in a report by the PRT or Police it should be enough.

I also managed to complete another quest, which may or may not be encouraging me to believe I've spent enough time training.

Quest Complete! No Pain No Gains​Gained:

200 EXP​Level Up!

Level 3​

Clearly if my power feels I've done enough it should be fine… right? Right.

Slipping out after my dad falls asleep is easy with Bat Ears tracking his breathing, and Graceful makes getting out the window a breeze… the landing could maybe use some work. Regardless, before long I'm moving through back alleys and across poorly lit streets as I focus on my hearing.

It doesn't actually take that long to find my first crime, with how quiet the city is in the poorer neighborhoods at night someone demanding someone else hand over their money is practically a clarion call. The fact the mugger is apparently too out of it to understand that the woman already gave him her purse doesn't hurt either.

My pulse is racing as I look around the corner. One man in ragged clothes with a knife, holding a purse, and a worn out woman pressed up against a wall as she insists on the obvious. With how worked up he's getting I don't have time to think.

I pull the rope from my largest pocket and rush in. The woman notices me for a moment but then I'm gone, my Stranger power concealing me as she tries to focus. Her assailant doesn't even get that much.

I fling the rope across in front of him and catch it with my other hand then pull as I turn and curl forward. He falls back, tumbling over me and hitting the ground with a clatter and a grunt. The knife goes skittering away as I realise a moment after the thought might have been relevant how badly that could have gone. Then I remember he's only disoriented and not incapacitated and jump to tie him up with my length of rope.

It's… messy. I take a hit to my arm from his random flailing, and another to my leg from using it to pin him down, but ultimately I succeed and the strung out man flops to the ground trussed up like a Christmas turkey. With a sigh I pull out my notepad and write a message for the victim who's still sitting on the ground, staring at her purse and clearly considering if she can grab it and run.

'I'm a new independent hero. I'm here even if you can't see me. Could you please call the police?' I press the note into her hand and step back, causing her to startle as my power leaves it.

With a cautious nod she makes her way over to her purse and pulls out her phone. It's only as she's telling them about an invisible hero that I realise just how much of a pain my chosen identity is going to make every part of this. With a sigh that causes the poor woman to twitch slightly I begin writing some more notes.

Let's Play​

Quest Complete! And The Winner Is​Gained:

200 EXP

1 Power Roll​

Defeated 1 Merchant Mugger​Gained:

50 EXP​

I was completely right to assume it would be a pain, but after over half an hour I'm free! I know I should go home and roll my power where I won't be spotted if I get something showy, but what's the point of a Stranger power if you can't feel a little more secure in your anonymity? Okay so maybe I'm just a bit too eager, sue me!

With no small amount of trepidation accompanying my excitement I roll for a Striker power…

Knockout

Striker: Knockout​Cost: 1 SP​When you touch someone, you can mark them. But touching that mark again, you can apply several effects on them ranging from: paralyzing them for 15 minutes, putting them to sleep, or dulling their senses. The power's effects are amplified if the second touch is a punch or kick. This power works through thin gloves. The mark fades after 12 hours.​

The emotional rollercoaster I go through upon reading the result is tremendous. The excitement at the name, the concern at the cost, then finally the cautious optimism after reading the description. There's some finesse to it, but with some practice? It can easily be exactly what I'm looking for. Even better, I have three more Tier 0 powers coming along with it.

Creeping Hand, Contortionist, Minor Telekinesis

Brute/Master (Creeping Hand)​Cost: 1 SP​You may now detach your hands at will, and they function as if still attached. Your body may regrow new hands over time, but it can take up to a few weeks to fully regenerate.​

Oh. Well. That… Probably works very well with Knockout.

Changer (Contortionist)​Cost: 1 SP​You have inhuman flexibility, able to contort your body into a space the size of your head.​

Useful but not amazing, I can probably pull off some really creepy moves with it at least.

Shaker (Minor Telekinesis)​Cost: 1 SP​You're able to exert up to a maximum of 5 newtons of force total on objects within 50 meters of you. The force has to be spread between any objects you're using this power on.​

I hadn't even considered buying it, but now that I have it I'm immediately aware of how perfect it is for my chosen persona.

Congratulations!​You have unlocked your first Synergy Power!​By acquiring several synergistic powers you have unlocked a unique separate ability born from the component powers fusing together.​

Flying Hand​Cost: Creeping Hand+Minor Telekinesis​Your hands are no longer limited to crawling along surfaces, and may now move through the air with ease. They do not have much force behind their movements, so don't expect them to be able to pick up anything heavier than a wrench.​

Oh well now that's just absurd. Maybe… maybe I don't have to go home quite yet.

Name: Taylor Anne Hebert

​Newbie Cape LVL 3​SP Cap​4​Loose SP​0​Tier 1 Powers(2)​Mover(0)​Shaker(0)​Brute(0)​Breaker(0)​Master(0)​Tinker(0)​Blaster(0)​Thinker(0)​Striker(1)​Changer(0)​Trump(0)​Stranger(1)​Tier 0 Powers(8)​Synergy Powers(1)​

AN: If you click on the link in the spoiler you'll be taken to the Worm CYOA being used, and if you copy and paste the text into the import field accessed from the menu at the top left it'll load up the build as of the end of the chapter.

Edit: The CYOA updated and so the link no longer takes you to a perfect representation, it's still mostly correct but only mostly.

