Date: March 14, 2014
Characters in attendance: Lady Paladin, 99, Quantum, Shimmer
Experience awarded: 2
The Rose City Five are training when word comes in that a super-powered street gang is rumbling in a Swan Island freight yard. The party (sans Shimmer) is driven to the scene where they find the Motor Jokers have just finished crushing the Highway Devils.
99's mental powers together with Hex's raw power takes the brick out of the battle early. Flo drains LPs OCV, forcing her to spend most of the combat pushing freight containers around to harass the villains. Bambi controls Quantum, who can't seem to hit anything this fight. Eventually 99 handles Bambi, LP and Hex take out Chains, and Flo gets tagged and goes down. Flo is revived at the end to heal a severely wounded Bambi.
The gang is taken into custody. They reveal that they were given their powers by an untraceable “mad scientist”, but no further clues are forthcoming.
My first shot at a supervillain team with mutually beneficial powers. I thought that would make them pretty powerful, but they went down rather quickly. I should have made them 400-point characters instead.
VAL | CHA | Cost | Roll | Notes |
---|---|---|---|---|
50 | STR | 40 | 19- | HTH Damage 10d6 END [5] |
15 | DEX | 10 | 12- | |
20 | CON | 10 | 13- | |
10 | INT | 0 | 11- | PER Roll 11- |
10 | EGO | 0 | 11- | |
15 | PRE | 5 | 12- | PRE Attack: 3d6 |
5 | OCV | 10 | ||
5 | DCV | 10 | ||
4 | OMCV | 3 | ||
4 | DMCV | 3 | ||
6 | SPD | 40 | Phases: 2, 4, 6, 8, 10, 12 | |
25 | PD | 23 | 25 PD (0 rPD) | |
25 | ED | 23 | 25 ED (0 rED) | |
20 | REC | 16 | ||
60 | END | 8 | ||
15 | BODY | 5 | ||
40 | STUN | 10 | ||
Movement | Cost | Meters | Notes | |
RUNNING | 0 | 20m/40m | END [2] | |
SWIMMING | 0 | 4m/8m | END [1] | |
LEAPING | 0 | 4m | 4m forward, 2m upward | |
Characteristics Total: 216 | ||||
Cost | Powers | |||
25 | Super-Tough Body: Resistant (+½) for 25 PD/25 ED (25 Active Points) - END=0 | |||
5 | Super-Strong Spirit: Power Defense (5 points) - END=0 | |||
8 | Running +8m (20m total) - END=1 | |||
15 | Dense Form: Knockback Resistance -15m - END=0 | |||
Powers Total: 53 | ||||
Cost | Martial Arts | |||
16 | +4 HTH Damage Class(es) | |||
Martial Arts Total: 16 | ||||
Cost | Skills | |||
Melee Set I | ||||
24 | 1) +3 with HTH Combat | |||
9 | 2) Breakfall 15- | |||
3 | 3) Tactics 11- | |||
Skills Total: 36 | ||||
Value | Complications | |||
30 | Hunted: 30 points’ worth Very Frequently (Mo Pow; NCI; Harshly Punish) | |||
10 | Psychological Complication: Devoted to gang (Common; Moderate) | |||
10 | Rivalry: Professional (Other biker groups), Rival is As Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry | |||
10 | Negative Reputation: , Frequently | |||
Complications Total: 60 | ||||
Base Points: | 300 | |||
Experience: | 0 | |||
Experience Unspent: | 0 | |||
Total Character Cost: | 321 |
VAL | CHA | Cost | Roll | Notes |
---|---|---|---|---|
15 | STR | 5 | 12- | HTH Damage 3d6 END [1] |
18 | DEX | 16 | 13- | |
10 | CON | 0 | 11- | |
10 | INT | 0 | 11- | PER Roll 11- |
14 | EGO | 4 | 12- | |
