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Jet City Champions Campaign Log


jackalope

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Re: Jet City Champions Campaign Log

 

Um yeah what?

 

Are you just pointing out that you did, in fact, include it?

 

Yep. And, while it's not mentioned there, it is the cause of the explosion of Mystery Men (who mostly gained their powers in the East), and the source of the Nth Mutation, which is of course, where Mutants come from. Because see, they have the Nth Factor. Shut up, I know I'm not original.

 

And no, there are no Nth-Men.

 

Yet.

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Guest bblackmoor

Re: Jet City Champions Campaign Log

 

... while it's not mentioned there' date=' it is the cause of the explosion of Mystery Men (who mostly gained their powers in the East), and the source of the Nth Mutation, which is of course, where Mutants come from. Because see, they have the Nth Factor. Shut up, I know I'm not original. And no, there are no Nth-Men. Yet.[/quote']

 

Sounds like fun to me, dude. :)

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Re: Jet City Champions Campaign Log

 

1959: Five Americans, entering space in a homemade rocketship to protect Earth from a comet, are exposed to strange radiation and transformed into the Fabulous Five.

 

Ahem. Copyrights? What copyrights?

 

1938: In October, Earth is invaded by aliens who first land at Grover's Mill, New Jersey. A majority of the New York-area crimefighters team together to defeat the alien tripods.

 

Oops, missed this. Anyone know a good way to get egg off your face?

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Re: Jet City Champions Campaign Log

 

1959: Five Americans, entering space in a homemade rocketship to protect Earth from a comet, are exposed to strange radiation and transformed into the Fabulous Five.

 

Ahem. Copyrights? What copyrights?

 

1938: In October, Earth is invaded by aliens who first land at Grover's Mill, New Jersey. A majority of the New York-area crimefighters team together to defeat the alien tripods.

 

Oops, missed this. Anyone know a good way to get egg off your face?

Yeah, he managed to break the law and do what doj has been asking people on the board not to do. So much for needing to buy Champions Universe for the timeline. :)

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Re: Jet City Champions Campaign Log

 

That's not what i meant jjr. I just implied that he was sailing a little close to the Fantastic Four's copyright. It was pretty much a harmless poke at jackalope given his stated favor for the FF team.

 

BTW. Jackalope. I found some old rocket-man and Buck Rogers serieals at my local indy video-rental place. They make strange viewing today. Try to imagine space travel and combat w/o radar. And the dialogue is priceless. I am serious considering building "The New Rocketman" with a sidekick, just for the cheesey lines.

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Re: Jet City Champions Campaign Log

 

September 2nd, 2004

Met players for the first time. Players are Erik, Jason, Kirk, Nick, Robert, and Stuart. Began character creation process, to be complete (hopefully) before next session.

 

Tentative characters for each player:

Erik is playing ARSENAL, and ex-merc Archer (Weaponmaster).

Jason is playing The New Rocketman (Gadgeteer), not to be confused with his grandfather, the Original Rocketman.

Kirk is playing a Brick of undisclosed origin, name is TBA.

Nick is playing a mutant Teleporting Spy/Martial Artist, name is TBA.

Robert is playing a Western Mystic who learned the sorcerous arts in the East, name is TBA.

Stuart's character can make anything out of origami and cause it to come to life, name is TBA.

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Re: Jet City Champions Campaign Log

 

Introducing the first offical member of the Jet City Champions:

 

BLINK DOG

 

Character Concept: Teleporting Spy/Martial Artist

Player (Creator): Nick (Nick & Ken)

 

Val Char Cost
15 STR 5
23 DEX 39
18 CON 16
10 BODY 0
13 INT 3
13 EGO 6
15 PRE 5
10 COM 0
4/12 PD 1
4/12 ED 0
6 SPD 27
9 REC 4
50 END 7
40 STUN 13
6" RUN02" SWIM03" LEAP0Characteristics Cost: 126

 

Cost Power END
14 Blink Defense: +3 with All Combat; Costs Endurance (-1/2), Mutant Power (-1/4) 2
36 Blinking: Multipower, 45-point reserve, all slots Mutant Power (-1/4)
3u 1) Blink: Teleportation 22" 4
2u 2) BLINK!!!: Teleportation 11", Armor Piercing (x2; +1); Increased Endurance Cost (x3 END; -1) 12
4u 3) 1,000 Meter Blink: Teleportation 10", x64 Noncombat 4
4u 4) Twist Blink: Teleportation 15", No Relative Velocity, Position Shift 4
3u 5) Team Blink: Teleportation 12", x8 Increased Mass 4
2u 6) Megablink: Teleportation 10", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down: 1" = 1km (+1/4); Extra Time (Extra Segment, -1/2), Concentration (1/2 DCV; -1/4) 4
1u 7) Stay In BlinkSpace: Extra-Dimensional Movement (Single Dimension (BlinkSpace)), x8 Increased Weight; Increased Endurance Cost (x3 END; -1) 9
18 Teleportation Sense I: Multipower, 50-point reserve, all slots Only To Perceive T-Port Locations (-1), Instant (-1/2), Mutant Power (-1/4)
1u 1) Clairsentience (Sight Group And Danger Sense), Increased Maximum Range (625"; +1/4) 3
2u 2) Clairsentience (Sight Group And Danger Sense), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down: 1" = 1km (+1/4) 5
10 Teleport Sense II: Danger Sense (immediate vicinity, out of combat, Function as a Sense, Intuitional); Only When Teleporting Blind (-1), Mutant Power (-1/4) 12-
4 Iron Willed: Mental Defense (7 points total)
16 Reinforced Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2)
10 Wrist Blaster: Killing Attack - Ranged 1d6; OIF (-1/2), 2 clips of 6 Charges (-1/2) plus Penalty Skill Levels: +2 vs. Range Modifier with a single attack
Powers Cost: 130

 

Cost Martial Arts Maneuver
UNTIL Combat Training
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm
4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 4) Kick: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
4 5) Punch: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
3 6) Throw: 1/2 Phase, +1 OCV, +0 DCV, 6d6+v/5, Target Falls
8 7) +2 HTH Damage Class(es)
Martial Arts Cost: 32

 