The next morning I barely register my alarm before my hand is slamming down on the button to turn it off. Waste Not Want Not might reduce the amount of sleep I need, but apparently the two and a half hours I managed wasn't enough. Shocking.

Forcing my eyes open I'm confronted with five alerts. Five. A groan escapes me as I begin getting ready, reading them as I go.

Quest Complete! Who Are You​Gained:

150 EXP

+2 Loose SP​Level Up!

Level 4

+1 Loose SP​

Alright, seems like the PHO moderators heard about me, that's good.

Quest Complete! I am the Law​Gained:

200 EXP

+2 Loose SP​

That makes me pause. I pull up the quest I'd gained the night before.

I am the Law​Establish yourself as a vigilante that operates outside the PRT's rules.​Rewards:

200 EXP

2 Loose SP​

No, no no no I haven't established anything! I try to pull up the other one, the one to officially register as a hero, and find The Right Side of the Law missing. In theory I can go in and still try to register as an independent hero, but… apparently either it won't work, or I just won't get a reward for it. With a sigh I check the next notification.

Quest Complete! Cult Classic​Gained:

100 EXP

+1 Loose SP​

Apparently I completed a quest I didn't even know I had. It takes me a moment to check what the quest even was. Apparently I now have a small following on PHO. Which means some of the recordings I let myself get caught on must have been posted. Good to know I suppose.

New Quest​Popularity Contest​Establish yourself as a local celebrity​Rewards:

200 EXP

2 Loose SP​

My first instinct is to assume that just means become a known hero, but a thought occurs to me. I barely knew any of the local heroes until I got powers. I didn't even know Challenger was still part of the local team this time last month! No, this isn't about being a hero… this is exactly what the title says, a measure of popularity. I immediately vow to ignore it.

New Quest​Contact​Meet the heroes​Rewards:

100 EXP

1 Loose SP

Rewards for defeating the heroes:

400 EXP

2 Loose SP​

I scowl at the bonus objective. I'm trying to be a hero! Why would I fight them?! I already messed up and got labelled a vigilante, there's no way I'm… My mind goes back to the quest I got the night before.

New Quest​Phantasm's Title Match​Survive your first serious fight against a cape. You don't have to win, you just have to not lose.​Rewards:

200 EXP

2 Loose SP

Rewards for victory:

500 EXP

+1 SP Cap

1 Power Roll​

Okay so maybe it would get me a lot of rewards but… A thought occurs to me and percolates as I finish getting ready, mumble a good morning to dad, eat, and make it out the door. I'm more than half way there when I finalize my plan. I'll need to figure out where the wards are going to be, and prepare some notes ahead of time.

Today won't work, but tomorrow? Tomorrow will either be incredible… or a complete disaster.

Let's Play​

I'm still packing up after the the bell rang for lunch on Tuesday when someone calls my name. I turn, confused by the genuine affection that practically drips from it, only to find myself looking at Emma fucking Barnes. What. My brain short circuits for a second, and she seems to take that as permission to speak.

"Hey, do you want to sit with us for lunch?" She rocks back and forth on her heels, a nervous tick she's had since we were kids that I hadn't seen from her since we started high school.

I don't even manage to muster any outrage, my response comes out as nothing but pure confusion. "Why the hell would I?"

"Come on Taylor, I want to extend an olive branch. Just one lunch! I'll even let you have one of the brownies mom made me." She sounds so genuine, and the thought of having one of Aunt Zoe's brownies almost makes me want to brave the torment… But I quickly push the thought aside. I'm about to tell her no, or possibly hell no, when a new quest pops up.

Quest Chain Begun​Broken Bonds​Discover the reasons behind Emma's betrayal and then decide how to judge her.​Rewards:

5000 EXP

+2 SP Cap

1 Power Roll

Hidden Reward​

What the fuck.

"Taylor? Are you okay?" Her voice actually sounds concerned.

I barely manage to breathe out an "I'm fine." before another box appears.

Broken Bonds Part 1: Nice to Meet You​To know thy enemy be thy enemy. Find a way to infiltrate the trio and get closer to the secrets their leader hides away. At least two of the trio must think of you in friendly terms.

Failure will not result in the loss of the Quest Chain Broken Bonds, however it will hinder future Broken Bonds quests and lower the rewards for finishing the Chain.​Rewards:

150 EXP

1 Loose SP​

My mind snaps back to the Tier 0 list and I use one of my Loose SP to buy Fitting In before I can think better of it. I can't handle this on my own, it's too absurd, too nonsensical for me to process.

Thinker (Fitting In)​Cost: 1 SP​You have a perfect instinct for navigating social circles and situations. Able to effortlessly blend into any situation, you are a true social chameleon.​

"Just trying to figure out how you're going to spin this to make my life miserable." If this had happened in the first month of the bullying I would have given anything for this chance.

"I promise Taylor, all that is over. I've talked with the other girls and we want to make nice. Maybe try and be friends again." For the next five after that, I spent them wondering if I had caused this change somehow or if she was somehow coerced into it, or maybe if she had some random life altering event that caused her to become a complete and total bitch.

"Really? Just like that it's over?" Eventually I decided it didn't matter. No matter what caused Emma's change it didn't matter. She had crossed too many lines and profaned too many memories.

