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To the Rescue!

Date: April 25, 2014
Characters in attendance: Hex, Lady Paladin, 99, Quantum, Shimmer
Experience awarded: 3

The team go on a different kind of mission: a sinkhole has opened up underneath an apartment building in southeast Portland. No villains, no fights, just heroes saving people from a collapsed building before it is entirely swallowed up by the rapidly growing sinkhole.

GM's Notes:

I wanted to see how a straight rescue mission would work, and to be honest I was a little disappointed. The biggest problem was that in not having villains with character sheets and points, the action was a bit too subjective, and it came down to too many judgement calls.

TechnoTerror

The team finds out about a heist of computer chips in Hillsboro that went bad. Quantum and Hex get there first, scope out the situation, and inform the rest of the team of the situation when they arrive via car. There is a group of armed soldiers, TechnoJackers, that got stuck while hijacking a load of components from Intel, and were holed up in a diner with several hostages. Quantum goes in first, disguised as a police negotiator, then the shooting starts. All of the soldiers are quickly taken out with no hostages hurt.

Outside, 99 is the first to observe the high-tech copter coming closer, and out from it jump three brutes. 99 quickly improvises a weapon to disable the copter, and it gets out of range. The rest of the team engage the three TechnoTanks (except Quantum, who is nowhere to be found), and eventually subdue them and prevent the stolen hardware from being taken. Afterwards, they learn that the soldiers and the brutes were mercenaries hired by TechnoLord, a dealer in stolen technology.

GM's Notes:

The hijackers were intended to be deadly to normals, but not so dangerous to the heroes. I never imagined that the characters were going to take out the hijackers so quickly. Luckily the triplets were there to make things a little interesting. Unfortunately I ran the TechnoTanks' main attack wrong; they had full-phase attacks, not haymaker attacks.

TechnoJacker

VAL CHA Cost Roll Notes
13 STR 3 12- HTH Damage 2 1/2d6 END [1]
16 DEX 12 12-
13 CON 3 12-
10 INT 0 11- PER Roll 11-
10 EGO 0 11-
12 PRE 2 11- PRE Attack: 2d6
4 OCV 5
4 DCV 5
3 OMCV 0
3 DMCV 0
3 SPD 10 Phases: 4, 8, 12
4 PD 2 4/16 PD (0/12 rPD)
4 ED 2 4/16 ED (0/12 rED)
6 REC 2
25 END 1
11 BODY 1
26 STUN 3
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: 51
Cost Powers
23 Assault Rifle: Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+1/4) (52 Active Points); OAF (-1), Beam (-1/4), 4 clips of 30 Charges (+1/2) - END=[30]
7 Combat Knife: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR) (15 Active Points); OAF (-1) - END=1
24 PRIMUS Uniform: Resistant Protection (12 PD/12 ED) (36 Active Points); OIF (-1/2) - END=0
7 PRIMUS Helmet: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) - END=0
2 Helmet Light Dampener: Sight Group Flash Defense (3 points) (3 Active Points); OIF (-1/2) - END=0
2 Helmet Sound Dampener: Hearing Group Flash Defense (3 points) (3 Active Points); OIF (-1/2) - END=0
Powers Total: 65
Cost Skills
3 Climbing 12-
2 KS: The Military/Mercenary/Terrorist World 11-
2 KS: [Military Force] History And Customs 11-
2 PS: [member of military; e.g., “Sailor”] 11-
3 Stealth 12-
30 +3 with All Attacks
3 Tactics 11-
3 WF: Small Arms, Knives
6 Background Skills representing hobbies, other outside interests, or other abilities
3 Teamwork 12-
Skills Total: 57
Value Complications
5 Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable)
10 Hunted: military force character belongs to Infrequently (Mo Pow; NCI; Watching)
20 Social Complication: Subject To Orders Very Frequently, Major
Complications Total: 35
Base Points: 200

Experience: 12 Experience Unspent: 12 Total Character Cost: 173

TechnoTank

VAL CHA Cost Roll Notes
40 STR 30 17- HTH Damage 8d6 END [4]
15 DEX 10 12-
20 CON 10 13-
10 INT 0 11- PER Roll 11-
18 EGO 8 13-
15 PRE 5 12- PRE Attack: 3d6
5 OCV 10
5 DCV 10
3 OMCV 0
3 DMCV 0
4 SPD 20 Phases: 3, 6, 9, 12
20 PD 18 20/32 PD (0/12 rPD)
20 ED 18 20/32 ED (0/12 rED)
15 REC 11
60 END 8
15 BODY 5
40 STUN 10
Movement Cost Meters Notes
RUNNING 0 22m/88m END [2]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upward
Characteristics Total: 173
Cost Powers
5 Knockback Resistance -5m - END=0
10 Clinging (normal STR) - END=0
15 Resistant Protection (5 Mental Defense/5 Power Defense) - END=0
90 Earthquake: Blast 8d6, Hole In The Middle (fixed size; +1/4), Area Of Effect (8m Radius; +1/2), Double Knockback (+1/2) (90 Active Points) - END=9
15 Wind-Up Punch: Double Knockback (+1/2) for up to 60 Active Points of STR (30 Active Points); Extra Time (Full Phase, -1/2), Increased Endurance Cost (x2 END; -1/2) - END=6
24 PRIMUS Uniform: Resistant Protection (12 PD/12 ED) (36 Active Points); OIF (-1/2) - END=0
15 Running +10m (22m total), x4 Noncombat - END=1
2 Helmet: Sight Group Flash Defense (3 points) (3 Active Points); OIF (-1/2) - END=0
2 Helmet: Hearing Group Flash Defense (3 points) (3 Active Points); OIF (-1/2) - END=0
7 PRIMUS Helmet: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) - END=0
Powers Total: 185
Cost Skills
3 Breakfall 12-
30 +3 with All Attacks
3 Climbing 12-
3 Tactics 11-
3 Teamwork 12-
Skills Total: 42
Value Complications
20 Physical Complication: Massive (weighs 16-31 times human normal) (Frequently; Greatly Impairing)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed; Detectable Only By Technology Or Major Effort)
30 Hunted: 30 points’ worth Very Frequently (Mo Pow; NCI; Harshly Punish)
Complications Total: 60
Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 400