Cost Skill
10 +2 with HTH Combat
2 Computer Programming (Hacking and Computer Security) 12-
3 Concealment 12-
2 KS: Hip Hop Culture 11-
1 KS: International Law and Law Enforcement 8-
2 KS: The Espionage World 11-
2 KS: The United Nations 11-
2 KS: UNTIL 11-
2 Language: English (fluent conversation)
0 Language: Russian (completely fluent)
3 Lockpicking 14-
2 PS: UNTIL Spy 11-
2 PS: Pickpocket/Common Thief 11-
3 Security Systems 12-
3 Shadowing 12-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 12-
3 WF: Small Arms, Knives
Skills Cost: 51

 

Cost Perk
5 Contact: Major George Moore, UNTIL Commander, Jet City Base (Contact has access to major institutions, Contact has: useful Skills or resources, Good relationship with Contact) 11-
1 Fringe Benefit: International Driver's License
1 Fringe Benefit: Passport
Perks Cost: 7

 

Cost Talent
4 Resistance (4 points)
Talents Cost: 4

 

Total Character Cost: 350

 

Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Enraged: When Taunted About Past (Uncommon), go 11-, recover 14-
10 Hunted: Russia Mafia 8- (Less Pow, NCI, Harshly Punish)
15 Psychological Limitation: Always Questions Orders (Very Common, Moderate)
20 Psychological Limitation: Ammoral (Common, Total)
10 Psychological Limitation: More Concerned With Image Than Anything Else (Uncommon, Strong)
10 Reputation: Jackass (UNTIL Agents only), 14- (Known Only To A Small Group)
10 Social Limitation: Always Broke (Frequently, Minor)
20 Social Limitation: Public ID (Very Frequently, Major)
10 Social Limitation: Shameful Past (Occasionally, Major)
10 Unluck: 2d6 (Quantum Flux Effects)
15 Watched: UNTIL 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

BACKGROUND: Gregory Bognovich was raised in a Soviet state-run orphanage, and never knew his parents. His mutant talents developed very early in life (during infancy), and may be why he was abandoned. The state wanted to use him as a secret weapon, and he spent many of his early years being indoctrinated and trained in espionage. The indoctrination didn't take, Gregory had a will like iron. By the tiem he was 11, he'd had enough, and simply blinked out of the KGB training facility.

 

He spent the next several years on the run, using his talents to steal and avoid capture. The KGB hunted him at first, but the collapse of the Soviet Union and dissoultion of the KGB ended that. Eventually he fell in with the growing Russian Mafia. Soon he was making major money as a thief with a reputation for getting in and out of anywhere. Gregory didn't particularly care for the company he was keeping, but he figured that everyone would see him as a lowlife becuase of what he'd been forced to do to survive, so he might as well be a lowlife. That's when he came to the attention of George Moore, who was heading UNTIL's espionage units in the former soviet union.

 

George recruited Gregory with promises of a new life in America, a clean slate, and people's respect and admiration. His mutant abilities made him far more talented than his peers in UNTIL basic training, and he knew it. That conciet combined with a general lack of education, street tough mentality, and tough guy attitude to quickly cemet Gregory's reputation amongst his fellow agents as a world class jackass.

 

Gregory spent several years doing high level Black Ops for UNTIL, breaking into heavily fortified instalations and stealing plans, gathering data, but the work began to bore him. He wanted peoples respect and admiration, and he felt he deserved it. He was a superhuman being afterall. Gregory went to Gen. Moore and told him of his dissasitisfaction, and tendered his rsignation for UNTIL.

 

He spent the next year more or less drifting, and quickly found himself regretting his decision. He tried his hand at the solo crimefighting thing, but knew he couldn't handle real supervillains. So he tracked Moore down, who was now stationed in Seattle. He asked him about getting his old job back, but Moore had something better. There was a new superteam forming, and George wanted Gregory to try out for it.

 

PERSONALITY: Gregory has had an extremely hard life, and while he has not let it make him bitter or cynical, it has made him shallow. Very shallow. Gregory doesn't believe in right or wrong, good and evil, he believes in images, the way things appear. He refuses to believe that there is more to the world than the surface. He likes living large and living in style, and he likes it when people treat him with respect. He prefers being admired to being feared, and he's loathe to do anything that might hurt his image as a hero. But if no one sees him do something, then he hasn't really done it...

 

Gregory is a HUGE Eminem fan, and has met the rapper once - a fact he is not going to let anyone forget anytime soon..

 

QUOTE: "In Soviet Russia, dog blinks you! Hah!"

 

POWERS/TACTICS: Blink Dog is one of the world's most powerful teleporters. There is nowhere on Earth he cannot teleport - even secured cells in Stronghold can't keep him out. While not perfectly understood, the UNTIL scientists who studied him think Gregory teleports by somehow tapping into the Quatum Inseperability Principle. When Blink dog teleports, for a brief moment, he is literally one with everything. He describes the experience as "totally religious". As he reforms, he can sense his surroundings, to the point that he can blind teleport anywhere in the world without fear of reincorporating inside something. Sometimes his perception is so accurate that he can detect otherwise hidden threats, and instinctively teleport behind/out of sight of observers, etc. Finally, he can teleport and remain in "blinkspace" as he calls it, though this extremely taxing.

 

Gregory is also an expert martial artist, and quite adept at using his teleportation abilities to enhance his hand to hand skills. He carries a wrist mounted 9mm in case of emergancies.

 

APPEARANCE

Hair Color: Blonde (Black)

Eye Color: Blue

Height: 6' 1"

Weight: 175 lbs

Description: Gregory is an average looking, tall, athletic man with olive skin and black hair, though he dies it an obnoxious shade of peroxide blonde.

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Re: Jet City Champions Campaign Log

 

The second official member of the Jet City Champions: Washi, Master of Origami! In addition to his character sheet, I've included the hdc files of several of his summoned automatons.