"Yes! I want to try and start building some bridges. Please?" However, dangling that right in front of me. Telling me with parahuman knowledge that something specific had caused Emma to ruin our relationship and giving me steps to figure it out after I got the tools to actually do it? Yeah. I was hooked.

"Fine, but if you pull anything I'm telling your mom that you were the one who broke her vase back in seventh grade." Emma's smile grows wider as I say the words that Fitting In tells me will help me reduce any of her own wariness. Calling up a childhood memory fondly will go a long way to making Emma think I might actually forgive her.

"My hand to god. I wouldn't do anything to risk getting grounded." And with that she leads me to the cafeteria. It's odd, being in here and not having to worry about being noticed. Since practically my first day at Winslow I've only come here to quietly grab some food and hopefully make it to an empty classroom or the bathroom to eat without fear. Now though? I buy my food and sit down with the three people who made my life miserable over the past year and a half. Huh. As I sit down I realize only Emma, Sophia, and Madison are at the table. A quick look across the cafeteria shows me the rest of their hangerons are at other tables. Why only the trio then? Maybe to try and make me more comfortable? Fitting In unfortunately only lets me find the best way to get along in a group, not any of the actual dynamics going on.

"Taylor said she'd have lunch with us!" Emma says with a smile. "Isn't that great?"

Sophia answers with a nod, but Madison just looks more confused than anything. I don't need superpowers to know that means either she isn't entirely on board with whatever this is or she isn't being let in on the plan by Emma and Sophia. Ironically that points to things being more in favour of Emma being some form of genuine. Madison had no problem with any of the other cruel pranks they performed so this has to be something other than just a cruel prank.

"So Hebert, how long have you been working out?" I look at her in confusion, then down at myself and immediately realize what she's talking about. My jacket is in my locker, which means I'm just wearing a T-shirt, showing off just how much my power assisted exercising has done for my arms. It takes me a moment to realise why I'm not wearing one of my usual hoodies. Public Relations had told me not to. I hadn't even thought about it at the time.

I lean on Fitting In, letting it guide me through the social encounter. I need to seem confident, powerful, and just a bit smug about it taking this long for her to notice.

"Coming up on a month now. Just a bit here and there. Not enough to get noticed too quickly, but it's not like I wanted to take it too slow either." The tone and expression come naturally, despite knowing I've never used either before this.

That makes Sophia quirk both an eyebrow and a smirk. "Yeah? Now why's that?"

There's an almost feral glint in her eye, a knowing that I'm not entirely comfortable with. I let myself follow my power's guidance regardless, letting my lips pull back in something closer to bearing my teeth than smiling. "Because a trap's no good if they see it coming."

Sophia snorts, but there's a satisfaction to it. I'm not sure what it's about, but apparently it's not enough for the quest.

"You should join track and field. You've got the body for it. Tall, long legs, naturally light and skinny." All things they had made fun of me for in the past. "Season starts in April but I could convince the coach to let you join in on preseason."

"Oh my god! Taylor you can't. If you do, the jocks will get another foothold in the table." Emma reacts with faux horror.

"I wouldn't exactly say I'm part of the table." Even if I'm trying to infiltrate the group that doesn't mean I am going to make myself seem like an abused puppy looking for the barest of scraps. "And I'm not really a sports person. Working out is more fun than I thought but competing in front of people? Not my style."

Something about that last comment makes Sophia's lip twitch, obviously fighting a smirk.

"Yeah that's fair. I'll still ask coach if you can come to the preseason anyway. No pressure but we have a good program and you might actually learn a thing or two."

"I'll think about it." Slightly dismissive while also admitting interest.

"Enough about sports please." Emma uses her play begging voice, one I remember used to get me to do anything with her. "Can't we talk about something fun?"

"It doesn't help that your idea of fun is so boring Emma." Sophia responded with a smile.

"Oh!" Madison perks up, speaking for the first time in the conversation. "The Spring line at Pink Lily is coming out next week!"

"Oh my god you're right! I can't believe you remembered Madison." Emma then turns to me. "Your fashion is actually looking great lately, but you still barely have anything really stunning. You have to come with us when we go shopping." She slips in an insult to how I used to dress and then comments on a problem they partially caused by ruining so many of my clothes. Oddly enough I don't feel any malice when she says it though. That's just how Emma interacts with people now. Hell she even slipped in an insult to Madison and looking back she was very dismissive of Sophia's interest in sports. However, Madison hadn't even flinched at the insult and Sophia had just smiled and played along with her ribbing by shooting right back.

Light insults seem to be their tool and trade in conversations. To one another they don't mean anything, but almost like animals they're sharpening their fangs and proving they're all ready for the hunt. The best way to project strength and confidence is to respond in kind.

"Yeah, no thanks. I don't exactly think clothes you buy would be best for me. A bit too try hard for my taste." Emma actually smiles at the comment. "And if Madison shops there… well I think I'm a little too big to try to pull that off."

Madison laughs at that one. "Oh please, you wish you could look as good as me." That exchange actually seems to put Madison at ease.

Conversation continues to flow for the rest of lunch and by the end of it it's almost as if I had sat at the table since day one. The entire thing makes me sick.

Let's Play​

Despite the oddness of lunch the plan is still on. I'd spent a point on Optimal the night before to make my costume a bit more daylight friendly, and I was genuinely shocked by how much it helped.

