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Returning to GMing


JmOz

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After a couple years, I will be running my first adventure in a long time next week, would like a review of my ideas

 

PC's

Midnight Avenger: Precognitive Detective/City Coroner

Dragonfly: Vehicle Master/Engineer

Brute: Neanderthal Brick/Rocket Scientist

Bandit: Robin hood type

 

First adventure outline

 

1) MA is on patrol when she see's an old man wander into a deserted ally...She knows he is about to be mugged (The precognition thing)...4 street gangers...should be minimal work for her...as he leaves he hands her a card with an address and a symbol of a spider on it

 

2) DF: While testing out a new system on his vehicle, the Autopilot kicks in, he soon realizes he has been hacked (Scene ends with the ship crashing into a bay) ---little bit railroading here

 

3) Brute: Cage fight with another meta, afterwards e finds a similar card in his "dresssing room"

 

4)Bandit has been casing a warehouse for a couple weeks, while very low-key, some pretty heavy tech has been being brought in...This is the night she has decided to move...

 

When all the heroes are gathered, they Weill be informed that the main hero of the city has been missing for the last month (as has been suspected), and they have been recruited to help keep the city safe.  

 

---------------------------

Adventure  2

 

A body comes into the morgue, just a street ganger, but the wounds are to large for normal guns, 

 

ACT I: Investigation

A) Lightbringer industries, a local weapon manufacturer has reported a crate of STRIPES Guns stolen

B) Police reports about new weapons on the streets

C) Low life investigation

 

ACT II: getting to close

A) Some of the gangs will attack the heroes using the STRIPE Guns

    B) have recruited some extra muscle

 

Act III: lead to a small time weapon dealer who leads to a middle management at Lightbringer's

  If they go for the Middle management guy he has two cronies in military grade exo-armor

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You need a reasonable explanation for who hacked DF's vehicle and why.  DF's player will be (understandably) concerned about that.  If it ties directly into the plot of the adventure, all the better.  Also would go over better with the player if he's able to circumvent the hacking just moments before it's about to crash into the bay.

 

Do DF and Bandit receive cards as well?

 

Personally, I like when a bunch of seemingly disconnected incidents are actually tied together. 

 

For instance:

  • The muggers have a unique hand weapon, maybe something that scrambles the short-term memories of the target or makes him more amenable to suggestion. 
  • The hacking has all the hallmarks of a hacker DF put in prison... and recently escaped, reportedly with help from a meta similar to the one who fights Brute, though his specific identity can't be proven.  The hacking was possible due to an off-the-shelf GPS system that is easily replaced, and is sold by a smaller firm whose parent company owns the warehouse Bandit's been casing.
  • The meta who fights Brute  has brass knuckles with an electrified setting that disables whatever limb they hit for one Phase; head hits blind / deafen the target for a Phase; body hits cause a low-level invisible transparent Entangle.  Since such a weapon is against the rules, he can only use it sparingly. 
  • Bandit sees stuff similar to the muggers' weapon and the meta's electro-knucks in the warehouse, and the people in the warehouse are communicating with someone via iPad who has apparently hacked into the city's police radio / computer system to keep people away while the shipment is being received or sent out.

Once they're all together, the heroes compare notes, track down who is behind it all, and take him down.

 

Just an idea, no requirement to use any / all of it.

 

 

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Oh sorry, some extra details

 

1) the ally fight is not quite a set up, but pretty close, the old man is putting him self in harms way to pass the card on to MA

2) The hacking was done by "The Spyder".  The Dragonfly (vehicle) is submersible, it is taken through a underwater tunnel and stops at the warehouse

3) The meta is more of a spiderman clone.  Brute's player is new to the system, and this is intended as a combat familiarizing fight.  I am more than willing to change this, as I feel it will take to much game time, and would not mind the fight club being revealed later...

4) The old man has been setting up the warehouse

 

Long and short, the main hero of the city has gone missing, the two (Spyder and the old man) guys are the team benefactors and former assistants to the hero in question (one is the tech guy, the other was more of a general assistant).  The idea is that Bandit was not intended to join

 

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Those details help fill in some holes.  Thanks. 

 

I like the idea of Brute (as a new player) getting an intro to the combat system, even if it does take some game time.  If he doesn't mind another player knowing stuff about his character, having one of the more experienced players give him tips and suggestions might help (and keep at least one other player from getting bored).