 

Washi

Character Concept: Paper-Folding Martial Artist

Player (Creator): Stuart (Stuart)

 

Val Char Cost
15 STR 5
25 DEX 45
15 CON 10
13 BODY 6
15 INT 5
20 EGO 20
20 PRE 10
18 COM 4
7/17 PD 4
3/13 ED 0
5 SPD 15
12 REC 12
50 END 10
40 STUN 11
6" RUN02" SWIM03" LEAP0Characteristics Cost: 157

 

Cost Power END
14 Small Paper Animal: Summon 100-point Small Origami Automatons, Trigger (Can leave origami behind to activate under designated conditions; +1/2), Slavishly Devoted (+1) (50 Active Points); OAF Fragile Expendable (Easy to obtain new Focus; Sheets of paper; -1 1/4), Extra Time (Extra Segment, -1/2), Increased Endurance Cost (x2 END; -1/2), Requires A Power Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) [Notes: Washi uses this power to summon either a paper frog or a paper crane.] 10
23 Large Paper Animal: Summon 200-point Medium Origami Automatons, Trigger (Can leave origami behind to activate under designated conditions; +1/2), Slavishly Devoted (+1) (100 Active Points); OAF Fragile Expendable (Easy to obtain new Focus; Sheets of paper; -1 1/4), Extra Time (1 Turn (Post-Segment 12), Must spend time folding the origami constructs; -1 1/4), Increased Endurance Cost (x2 END; -1/2), Requires A Power Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) [Notes: Washi uses this power to summon a paper badger or a kabuto-mushi beetle.] 20
28 Huge Paper Animal: Summon 300-point Large Origami Automaton, Trigger (Can leave origami behind to activate under designated conditions; +1/2), Slavishly Devoted (+1) (150 Active Points); Extra Time (5 Minutes, Character May Take No Other Actions, Must spend time folding the origami constructs; -2 1/4), OAF Fragile Expendable (Easy to obtain new Focus; Sheets of paper; -1 1/4), Increased Endurance Cost (x2 END; -1/2), Requires A Power Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) [Notes: Washi uses this power to create a paper dragon.] 30
10 Paper Katana: HKA 2d6 (3d6 w/STR), 8 Recoverable Charges (+0), Costs 3 END to Recover Clip (+0) (30 Active Points); OAF Fragile Expendable (Easy to obtain new Focus; Sheets of paper; -1 1/4), Extra Time (Extra Segment, Only to Recover Clip, Must spend time folding the sword; -1/4), Requires A KS:Origami Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4), Reduced Penetration (-1/4) [Notes: In a hand-to-hand situation, this is Washi's sole weapon. He folds the sword to an amazing sharpness, though since it is made of paper, it is not as effective versus heavier defenses.]
4 Paper Kite: Gliding 10", Trigger (If kite has been pre-folded, will automatically operate when falling or jumping; +1/4) (12 Active Points); OAF Fragile Expendable (Easy to obtain new Focus; Sheets of paper; -1 1/4), Extra Time (Extra Segment, Only to Activate, Character May Take No Other Actions, Must spend time folding the kite; -1/2), Requires A KS:Origami Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) [Notes: This is an octagonal kite that expands across Washi's back, catching air currents and allowing him to glide to safety when falling, or to travel short distances when leaping from high ground.]
4 Paper Claws: Clinging (25 STR) (13 Active Points); OAF Fragile Expendable (Easy to obtain new Focus; Sheets of paper; -1 1/4), Restrainable (Claws on hands and feet can be restrained; -1/2), Extra Time (Extra Segment, Only to Activate, -1/4), Requires A KS:Origami Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) [Notes: Washi secures these claws (similar to a ninja's climbing claws) to his hands and feet, allowing him to scale walls and resist the weaker effects of knockback. They are completely ineffective as weapons.]
10 Body Armor: Armor (10 PD/10 ED) (30 Active Points); Sectional Defenses (-1 1/4), OIF Durable (-1/2), Real Armor (-1/4) [Notes: This is a suit of real body armor, and has no relationship to Washi's paper-manipulation powers.]
Powers Cost: 93

 

Cost Martial Arts Maneuver
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 DC
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike
4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
Martial Arts Cost: 26

 

Cost Skill
3 Bribery 13-
3 Conversation 13-
3 High Society 13-
8 KS: Origami 17-
6 CuK: Japan 15-
3 CK: Seattle 12-
3 Language: English (completely fluent)
1 Language: Japanese - Native Tongue (imitate dialects) (5 Active Points)
3 Paramedics 12-
5 Persuasion 14-
15 Power: Super Origami 19-
3 Seduction 13-
Skills Cost: 56

 

Cost Perk
3 Access
10 Money: Wealthy
1 Fringe Benefit: Passport [Notes: Japanese Passport]
1 Fringe Benefit: Passport [Notes: USA Passport]
1 Fringe Benefit: Accredited Instructor
1 Fringe Benefit: Membership
Perks Cost: 17

 

Total Character Cost: 349

 

Val Disadvantages
15 Social Limitation: Japanese - must conform to the "Japanese way" while in Japan (Frequently, Major)
20 Psychological Limitation: Elitist - Genuinely believes that the rich and powerful are "better people" (Very Common, Strong)
15 Psychological Limitation: Driven - Quite the perfectionist, constantly striving to perfect his art and reputation as a master/hero (Very Common, Moderate)
20 Vulnerability: 2 x BODY Fire and burning-based attacks (Common)
15 Physical Limitation: Mild atopic dermatitis - dry skin and joints (All the Time, Slightly Impairing)
10 Social Limitation: Member of the "social elite" - cannot interact effectively with the lower classes (Occasionally, Major)
15 Psychological Limitation: Social climber - strongly motivated to improve his social standing among his elite peers (Common, Strong)
5 Distinctive Features: Paper-thin skin is almost translucent (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
25 DNPC: Grandparents in Japan 8- (Incompetent; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)
10 Reputation: One of the world's top origami masters, 14- (Known Only To A Small Group)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

BACKGROUND: Born in the Den-en Chofu neighborhood of Tokyo in 1976, Kumagoro Hongo has always enjoyed a life of priviledge and wealth, while at the same time one that is strictly defined by social status. He was obsessive in the Japanese traditional arts as a child, and showed exceptional skill with origami, eventually gaining an unprecedented 7th-dan in the paper-folding arts at age 25. Even from an early age, however, his latent connection with the paper manifested in legions of tiny cranes, frogs, and badgers that he coud fold in a moment to do his bidding.

 

PERSONALITY: Hongo is a member of the wealthy, powerful, and elite in both Seattle and in his native Japan. He is devoted to his Japanese upbringing and can be reserved and contemplative, but he will rarely miss an opportunity to further advance his social position or that of his family. He can be cold and dismissive towards those he deems as "beneath" him, and puts forth every effort to be ingratiating, helpful, and charming to those he views as his superiors. For him, everything is a power game, and the world has a strict hierarchy with the wealthy, powerful, and Japanese at the very top. Despite his elite and heirarchical view of the world, he is relatively grounded in his relationships with his close friends, and will give due consideration to them as long as it does not excessively impede his climb up the social ladder.

 

POWERS/TACTICS: All of Washi's powers are based on paper folding. His primary ability is to fold paper into a variety of automatons that are slavishly devoted and do his bidding.