Striker (Optimal)​Cost: 1 SP​Your hands can change any ingredient used for creation, such as chemistry or smithing, into its most optimal state for said task or desire in design. Changes based on task. Limited to only mundane optimization.​

Which is good, because today I won't have anywhere near as much control over what I look like. Case and point, several people have already managed to catch me out of the corner of their eye even as I make my way down less used streets and back alleys. Every so often I'm caught on camera and find myself instinctively shifting how I move to give off a distinctly uncanny feeling to the viewer.

Soon enough I find the wards, and am unsurprised that they seem to be expecting me. I lean on my Thinker powers as I approach, making no effort to actually hide despite my uncanny posture and the way I likely flicker across people's awareness until they think to start recording me. There's a half dozen pointed my way by the time I reach them, including one from each of them. I'd assumed as much, but confirmation is good.

Vista and Triumph, the most powerful ward and the current leader, respectively. The level of disaster this promises to be if it goes wrong just keeps going up.

Allowing my costume to conceal my anxiety I pull a note from my pocket and let my hand detach and carry it over to Triumph. He tenses briefly, but I hear someone telling him to be careful but accept it. Good, that's the first hurdle cleared. He's even kind enough to read it out loud!

"Greetings! I am Phantasm. Fellow Hero, yes?" He seems to trip over the odd word choice at the end, which only adds to the feeling I'm trying to give my cape persona. I let myself start swaying slightly from side to side as I ready the next note.

He clears his throat as he refocuses… generally in my direction. "Uh, yes! Nice to meet you, Phantasm. Always good to see another new hero hitting the streets… or well, perhaps see is the wrong word but you know what I mean."

The voice suggests he sound me out on the Wards, and that's my que to present Vista with the second note. She helpfully reads it out to the crowd as well! So professional.

"Phantasm would like to play with Heros, yes? Game of tag! No sleep or stun, yes? Just fun." She looks back up at me skeptically, and I quickly realise she must have some way to sense me with her power because her aim is almost spot on. Well, she's looking at my chin, but that's significantly better than Triumph.

The little voice comes back with an all clear and notes an extra PRT team will be dispatched just in case. Good to know, but shouldn't be relevant. We quickly work out the rules and begin the game.

Thirty minutes, the Wards have to keep moving, we start ten feet apart, I have to apply ten seconds of reduced senses to signal a proper tag, and the civilians are permitted to help or hinder as they please. What follows is a frantic scramble of giggling children, snarking teens, various adults, and three teenage capes. Triumph is relatively easy, receiving multiple marks across his body within minutes before a double tap lands just under the five minute mark.

Vista though? She's a real challenge and she knows it. Fortunately for me, so do the civilians who decide to even the playing field a little. Not all of them, Vista is the most popular ward and plenty of people will be going home with stories of helping their favorite hero, but enough. The first tap takes ten minutes, the second hits elsewhere six minutes later, and things are looking close when help comes from an unexpected angle. Triumph calls to his partner, a wide grin on his face as her head whips around- Just as my hand connects with one of my marks.

The rest of the encounter is a bit of a blur as I come down from the adrenaline high. It had been unexpectedly intense! I hand out the pre-signed pieces of scrap paper to those who helped me, including Triumph, and sign several other items before I finally manage to slip away. I don't think they even realised they forgot to give me the Wards pitch until I was already gone.

The moment I'm confident I'm safe I take a minute to check over my gains.

Defeated Triumph​Gained:

100 EXP

+1 Loose SP

1 Cape Power Roll​

Defeated Vista​Gained:

200 EXP

+1 Loose SP

1 Cape Power Roll​

Quest Complete! Contact​Gained:

500 EXP

+3 Loose SP​Level Up!

Level 5

+1 SP Cap

1 Power Roll​

I grin wide even as I note the fact Title Match didn't get cleared. I can't exactly be upset when I come away from a half hour game of tag with three new powers and an extra level. Assuming the reward for winning against the heroes is one per cape and not a one time thing I think I'll be making these games of tag a recurring activity. I'll definitely need to keep an eye on public patrol route announcements.

I take a moment to confirm the Cape Power Roll is exactly what it sounds like, which it is, then I set to rolling.

Cape Power Roll​When defeating an enemy cape you will gain a power roll that can only be used on the main power classification of that parahuman. Standard SP Cap and Loose SP rules apply.​

First Strike

Blaster/Striker: First Strike​Cost: 5 SP​You are always the first to strike, no matter the situation. Even if an opponent tries to attack you first, your attack will land before theirs. Your body reacts automatically, and reality subtly bends to ensure your attack connects first.

This works at any range. Whether someone fires at you from another city or charges you at superhuman speed, your strike will always reach them before their attack hits you.​

I blink at the absurdity masquerading as a Blaster power. That… how does that… it even clarifies that the range doesn't matter! There must be a limit, right? Right. I'm just… going to assume it's fallible and be happy when it works anyway.

The Mist of London Night

Shaker/Stranger: The Mist of London Night​Cost: 4 SP​You have the unique ability to generate a thick and dense fog in your surroundings. The radius of the mist gradually expands as you remain inside it, growing up to a 300-meter radius. Your presence within the mist is virtually undetectable, with only the strongest sensory abilities capable of piercing through it. You possess the remarkable ability to see perfectly through the fog, and you are even granted a strong increase in speed while inside.