 

I'm still a bit mixed on the hacking-the-sub, however.  The two players who get cards have the choice to to there or not, but DF doesn't get that choice.  You could maybe get the same results with Spyder hacking the system enough to pass along an electronic invite, with directions to the underwater tunnel.  If much of his power is centered around his vehicle, losing control of it might piss off the player. 

 

 

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So some revisions, going to give Brute a street scene instead of a fight club (just thugs, but foreshadowing the arms thing

 

Did the stats on the two NPC (well partially done)

 

Grey Fox


VAL    CHA    Cost    Roll    Notes
10    STR    0    11-    HTH Damage 2d6  END [1]
23    DEX    26    14-
10    CON    0    11-
23    INT    13    14-    PER Roll 14-
18    EGO    8    13-
20    PRE    10    13-    PRE Attack: 4d6
6    OCV    15
6    DCV    15
3    OMCV    0
3    DMCV    0
4    SPD    20    Phases:  3, 6, 9, 12
5    PD    3    5 PD (0 rPD)
5    ED    3    5 ED (0 rED)
5    REC    1
25    END    1
10    BODY    0    
30    STUN    5

 

Movement    Cost    Meters    Notes
RUNNING    -4    8m/16m    END [1]
SWIMMING    0    4m/8m    END [1]
LEAPING    0    4m    4m forward, 2m upward

Characteristics Total: 116

 

Cost    Powers
60    Variable Power Pool, 40 base + 30 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (85 Active Points); Maximum of 15 Real Points (-1/2), Armory Based (-1/4), Only Found Ultra Tech (-1/4), Kit  Based (-1/4) - END=

Powers Total: 60

 

Cost    Martial Arts
5    Defensive Block:  1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5    Defensive Strike:  1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike
5    Far Shot:  1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike +4 DC
5    Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
3    Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls
4    Martial Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm
4    Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
3    Martial Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
4    Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
3    Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/10, Target Falls
5    Offensive Strike:  1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
4    Quick Shot:  1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +6 DC
4    Ranged Disarm:  1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +7 DC to Disarm
12    Weapon Element:  Blades, Boomerangs and Throwing Clubs, Bows, Clubs, Crossbows, Empty Hand, Fist-Loads, Handguns, Karate Weapons, Ninja Weapons, Sling, Thrown Grenades, Thrown Knives, Axes, and Darts
16    +4 Ranged Damage Class(es)
16    +4 HTH Damage Class(es)

Martial Arts Total: 98

 

Cost    Skills
48    +4 Overall
20    +4 with a large group of attacks
3    Acrobatics 14-
3    Acting 13-
3    Animal Handler 13-
3    Breakfall 14-
3    Bribery 13-
3    Bugging 14-
3    Bureaucratics 13-
3    Charm 13-
3    Climbing 14-
3    Combat Driving 14-
3    Combat Piloting 14-
3    Computer Programming 14-
3    Concealment 14-
3    Contortionist 14-
3    Conversation 13-
3    Criminology 14-
3    Cryptography 14-
5    Deduction 15-
10    Defense Maneuver I-IV 
3    Demolitions 14-
3    Disguise 14-
3    Electronics 14-
3    Forensic Medicine 14-
3    Forgery 14-
3    Gambling 14-
3    High Society 13-
3    Interrogation 13-
3    Inventor 14-
3    Linguist
3    1)  Language:  English (idiomatic) (4 Active Points)
3    Lipreading 14-
3    Lockpicking 14-
3    Mimicry 14-
3    Oratory 13-
2    PS 11-
3    PS: Finance 14-
1    Paramedics 8-
1    Persuasion 8-
3    Riding 14-
3    Scholar
2    1)  KS (3 Active Points) 14-
2    2)  KS (3 Active Points) 14-
2    3)  KS (3 Active Points) 14-
2    4)  KS (3 Active Points) 14-
2    5)  KS (3 Active Points) 14-
2    6)  KS: Common Knowledge (3 Active Points) 14-
3    Scientist
2    1)  Science Skill 14- (3 Active Points)
2    2)  Science Skill 14- (3 Active Points)
2    3)  Science Skill 14- (3 Active Points)
2    4)  Science Skill 14- (3 Active Points)
2    5)  Science Skill 14- (3 Active Points)
2    6)  Science Skill 14- (3 Active Points)
3    Security Systems 14-
3    Shadowing 14-
3    Sleight Of Hand 14-
3    Stealth 14-
3    Streetwise 13-
3    Survival 14-
11    TF:  Common Motorized Ground Vehicles, Combat Aircraft, Equines, Hanggliding, Helicopters, Jetskis, Parachuting, Basic, SCUBA, Skiing (snow), Small Military Ships, Small Motorized Boats, Small Planes, Small Wind-Powered Boats
3    Tactics 14-
3    Teamwork 14-
3    Tracking 14-
3    Trading 13-
3    Traveler
2    1)  AK (3 Active Points) 14-
2    2)  AK (3 Active Points) 14-
2    3)  AK (3 Active Points) 14-
2    4)  AK (3 Active Points) 14-
2    5)  AK (3 Active Points) 14-
2    6)  AK (3 Active Points) 14-
3    Ventriloquism 14-
13    WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms, Boomerangs and Throwing Clubs, Sling, Thrown Sword, Vehicle Weapons (group)
3    Weaponsmith 14-