 

APPEARANCE

Hair Color: Black

Eye Color: Black

Height: 5' 4"

Weight: 117 lbs

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Re: Jet City Champions Campaign Log

 

The third official member of the Jet City Champions, famous landmark turned crimesmasher, the Fremont Troll!

 

The Fremont Troll

Concept: BUB - Big Ugly Brick

Player (Creators): Kirk (Kirk, Stu, Ken)

 

Val Char Cost
60 STR 50
17 DEX 21
30 CON 40
30 BODY 40
8 INT -2
10 EGO 0
10 PRE 0
4 COM -3
20 PD 8
10 ED 4
5 SPD 23
20 REC 4
60 END 0
75 STUN 0
16" RUN03" SWIM112" LEAP0Characteristics Cost: 186

 

Cost Power END
10 Troll: Elemental Control, 20-point powers [Notes: GM Stamp of Approval]
10 1) Armsweep: Naked Modifier on STR, Area Of Effect Nonselective (up to One Hex; +1/4); Can Be Blocked (-1/4) plus Naked Modifier on STR Advantage, Reduced Endurance (0 END; +1/2)
10 2) Nothing That Big Should Move That Fast: Running +10" (16" total) 2
7 3) Big, Scary, And He Knows it: +20 PRE; Only To Make/Resist Fear/Intimidation Presence Attacks (-1/2)
7 4) Long Arms: Stretching 2", Reduced Endurance (0 END; +1/2); Limited Body Parts (Arms; -1/4), No Velocity Damage (-1/4)
11 5) Regeneration: Healing - Regeneration 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
10 6) Rubbery Skin: Physical Damage Reduction, 50% (20 Active Points)
10 7) Tough Skin: Damage Resistance (20 PD/10 ED) (15 Active Points)
-15 Like Hitting The Broadside of a Barn: Negative Combat Levels (-3 DCV)
-6 Weak Eyes: Negative Skill Levels (-4 PER with Sight Group) ; Conditional Power Power Only Works In Daylight (-1/4)
5 Cave Attuned Senses: Nightvision
5 Big Nose: Tracking with Normal Smell
5 Big Nose: Discriminatory with Normal Smell
Powers Cost: 69

 

Cost Martial Arts Maneuver
3 Smush: 1/2 Phase, +1 OCV, +1 DCV, 12d6 Strike; Target Falls
5 Hammering Blow: 1/2 Phase, +1 OCV, -2 DCV, 16d6 Strike
3 Trollish Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 70 STR for holding on
5 Legbreaker: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable
3 Steamroller: 1/2 Phase, +0 OCV, -1 DCV, 12d6 +v/5 Strike; You Fall, Target Falls; FMove
5 Chuck Stuff: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike
4 ..and SQUEEZE 'em!: 1/2 Phase, +0 OCV, +0 DCV, 16d6 Crush, Must Follow Grab
Martial Arts Cost: 28

 

Cost Skill
30 +6 with HTH Combat
3 Climbing 12-
3 Stealth 12-
5 Rapid Attack (HTH)
Skills Cost: 41

 

Cost Perk
2 Base
2 Reputation: Famous Landmark (Seattle Residents) 11-, +2/+2d6
Perks Cost: 4

 

Cost Talent
20 Animal Friendship
2 Trackless Stride
Talents Cost: 22

 

Total Character Cost: 350

 

Val Disadvantages
15 DNPC: Pet Cats 8- (Incompetent)
15 Distinctive Features: Big and Ugly (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Enraged: When Friends Are Seriously Harmed (Uncommon), go 14-, recover 14-
20 Enraged: When someone harms any cute, fluffy animal - Will attack that person (Uncommon), go 14-, recover 11-
10 Money: Destitute
10 Physical Limitation: Large, Heavy, and Clumsy (Frequently, Slightly Impairing)
20 Psychological Limitation: Loyal To Friends (Very Common, Strong)
10 Psychological Limitation: Obsessed with Cute, Furry Creatures (Common, Moderate)
15 Psychological Limitation: Overly Sensitive - Takes Criticism To Heart (Common, Strong)
10 Social Limitation: Shy (Frequently, Minor)
10 Vulnerability: 2 x Effect Mental Illusions (Uncommon)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

BACKGROUND

Clyde Monroe looked at his date and felt a little flutter in his heart. She was gorgeous, this Cindy Lou. They'd met the other dy, she was a new hire at the firm, an out of towner. They had a polite conversation at the water cooler, and he saw an opportunity and went for. He invited her on a tour of all the cool spots in Seattle's. And she had said yes!

 

Now here they were, driving through Fremont in Clyde's little Ford Taurus, making chit-chat, having a grand old time. They were heaidng up to see the Aurora Troll, and Clyde already had a feeling Cindy was exactly the kidn of girl who would be impresed by something so...well...cheesy.

 

And they were there, pulling up in the little No Parking Zone that everyone who visits the troll uses. But something was wrong. Clyde and Cindy got out of the car, and Clyde walked towards the troll...or at least, towards where the troll was suppossed to be.

 

"Um, we're not going in that cave, are we?" asked Cindy.

 

"That cave wasn't here before, the troll is suppossed to be here, not a cave. What the helll?" replied Clyde, picking up a small stone as he stared into the cavernous dark hole that shouldn't be..

 

"I think I see something moving in there. " stammered Cindy. "I don't like this, it's creepy, let's go."

 

"Yeah, just one second..." Clyde hurled the small rock into the cave. Suddenly a half dozen cats came rushing out of the cave.

 

Clyde laughed, and let go of the breath he didn't even realize he was holding. "Hah, it's just cats." he said, turning to face Cindy and the car.

 

Cindy had gone completely pale, and was pointing a trembling finger back at the cave.

 

"Wha...?" was all that escaped Clyde's lips as he turned back, and saw the humongous roaring monster that had emerged from the cave.

 

"Oh my god! RUN!!!" he screamed, bolting past Cindy, past the car, running straight down the hill towards Fremont. Cindy screamed and followed him. The beast simply roared and beat it's mighty chest.

 

....

 

By the next day, everyone knew the story. The Fremont Troll, once a simple statue and famous landmark, was now a very real, very terrifying beast hiding in an impossibly huge cave under the Aurora bridge. Is it evil? Dangerous? No one knows...but someone will have to find out!