One of the unusual effects of the fog is that it emits a strange aura of obliviousness where people are unable to notice it until they are deeply engulfed. Those trapped inside the mist suffer from a lack of direction and gradual stamina drain. The strength of these effects increases as the night progresses and peaks at midnight, creating a surreal and disorienting environment.​

My cheeks begin to ache from how hard I'm grinning as I reread the power for the third time. Oh, oh yes this is going to be fun.

Papert's Principle

Thinker (Papert's Principle)​Cost: 1 SP​Your ability to manage and apply your existing knowledge more effectively has been boosted. Rather than just learning new skills, your mind finds ways to optimize how you use what you already know, leading to faster growth and greater efficiency in all areas of life. It allows you to structure and reorganize your thoughts, ideas, and experiences into more effective systems.

You are able to intuitively recognize patterns and improve mental processes that were previously disjointed or underutilized. Whether it's reorganizing knowledge for better retention, finding new connections between concepts, or creating streamlined approaches to problems, your mind constantly refines itself. This power doesn't just make you smarter, it helps you maximize your mental potential by finding the best ways to organize and apply what you already know, accelerating your development and making you more capable over time.​

And as if getting a perfectly on theme Shaker power wasn't enough, it only cost 4 SP which means I get an extra Tier 0 power out of the deal. Not a flashy power, sure, but it almost feels like the Thinker equivalent of Waste Not Want Not. The kind of thing that will just generally improve my overall effectiveness no matter what I'm doing.

I make my way home, still managing to get back before dad despite everything I'd gotten up to. My new Thinker power makes my homework a breeze, and I spend the next several hours researching and preparing for the night ahead, because the moment I'm sure dad's asleep? I'll be putting my new powers to the test.

Name: Taylor Anne Hebert​​

Local Cryptid LVL 5​SP Cap​5 ​Loose SP​9

​Tier 1 Powers(4)​Mover(0)​Shaker(1)​Brute(0)​Breaker(0)​Master(0)​Tinker(0)​Blaster(1)​Thinker(0)​Striker(1)​Changer(0)​Trump(0)​Stranger(1)​Tier 0 Powers(11)​Synergy Powers(1)​

The next morning I manage to register my alarm, consider the futility of the human condition, and ultimately conclude that the inherent meaninglessness of existence grants me an innate capacity to determine my own meaning. Then I slam the sleep button and let those deeply strange thoughts fade into the ether.

I hadn't stayed out quite as late as that first night, but evidently it was still too much. The fact the night had proven much less interesting than the day didn't help. A couple muggers in custody and one group of E88 members scared off their half formed plans was all I had to show for over three hours of patrolling.

Maybe I could have waited for the gang members to actually commit a crime, but it sounded more like they were planning for some time later in the week. Maybe a couple would rethink their participation for a few more days.

Objectively I know that for the people who were being targeted, even one mugging is a big deal, but it doesn't change how it feels. I need to think about my approach. I definitely got lucky on my first night out, and if I'm going to keep playing tag with heroes I'm going to need to keep getting actual work done to balance it out. Which I have every intention of doing. Not only do I apparently get a power for each one I beat, but because I ended up picking up three separate quests related to the idea.

New Quest​Friendly Competition​Beat each of the 7 currently active Wards in games of Tag​Rewards:

400 EXP

2 Loose SP

1 Wards Cape Power Roll​

New Quest​Not Just For Kids​Beat each of the 7 currently active Protectorate heroes in games of Tag​Rewards:

600 EXP

3 Loose SP

1 Protectorate Cape Power Roll​

New Quest​Brand Synergy​Beat each of the 8 currently active New Wave heroes in games of Tag​Rewards:

800 EXP

4 Loose SP

1 New Wave Cape Power Roll​

The fact New Wave is worth twice as much EXP and Loose SP as the Wards is interesting, and I can't help but wonder why. The fact that most of New Wave only comes out for emergencies maybe? Or it could just be the fact half of New Wave can fly and have barriers. The question is at least engaging enough to keep me occupied until I reach school.

Unfortunately, the bizarre nature of my new academic existence is not so easily ignored, and I'm forced to rely on Fitting In to avoid looking like a twitchy mess. But nothing happens, no trick, no trap. Even when I avoid the trio at lunch there's no comment when I see them in my afternoon classes. It's… weird. Better, sure, but definitely and undeniably weird.

Once home I end up using the Power Roll I got for hitting level 5 on a Trump power. They're generally considered the strongest type, and I'm pretty sure we only have one or two in town which means if I want to unlock Tier 2 powers I'll end up needing to spend a free roll on it eventually.

Commander

Trump: Commander​Cost: 5 SP​You are able to improve the capabilities, such as physical ability, skills, or powers, of others by simply ordering them. The more specific the order as well the more closely they follow the order, the greater the boost. There's no master effect in play, so others will still need to follow through on their own volition. This doesn't work through the devices; orders need to be given face-to-face.​

I consider the power long and hard. It's powerful, right? The number of situations it can apply in are enormous, even if the boost is small for any individual person. Which, there's no guarantee it is. I might have to be specific, but it's not exactly clear on what specific means. Unfortunately, it's also completely useless for Phantasm. I'll still probably pull it out in an emergency, but at the moment Phantasm doesn't even talk!

My homework takes significantly longer than the previous couple days as I keep circling back to the new power. Different ways I can try to increase specificity, how to explain there's no Master component, what exactly counts as face-to-face. But ultimately none of those thoughts matter because I have no way to test it without possibly giving the game away. With a sigh I get ready for bed, eager to get a good night's sleep before another daytime patrol the next day. Those heroes aren't going to tag themselves!