15 | PRE | 5 | 12- | PRE Attack: 3d6 |
8 | OCV | 25 | ||
8 | DCV | 25 | ||
5 | OMCV | 6 | ||
5 | DMCV | 6 | ||
6 | SPD | 40 | Phases: 2, 4, 6, 8, 10, 12 | |
10 | PD | 8 | 10/40 PD (0/30 rPD) | |
10 | ED | 8 | 10/35 ED (0/25 rED) | |
8 | REC | 4 | ||
45 | END | 5 | ||
10 | BODY | 0 | ||
30 | STUN | 5 | ||
Movement | Cost | Meters | Notes | |
RUNNING | 0 | 12m/24m | END [1] | |
SWIMMING | 0 | 4m/8m | END [1] | |
LEAPING | 0 | 4m | 4m forward, 2m upward | |
SWINGING | 120m/240m | |||
Characteristics Total: 162 | ||||
Cost | Powers | |||
39 | Resistant Protection (15 PD/10 ED) - END=0 | |||
3 | Sight Group Flash Defense (3 points) - END=0 | |||
60 | Chain Power: Multipower, 60-point reserve - END= | |||
6f | 1) Chain Hit: Blast 9 1/2d6, Armor Piercing (+1/4) (60 Active Points) - END=6 | |||
3f | 2) Wraparound I: Entangle 6d6, 6 PD/6 ED (60 Active Points); Feedback (-1) - END=6 | |||
3f | 3) Slingshot Strength: +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points); Extra Time (Full Phase, -1/2), Only For Throwing (-1/2) - END= | |||
2f | 4) Chain manipulation: Telekinesis (20 STR) (30 Active Points); Physical Manifestation (-1/4) - END=3 | |||
8v | 5) Resilient Form I: Resistant Protection (15 PD/15 ED/5 Mental Defense/5 Power Defense) (Impermeable) (60 Active Points); Costs Endurance (-1/2) - END=6 | |||
12v | 6) Swinging 120m (60 Active Points) - END=6 | |||
Powers Total: 136 | ||||
Cost | Skills | |||
3 | Breakfall 13- | |||
9 | Contortionist 16- | |||
12 | +1 Overall | |||
Skills Total: 24 | ||||
Value | Complications | |||
30 | Hunted: Police Very Frequently (Mo Pow; NCI; Harshly Punish) | |||
10 | Negative Reputation: , Frequently | |||
10 | Rivalry: Professional, Rival gang, Rival is As Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry | |||
10 | Psychological Complication: Devoted to gang (Common; Moderate) | |||
Complications Total: 60 | ||||
Base Points: | 300 | |||
Experience: | 0 | |||
Experience Unspent: | 0 | |||
Total Character Cost: | 322 |
VAL | CHA | Cost | Roll | Notes |
---|---|---|---|---|
10 | STR | 0 | 11- | HTH Damage 2d6 END [2] |
25 | DEX | 30 | 14- | |
10 | CON | 0 | 11- | |
10 | INT | 0 | 11- | PER Roll 11- |
15 | EGO | 5 | 12- | |
15 | PRE | 5 | 12- | PRE Attack: 3d6 |
7 | OCV | 20 | ||
7 | DCV | 20 | ||
6 | OMCV | 9 | ||
6 | DMCV | 9 | ||
6 | SPD | 40 | Phases: 2, 4, 6, 8, 10, 12 | |
8 | PD | 6 | 8/23 PD (0/15 rPD) | |
8 | ED | 6 | 8/23 ED (0/15 rED) | |
15 | REC | 11 | ||
40 | END | 4 | ||
10 | BODY | 0 | ||
30 | STUN | 5 | ||
Movement | Cost | Meters | Notes | |
RUNNING | 0 | 12m/24m | END [1] | |
SWIMMING | 0 | 4m/8m | END [1] | |
LEAPING | 0 | 4m | 4m forward, 2m upward | |
TELEPORTATION | 50m/200m | |||
Characteristics Total: 170 | ||||
Cost | Powers | |||
20 | Gang mind: Mind Link , Human class of minds, Specific Group of Minds, Number of Minds (x4) - END=0 | |||
45 | Resistant Protection (15 PD/15 ED) - END=0 | |||
10 | Mental Defense (10 points total) - END=0 | |||
60 | Shield power: Multipower, 60-point reserve - END= | |||
2f | 1) Drain OCV 2d6 (20 Active Points) - END=2 | |||