 

PERSONALITY: The Troll is a simple minded beast. He is very kind-hearted and gentle, but easily intimidated and lacking in social skills. He mostly wanst to be left alone to hide in his cave and tend to his growing collection of cats, though the need to buy cat food (his only real expense) sometimes forces him to trudge into Fremont and hit the Safeway.

 

The Troll has no recollections of not living under the bridge, and seems unaware of anything that happened before his discovery. His origins are a mystery to himself as well.

 

QUOTE: "RARGH!!! Oh, um, sorry, did I startle you? Apologies."

 

POWERS/TACTICS: The Troll is big, strong, and insanely tough. That's really all there is to it.

 

APPEARANCE

Hair Color: Grey

Eye Color: Grey

Height: 10' 9"

Weight: 987 lbs

Description:

The Troll is a huge, lumbering hulk with arms that reach the ground, bulging muscles, long, stringy hair, and rubbery grey skin. He wears a bearskin toga looking thing. No one knows where he got the bearskin from, least of all himself.

 

Provided for the benefit of non-Seattlites who don't get the joke:

http://www.roadsideamerica.com/attract/WASEAtroll.html

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Re: Jet City Champions Campaign Log

 

Hmmm. Rules question re: Washi. Does summon allow you to summon more than one type of thing without some kind of modifier? Should he have to buy summon one for the crane and again for the frog? I don't have my rules with me but i thought what you summoned was fixed at creation like duplication and multiform.

 

Are you still planning on throwing big green an 4-armed at these guys?

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Re: Jet City Champions Campaign Log

 

Hmmm. Rules question re: Washi. Does summon allow you to summon more than one type of thing without some kind of modifier? Should he have to buy summon one for the crane and again for the frog? I don't have my rules with me but i thought what you summoned was fixed at creation like duplication and multiform.

 

I'm not sure, I'll have to look that up. I may end up being flexible on it, cause I really dig the character, and I re-designed the critters to ensure that they wouldn't upset game balance.

 

Are you still planning on throwing big green an 4-armed at these guys?

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Re: Jet City Champions Campaign Log

 

Ummm I know it's not my place but i noticed another possable issue with Washi. What is to prevent washi from simply folding a few hundred dragons etc in advance allowing him to effectively bypass the extra-time limit? I've run into similar powersets before, painted pictures that could become real, and the player used the trigger to effectively negate the extra-time limitation. Admittedly for Washi the end cost will limit abuse but I still have problems with granting a 2 and 1/4 limit for something that simply forces the character to spend a half hour a week in down time folding paper. A two and a quarter limit is an awfull lot of points for something that will not limit the character in 9 fights out of 10.

 

Another possable cheese warning: 15 Physical Limitation: Mild atopic dermatitis - dry skin and joints (All the Time, Slightly Impairing). Ahem 15pts, for dandruff. How will this limit the charactor? More than that, since he bought it at the all the time level. How will this effect every moment of the characters life? And how does it impair him when it is active? Even being colour blind isn't worth 15 pts and that can easily result in a dead hero. From another point of view does this disad provide you with 15 pts worth of plot hooks. Also this disad overlaps with the unusual looks.

 

Don't get me wrong i love the concept but there may be some design issues.

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Re: Jet City Champions Campaign Log

 

Also I'm not too sure that these folks are Heroes. Blink Dog carries a killing attack and his main motivation is personal gratification, psyc lim: amoral. Washi's main motivation is personal status and power. The Troll is an unknown factor but clearly has self control issues. How could these three pass the psyc evaluations required for what is effectively a top job in law-enforcement? Why would the city hire them? Forgive me for being pessimistic but I see this as at best a vigilante group. If the players play these disads and if Rocket man plays then I see him arresting one or both of them on murder/manslaughter charges with in a half-dozen play sessions. Well trying to any way. BD would vanish and Washi would kill him.

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Re: Jet City Champions Campaign Log

 

Ummm I know it's not my place but i noticed another possable issue with Washi. What is to prevent washi from simply folding a few hundred dragons etc in advance allowing him to effectively bypass the extra-time limit?

 

That was, of course, my very first concern when Stu presented the concept to me. I told him it coudl ruin game balance, and he promised he wouldn't abuse it.

 

But even if tries to abuse it, I have ways of keeping in under control. The big limiting factor is that the dragon is a fairly large paper construct, measuring about a foot and half in length, and about eight inches in diamter. It looks something like this. He can't reasonably carry many of these thinsg around. They're bulky AND delicate, not a great combo for a weapon. I don't care if he keeps a bunch of frogs in his pocket, or a string of cranes, but he won't be carrying around the dragosn and beetles in large numbers.

 

Also, they are ruined by immersion and hevay rains, and this is Seattle. :) I can call up a convienant downpour whenever I want, and what are you guys gonna do? Say it's out of character for the city? ;)

 

Another possable cheese warning: 15 Physical Limitation: Mild atopic dermatitis - dry skin and joints (All the Time, Slightly Impairing). Ahem 15pts, for dandruff. How will this limit the charactor? More than that, since he bought it at the all the time level. How will this effect every moment of the characters life? And how does it impair him when it is active? Even being colour blind isn't worth 15 pts and that can easily result in a dead hero. From another point of view does this disad provide you with 15 pts worth of plot hooks. Also this disad overlaps with the unusual looks.

 

Whoops, you know, I spent so much time going over the powers and the critters, I forgot I had questions about the Disads. They may get rewritten, Stu and I will talk about it.

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Re: Jet City Champions Campaign Log

 

Cool, I knew you'd be all over it. Mean while i'm still plugging away on Rocket. I can't design for $*!). Sigh

 

You never did answer the big green and huggable question.

 

He's a big softy at heart, and I trust that other players will be able to keep in line by being really nice and playing on his naivety. I don't want to spoil anything, but the first adventure is definetely going to resemble the first issue of Avengers, where the Hulk joins (after everyone else fights him!).

 

Cuz you know, that's CLASSIC.

 

Btw what's your max dc on stun only eb's?

 

14d6/70 Active Points

 

Stun only RKA's kosher or cheese?

 

Wtf is that? A gun that only inflcits flesh wounds? Sounds like cheese to me! :) But I dunno, what's the SFX? I could maybe see a tranq dart (that punctures the skin and injects tranqs) working that way, though I'd think EB NND (Resistant DEF) would work better. Not that that is what you're trying to build.

 

If you want help with the Rocketeer, you can send him to me and I can take a look and see if I can add any spit and polish. I'm pretty handy at making the rules my bitch, and as an added bonus you know anything I do to your character is going to be legal, even if it breaks my own rules.