Let's Play​

I find myself looking down at a pair of squabbling idiots dressed in lightly scorched jumpsuits and surrounded by what likely used to be tinkertech in a mix of delight and dismay. Uber and Leet, already half defeated by Leet's own faulty creations. I only got into gaming recently, and haven't even done any since getting my powers, so it shouldn't be a surprise I have no clue who they're supposed to be. That said, a part of me wonders if anyone else could guess at this point regardless.

If I want to finish Phantasm's Title Match there won't be many better opportunities, but despite their bumbling Uber and Leet present their own, unique issue. They record almost all their outings. That means I need to put on a show.

With a thought I let The Mist of London Night begin to spill out, growing mildly frustrated as my power informed me the disorientation and stamina drain would be minimal. That's fine, the mist does enough even under the light of day. I've managed to build up a considerable bank of it by the time the duo seems to decide to continue trying to… rob a jewellery store? Huh. Or maybe several stores and that's just the first. Regardless, the moment they charge in, tinkertech pistols raised, I follow.

Let's Play​

The video starts with a lightly scorched Uber and Leet rushing into the store, a mass of fog pouring in behind them and rapidly growing to fill the room. The two employees immediately hide, and moments later they're concealed in the churning mists. The security camera lacks sound, but clearly the duo are shouting things, right up until something flickers in the fog. Both freeze, suddenly looking around as if only now noticing their surroundings. Leet visibly pales even as Uber seems to go on high alert.

There's another shifting in the fog, then another, something must have made a sound because both villains whip around to face the same direction, then flinch back as they seem to catch sight of Phantasm for a moment before she fades back into the fog. A moment later Leet visibly jumps, obviously shouting in alarm and causing Uber to turn to face him, allowing him to just barely catch sight of the hand retreating back into the fog. Uber shouts something, and whatever response he receives makes him visibly shiver.

The duo move back to back, obviously attempting to keep an eye on the surroundings as they speak to one another. Based on the vague gesturing and head shaking they seem to be debating which direction they came in from. Then a disembodied hand grabs Uber's leg and he stumbles back, tripping right over Leet. The duo appear to be alternating between yelling, pleading, and planning as they disentangle themselves. Despite Leet's flailing, Uber makes the process look smooth. Unfortunately, that smoothness ends up with them both on the ground, looking up at the suddenly visible Phantasm, a wide grin on her shadowed face.

The pair scream, attempt to scramble back, and then suddenly go still as a pair of disembodied hands grab them at the same time. The Mist fades, and Phantasm stands amid the entirely undamaged store, looking towards the cowering employees in a slightly uncanny pose.

Let's Play​

I'm positively giddy by the time I get home. While objectively I recognized just how much I'd be getting, it's completely different actually seeing it in front of me.

Quest Complete! Phantasm's Title Match​Gained:

700 EXP

+ 2 Loose SP

+1 SP Cap

1 Power Roll​Level Up!

Level 6

+1 Loose SP​

Defeated Uber & Leet​Gained:

300 EXP

+2 Loose SP

2 Cape Power Rolls​

I actually manage to resist the urge to roll them until I'm back home. While Thinker and Tinker are unlikely to do anything that would be obviously visible, they're also unlikely to do anything I'd be able to make good use of without preparing first.

To add to this truly monumental show of restraint I even managed to sit through an interview with the PRT! The fact I knew Assault and Battery were on their way absolutely and definitely didn't contribute to my heroic show of patience.

Defeated Assault & Battery​Gained:

400 EXP

+2 Loose SP

2 Cape Power Rolls​

Totally and completely nothing at all.

I'd somewhat assumed that playing Tag was reducing the EXP I got from beating capes, but seeing the difference in EXP between the two duo's I can't help wondering if that's true. Then again, Assault and Battery had been considerably harder to tag even while obviously holding back. A fact I fully expect to be all over the internet by now given how many cameras were on each of my fights.

Thinker, Tinker, Striker, Mover, and then one of any kind. It's an honestly absurd reward for a single day… Though part of me wonders if I'm just picking the low hanging fruit. Nearly half my powers have come from the Protectorate and Wards practically giving them to me for free.

Regardless of why I have them, I do and that means it's time to reap the rewards!

Dead as Disco

Thinker/Mover: Dead as Disco​Cost: 5 SP​Whenever music is played in your hearing, you can become three times more effective in any task as long as it is performed to the beat of that music.

For instance, blasting an 80s jam from your speakers and getting into a scrap, timing your attacks to the beat would produce three times the result you're looking for, be that damage, time disoriented from a stunning strike etcetera.

This also affects non-combat activities, with tinkering, training, calculating and more all growing more efficient and effective when performed to the beat.​

I consider the power for a moment, then rapidly come to the conclusion this power is ridiculous. I'll have to look through the basement and attic to see if we have anything that can play music, but worst case I can probably throw something together for me to listen to while I… do just about everything really. I'll have to look into some good music for it.

Wasteless

Breaker (Wasteless)​Cost: 1 SP​Your body no longer needs to sweat or produce waste. As such, processes that would've needed either of those are handled by your power—for example, your temperature is constantly adjusted to what it would've been had your body still produced sweat.