Skills Total: 294

 

Cost    Perks
3    Well-Connected
1    1)  Contact (2 Active Points) 11-
1    2)  Contact (2 Active Points) 11-
1    3)  Contact (2 Active Points) 11-
1    4)  Contact (2 Active Points) 11-
1    5)  Contact (2 Active Points) 11-
1    6)  Contact (2 Active Points) 11-
1    7)  Contact (2 Active Points) 11-
1   ?  Contact (2 Active Points) 11-
1    9)  Contact (2 Active Points) 11-
1    10)  Contact (2 Active Points) 11-
1    11)  Contact (2 Active Points) 11-
1    12)  Contact (2 Active Points) 11-
1    13)  Contact (2 Active Points) 11-
1    14)  Contact (2 Active Points) 11-
1    15)  Contact (2 Active Points) 11-
1    16)  Contact (2 Active Points) 11-
1    17)  Contact (2 Active Points) 11-
1    18)  Contact (2 Active Points) 11-
1    19)  Contact (2 Active Points) 11-
1    20)  Contact (2 Active Points) 11-
1    21)  Contact (2 Active Points) 11-
1    22)  Contact (2 Active Points) 11-
8    Fringe Benefit:  Membership: Fox CIrcle, Membership: honorary Centurian
15    Money:  Filthy Rich

Perks Total: 48

 

Base Points: 200
Experience: 0
Experience Unspent: 0
Total Character Cost: 616

Experience Unspent: 0
Total Character Cost: 152

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Spyder


VAL    CHA    Cost    Roll    Notes
8    STR    -2    11-    HTH Damage 1 1/2d6  END [1]
13    DEX    6    12- / 14-
9    CON    -1    11-
28    INT    18    15-    PER Roll 15-
15    EGO    5    12-
15    PRE    5    12-    PRE Attack: 3d6
6    OCV    15
3    DCV    0
3    OMCV    0
5    DMCV    6
3    SPD    10    Phases:  4, 8, 12/2, 4, 6, 8, 10, 12
5    PD    3    5/10 PD (0/5 rPD)
5    ED    3    5/10 ED (0/5 rED)
4    REC    0
20    END    0
8    BODY    -2    
20    STUN    0

 

Movement    Cost    Meters    Notes
RUNNING    -11    1m/6m,/4m/24m    END [1]
SWIMMING    -1    1m/2m    END [1]
LEAPING    0    4m    4m forward, 2m upward

Characteristics Total: 54

 

Cost    Powers
    Cyberpathy, all slots Affected by Mental Sense powers (-1/4) - END=
29    1)  Knack with Tech: +12 with Computer Programing, System Operation, Cryptography (36 Active Points); Affected by Mental Sense powers (-1/4) - END=
11    2)  +10 DEX (20 Active Points); With Technology Only (-1/2), Affected by Mental Sense powers (-1/4) - END=
17    3)  +3 SPD (30 Active Points); With Technology Only (-1/2), Affected by Mental Sense powers (-1/4) - END=

 

    Synthtech Jumpsuit, all slots IIF (-1/4) - END=
4    1)  Life Support  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); IIF (-1/4) - END=0
12    2)  Resistant Protection (5 PD/5 ED) (15 Active Points); IIF (-1/4) - END=0
  