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Re: Jet City Champions Campaign Log

 

Also, keep this in mind:

 

Original Avengers roster, circa Lee & Kirby:

Thor - self-aggrandizing ubermunchkin who flies into multiple rages attacking his own teammates in the first few issues alone.

Hank Pym (Ant-Man/Giant-Man): Abusive and condescending towards his girlfriend (Wasp).

Iron Man - Portrayed as a coward, constantly conflcited by doubts about his ability to survive (due to heart condition).

Wasp - Incompetant bubble head who thinks constantly about cheating on her lover, Hank Pym.

Captain America - frequently paralyzed by feelings of inadequacy and failure over his inability to prevent Bucky's death (which, from his POV, happen mere hours before the Avengers found him frozen in ice).

Hulk - at the time, a wanted criminal, who betrayed the team within three issues.

 

The second roster, that Cap formed after the original four (thor, Iron Man, Hank Pym, Wasp) quit (aroudn issue 30 I think):

Hawkeye - Former criminal and associate of Russian spy Black Widow (it's worth noting that BW had NOT reformed by this point, and Hawkeye NEVER repudiated her).

Scarlet Witch - former mutant terrorist associate of master villain Magneto.

Quicksilver - former mutant terrorist associate of master villain Magneto.

 

Blink Dog is, as you noted, not very heroic. He had an incredibly hard life, and it left him witha very cynical worldview. Maybe a few years of playing hero will teach him what being a REAL hero is all about?

 

Washi is an elitist and insufferably arrogant prig - how will his worldview change when he has to learn to rely on "lower class" heros like Arsenal (son of backwoods fundamentalists) and Blink Dog (raised in an orphange and on the streets)?

 

Where a character starts from is not anywhere near as important as where you take the character. Nick and I have discussed Blink Dog, not only what powers he wants to gain (aportation, of course), but where the character will go. Nick wants him to find something to believe in, and to become a real boy. I mean a real hero. That's drama! That's what great stories are made of.

 

Just like the New Rocketman (what is his name exactly?) has his drama. Can he ever escape the shadow of his grandfather? Will his straightforward idealistic vision of heroism lead him to greatness, or is it just foolish naivety that will lead him to his destruction?

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Guest bblackmoor

Re: Jet City Champions Campaign Log

 

Where a character starts from is not anywhere near as important as where you take the character. Nick and I have discussed Blink Dog' date=' not only what powers he wants to gain (aportation, of course), but where the character will go. Nick wants him to find something to believe in, and to become a real boy. I mean a real hero. That's drama! That's what great stories are made of.[/quote']

 

Some of my favorite characters are those who start the game having some serious personal flaws, and who grow to be better people. It's more common (for me) in fantasy games than in superhero games, but the basic premise is still a good one.

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Re: Jet City Champions Campaign Log

 

Here is Eric's Super-Archer, Arsenal. A little bit Hawkeye, a little bit Moon Knight, and a whole lot of 3d6 RKA in your eye.

 

Arsenal

Concept: Weaponmaster (Archer)

Player (Creator): Eric (Eric (concept/background) and Ken (point build))

 

Val Char Cost
15 STR 5
23 DEX 39
18 CON 16
13 BODY 6
13 INT 3
15 EGO 10
18 PRE 8
12 COM 1
7/15 PD 4
8/16 ED 4
5 SPD 17
7 REC 0
36 END 0
30 STUN 0
6" RUN02" SWIM03" LEAP0Characteristics Cost: 113

 

Cost Power END
32 Bow and Arrows: Multipower, 64-point reserve, (64 Active Points); all slots OAF (-1)
2u 1) Explosive Tipped: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); Cannot Be Used With Archery (-1/2), Beam (-1/4), 12 Charges (-1/4)
2u 2) Acid Spraying Arrow: RKA 1d6, Uncontrolled (+1/2), Penetrating (+1/2), Continuous (+1), Area Of Effect (18" Line; +1); 6 Charges (-3/4), No Range (-1/2)
2u 3) Broadhead Arrow: Killing Attack - Ranged 3d6 (45 Active Points); No Knockback (-1/4), 12 Charges (-1/4)
2u 4) Gluebomb: Entangle 4d6, 4 DEF, Sticky (+1/2) (60 Active Points); Cannot Be Used With Archery (-1/2), Beam (-1/4), 12 Charges (-1/4)
1u 5) Grappling Hook: Swinging 30" (30 Active Points); 3 Recoverable Charges (-3/4)
2u 6) Hammerhead: Energy Blast 12d6, STUN Only (+0), 16 Charges (+0) (60 Active Points); Beam (-1/4), Cannot Be Used With Pin (-1/4)
2u 7) Knock-Out Gas: Energy Blast 4d6, No Normal Defense (+1), Area Of Effect (4" Radius; +1) (60 Active Points); Beam (-1/4), Cannot Be Used With Pin (-1/4), 12 Charges (-1/4)
3u 8) Oil Slick: Change Environment 4" radius, -2 : DCV, -4 DEX Roll and all Skill Rolls based on DEX, -4" of any one mode of Movement, Long-Lasting: 20 Minutes, Multiple Combat Effects (60 Active Points); 12 Charges (-1/4)
2u 9) Piercer: Killing Attack - Ranged 2 1/2d6, Armor Piercing (+1/2) (60 Active Points); Beam (-1/4), No Knockback (-1/4), 12 Charges (-1/4)
2u 10) Screaming Strobe: Sight and Hearing Groups Flash 5d6, Area Of Effect (12" Line; +1) (60 Active Points); Beam (-1/4), Cannot Be Used With Pin (-1/4), 12 Charges (-1/4)
2u 11) Smokescreen: Darkness to Sight Group 3" radius (6" Line; +0), 8 Continuing Charges lasting 1 Turn each (+0), Uncontrolled (+1/2) (45 Active Points); Beam (-1/4)
1u 12) Sturdy Bow: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) 3
Rangefinder, all slots OAF (Bow; -1)
4 1) +6 versus Range Modifier for Sight Group (9 Active Points)
1 2) Absolute Range Sense (3 Active Points)
Uniform, all slots OIF (Costume; -1/2)
7 1) Anti-Flare Lenses & Sound Reducers: Sight Group Flash Defense (5 points), Hearing Group Flash Defense (5 points) (10 Active Points); OIF (-1/2)
6 2) HUD (Heads Up Display): High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Sight and Hearing [very common Sense] (-1/2)
16 3) Armor (8 PD/8 ED) (24 Active Points)
Powers Cost: 89