This also extends to any organism in your body, which means no eye crust and your teeth won't decay.​

Not exactly a game changer, but certainly a nice improvement to the everyday quality of my life.

Jack of All Trades

Tinker: Jack of All Trades​Cost: 2 SP​You're not a real Tinker; instead, you know how to make anything that can be made in a mundane manner.​

On the one hand, I feel cheated. I rolled for a Tinker power and here is the result saying explicitly that's not actually what it is. On the other hand… holy crap I know rocket science. Or, well, at least how to build a rocket. Yeah, if we don't already have a good way for me to listen to music I can definitely put something together, and I can probably even include speakers for if I want to add my own ambience to a fight.

Fortunately for the rest of my evening the four Tier 0 powers drag me away from contemplating building my own cameras.

Arms+Mask of a Face+Confusing Body Language+Lung

Changer/Striker (Arms)​Cost: 1 SP​You are capable of growing and retracting two extra arms from and into the small of your back. This pair of arms possesses every characteristic of your regular arms, except for a few key differences. For one, they are a third longer to account for reach, and possess an extra elbow each to allow for greater flexibility. Additionally, certain muscles along your back also grow when these arms are manifested to allow for the same stability and strength as if they were on your shoulders. Any clothes or armor you are wearing while this occurs will adapt to the new arms, sleeves or greaves being created ad-nihilo as they grow from your back. When you retract your arms, these conveniences are similarly retracted.​

I immediately pull out the extra set of arms and then a moment later have four separate Flying Hands floating around. Oh, oh wow I should have bought this earlier. I continue playing around with my extra limbs, twisting and turning and bending with Contortionist, before finally putting them away to focus on the other powers. I kind of miss them already.

Stranger (Mask of a Face)​Cost: 1 SP​People just can't really recognize you. Whether they've known you all your life or if they just met you a minute ago; when you activate this power, people are unable to recognize you. That being said, there are ways for people to figure out that it's you… Mainly you telling them, in great detail, that you're the guy with a face they can't match. That doesn't mean that people can't recognize you when you use this power, just that they view the you using the power and the you not using it as two different people. (This also works on computers).​

A very, very useful power that's hopefully rather redundant given how much my costume covers. That said… I might end up making another persona later if I get too many powers that don't fit with Phantasm.

Stranger (Confusing Body Language)​Cost: 1 SP​You can introduce a level of randomness into your body, confusing and spoofing Thinkers and people trying to get a sense of what you're feeling, thinking or going to do. This alters your micro-expressions and mildly shifts your movement centimeters at a time, making physically predicting you much more difficult. This doesn't protect you from precogs or strong enough Thinkers, but it mildly changes your actions, so a precog would see you moving slightly differently in each future, even if they didn't change anything that would affect you.

You'd still be doing the same thing, you'd just be going a tad bit differently about it, like using different muscles to form a smile, walking a tad more to the left, saying synonyms of a word or rarely even attacking with a different limb.​

I'm not sure how useful this will be, but maybe it can help make my movements a bit more uncanny?

Brute (Lung)​Cost: 1 SP​Your lung capacity has been increased fourfold. In addition to that; when you breathe, you take in over 80% of oxygen content in the air. This enhanced oxygenation energizes and strengthens your body, while rendering you immune to the debilitating effects of oxygen poisoning. This power not only offers you increased strength and vitality, but also allows you to adapt to any environment and perform at your peak under extreme conditions, such as in high altitudes or low-oxygen environments.​

I don't even bother letting myself hope. Despite the category and name this is a Tier 0 power, and sure enough it has absolutely nothing to do with the local leader of the ABB. I do take a deep breath though, and find that yeah it's actually a pretty noticeable difference. Definitely more impressive than I thought it was when I last looked through the Tier 0 powers list.

Stop!

Striker: Stop!​Cost: 4 SP​You can make it so anything or anyone that touches you over a certain velocity will suddenly lose all their velocity when they touch you. This is automatic.​

Am.. Am I just bulletproof now? That's actually frankly absurd. I'm not sure what the threshold on it is, and I'm not exactly sure how to test it without getting hurt. That said, using my Flying Hands to protect civilians from stray bullets sounds amazing, and I kind of hope I'll actually be fast enough to do it some day.

Chroma Hair+Clothes

Changer (Chroma Hair)​Cost: 1 SP​You have the ability to change the color of your hair at will. This includes natural shades, vibrant neon colors, or even patterns like gradients and stripes. The transformation is instant and can be undone just as quickly. This power only affects the color of your hair and cannot alter its texture, length, or other properties. It is purely cosmetic and perfect for adding a personal flair to your look.​

I suppose this is payback for how amazing Stop is. Ah well, I suppose it might be useful for something eventually.

Breaker/Striker (Clothes)​Cost: 1 SP​No matter what outfit you choose, you'll experience complete comfort, regardless of the circumstances. You can wear high heels and hike for hours without any pain or discomfort, or don a heavy cloak under the hot sun without feeling overheated or burdened. Whether you're dressed for elegance or practicality, your attire will never hinder you, allowing you to move freely and effortlessly in any environment. This doesn't fully affect armour, only affecting decorative parts of said armour.​

I tilt my head at the power, then quickly pull my costume back on. Instantly I notice the difference. My costume isn't too restrictive, despite the appearance, but it's made out of several different layers and covers essentially my entire body, there's only so much my fashion tinkering can do. Now though? Now it's like I'm hardly wearing anything at all. I immediately roll for the Mover power to try and wash away the mental images that thought conjured.