    Chair, all slots OAF Bulky (-1 1/2) - END=
4    1)  Secured Comm: Mind Link , Specific Group of Minds (Foxnet, Personal Computer), Number of Minds (x2) (15 Active Points); OAF Bulky (-1 1/2), Only With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense Sight, Hearing, Radio (-1/2) - END=0
3    2)  Detect Life Signs A Single Thing 9- (Touch Group), Discriminatory (8 Active Points); OAF Bulky (-1 1/2), Self Only (-1/2) - END=0
4    3)  High Range Radio Perception (Radio Group) (12 Active Points); OAF Bulky (-1 1/2), Sense Affected As More Than One Sense Sight, Radio, Hearing (-1/2) - END=0
2    4)  Infrared Perception (Sight Group) (5 Active Points); OAF Bulky (-1 1/2) - END=0
4    5)  Life Support  (Self-Contained Breathing) (10 Active Points); OAF Bulky (-1 1/2) - END=0
7    6)  Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OAF Bulky (-1 1/2), Sense Affected As More Than One Sense Sight, Radio (-1/2) - END=0
4    7)  Running +5m (1m/6m total), x4 Noncombat, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF Bulky (-1 1/2), Only On Appropriate Terrain (-1/2), Gestures, Requires Gestures throughout (-1/2), Turn Mode (-1/4) - END=
18    Blaster Pistol: Blast 8d6 (40 Active Points); OAF (-1), 2 clips of 8 Charges (-1/4) - END=[8]

Powers Total: 119


Cost    Skills
4    +2 with Blaster Pistol
1    AK: Seatle 8-
1    Acting 8-
3    Analyze:  Technology 15-
3    Bureaucratics 12-
1    Climbing 8-
1    Combat Driving 8-
9    Computer Programming 18-
1    Conversation 8-
3    Criminology 15-
3    Cryptography 15-
3    Deduction 15-
3    Bugging 15-
3    Inventor 15-
3    Electronics 15-
3    Forgery 15-
4    Language:  English (idiomatic)
2    Language:  Spanish (fluent conversation)
3    PS: Data Analyzing 15-
3    PS: Hacking 15-
1    Paramedics 8-
1    Persuasion 8-
3    Scholar
2    1)  KS: Common Knowledge (3 Active Points) 15-
2    2)  KS: Computers (3 Active Points) 15-
2    3)  KS: Criminal Activity (3 Active Points) 15-
2    4)  KS: Superpowered individuals (3 Active Points) 15-
3    Security Systems 15-
1    Shadowing 8-
1    Stealth 8-
3    Streetwise 12-
3    Systems Operation 15-
0    TF:  Small Motorized Ground Vehicles
1    Teamwork 8-
1    WF:  Handguns
3    Weaponsmith 15-

Skills Total: 86

 

Cost    Perks
50    Vehicles & Bases
3    Anonymity
8    Fringe Benefit:  Membership: Fox Circle, Membership: Honorary Centurian
5    Money:  Well Off

Perks Total: 66


Value    Complications
20    Physical Complication:  Parapalegic (Frequently; Greatly Impairing)
15    Social Complication:  Secret ID Frequently, Major
5    Distinctive Features:  Strong Psi (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)

Complications Points: 40

 

Base Points: 200
Experience: 0
Experience Unspent: 0
Total Character Cost: 325

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Spyder Computer

VAL    CHA    Cost    Notes
38    INT    28    17-    PER Roll 17-

23    DEX    26    14-
3    OCV    0
3    DCV    0
3    OMCV    0
10    DMCV    21
6    SPD    40    Phases:  2, 4, 6, 8, 10, 12

Movement    Cost    Meters    Notes


Characteristics Total: 115

 

Cost    Powers    
2    Mind Link , One Specific Mind, Sense Affected As Radio (+0) (5 Active Points); Only With Others Who Have Mind Link (-1)    0
11    Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As More Than One Sense Sight, Radio (-1/2), IIF (-1/4)    0

Powers Total: 13


Cost    Skills
3    Computer Programming 17-
3    Cryptography 17-
3    Deduction 17-
3    Electronics 17-
3    Forensic Medicine 17-
3    Forgery 17-
3    Security Systems 17-
3    Systems Operation 17-
3    Weaponsmith 17-
11    CK: San  Corona 25-
11    KS: Super Powered individuals 25-
16    KS: Criminal Activity 30-

Skills Total: 65

 

Cost    Perks
8    Computer Link
7    Law Enfrocement Databases

Perks Total: 15

 

Cost    Talents
1    Program:  Search Data
1    Program:  Alert and monitor 
1    Program:  Monitor and alert Health Sensors (sends an alert if uuser is injured)

Talents Total: 3


Base Points: 200
Experience: 0
Experience Unspent: 0
Total Character Cost: 211

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