 

Cost Martial Arts Maneuver
Archery
4 1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
3 2) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
5 3) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment
3 4) Pin Shots: 1/2 Phase, -1 OCV, -1 DCV, Range +2, Grab One Limb, 35 STR to Grab
4 5) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 30 STR to Disarm
4 6) Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls
1 7) Weapon Element: Bows
Commando Training
3 1) Punch: 1/2 Phase, +1 OCV, +0 DCV, 7d6 Strike
4 2) Cross Punch: 1/2 Phase, +2 OCV, +0 DCV, 7d6 Strike
4 3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND
3 4) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls
4 5) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 6) Reversal: var Phase, -1 OCV, -2 DCV, 40 STR to Escape; Grab Two Limbs
8 7) +2 HTH Damage Class(es)
Martial Arts Cost: 54

 

Cost Skill
2 +1 OCV with Broadhead Arrow
6 +2 OCV with Basic Shot, Pin Shot, Ranged Disarm
5 +1 with Ranged Combat
3 Fast Draw 14-
2 KS: Miltary Training and Procedures 11-
2 KS: The Mercenary World 11-
3 Linguist
1 1) Language: Afrikaans (fluent conversation)
1 2) Language: Arabic (fluent conversation)
1 3) Language: Berber (basic conversation)
0 4) Language: Hausa (basic conversation)
0 5) Language: Hindustani (basic conversation)
1 6) Language: Sudanese (basic conversation)
1 7) Language: Swahili (fluent conversation)
2 Navigation 12-
3 Paramedics 12-
3 Penalty Skill Levels: +2 vs. Hit Location modifiers with Bows
4 Penalty Skill Levels: +2 vs. Range Modifier with Bows
2 PS: Soldier of Fortune 11-
5 Rapid Attack (Ranged)
8 Survival (Temperate/Subtropical, Tropical, Desert, Mountain) 12-
3 Tactics 12-
3 Teamwork 14-
3 Traveler
1 1) AK: Eastern Africa 11-
1 2) AK: Montanna 11-
1 3) AK: Northern Africa 11-
1 4) AK: Southern Africa 11-
1 5) AK: The Middle East 11-
1 6) AK: Western Africa 11-
2 Weaponsmith 12-
Skills Cost: 72

 

Cost Perk
2 Reputation: Big League Player (Mercenaries) 11-, +2/+2d6
3 Well-Connected
1 1) Contact: Mercenary Contact I 11-
1 2) Contact: Mercenary Contact II 11-
1 3) Contact: Mercenary Contact III 11-
1 4) Contact: Mercenary Contact IV 11-
1 5) Contact: Mercenary Contact V 11-
1 6) Favors (Unspecified Former Clientelle); Activation Roll 11- (-1), Side Effects (Triggers Hunted; -1/2)
3 Fringe Benefit: International Driver's License, Passport, Weapon Permit (where appropriate)
Perks Cost: 14

 

Cost Talent
8 Combat Archery
Talents Cost: 8

 

Total Character Cost: 350

 

Val Disadvantages
10 Distinctive Features: Military Bearing and Demeanor (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Mechassassin 8- (Mo Pow, Harshly Punish)
15 Hunted: Shadow Company 8- (Mo Pow, Harshly Punish)
15 Psychological Limitation: Always Questions The Morality Of His Own Actions (Common, Strong)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Private/Hates Public Exposure (Common, Moderate)
15 Psychological Limitation: Seeking Redemption Through Heroic Acts (Common, Strong)
10 Social Limitation: Culturally Unsophsiticated (Frequently, Minor)
15 Social Limitation: Dangerous Secrets (Occasionally, Severe)
20 Social Limitation: Secret Identity (Frequently, Severe)
5 Unluck: 1d6

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

BACKGROUND: Kyle Renzer grew up in the backwoods of Montana, the child of an ardent survivalist couple. His father insisted that Kyle learn to hunt with the bow and arrow and be able to survive in almost any situation with minimal preparation. From an early age Kyle showed uncanny skill with the bow, and by the time he was in high school he was competing on the national level. His parents had hopes that he might take his talent international and perhaps one day compete in the Olympics. Kyle had other ideas.

 

Though not bad people, his parents were intense, and they drove Kyle toward their goal without considering his wishes. A rebellious streak sparked in Kyle and the day he turned 18 he enlisted in the army hoping to get out from under his parents and also satisfy his wanderlust to see the world. Unfortunately the strict discipline of military life was not what Kyle needed, and though he did get to travel, it was only to certain hotspots in Africa where he saw combat. Being an accomplished hunter, Kyle was often at odds with the tactics of his commanding officers and when a raid on a terrorist camp went wrong due to poor planning by his CO he ditched his unit and went AWOL.

 

Life is not easy for a soldier on the run, and though he could survive in the wilds, Kyle craved the amenities of modern day living and needed money to stay AWOL in comfort. This was when he fell in with a less-than reputable but highly-trained mercenary group operating out of South Africa called Shadow Company. During his five years with Shadow Company, Kyle learned much and encountered many incredible things, including metahuman activity, both within Shadow Company and against their long list of opponents. But through SC he also engaged in some very questionable activities including; the destabilization of small governments, seek and destroy raids on undeserving targets at the behest of nasty but rich clients, political assassinations, and worse. Kyle?s conscious could no longer bear this vocation, but one does not simply quit Shadow Company, so once again, Kyle ditched his employer during a mission, faking his own death during a demolitions mission.

 

Not knowing what else to do with his knowledge and skills, but hoping atone for his past behavior and undo some of the things he had helped set in motion, Kyle once again took up the bow and arrow, this time to fight injustice and save lives. Arsenal was unleashed!

 

PERSONALITY: Arsenal is an odd combination of tactician and hunter. He enjoys combat for the strategy involved but has killed enough living things in his lifetime to where he detests the use of lethal means. He would only resort to lethal tactics as a last resort, and then only to save the life of himself or another. To this end, he sometimes over-plans when often simple and quick action would suffice. He has an affinity for animals and never hunts anymore, unless of course survival required it.

 

He is plagued by guilt for some of the actions of his past and often has nightmares about dead comrades and innocent blood spilt in the sand. He is also very secretive about his identity, bordering on paranoia, due to his status as a still-AWOL soldier, and an ex-member of Shadow Company.