Kinesiologist

Mover/Thinker: Kinesiologist​Cost: 6 SP​You find your bodily movement and awareness heightened to a superhuman degree. Your proprioception and sense of every avenue of mobility results in a parahuman talent that allows you to move and traverse any environment, using it to your advantage. You intuitively adapt to obstacles with fluidity and continuity of movement, seamlessly transitioning from one type of movement to another, performing athletic feats at near-ludicrous speeds and reflexes. To maintain this, you gain a parahuman level of athleticism.

Your talent extends to any tool that facilitates movement, as you instinctively relate your movements to these tools. This includes conventional means of transportation (land, marine, and aerial vehicles, to name a few) as well as unusual rails, ropes, and anything else that assists your mobility.​

I'm practically bouncing off the walls by the time I finish reading it, and I mean that literally. Between Clothes, Graceful, and Kinesiologist I practically flow around the room, my clothes becoming an active part of me as I use them to add weight to turns and flips, allowing Kinesiologist to apply to them. It truly is an absurd level of physical control.

I'm only mildly annoyed that it instantly invalidated my efforts to work out by simply granting me the muscles I'd been working towards in a single moment.

It takes at least half an hour for me to settle down, at which point I take a moment to change out of my costume and double check I'm still home alone. Once I'm satisfied dad isn't hiding in some unseen corner just waiting to start asking uncomfortable questions.

Satisfied, I settle down at the old computer and get to work on my next task: Trying to map out exactly what power rolls are available in Brockton Bay.

It doesn't take long for me to realise which category I should pick. As far as PHO can determine, I'm the only Stranger in Brockton Bay. There might be a couple who've been able to avoid attention, that's basically the entire point of a Stranger power after all, but that still means I have no clue where I'd find them. With a resigned sigh I roll a new Stranger power.

Grave Face

Stranger/Brute: Grave Face​Cost: 5 SP​You have the ability to fake your own death by shutting down your vital functions, such as heartbeat, breathing, and brain activity. As long as your Corona Pollentia (the part of your brain that gives you powers) is not damaged, you can revive yourself without any harm. You also have a slow healing factor that can mend your injuries over time, but it takes weeks to fully heal. Your power can fool even Thinkers who can sense life signs, but if you move or act, you will reveal that you are alive.​

It's a deceptively powerful ability. Sure, the regeneration is slow, and the number of times I need to fake my own death will hopefully remain zero, but this is a profoundly reassuring power to have. No matter what damage I take, as long as my head is fine I'll eventually recover.

Autopilot

Thinker/Master (Autopilot)​Cost: 1 SP​You can set yourself under a Master effect to perform any task on autopilot, if you make a mental script for it beforehand. You can set any amount of protocols for any possible task. Quality of performance depends on the thoroughness of your script.​

Well that's a… concerning power. I'll have to test it, but it honestly sounds incredibly disconcerting. Though it does remind me of another Tier 1 power I probably need at this point. Without much resistance I spend the point to buy Multitask.

Thinker (Multitask)​Cost: 1 SP​You can give your full focus to several things at the same time without difficulty. The amount of things you are able to focus on varies depending on how mentally taxing each task is, so you might be able to hold only 2 or 3 conversations at once but you could do a dozen minor tasks simultaneously. You are still limited by your physical capability to do multiple things at once; you only have so many hands after all.​

Immediately I notice the difference and actually sigh in relief. I hadn't even noticed how taxing managing all my powers had gotten. Even when I'm not using them they're always there in the back of my mind. I probably should have bought this sooner. With all that out of the way I finally settle in and focus on my mildly neglected academics.

It's nearly eight by the time dad gets home, and he practically collapses the moment he reaches the table with the takeout he apparently grabbed. The meal is practically silent, and I have to resist the urge to use Fitting In. Maybe it'd be able to fix whatever's wrong with us, but I just… can't bring myself to do that to him. He deserves… he deserves better than a power playing daughter.

Quest Chain Begun​To Mend a Broken Heart​While you endured, your father shattered. He will not recover on his own, it's up to you to mend his broken heart.​Rewards:

2000 EXP

+1 SP Cap

Hidden Reward​

I take a deep breath, a small flicker of annoyance as my power insists on intruding regardless, even if just as encouragement.

To Mend a Broken Heart Part 1: Communication​The first step is the hardest. Communication is the foundation to a healthy relationship, and a healthy relationship is the key to preserving your last remaining familial bond. Speak openly and honestly with your father.

Failure will not result in the loss of the Quest Chain To Mend a Broken Heart, however it will significantly hinder future Te Mend a Broken Heart quests and lower the rewards for finishing the Chain.​Rewards:

300 EXP

2 Loose SP​

Name: Taylor Anne Hebert​​Local Cryptid LVL 6​SP Cap​6​Loose SP​15​Tier 1 Powers(10)​Mover(1)​Shaker(1)​Brute(0)​Breaker(0)​Master(0)​Tinker(1)​Blaster(1)​Thinker(1)​Striker(2)​Changer(0)​Trump(1)​Stranger(2)​Tier 0 Powers(20)​Synergy Powers(1)​

AN: That's all for today! I've got more, and there's even 3 more chapters in the Game On thread if you want to read more right away, but I figure I should space things out a little.

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