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bezodishero:game_9

From the Jaws of Defeat...

Date: July 18, 9, 2014
Characters in attendance: Hex, Lady Paladin, 99, Quantum
Experience awarded: ?

When all seems lost for our heroes, there is a change. Shimmer disappears, and the other heroes hear over their headsets that he is off to free the castle. Then there is a burst through the window: this world's heroes aren't dead and defeated, but have come to aid the superheroes. Both teams work together to defeat the orcs, and even though the wizards are very powerful, they are no match for the combined might of the two groups. They are defeated, and both of them are dispatched, one at Lady Paladin's hand, and one at Dame Champions. At this point Shimmer and the rogue, Shade, return, having released all of the prisoners and used them to take the castle back. Finally, the Ursurper is brought before the heroes, and he is just an angry boy used by the Malachs in their quest for power. He is given to the populace to do with as they wish.

There is much rejoicing and partying, friendships are made, but it is time for the heroes to return to their world before the portal is closed. When they return, it has been two and a half days since they left, and things are back to normal. The sisters at St. Mary's Academy thank them, and tell them that more will be revealed to them in the coming weeks and months.

GM's Notes:

This was supposed to be a very tough fight, with the characters damaged from the previous fight, but the local heroes would add to the fight. The characters and their counterparts had an advantage that they were innately able to coordinate with each other.

Lord Malach

VAL CHA Cost Roll Notes
10 STR 0 11- HTH Damage 2d6 END [1]
15 DEX 10 12-
20 CON 10 13-
23 INT 13 14- PER Roll 14-
25 EGO 15 14-
20 PRE 10 13- PRE Attack: 4d6
8 OCV 25
8 DCV 25
9 OMCV 18
9 DMCV 18
6 SPD 40 Phases: 2, 4, 6, 8, 10, 12
8 PD 6 8/33 PD (0/25 rPD)
8 ED 6 8/33 ED (0/25 rED)
9 REC 5
60 END 8
10 BODY 0
60 STUN 20
Movement Cost Meters Notes
RUNNING 0 12m/24m END [1]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upward
TELEPORTATION 24m/384m
Characteristics Total: 229
Cost Powers
15 Radar (Mental Group) - END=0
10 Mental Defense (10 points total) - END=0
5 Power Defense (5 points) - END=0
5 Sight Group Flash Defense (5 points) - END=0
5 Hearing Group Flash Defense (5 points) - END=0
8 Mental Group Flash Defense (8 points) - END=0
5 Mind Link , One Specific Mind - END=0
90 Defenses: Multipower, 90-point reserve - END=
11v 1) Sight and Hearing Groups and Radar Images, +/-10 to PER Rolls, Alterable Origin Point (55 Active Points) - END=5
15v 2) Resistant Protection (25 PD/25 ED) (75 Active Points) - END=0
11v 3) Teleportation 24m, x16 Noncombat, x8 Increased Mass (54 Active Points) - END=5
4f 4) Shape Shift (Sight, Hearing, Mental, Smell/Taste and Touch Groups, four (max) shapes), Cellular, Makeover (40 Active Points) - END=4
60 Attacks: Multipower, 60-point reserve - END=
6f 1) Mental Blast 6d6 (60 Active Points) - END=6
6f 2) Blast 12d6 (60 Active Points) - END=6
6f 3) Mind Scan 12d6 (60 Active Points) - END=6
Powers Total: 262
Cost Skills
3 Charm 13-
3 Power 14-
Skills Total: 6
Cost Talents
3 +1/+1d6 Striking Appearance (vs. all characters)
Talents Total: 3
Value Complications
15 Psychological Complication: Overconfident (Common; Strong)
15 Psychological Complication: Protective of Lady Malach (Common; Strong)
Complications Total: 30
Base Points: 500
Experience: 0
Experience Unspent: 0
Total Character Cost: 500

Lady Malach

VAL CHA Cost Roll Notes
10 STR 0 11- HTH Damage 2d6 END [1]
15 DEX 10 12-
20 CON 10 13-
23 INT 13 14- PER Roll 14-
25 EGO 15 14-
20 PRE 10 13- PRE Attack: 4d6
8 OCV 25
8 DCV 25
9 OMCV 18
9 DMCV 18
6 SPD 40 Phases: 2, 4, 6, 8, 10, 12
8 PD 6 8/33 PD (0/25 rPD)
8 ED 6 8/33 ED (0/25 rED)
9 REC 5
60 END 8
10 BODY 0
60 STUN 20
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: 229
Cost Powers
5 Nightvision - END=0
10 Mental Defense (10 points total) - END=0
5 Power Defense (5 points) - END=0
5 Sight Group Flash Defense (5 points) - END=0
8 Mental Group Flash Defense (8 points) - END=0
5 Mind Link , One Specific Mind - END=0
90 Defenses: Multipower, 90-point reserve - END=
3f 1) Invisibility to Sight, Hearing and Smell/Taste Groups , No Fringe (40 Active Points); Usable By Other (-1/4), Recipient must remain close to Grantor - END=4
13v 2) Barrier 16 PD/16 ED, 4 BODY (up to 8m long, 6m tall, and 1/2m thick) (67 Active Points) - END=7
15v 3) Resistant Protection (25 PD/25 ED) (75 Active Points) - END=0
5f 4) Shape Shift (Sight, Mental, Hearing, Smell/Taste and Touch Groups, four (max) shapes), Cellular, Imitation, Instant Change, Makeover (55 Active Points) - END=5
15v 5) Absorption 75 BODY (physical, STUN) (75 Active Points) - END=0
60 Attacks: Multipower, 60-point reserve - END=
6f 1) Mind Control 12d6 (Human class of minds) (60 Active Points) - END=6
3f 2) Hearing Group Flash 6d6, Area Of Effect (16m Radius; +3/4) (31 Active Points) - END=3
6f 3) Darkness to Sight, Hearing and Smell/Taste Groups 10m radius (60 Active Points) - END=6
6f 4) Dispel 13d6, Magic (+1/2) (58 Active Points) - END=6
6f 5) Blast 12d6 (60 Active Points) - END=6
Powers Total: 266
Cost Skills
3 Power 14-
Skills Total: 3
Cost Talents
3 +1/+1d6 Striking Appearance (vs. all characters)
Talents Total: 3
Value Complications
15 Psychological Complication: Overconfident (Common; Strong)
15 Psychological Complication: Protective of Lord Malach (Common; Strong)
Complications Total: 30
Base Points: 500
Experience: 1
Experience Unspent: 0
Total Character Cost: 501
bezodishero/game_9.txt · Last modified: 2017/05/27 19:00 by 127.0.0.1