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Welcome to the Team

Date: March 14, 2014
Characters in attendance: Lady Paladin, 99, Quantum, Shimmer
Experience awarded: 2

Motor Jokers

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.

GM's Notes:

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.

Spike

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

Chains

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

Flo

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

Bambi

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