2f | 2) Blinding: Sight, Hearing and Mental Groups Flash 3d6 (25 Active Points) - END=2 | |||
6f | 3) Block: Barrier 10 PD/10 ED, 5 BODY (up to 20m long, 4m tall, and 1/2m thick) (60 Active Points) - END=6 | |||
2f | 4) Good Touch: Healing BODY 2d6 (standard effect: 6 points), Can Heal Limbs (25 Active Points) - END=2 | |||
3f | 5) Good Touch 2: Healing STUN 3d6 (30 Active Points) - END=3 | |||
2v | 6) Mouth-to-mouth: Life Support (Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (16 Active Points); Usable By Other (-1/2), Grantor pays the END whenever the power is used, Recipient must remain close to Grantor - END=0 | |||
6f | 7) Grab and go: Teleportation 50m, x2 Increased Mass, x4 Noncombat (60 Active Points) - END=6 | |||
Powers Total: 158 | ||||
Cost | Skills | |||
24 | +2 Overall | |||
Skills Total: 24 | ||||
Value | Complications | |||
30 | Hunted: Police Very Frequently (Mo Pow; NCI; Harshly Punish) | |||
10 | Negative Reputation: , Frequently | |||
10 | Rivalry: Professional, Rival gang, Rival is As Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry | |||
10 | Psychological Complication: Devoted to gang (Common; Moderate) | |||
Complications Total: 60 | ||||
Base Points: | 300 | |||
Experience: | 0 | |||
Experience Unspent: | 0 | |||
Total Character Cost: | 352 |
VAL | CHA | Cost | Roll | Notes |
---|---|---|---|---|
10 | STR | 0 | 11- | HTH Damage 2d6 END [1] |
15 | DEX | 10 | 12- | |
15 | CON | 5 | 12- | |
20 | INT | 10 | 13- | PER Roll 13- |
25 | EGO | 15 | 14- | |
20 | PRE | 10 | 13- | PRE Attack: 4d6 |
5 | OCV | 10 | ||
5 | DCV | 10 | ||
7 | OMCV | 12 | ||
7 | DMCV | 12 | ||
5 | SPD | 30 | Phases: 3, 5, 8, 10, 12 | |
13 | PD | 11 | 13/20 PD (0/7 rPD) | |
13 | ED | 11 | 13/20 ED (0/7 rED) | |
6 | REC | 2 | ||
60 | END | 8 | ||
10 | BODY | 0 | ||
30 | STUN | 5 | ||
Movement | Cost | Meters | Notes | |
RUNNING | 0 | 12m/24m | END [1] | |
SWIMMING | 0 | 4m/8m | END [1] | |
LEAPING | 0 | 4m | 4m forward, 2m upward | |
Characteristics Total: 161 | ||||
Cost | Powers | |||
30 | Psychokinetic Shield II: Resistant Protection (7 PD/7 ED/6 Mental Defense) - END=0 | |||
14 | Mental Shields: Mental Defense (20 points total) - END=0 | |||
60 | Mind over men: Multipower, 60-point reserve - END= | |||
6f | 1) Mental Assault: Mental Blast 6d6 (60 Active Points) - END=6 | |||
6f | 2) Mental Control: Mind Control 12d6 (60 Active Points) - END=6 | |||
6f | 3) Mindreading: Telepathy 12d6 (60 Active Points) - END=6 | |||
Powers Total: 122 | ||||
Cost | Skills | |||
10 | +1 with All Combat | |||
Skills Total: 10 | ||||
Cost | Talents | |||
15 | Combat Sense 13- | |||
Talents Total: 15 | ||||
Value | Complications | |||
30 | Hunted: Police Very Frequently (Mo Pow; NCI; Harshly Punish) | |||
10 | Negative Reputation: , Frequently | |||
10 | Rivalry: Professional, Other Gang, Rival is As Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry | |||
10 | Psychological Complication: Devoted to gang (Common; Moderate) | |||
Complications Total: 60 | ||||
Base Points: | 300 | |||
Experience: | 0 | |||
Experience Unspent: | 0 | |||
Total Character Cost: | 308 |