 

QUOTE: "Come on people, get it together! Let's try to act like a team for a change!"

 

POWERS/TACTICS: Arsenal is a weaponmaster with a super bow. He has extensive military training, and his tactics are just that - real, military precise tactical combat strategies.

 

APPEARANCE

Hair Color: Brown

Eye Color: Blue

Height: 6' 1"

Weight: 183 lbs

Description:

Arsenal is slightly over six feet tall and has brown hair and blue eyes. He is muscualr but not overly so, and can pass off his physique as quite normal in regularclothing. His costume consists of a helmet with a broad silver-mirrored goggles, a black and red skein suite, and a maroon cape that swirls about his person.

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Re: Jet City Champions Campaign Log

 

Episode One: The Strange Quest of the Troll! (September 9th, 2004)

 

It started four days ago with the first siting of the Fremont Troll. Four long, tense days of wondering where it had come from and what it wanted. Finally, it moved.

 

Late Thursday afternoon, the Troll came shambling out of his cave and begun making his way towards the nearest commercial center. It was a beautiful day, and Fremont was busy as usual, and the Troll's appearance on 34th street sent the many shoppers into a panic.

 

A nearby KOMO 4 newschopper caught sight of the troll almost immediately, and KOMO interrupted the Jane Pauley show to bring audiences live, breaking coverage of the mysterious Troll's "rampage" through Fremont. The cameraman cleverly focused on the panicing crowds of pedestrians, and not on the slow moving Troll, who actually seemed to be...strolling?

 

Meanwhile, across the city in Leshi, Washi is enjoying the luxuries of his estate when his manservent interupts his leisure to alert him to the breaking news. Washi responds immediately - he's been eagerly awaiting an opportunity to show off his talents in this new country. Awakening a flock of his sleeping cranes, Washi makes for Fremont carried by the flapping of dozens of tiny paper wings.

 

Several concerned storeowners make calls to the police, calls which are intercepted by UNTIL. Major Moore, understaffed at the small substation, places a call to Blink Dog, sending him into action. Meanwhile, police dispatchers send the call out to all local units - a call that is also picked up by Arsenal's police scanner.

 

Police quickly responded, surrounding the beast and demanding it's immediate surrender. The beast doesn't seem to recognize their guns or uniforms, and simply walks through the police, ignoring them utterly. One officer, panicked at the very thought of a confrontation with the monster, opens fire. The bullets hit the monster with a dull thwacking sound and fall harmlessly to the ground. This provokes a round of fire from the other officers and a flinch from the beast, it puts out it's hand to block the hail of fire and accidentaly drops a handful of change all over the street. It turns to retrieve when Arsenal arrives on the scene, and yells at the officers to hold their fire before they provoke it. Seeing the beast turn and fearing the worst, he quickly launches an oil slick arrow, turning the intersection into a slippery mess - and covering the Troll's only funds with black goo.

 

Washi arrives about now, in time to see the beast turn and growl at the police while bullets bounce off it's chest. He releases his Paper Dragon, and it hurls itself towards the giant, belching forth a cloud of irridescent paper dragonflies that swarm around monster. The giant brushes them aside with hardly any effort, and Washi's Paper Dragon soon finds itself clamped in the Troll's crushing grip.

 

Blink Dog appears next to Arsenal, asking him for an apprasial of the situation. Before the astounded archer can respond, the Dog is already on the otherside of the battlefield.

 

Meanwhile, the mysterious Nebula appears at the end of the street. He simply stands off at a distance, searching the troll's mind for it's mission. Discovering it, he takes aim at Washi's Dragon - not that it's necessary, as the Troll has wadded it up quickly enough.

 

Washi responds by unleashing his Paper Beetle, while Arsenal attempts to insert himself into and break up the growing battle between the overly zealous Washi and the increasingly upset Troll. He yells at Washi, demanding he call off his creations, but the Japanese hero only sneers at him. He knows what he's doing.

 

Blink Dog continues hoping around the battlefield, not willing to get near the obviously bulletproof Troll, but not wanting to miss the fight. He teleports from hero to hero, offering up a running commentary on the fight and their progress.

 

Nebula sends a telepathic message to Washi, assuring him that the Troll means no harm. Washi is so surprised by the communication he doesn't call his Beetle off before the mighty Troll has broken it's jaws. Nebula decides to atke a different tack, and distract the troll. Finding the Troll especially vulnerable to his beguiling abilities, Nebula creates an image of the object of the Troll's quest: a gigantic mound of cat food.

 

The Troll, firmly convinced that cat food has simply appeared, begins moving towards it. His friends, the Cats of the Cave, need cat food, and he must get it for them. Arsenal, noticing the mysterious Nebula for the first time, calls out to him, warning him that the Troll is now moving his way. Nebula reassures him that the situation is well under control, and that the Troll simply seeks food to feed his pet cats, and is subject to an illusion at the moment, while he simulatenously sends peaceful telepathic images and feelings towards the Troll, hoping to calm it down.

 

Hearing this, Blink Dog figures the Troll will most likely get angry when it realizes the food is fake, and teleports to the pet food department of the local Safeway. He then teleports to the front of the line at the checkout, flashing quick smile at the customers he's cut off, before teleporting out again before his cash has even hit the counter.

 

The three heroes escort the Troll back to it's cave. Realzing the others two actually intended to follow the beast into it's dark lair, Washi leaves them with a business card and tells them to contact him shoudl they need his help. Arsenal comments that he might be a jerk, but his help could come in handy - whcih reminds Blink Dog that Major Moore had told him to keep an eye out for potential recruits. Both Nebula and Aresenal seem immediately taken with the idea, and Arsenal is quick to suggest inviting the Troll as well. Considering the power he displayed tearing apart Washi's dragon, he could be a powerful ally, and Nebula claimed he'd seen into the Troll's heart and knew him to be a gentle giant.

 

And so, that's how today, in a dark cat-infested cave, four heroes (and one insufferable snob who wouldn't get his kimono dirty) first formed the Jet City Champions!

 

Next Week: Dragons Over Jet City!

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Guest bblackmoor

Re: Jet City Champions Campaign Log

 

Question on Blink Dog. Why didn't you buy safe blind teleport rather than the Danger Sense and remote senses? Cost issue?

 

The player may not have been aware of the new Advantage. One of my oldest characters, Darknight, has had a "teleport danger sense" for years and years. It was only recently, when I re-wrote him for H5, that I discovered the "safe blind teleport" advantage.

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